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Posted: 2006-09-26 01:03
by Happy
Typo ftw!

Posted: 2006-09-26 12:07
by Griffon2-6
lol, I just forgot the sv. And so much for the Mirage being difficult to add, eh?

Posted: 2006-09-26 20:49
by Happy
Go f*ck yourself ;) Nice work tracking it down.

Posted: 2006-09-26 21:11
by Griffon2-6
lol. It wasn't that hard, I just had to change the the .tweak file to use elements that exist in vBF2 (and PR, consequently). Looks like I can do what you do. Oops, that wasn't supposed to come out!

Posted: 2006-09-30 22:19
by Griffon2-6
New screens!!! And I did NOT use the random tool

Image

My editor crashed while saving, so this is going to take a few days to sort out.

Posted: 2006-09-30 22:21
by Dylan
Wow man, that sucks. I might do a little work on my map seeing as I havnt for a few weeks. :-P . Hope you get this sorted out.

Posted: 2006-09-30 22:27
by Hitperson
do you have a back up?? of the original??

Posted: 2006-09-30 22:32
by Griffon2-6
Yeah, but it's way behind.
I'd rather just fix it, i could do with a little terrain reshaping too. Before this, it looked like something from DragonBallZ, so yeah, I'm going to try to make it look more natural this time.

Oh yeah, and this is the surrounding terrain anyways, so who gives.

Posted: 2006-09-30 23:32
by V3N0N_br
I got that problem on a map too.
At least for me, it was on the surrounding terrain. Looks like the editor just get mad at us and do it to f* things up, lol.

Posted: 2006-10-01 04:18
by IronTaxi
holy ****...the sucks... really...good luck

Posted: 2006-10-01 20:48
by Griffon2-6
All fixed. Just copied over the old HeightmapSecondary_xxxx.raw's.

Posted: 2006-10-02 17:39
by Masaq
Glad to hear it mate, it was looking good.

Any chance of new screenies in a bit? :)

Posted: 2006-10-07 01:04
by Griffon2-6
I'll get new screenshots as soon as I get some new stuff working.

Posted: 2006-10-07 01:26
by Dylan
I will be waiting. ;)

Posted: 2006-10-08 02:19
by Griffon2-6
Hey guys, I need input: So far, I have only worked on the 64 player version of my map. But, Project Reality etiquette requires me to have three versions of my map, 16, 32, and 64. Now, you are all acquainted with the elements of my map, the Beach, the Highway, and then Taipei. I need to decide which part of my map I should use as the 16 player. Now the City is not really an option, since that's too far in-land for an invasion (Taiwan would never allow that).

So the options are the Carrier to the Beach (Naval warfare [with APCs]), the Beach to the First Highway control point, or the First Highway control point to the Second Highway control point.

Thanks for you input. New screens real soon, as soon as I solve the case of the magic disappearing bridge.

Posted: 2006-10-08 11:46
by duckhunt
Dont do the carrier/beach whatever you do.

Do it on the most interesting part of your map, regadless of historical/whatever accuracy. If the city is good, the make that 8v8.

Posted: 2006-10-08 18:35
by Griffon2-6
Well, yeah, I guess the naval combat would be kind of redundant. I'll make it from the beach to the first highway control point.

Posted: 2006-10-08 18:38
by duckhunt
Griffon2-6 wrote:Well, yeah, I guess the naval combat would be kind of redundant. I'll make it from the beach to the first highway control point.
As long as the beach wont be too much pwnage

Posted: 2006-10-08 18:59
by Griffon2-6
Taiwan has high ground, PLA has low ground, but there is a path up. I'll take away all weapon emplacements for the 16 player version.

Posted: 2006-10-08 20:34
by Resjah
Any new screenshots? :-D