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Messages - Fishmonger

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31
Ghost Recon: Advanced Warfighter / Map update - The Good Shepherd
« on: December 08, 2018, 08:13:40 PM »
New version where all I did is remove a number of areas that were likely related to the spawns behind/above us, corrected all zones for height so they would not extend above the floors they are meant for. I am not sure this will fix the issues we had, but for now, that's all I can do short of redoing everything.

grab the bundle here

the_good_shepherd bundle new 12-07-2018

and the smaller zip here

the_good_shepherd ZIPPED new 12-07-2018


32
Ghost Recon: Advanced Warfighter / 20,000 games
« on: October 25, 2018, 09:54:14 PM »
I just realized the game counter ran past 20k rounds a few weeks ago. I don't know exactly when I started keeping track of the games, but it likely goes back to about 2013 or earlier. since then, we have played 20,520 games as of last night.


Sept 6, 11:20 pm central was game 20,000 - based on the log, I think we lost that round

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1"?>
<xml>
<statistics version="1.2" date="2018-09-06 23:20">
<match map="stay_frosty" round="3" num_rounds="3" kills="24"/>
<marksman>
<player name="HSantal" side="US" team="Alpha" leader="false" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="7" shots_hit="7" bullets_fired="12" grenade_kills="0" grenades_thrown="1"/>
</marksman>
<demolition>
<player name="ogreat1" side="US" team="Alpha" leader="true" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="3" shots_hit="6" bullets_fired="42" grenade_kills="0" grenades_thrown="0"/>
</demolition>
<ranking>
<player name="ogreat1" side="US" team="Alpha" leader="true" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="3" shots_hit="6" bullets_fired="42" grenade_kills="0" grenades_thrown="0"/>
<player name="Fishmonger" side="US" team="Alpha" leader="false" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="12" shots_hit="14" bullets_fired="149" grenade_kills="0" grenades_thrown="0"/>
<player name="HSantal" side="US" team="Alpha" leader="false" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="7" shots_hit="7" bullets_fired="12" grenade_kills="0" grenades_thrown="1"/>
</ranking>
</statistics>
</xml>

At least H got a 100% marksman with 7 lethal shots out of 7 bullets fired.

One of these days I'll ingest all these files into a database, just to see how many hours we've been at this thing...



33
General Discussion / Re: I did a thing.
« on: September 30, 2018, 09:56:55 PM »
heated seats, gas pedal and brakes, that's the controls you need to find first in Canada.  Rest is RTFM stuff. Took me a youtube video to figure out how to set the damn clock on my daughter's Outback!

I'm kind of a hatchback/wagon guy, but Toyota gave up on the Camry wagons in the 90s and now has a zillion ugly SUVs I can't keep apart. I used to like the Prius but the new model looks like it is made for some Aisan markets where edgy tailights need to look like Samurai weaponry. Meh. Even though influenced by similar design cues, the Camry is much better looking.

34
Ghost Recon: Advanced Warfighter / New Map - Alamo_2018
« on: September 03, 2018, 03:32:18 PM »
update to Cappy's Alamo_2013. Initially I just wanted to get rid of the 2.5 minute delay at the start, but then got carried away and added some new stuff, changed the terrain, etc - so a new take on the old map. and don't trust the red directional indicators as long as some of the friendly Marines who came to help us out are alive. Anyone but a ghost shooting seems to give me a fire indicator. You really have to look at their tracers to get the direction of the contact.

Alamo_2018 - 09-03-2018

35
Ghost Recon: Advanced Warfighter / Re: Server may be down - Aug 18
« on: August 30, 2018, 09:57:34 PM »
GRAW had crashed - server was running and TeamViewer looked like somebody had tried/succeeded connecting to it. It never shows that interface on screen unless there was a connection.

Anyway - I will be online before end of week. I am busy getting stuff sorted after getting home, lots of things to do before the weekend and am beat from driving cross country.

36
Updated today to fix the random explosion stuff in the crack, tweaked a few other things, otherwise really the same map

37
Ghost Recon: Advanced Warfighter / New Map - Fartknockers_unhinged
« on: June 10, 2018, 12:23:03 AM »
title tells you everything you need to know

new version with some bug fixes - ditch June 09

Fartknockers_Unhinged 06-21-2018

38
Ghost Recon: Advanced Warfighter / Buy yourself a HEMTT
« on: June 07, 2018, 08:53:10 AM »
https://bringatrailer.com/listing/1988-oshkosh-mk48/

180 miles on the clock and current bid less than a used Kia ...


