White Skull Valley

Everything about GhR and its mods.
Remy
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Post by Remy » Tue May 17, 2005 11:56 pm

Hello,

Can you descrire the problem?
And the solution which you did find?

Thx
I live in Paris in France close to Hilton...

Remy
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Post by Remy » Sun May 22, 2005 3:54 am

Made in Tiger translation :

I succeeded in repairing the bug to play warzone, siege and other mods multiplayer.
I modified the file: ws_gametypes_d.mis

I did not find a problem exactly. I started with the mission of another map.
I proceeded by replacement.

Now, the zones work and all is in place (sounds, respawns..).

I created other zones for the siege in the castle and radio station. They are not with the map. They are only in my server side for the moment.

But, There are no more the sounds of the bears...
I put only the map for my mods on my web site. The installer put this one on other mappack for my games.
I live in Paris in France close to Hilton...

Remy
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Posts: 8
Joined: Fri May 06, 2005 11:38 pm
Location: France - Paris
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Post by Remy » Sun May 22, 2005 11:49 pm

English made in Tiger !

There is always a problem...

if I begin the game with the map, all work. I can pass from siege to warzone without problem. All players see the zones.

BUT, if i play another map and that I return to White-Skull Valley , the problem come back : the zones disappear for the players !

I do not have any more a solution, only you, Monoman !...

This map is very beautiful and it is damage not to be able to play in multiplayer with.

1.280 023 players waiting for you :D
I live in Paris in France close to Hilton...

Vir2L™
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Post by Vir2L™ » Mon May 23, 2005 10:48 am

Remy, I would be careful with some of "your mods" on your website.

I have a feeling that some of the real authors of those mods wouldn't be to happy with what you are doing with them, without their permission. Most modders don't mind if you use their work, just as long as you ask them before you make your own mod out of it. It's understandable why they do this.

Some of the maps on your site are illegal to distribute. Some of the maps require you to own the Island Thunder expansion pack. You might own IT, but that doesnt mean it is legal to pass it out.

Just thought I'd let you know.
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"You can't spell slaughter without laughter."

Remy
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Location: France - Paris
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Post by Remy » Mon May 23, 2005 3:52 pm

Translation Made in TIGER...

Thank you very much for your message.

I always indicate the name of the authors and I put on my site this
sentence: "I am not the author of these Maps and these Mods".

I gathered these maps because they are very beautiful and very good.
With these MapPacks it is easier to play in multiplayer with these maps.

I respect much these creations and if an author wants that I remove I
would do it.

For Island Thunder, it is impossible to find it for several players,
this Pack makes it possible to these players to discover these maps.

If I must stop I would do it
I live in Paris in France close to Hilton...

deleyt
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Joined: Sat Jan 15, 2005 5:40 pm
Location: The Netherlands

Post by deleyt » Thu May 26, 2005 2:11 pm

How's the framerate handling on the Mac?
When I designed the map for WSV, I went a long way to make it run on most machines.
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Vir2L™
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Post by Vir2L™ » Thu May 26, 2005 11:44 pm

I get great framerates on the map. Especially when playing solo. Your map runs smoother than some of the stock 400x400 maps and it has much more details. Great job optimizing!

We max out at 60 FPS on Macintosh, though everyonce in a while i catch 61 (like the screenshot i took of the bears). I think it has to do with the Mac port of Ghost Recon.

Some people are noticing some wierd effect of the water texture, but i think it has to do with some of these new video cards, mainly ATI. A driver issue or something.

I experience an entirely different effect alltogether:
When i have my graphics set to 32 bit, the ground texture flutters, but an easy fix is to switch it to 16 bit and it runs like it should. Ive noticed some of the textures on the stock maps do the same thing. Like i said, i think it has something to do with the newer ATI cards.
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"You can't spell slaughter without laughter."

deleyt
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Post by deleyt » Fri May 27, 2005 8:39 am

Good to hear it's running at 60 FPS. That's better then I expected actually.

I know about the "swaying weed"-problem. It happened on the PC aswell for some people.
It could be an ATI driver-issue but I never really checked back to see waht video-card they were running.
Most of the times they simply downloaded a set of new .RSB's that I uploaded, replacing the old textures and after that all was fine.

The case of the ground "fluttering" is a new one to me.
"Fluttering" usually occurs when 2 planes are close to eachother and the Z-buffer clipping it wrong. That' makes the textures "jump" infront and back of eachother.
I can't see the relation to the color-depth (16 bit or 32 bit) though as that hasn't got anything to do with it.
Are you sure you're not talking about the Z-buffer instead?

I don't have a Mac, so I can't test it.
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Vir2L™
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Post by Vir2L™ » Fri May 27, 2005 8:28 pm

ahh, yes, i meant Z-Buffer depth.

Here's a screeny of the fluttering i am experiencing. Notice the geometrical shapes, they flutter every time i move, unless i'm in 16 Z-Buffer.

link to screenshot--> http://dynamic.gamespy.com/~monoman/cop ... fullsize=1

Another wierd phenomenom occurs when I am a client on someone elses server. When near the waterfall, instead of hearing a waterfall sound, I hear a fire crackling sound. But when I host, i hear the sound correctly, water.

Also, we are having some issues with clients not being able to see the objectives, briefings and zones on the map. They seem to only appear for clients when the host/server starts the server on the map. If the server starts on a different map and then switches to WSV the objectives/briefing is still the prior maps info. Do you experiemce this, and do you know of a fix?
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"You can't spell slaughter without laughter."

deleyt
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Joined: Sat Jan 15, 2005 5:40 pm
Location: The Netherlands

Post by deleyt » Sun May 29, 2005 9:58 am

The Z-buffer clipping wrong, is a hardware issue as it depends on what videocard is being used.
The only solution I have is switching to 16bit.

The waterfall-sound being substituded by a fire crackeling-sound should is a weird one because they are both stock sounds, and are being triggered from the mission as such.
You could try to delete the waterfall-sound from the mission, then add the same soundline back again and save the mission.

Clients not being able to see the objectives, briefings and zones is a mission-related problem.
I know it exists, even on the PC version.
It has something to do with the mission being set up server-sided, but I'm no mission-scripter, so I don't have a ready-made answer for you.
My suggestion is to contact a mission-scripter about that one.

D.
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Vir2L™
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Post by Vir2L™ » Sun May 29, 2005 12:11 pm

Thanks for your help D.

Much appreciated.
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"You can't spell slaughter without laughter."

deleyt
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Post by deleyt » Sat Jun 04, 2005 9:53 am

You migth have to convert another hard one soon.... :twisted:
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Vir2L™
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Post by Vir2L™ » Sat Jun 04, 2005 11:40 am

Trainride? Or a new top secret map?
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"You can't spell slaughter without laughter."

deleyt
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Post by deleyt » Sat Jun 04, 2005 11:46 am

That would be Trainride, yes.
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