*DAMN R6 Forum

*DAMN R6 Community => Cocobolo Mods => Topic started by: WardenMac on June 14, 2004, 01:03:21 am



Title: DTD Team Mod Beta bug report
Post by: WardenMac on June 14, 2004, 01:03:21 am
Guys list bugs here. Ive gone through it some and found these:

1. ImI Negev has no sound
2. Mk-46 has no sound
3. Beretta M12 has no sights
4. Shotgun makes bird sound
5. Law crashes the game when fired (Demo group with UMP primary)
6. SF Squad wep has no sound
7. Stoner wep has no sound
8. Car 15 (my char) sound is not silenced
9. M21 (coco's char) makes bird sound when fired
10. Kac m4 with shotgun (cobra's char) makes bird sound when shotgun is fired.
11. HK 53 (whispers char) not sd
12. Cobra's char CTD's on g36 kit

Ill go through it some more


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 14, 2004, 03:00:47 am
Two hours left on the download for me. I'll begin testing it tomorrow at the latest, feel like crap today.


Title: Re:DTD Team Mod Beta bug report
Post by: ogre_h on June 14, 2004, 03:16:34 am
M4/m203 combo no GL ret
m16A3/m203 combo no GL ret
FNF2000/30mm combo no gl ret
Ak74/gp25 no GL ret

For all the above rifles/gl combos when you switch to the GL, it still has the rifle's sights instead of a GL sight

The LAW CTDed for me as well, the CTD happened when I fired it. You can switch to it, the Ret shows and behaves normally, but as soon as you shoot, desktop.

LSS sounds too much like a rifle

Not exactly bugs
The E Johnson character only seems to have 2 kits.
ACS Hezi SM1 SD sounds TOO quiet.
There is an FnF2000 Kit with extra ammo, but the weapon model shows the GL, that could be confusing.

I love the skins, the M4/203 model and the Hezi models.


Title: Re:DTD Team Mod Beta bug report
Post by: ogre_h on June 14, 2004, 03:49:40 am
RPG also caused CTD

M4 SF Squad no sound
Stoner M96 (support) no full-auto sound but does have single-shot sound.

Cobra6 Kit6 Labled as ColtM4a3/KAC Masterkey, but the model shown is M4/LSS combo

Whisper44 SniperKit7 lists Coltm4/Springfield 1911, but M4/M203 model shown.

Not exactly bugs
Mp5 10mm & P90 sounds seem to be for a larger weapon, like a 7.62 battle rifle.
Many rifles seem to be using the same sounds.

Gotta go watch Mail Call now!


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 14, 2004, 07:17:07 pm
LAW causes CTD
H&K MP5SD3 has an ACOG scope on it : It should have a greater zoom
M4A3 should be M4A1 as it is the model depicted

By the way, I know that you don't want too add any other weapon, but I think that Mac and Whisper camouflaged (Jungle green with pale green dot on it) SPR (Which is already done) would be a welcomed addition in this modification.


Title: Re:DTD Team Mod Beta bug report
Post by: ogre_h on June 14, 2004, 07:41:44 pm
And if an M4/m203 SD version could also make the final cut, that too would be appreciated.  ;D


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 14, 2004, 07:48:08 pm
OK good. Lemme just make sure that everybody has DS activated with this mod, it's important, especially on the sound issues.  Also, please read through the previous posts so you don't post something that someone has already reported.

As for weapons additions, the list is prety much finalized at his point. The camo SPR is a camo'd version of the gun pic, but would require a totally new texture to be built. The SD M4M203 would require a new model.


Title: Re:DTD Team Mod Beta bug report
Post by: ogre_h on June 14, 2004, 08:28:39 pm
Coco, I've got both DS and IT activated.
Do you want us to test with just DS?

Quote
The SD M4M203 would require a new model.
Argghh! (http://dynamic.gamespy.com/~damnr6/yabbse/YaBBImages/wallbash.gif) (http://mindscraps.com/s/otn/sad/wzbigcry.gif)


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 14, 2004, 09:56:52 pm
The camo SPR is a camo'd version of the gun pic, but would require a totally new texture to be built. The SD M4M203 would require a new model.

