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Topics - Fishmonger

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Ghost Recon: Advanced Warfighter / New Map - Saving Private Beavis
« on: September 26, 2020, 11:09:44 PM »
Rescue mission. Pack the lucky pants and get on with it

This is all new, mega random, 1-4-7 adaptive
saving_private_beavis new 09-26-2020

Ghost Recon: Advanced Warfighter / Hamachi house cleaning
« on: September 08, 2020, 09:01:29 PM »
Attached is the list of clients currently registered. Many duplicate users, so if those with dupes can tell me which one to keep I can get us down to a reasonable user list again. We are 3 users short from running out of licenses.

I will try to do this during the nightly gaming sessions so that you can give me a direct heads up on what your active client IP is.

Ghost Recon: Advanced Warfighter / That 9/7 grenade kill count
« on: August 30, 2020, 08:59:50 PM »
so in the server result log it states this for each grenade kill that in the game stats at end of the round look like 9/7

grenade_kills="9" grenades_thrown="7"

Thing is, I am pretty sure you don't get 7 frags to throw :) GLs are not "thrown" grenades, so the second number really should match the frag count you throw.

last round we played last night hat these two demo boys listed

<player name="Bones" side="US" team="Unassigned" leader="false" score="0" kills="0" deaths="0" gametype_score="0" match_score="0" lethal_shots="26" shots_hit="32" bullets_fired="369" grenade_kills="4" grenades_thrown="3"/>

<player name="Cappy" side="US" team="Alpha" leader="false" score="0" kills="0" deaths="0" gametype_score="0" match_score="0" lethal_shots="13" shots_hit="15" bullets_fired="120" grenade_kills="5" grenades_thrown="4"/>

Ghost Recon: Advanced Warfighter / OpenVPN testing - Hamachi replacement
« on: August 14, 2020, 06:40:55 PM »
I set up my router to allow VPN connections directly, not via that remote Hamachi service. This may or may not work. I do have a dual core router CPU but it isn't the fastest one on the planet. There are models that are allegedly much faster due to some custom chipsets that handle the encryption. Still, what we are doing isn't really high load, so I figure we should give it a shot. If Hamachi has a bandwith cap (highly likely as I never saw it above 10Mbps), we may actually do better with this solution.

Anyone who is interested in testing this with me, let me know in Teamspeak. I will need to email you instructions and a settings file, username and PW. We can actually do this in tandem with Hamachi, as the connections should be handled on my network as if you are a local client like my own gaming box, where I never run Hamachi. The server has been dishing out GRAW connections on Hamachi and locally simultaneously, so that should not be a problem.

I cannot test myself very easily unless I go to some coffee shop with my laptop and play from there. . I do not have GRAW in my office and that office isn't really my office any longer anyway.

I did test the connectivity from the office computer to my LAN with the settings I have configured and it works fine (e.g. I can try to open my router admin page from a computer that isn't in my house using the local network IP for it, so that remote system clearly is "virtually" on my LAN. Just what we need to play GRAW. The connection will not allow you to use my Internet connection for web access (teamspeak), but that will use your normal connection. So far that also seems to work on my work box.

If possible, I want to ditch Hamachi before the end of August when they will bill me again for 12 months without warning or any prior info on how much the price is going up. Just because of the way they do this I want to dump the service. It is getting expensive, and it may also be the root problem of all our map loading crashes.

To make all this work on your end, you will need to install OpenVPN, which behaves a lot like hamachi, except you don't see other users connected. Downloads are here 

The program will be looking for a config file that I will provide, plus a username and password (can be saved) I will hand out via teamspeak. At this point I don't know if everyone can use the same user/pass combo, or if I have to create one for each user. There is a limit of 16 in the server config, but that should be enough for us. I am guessing more than one can connect using the same user and password.

