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Posted: 2007-08-24 12:58
by Ecko
Loaded it no problem. Was using the 64 player size...
Good work so far, with the first crash site though could you make the area around the bh more open (As per the films). Also at the USMC base, there is a shooting range oddly placed, make it face west opposed to south. It's current placement would increase the chance of friendly fire.
Onto vehicles:
Remove 2 jeeps and replace them with command trucks, this way there is some mobile spawn points.
Remove one BH and replace with a T-Littlebird. So in total there is now 2 T-Littlebirds.
Replace the Hydra-LB with the Minigun one.
Just my suggestions, great work so far. Although, I do think you should set up a flag "Holding point" which is capable at the same time as the "Target building".
Posted: 2007-08-24 13:04
by arjan

Cool
Posted: 2007-08-24 14:13
by OkitaMakoto
Ecko wrote:Loaded it no problem. Was using the 64 player size...
Good work so far, with the first crash site though could you make the area around the bh more open (As per the films). Also at the USMC base, there is a shooting range oddly placed, make it face west opposed to south. It's current placement would increase the chance of friendly fire.
Onto vehicles:
Remove 2 jeeps and replace them with command trucks, this way there is some mobile spawn points.
Remove one BH and replace with a T-Littlebird. So in total there is now 2 T-Littlebirds.
Replace the Hydra-LB with the Minigun one.
Just my suggestions, great work so far. Although, I do think you should set up a flag "Holding point" which is capable at the same time as the "Target building".
Can we place command trucks? I thought that was a commander only ability that was to be left up to a commander... if not, I'll think about it. Otherwise, use choppers and stuff for ferry and place a rally point, plenty of places to hide them in the city.
I know there will be tweaking with vehicles needed, espec. the number of Helos, but I'm going to wait until it gets some online testing before I make changes. Just to see what needs to be done more precisely.
The target building, yeah, AAS needs work, so far, each starts with one base extra (well, INS also have the crash sites)... I dont know, regardless, yeah, it needs work, but Im not sure I want to just throw in a control point to be grouped with the target building just because.... but, like I said, we'll see.
After classes today, Ill get the map fixed(or at least I think I will) and put it up for download...
Posted: 2007-08-24 14:58
by Ecko
I'm pretty sure they can infact be placed like any other vehicle. On the Kashan vehicle test map someone did they had it placed along with every other vehicle in game. Not sure if it requires you to hack the files though...
Posted: 2007-08-24 15:28
by youm0nt
Are their any pick up kits and ammo caches for the insurgents in the city area? I didn't check thoroughly in the city enough.
Posted: 2007-08-24 16:40
by OkitaMakoto
youm0nt wrote:Are their any pick up kits and ammo caches for the insurgents in the city area? I didn't check thoroughly in the city enough.
not throughout the city yet. Well, there might be a few tables of ak's I put in a long time ago. But later, I will place more RPGs in certain key locations. But, for now, they are all at INS Spawn.
One thing i dont like about current INS spawn is that sometime it puts you in the mountainous area, and if both vehicles from there are taken, you have a LOT of walking... I think I'll reduce it to just the main camp for the spawn...
LtSoucy, Im sure you can put them in, but I think I read somewhere in a guidlines thread that they should be left to the commander to place them in game... but IDK... i know its true for commander assets, but not sure baout the commander/spawpoint truck... Would be nice though
Posted: 2007-08-24 16:45
by OkitaMakoto
Posted: 2007-08-24 16:48
by PlayPR!
All we need to complete this map is T3H FAST R0PEZ!
Awsome looking map, downloading the beta/alpha now.
Posted: 2007-08-24 17:50
by OkitaMakoto
PlayPR! wrote:All we need to complete this map is T3H FAST R0PEZ!
Awsome looking map, downloading the beta/alpha now.
great, but i cant guarantee the ones youre downloading will work. im starting work on fixing it now. will keep you posted once i test the map once packed. then to upload.
Posted: 2007-08-24 20:59
by TaskForceDelta
TaskForceDelta wrote:well it crashes everytime i press start server. Even on 16 player ive tried and same problem so i replaced the lightmapatlas.tai file and still it crashes. Can you help me?
can someone please help me with that? I just cant seem to load the map at all
Posted: 2007-08-24 21:05
by OkitaMakoto
TaskForceDelta wrote:can someone please help me with that? I just cant seem to load the map at all
wait til i upload the working(hopefully) Map. It should be done soon, unless something comes up.

Posted: 2007-08-24 21:50
by OkitaMakoto
K, updated and unpacked map works in the editor version of PR, but I still had to remove the overgrowth folder because it is still giving me the house_low_03_lod error:

half the time when saving my map, and error similar to this shows up in the little debug text window.
also, i looked for this file and couldnt find it, nor did it exist for houses similar (house_low_02_lod did not exist in respective folder)
So what I am asking is WTF...
So, unless someone knows how to fix this House 3 problem and xfires me in like 5 minutes, im gonna pack the map, check it in real PR .6, maybe on all texture settings, and then upload it to FileFront to see if it works for you guys...
I really hope it works, I am tired of wasting everyones time with these dumb errors...

Posted: 2007-08-24 22:18
by OkitaMakoto
Snake_Doctor is getting my Editor version as we speak, he will fix it up as best he can, and then get it to me to put on filefront...
Sorry guys.... tomorrow some time.....
trust me....

im sad...
p.s. he guaranteees it will work. so i am really trusting him...

Posted: 2007-08-24 22:21
by BlackwaterEddie
Ecko wrote:with the first crash site though could you make the area around the bh more open (As per the films)
If memory serves me correctly, the first black hawk crash (wolcotts black hawk) crashed in a pretty tight area.
Posted: 2007-08-24 22:41
by OkitaMakoto
BlackwaterEddie wrote:If memory serves me correctly, the first black hawk crash (wolcotts black hawk) crashed in a pretty tight area.
yeah. im going by pics in books and real life whenever possible, and by movie for outside strategic area inspiration.
anywya, EDITOR map is in transit to Snake Doctor. I'll update when he gets it back...
Posted: 2007-08-25 05:56
by OkitaMakoto
VIDEO!!! not gameplay, but some cool editing things I'm trying out... dynamic(moving) sun flare, color change, TV effects, etc. I'm fairly happy with it.
Still WIP and I want to replace a lot of the stuff in it with actual gameplay...but here's a...teaser? meh... a chance to show some of the spots I like and such... crashed cars, the food dist. center, Target building, etc.
Check here and look for the file "Mogadishu.wmv", I'm going to bed, I hope it uploads...
http://hosted.filefront.com/OkitaMakoto
14 Mb, should be a fast upload... and download...
As of this posting its not uploaded yet, but it will be in the process... so check it as often as you want...
the part where it stays long on the smoke pillar is what I might use as a sort of title shot... idk yet though...
OkitaMakoto
Posted: 2007-08-25 06:01
by OkitaMakoto
Posted: 2007-08-25 07:17
by Lightninguk
what the new version and operation reality will be more the happy to host it if that is ok with the mod guys not sure if this is allow but if it is then we will host it on our game server onces we get the go ahead from the pr mod team
Posted: 2007-08-25 07:44
by Lightninguk
this does not work on a local server it keep crashing to desktop do the settings need to be at medium or what please let me know thanks
Posted: 2007-08-25 09:10
by KingLorre
16 player map, crash at 63%. textures. that probebly your 03 lowrise building.
anyway. im gona try the 32 and 64 now.
update asap.
32 player map crashes at 64% textures.
64 player map. -