Does the texture need to be rebuilt? Or could I camo the existing Texture then assign that to the model? Let me know?


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 14, 2004, 10:14:12 pm
The camo SPR is a camo'd version of the gun pic, but would require a totally new texture to be built. The SD M4M203 would require a new model.

Does the texture need to be rebuilt? Or could I camo the existing Texture then assign that to the model? Let me know?

The texture was only based on the big spr/carbonfiber pic Cobra made up.  I'd have to apply the camo to the current texture, it's chopped into a couple dozen pieces and would be way easier that way. If you want to give the camo job a shot, go ahead, just send me the PSD file when you are done. The sprcarbon tex is in the beta.

DS should be activated at the least, but use both if you have them.

 I have corrected ALL the above problems reported. I found some sound naming issues, I added a new Shotgun sound and remade the effects file, I found a bug in Cobra's actor file for the desert model, I remade the G36c gun file, fixed the mp5-10 and Car-15 kit images, and other little things. I'll get an updated version of the Beta up probably tomorrow. Thanks guys



Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 14, 2004, 10:26:23 pm
I'll pull the texture for the SPR out of the Beta and give a jungle green scheme a shot, I think I can pull it off, since you have it chopped up already, shouldn't take me too long.

Can you put the name of the texture here? So I make sure I grab right one?


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 14, 2004, 10:31:31 pm
Can you put the name of the texture here? So I make sure I grab right one?

coltSPRcarbon.rsb I think.

Sorry for just starting testing now guys. Feel like I'm not pulling my weight around here. Starting testing now though.


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 15, 2004, 01:36:04 am
I meant this one Coco :

(http://www.elitebrigade.com/REVIEWS/JASON/JASONonground.jpeg)
(Could not find any good picture, but look at the camo)

I am certain that Mac and Whisper finished the model and the texture. May be good to ask them : It was a magnificent weapon, one of the hardest made by DTD.


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 15, 2004, 01:43:21 am
That ones still up on Macs site where he hosts his files too. spr.qob and .rsb

Whisper did do one hell of a job on the camo.


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 15, 2004, 01:45:54 am
Ahhhhhh okay..

I forgot about that one..If Mac has it done then Coco should be able to ad it..because I for sure don't want to redo that camo.

Talk about a pain in the ASS


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 15, 2004, 03:43:20 am
Ghost Recon Regular Campaign

Coco Specialist - Kit 14 - No Secondary item used.

Ordiales through Moore utilize standard kits with mod ones - not sure if intentional or not

Desert Siege

Ogre Specialist Normal Kits + Mod

IT

Willians + Senegal Specialists - Normal Kits + Mod

Weapons

M4-M203 - M4 too much zoom


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 15, 2004, 04:04:09 am
Each time I try a Desert Siege mission, I get a CTD. Do you want the crash information, Coco ? If it is a positive answer, PM me please.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 15, 2004, 05:20:18 pm
Each time I try a Desert Siege mission, I get a CTD. Do you want the crash information, Coco ? If it is a positive answer, PM me please.

I fixed a ctd bug with the cobra specialist, try it without him and without the g36 kit seleced and see it it works, should be fine.

SC--most specialists have default kits for their class. This was supposed to be a small mod, lol. Also, fixed the #14 kit, was an extra ammo kit, forgot the extra mag line in the kit file.

About bird sounds, I found that sometimes when a new sound is named as an existing one, that happens. That's why I changed the shotgun sound file name, corrected the problem.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 15, 2004, 05:24:54 pm
Ahhhhhh okay..

I forgot about that one..If Mac has it done then Coco should be able to ad it..because I for sure don't want to redo that camo.

Talk about a pain in the ASS
Nah, it's not the texture that the model is based on, I actually modelled the carbon SPR in the mod and made the tex. There was another one but I dont think it's in the mod.