So if you're a bit more on the tech savvy side and want to try this out (Mex, Mike? I recall you were interested in testing) let me know this weekend. I'll advertise this in TeamSpeak as well

Ghost Recon: Advanced Warfighter / New Map - Santa_on_the_line
« on: June 22, 2020, 10:24:24 PM »
De-escalated version of Norad on the Line, with less lethal enemies, a few less 50 cals, no tanks, a few less snipers. Still hard, but these guys are significantly less accurate than the Special Forces on the original map.

santa_on_the_line 06-22-2020

Ghost Recon: Advanced Warfighter / New Map - Desert_Castle_2020
« on: May 29, 2020, 09:42:13 PM »
significant update to make Desert_Castle_Dedicated more single player playable. Last test game was a 70 kill round, about 25 before you even get near the castle. No tank, no special forces etc. Should still be difficult once you get inside the building.

Desert_Castle_2020 05-29-2020

Defused the map a good bit. 25 or so less enemies on the map, and all downgraded to guerilla level brains and targeting skills. Some Panhard percentages reduced, too.

download from map cycle or here

 valentines_day_massacre   05-29-2020

Ghost Recon: Advanced Warfighter / Map Update - Violence_of_Action
« on: April 10, 2020, 10:38:58 PM »
I got tired of the tank a the start, so it's gone. Also lost the HEMTTs at the start as they were only blocking the view now that the tank is gone. Some percentages dropped down a bit, friendly tank comes online 10 seconds earlier, and a half dozen less guys on the heaviest spawn. Rest the same.

Test round got me 303 kills to finish, tank had about 40 of those.

Download from map cycle - it's the new one.

Ghost Recon: Advanced Warfighter / Map Update - We_Are_Sparta
« on: June 12, 2019, 06:53:15 PM »
updated the randomizer, ditched all special forces. 1-5-8 random now. Should be much less predictable, especially first couple of spawns we know so well.


Ghost Recon: Advanced Warfighter / Map Update - Quick_Decision
« on: June 12, 2019, 06:51:49 PM »
Went into the old code to make it more random, ditched most of the special forces, and adjusted difficulty trigger to 1-4-8 players

two tests had me finish on easy with 40-45 kills, so close to what we know, just different guys spawning. This was 4-way random per difficulty level, now is 12 way random.


Ghost Recon: Advanced Warfighter / Map Update - Wombat Anus
« on: May 11, 2019, 11:07:02 PM »
Removed the stuff that sucked on this map, added a few more marines in the sewer to give them a better shot at reducing the enemies waiting for us. I also dropped about 20 percent of the tunnel enemies and and changed a few percentages for some of the spawns. Tanks still there, chopper still there, final segment unchanged.


Ghost Recon: Advanced Warfighter / New Map - Last_Train_Home
« on: April 25, 2019, 11:05:50 PM »
remake of Grasslands terrain in very different direction. Stay close to the rail track once you get there.

UPDATED 4-27 - ditch the 4-24 version.


Ghost Recon: Advanced Warfighter / Map Update - Ruin their Day
« on: April 10, 2019, 10:41:32 PM »
More random, added smackdowns, changed the player count to 1-5-8 for the levels, and there's some lower percentages for base spawns (used to be 90 percent, now 75)


Ghost Recon: Advanced Warfighter / Map Update - Last_Castle
« on: March 24, 2019, 07:57:05 PM »
I never really found what crashed the map, but it hasn't crashed once in 10 tests at the area15 trigger where it always crashed last time we played it. I removed one 50 cal trigger from that event, so maybe that one was hosed. Or it only crashes when OG is online  ;)

So the changes go like this:

  • easier out of the building, but not a lot easier. This last version was already a bit easier
  • I added panhard spawns to give us something to blow up
  • I added smackdowns to have some surprises, but in 4 test games I haven't seen a single one, given they are all over the terrain and you don't walk through all the triggers every time, so even when they are active, you may not choose the route where the active zone is.
  • I added a Cornholio at the end. Watch for him at the rear entrance to the bunker.
  • I had our chopper fly off rather than explode. Needed a clean road for Panhards.


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