39
Ghost Recon: Advanced Warfighter / Re: New OGR map "battleground"
« on: May 06, 2018, 10:12:07 PM »
I updated the server and the download link from the map cycle thread. Running the new version on the main server tonight

40
Ghost Recon: Advanced Warfighter / Re: New OGR map "battleground"
« on: May 06, 2018, 02:04:01 AM »
To have reliable timing with the vehicles,


a) on start game activate all areas
b) on event of first area humans spawn, add the panhards to that same event, with the timer you want

the way this unfolds -

nothing happens until humans check off and enter the first trigger area, which is active as soon as the map loads (<event name="start_game"> happens immediately, even without players on the server). Once triggered, the script calls the event for the first area. There you usually spawn only humans, but now add the panhard events to that with their own start time. They will spawn/start rolling exactly at the time specified after we spawn.

I usually have a dedicated vehicle area to trigger those at slightly more random times and since I change the number and chance of vehicle spawns based on player count. I count players and then trigger different events, the more players the higher the chance for more vehicles.


41
Ghost Recon: Advanced Warfighter / Re: New OGR map "battleground"
« on: April 30, 2018, 09:15:31 PM »
I put it on the server, so we can test it. If the tests pan out, I'll put a copy on my download site and add it to the cycle

42
General Discussion / Re: -=Brigand=-
« on: April 26, 2018, 10:23:05 PM »
I saw you were on the server after everyone left yesterday. Redemption isn't a fun map even with a group of 3 or 4, so your experience there was probably what we all would do.

Then I saw your result for solo high wire act - and that's quite impressive! Posting it here for the others to get an idea of what you are capable of.  H has to look out for a possible marksman competitor, because 99 bullets for 42 kills usually only one of us achieves. Good percentage  8)

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1"?>
<xml>
<statistics version="1.2" date="2018-04-26 02:48">
<match map="high_wire_act" round="1" num_rounds="3" kills="42"/>
<marksman>
<player name="-=Brigand=-" side="US" team="Bravo" leader="true" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="39" shots_hit="43" bullets_fired="99" grenade_kills="1" grenades_thrown="1"/>
</marksman>
<demolition>
<player name="-=Brigand=-" side="US" team="Bravo" leader="true" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="39" shots_hit="43" bullets_fired="99" grenade_kills="1" grenades_thrown="1"/>
</demolition>
<ranking>
<player name="-=Brigand=-" side="US" team="Bravo" leader="true" score="0" kills="0" deaths="1" gametype_score="0" match_score="0" lethal_shots="39" shots_hit="43" bullets_fired="99" grenade_kills="1" grenades_thrown="1"/>
</ranking>
</statistics>
</xml>

43
General Discussion / Re: -=Brigand=-
« on: April 19, 2018, 10:24:59 PM »
It sounded like you installed my mod on top of the actual Brettzies v6.0

If your folder is now smaller than before, that means you probably did it right. The fishmod installation has 635 files in it and counts 65.1MB (68,275,314 bytes) when you get properties for the folder it is installed in.

There are video files and other pieces I left out, such as the custom uniforms in the brettzies mod.

There are files in your original French folder that possibly can be retained and added to the mod, but that will require some unique customizations. We don't have anything in these folders in the US, they are all empty. Otherwise, I could probably make a custom version of the mod and combine that with whatever is in your French folder.

It sounds like you are ready to go

44
General Discussion / Re: -=Brigand=-
« on: April 19, 2018, 07:44:22 AM »
" Unzipped the archive "fishmod_01-27-2016.zip", this adds and overwrites the contents in the existing "bp_weapons_pack_v6.0" folder."

that is bad news.

just because it has the same name doesn't mean you can do that. The only reason we kept that folder name was to make it easier for folks to swap the mods from original B mod to my version. They have very little in common, plus there is a LOT of junk in the BP mod you don't want in your game.

Please delete the content of that folder and replace with only the fishmod folder. Putting it into what used to be /French is fine. Doesn't really matter, as the context.xml points at the renamed folder /bp_weapons_pack_v6.0 just like all the other players and the server use.

I am sure you can run the BP mod with my version copied over the top, but it is likely to cause some strange things like invisible weapons for us when you pick something that was eliminated from the bloated BP mod. There are many weapons in that mod that are totally useless, so we just got rid of them.

The server will accept any player with any mod - we don't run the anti-cheat check, as it causes the game to studder and run real poorly. So what happens when incompatible mods show up in the game is unpredictable. Many times the server will just crash, other times, depending on what is different from our official mod, it will run fine, and we'll only notice that somebody was cheating when they throw their 12th frag grenade :D


45
Ghost Recon: Advanced Warfighter / Re: Full Server 4-14-2018
« on: April 15, 2018, 11:02:48 PM »
it was RPGHard and he was just too far to the edge in the field of view for the name to show up. That's normal in the game. Note it isn't a full diamond anymore, but one of those half diamonds you get once the player moves to the edge our outside of your field of view

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