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 15, 2004, 05:30:17 pm
SC--most specialists have default kits for their class. This was supposed to be a small mod, lol.
There is no such thing as a SMALL DTD MOD  ;D


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 15, 2004, 08:09:42 pm
Weapon

M16A3/M203 - Model should not have transparencies in the holes on the shroud. Gotta remember theres a handguard running along the length which would block being able to see from one side to the next.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 15, 2004, 09:34:02 pm
There's a shield inside but the holes are cut through to allow the airflow. Now maybe you wouldn't be able to see straight through, but on certain angles you'd get some light thru there, no?


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 16, 2004, 01:02:35 am
I like the holes, looks nice.


Title: Re:DTD Team Mod Beta bug report
Post by: ogre_h on June 16, 2004, 02:33:49 am
Bugs with V 1.1 patch
M16/m203, M4/m203 and Ak74/gp25 have yellow square instead of ret.
FnF2000 has rifle ret for GL
Mk46 SPW has no sound except for falling brass.
Stoner M96 has single shot sound for full auto fire
LSS should be magazine fed, not single shell. Also may want to change its ret as its the same as the rifle and could be confusing.

Not exactly bugs
Support kit with Mk46 Mod 0 and Law has 4 Laws, while Demo kit has rifle and 1 law.

Laws and RPGs no longer cause CTDs
Holes in M16/M203 handguard look nice.


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 16, 2004, 04:02:46 am
i just fired up Predator and I couldn't see any light shining through on Arnold's M16A?-M203. Up to you guys though.


Downloading the patch now.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 16, 2004, 05:14:04 pm
Bugs with V 1.1 patch
M16/m203, M4/m203 and Ak74/gp25 have yellow square instead of ret.
FnF2000 has rifle ret for GL
Mk46 SPW has no sound except for falling brass.
Stoner M96 has single shot sound for full auto fire
LSS should be magazine fed, not single shell. Also may want to change its ret as its the same as the rifle and could be confusing.

Not exactly bugs
Support kit with Mk46 Mod 0 and Law has 4 Laws, while Demo kit has rifle and 1 law.

Laws and RPGs no longer cause CTDs
Holes in M16/M203 handguard look nice.


Crap, I forgot to include the GL ret in the patch, that's fixed, so disregard that ret issue.
 The Fn2000 doesn't have a seperate iron sight for the GL, so the same ret is used. Same thing for the LSS.
Fixed the weaponmotion type on the LSS to be mag fed.
Keep em comin'


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 16, 2004, 05:53:13 pm
Mac,
Delete whatever you have there and reinstall the beta and patch. Some kits were removed from cob's folder, and if you still had the previous version there (before the beta) then the kits that crashed the mod will still be there.


Title: Re:DTD Team Mod Beta bug report
Post by: Raven2367 on June 16, 2004, 06:13:25 pm

Not exactly bugs
Support kit with Mk46 Mod 0 and Law has 4 Laws, while Demo kit has rifle and 1 law.
Wasnt it the same in IDF?


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 16, 2004, 10:40:59 pm
May have been the same amounts. This mod is partly IDF, aprtly NED and partly new, that's the idea. It's the stuff we liked and wanted to add.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 18, 2004, 07:49:46 pm
Guys, anybody try an MP game yet?


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 18, 2004, 08:52:20 pm
M16 VS AK Kit Restriction

M16 (Team 1) Kit 3 Crash



Other 2 Kit Restriction Types Work Fine.


Title: Re:DTD Team Mod Beta bug report
Post by: Cobra6 on June 18, 2004, 09:32:27 pm
Every time I choose my character it crashes to DT. I deleted the original mod and reinstalled the new mod and the patch.


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 18, 2004, 10:02:55 pm
I have had no troubles with the Cobra6 character.


Title: Re:DTD Team Mod Beta bug report
Post by: Cobra6 on June 18, 2004, 10:06:29 pm
I have DS and IT activated and chose the MP5 10 on the Tank map during Fire fight


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 18, 2004, 10:12:59 pm
Bingo.. that did it..CTD

Ike Log below
***** User's system configuration *****
      CPU: GenuineIntel 2266 MHz Pentium 4
      RAM: 1023 MB
      O/S: Microsoft Windows 2000 5.1 Service Pack 1 build 2600
Ghost Recon (RELEASE)  version = 1.3.5.0(0)
RSDisplayMgr::CreateGameWindow: Creating a 1280x960 window at 0,0 on monitor Plug and Play Monitor attached to RADEON 9600 SERIES
RSDisplayMgr::CreateGameWindow: Game running on primary display Plug and Play Monitor attached to RADEON 9600 SERIES
HAL (hw vp): RADEON 9600 SERIES  R5G6B5
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb
Unable to find ike_fx_fire_type2.tga anywhere.
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
Unable to find lighthalo_effect3.rsb anywhere.
RSSoundMgrPC: Selecting sound device SB Live! Audio [DF00]
   driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected  
RSSoundMgrPC: Selecting sound device SB Live! Audio [DF00]
   driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected  
RSFILEDATA: FindFile could not find file team_dtd_des_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b.chr
UIHuman: Could not load character: team_dtd_des_b.chr
RSFILEDATA: FindFile could not find file team_cobra_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_cobra_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des3_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des3_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des3_b_desert.chr
RSFILEDATA: FindFile could not find file team_coco_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_coco_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des2_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_b_desert.chr
RSFILEDATA: FindFile could not find file team_whisper_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_whisper_ds_desert.rsb
Loading map c:\program files\red storm entertainment\ghost recon\mods\mp1\map\d08_tank\d08_tank.map
SimGun: Gun node SAM GUN ! has no camera offset helper point.
SimGun: Gun node SAM GUN @ has no camera offset helper point.
RSFILEDATA: FindFile could not find file opposing_force_desert_7.atr
RSFILEDATA: FindFile could not find file opposing_force_5.kit
RSFILEDATA: FindFile could not find file team_dtd_des_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b.chr
HumanMotion: Could not load character: team_dtd_des_b.chr
RSFILEDATA: FindFile could not find file team_cobra_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_cobra_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des2_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_b_desert.chr
RSFILEDATA: FindFile could not find file team_whisper_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_whisper_ds_desert.rsb


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 18, 2004, 10:16:17 pm
Just was able to load Tank Map in firefight as myself, then went back and added Warden Mac, and I got the same CTD

Whisper and Coco seem to work for me on this map, either alone or as a team, Mac & Cobra crash it out..



Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 18, 2004, 10:46:37 pm
Well according to the ike.log it's the b LOD that seems to be the problem, least as far as I can tell.


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 19, 2004, 03:00:16 am
Im just too much for that map  8)


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 20, 2004, 04:21:15 am
I fixed this error but forgot to include it in the patch, the "b" LOD was missing  from th character folder. if you want t o fix it quickly, go into the team_des  character folder and copy the "team_dtd_des_a.chr", then remane the copy as "team_dtd_des_b.chr". That'll fix it. I'll check out the M16 kit crash.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 20, 2004, 04:23:14 am
M16 VS AK Kit Restriction

M16 (Team 1) Kit 3 Crash

Fixed. M4 Kit named in file wasn't present, I corrected the file to point to the right kit.


Title: Re:DTD Team Mod Beta bug report
Post by: Cobra6 on June 20, 2004, 04:39:09 am
Coco...the Cobra6 character has two MP5 10mm's, but one looks like a PDW


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 20, 2004, 08:23:10 am
Fixed the reference in the pdw gun file, both the mp5-10 and the mp5k (pdw) had the same string key.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 22, 2004, 09:13:27 pm
OK well, looks like I'll be sending you guys a pre-release fnial version of the mod, and after a once-over, I'll release it. Thanks again guys. 8)


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 22, 2004, 10:30:35 pm
Did you fixed the name error on the M4A3 ? It should be M4A1 as it is the model depicted...


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 22, 2004, 11:13:50 pm
I believe it's an A3 flat top with the removable carry handle attached no?


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 23, 2004, 02:42:03 am
Maybe...I will look more closely to the model then.


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 23, 2004, 03:11:31 am
might be hard to see on the model.. but the texture reflects the a3 flat-top with carry handle  ;D


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 23, 2004, 03:18:29 am
Definitely has the bolt on carryhandle, so it's no A1. All the variants based off that texture and model are A3's, including the M16, M4, M4 Fobus, M4 tiger, etc. I designed the texture off an A3 image from Cobra, and I made those models sharing a lot of the same parts. The difference between the A2 flattop reciever and A3 flattop reciever, is there any?


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 23, 2004, 03:59:31 pm
I am not aware of an A2 flat top, A3 & A4 have flat-top receivers

1967 - 1970. The deficiencies discovered in previous years began do dissolve. 5.56mm ammunition was now loaded using different powders that produce much less residue in the gun action. The barrel, chamber and bolt of the rifles were chrome-lined to improve corrosion resistance. Cleaning kits were procured and issued to troops, and a special training programs were developed and conducted ever since. Earliest cleaning kits could be carried separate from rifle only, but since circa 1970 all M16A1 rifles were manufactured with the containment cavity in the buttstock, that held the cleaning kit. At the same time (circa 1970) the new 30 rounds magazines were introduced into service instead of the original 20 rounds ones, to equal Soviet and Chinese AK-47 assault rifles, which had 30-rounds magazines from the very beginning.

1977 - 1979. NATO trials lead to the adoption of the improved 5.56x45mm cartridge, developed in Belgium by FN. This cartridge, initially developed in conjunction with the FN Minimi light machine gun, featured a slightly heavier bullet with accordingly slightly lower muzzle velocity. The resulting long-range performance, however, improved due to the better ballistic coefficient of the new bullet. The SS109 required a faster rifling twist to stabilize its bullet, than the original 5.56x45mm US M193 ammunition. The M193 was used with barrels rifled with 1:12 twist (1 turn in 12 inches), and SS109 was preferred to be fired with 1:7 twist (1 turn in 7 inches). Some arms manufacturers preferred to make their guns with intermediate 1:9 rifling, which would be equally good (or bad) for both old and new loadings.
1981. Colt developed a variation of the M16A1, adapted for the SS109/5.56mm NATO cartridge, and submitted it to the military trials as the M16A1E1. This rifle differed from the M16A1 by having the heavier barrel with faster 1:7 rifling, a different type rear sights (adjustable for both range and windage), round handguards instead of triangular ones, and by replacing the full-auto fire mode with the burst (limited to 3 rounds per trigger pull), to preserve the ammunition.

1982. M16A1E1 is type-classified by US DoD as the "US Rifle, 5.56mm, M16A2".

1983. US Marine Corps adopted the M61A2 rifle.

1985. US Army officially adopted the M16A2 as the general issue infantry rifle.

1988. The FN Manufacturing Co, an US subsidiary of the FN Herstal (Belgium), becomes the key contractor to US DoD for production of the M16A2 rifles. Colt continues the development and manufacture of the AR-15 / M16 type rifles only for civilian and law enforcement markets from that point.

1994. Adoption of the latest variations of the M16 breed. Those include: M16A3and M16A4 rifles, with "flat top" receivers, that had a Picatinny accessory rails in the place of the integral carrying handle. The rail can be used to mount detachable carrying handle with iron rear sights, or various sighting devices (Night/IR, optics etc). The M16A4 otherwise is similar to M16A2, while M16A3 has a full-auto capability instead of the 3-rounds burst. Two other newest AR-15 offsprings are the M4 and M4A1 carbines, which are described in the separate article on this site.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 23, 2004, 05:41:59 pm
I said "A2 and A3", I was thinking "A3 and A4". LOL, we're such freaks/


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 23, 2004, 06:00:00 pm
Sorry, my error then...


Title: Re:DTD Team Mod Beta bug report
Post by: Whisper_44 on June 23, 2004, 06:20:08 pm
No need for appologies, seriously who can tell with all the damned designators that our Army uses.

On that note though, are our A3 variants Full Auto/Single? I haven't played tehm yet  (http://dynamic.gamespy.com/~damnr6/yabbse/YaBBImages/wallbash.gif)


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 23, 2004, 07:34:15 pm
All but the m16's, but the m16A1 is full auto..


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 24, 2004, 04:49:22 am
Is it me, or are some of the weapons weak?


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 24, 2004, 03:23:52 pm
LOL, maybe can ya be slightly more specific? One thing to consider, the enemies have heavier armor than the standard ones, some even have level 3, so that may explain it. Headshots and legshots should take them down fastest.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 24, 2004, 11:21:12 pm
OK guys, there's a final version up now with a few small additions, I built a ghillie OPFOR character into the mod, added some random characters including the BETA team, stuff like that. It's the same link I sent you guys before. I plan on releasing it tomorrow.


Title: Re:DTD Team Mod Beta bug report
Post by: Silenced on June 25, 2004, 05:53:13 am
Thanks for adding me to the modification...


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 25, 2004, 05:21:31 pm
No Prob Silenced..  
Found  a few more small things to  look at, so I may not release it today (Friday), but asap. Thanks.


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 25, 2004, 08:48:22 pm
Coco, that enemy sniper skin is great.  ::)


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 26, 2004, 01:02:09 am
Has anyone tested MP? and check the m21 on coco's char, I still get the bird sound when fired. I deleted the old one and installed the new one but still get it. I think if we can verify that mp has been tested, coco will release it...


Title: Re:DTD Team Mod Beta bug report
Post by: Suicide_Commando on June 26, 2004, 09:56:45 pm
I tested the mp kits and only found one bug, Coco fixed it right away. Couldn't check in an actual game though, just the menu.


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 26, 2004, 11:40:02 pm
Ok guess we are good to go then  8)


Title: Re:DTD Team Mod Beta bug report
Post by: Cobra6 on June 27, 2004, 12:02:01 am
Anyone up for a M/P game
I cant host though


Title: Re:DTD Team Mod Beta bug report
Post by: WardenMac on June 27, 2004, 12:31:24 am
yeah, whisper and I tried the other day, he couldnt join me. We can try though


Title: Re:DTD Team Mod Beta bug report
Post by: Cobra6 on June 28, 2004, 04:10:46 am
Coco,
I went through the whole IT campaign and I did not find any bugs! GJ! We need to test M/P though.


Title: Re:DTD Team Mod Beta bug report
Post by: Cocobolo on June 28, 2004, 10:35:43 pm
I tested MP over the weekend on my LAN, with 3 computers going, and had no problems playing with any of the team mod kit restrictions active. All machines were able to connect with no problem. So I plan on releasing it tomorrow guys!


Title: Re:DTD Team Mod Beta bug report
Post by: 58th_Razor on June 28, 2004, 11:38:57 pm
Yeah Baby Yeah.............I'm cutting the grass today and clearing my calender, I might call in sick tomorrow......uhhhhhh, what time tomorrow???  Sniff, sniff, I feel kinda feverish, the only thing that might cure it is the new mod, some cold ones and and some uninterrupted mayhem.........Life is good...........


Title: Re:DTD Team Mod Beta bug report
Post by: michael on August 13, 2005, 10:45:25 pm
Bingo.. that did it..CTD

Ike Log below
***** User's system configuration *****
      CPU: GenuineIntel 2266 MHz Pentium 4
      RAM: 1023 MB
      O/S: Microsoft Windows 2000 5.1 Service Pack 1 build 2600
Ghost Recon (RELEASE)  version = 1.3.5.0(0)
RSDisplayMgr::CreateGameWindow: Creating a 1280x960 window at 0,0 on monitor Plug and Play Monitor attached to RADEON 9600 SERIES
RSDisplayMgr::CreateGameWindow: Game running on primary display Plug and Play Monitor attached to RADEON 9600 SERIES
HAL (hw vp): RADEON 9600 SERIES  R5G6B5
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb
Unable to find ike_fx_fire_type2.tga anywhere.
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
Unable to find lighthalo_effect3.rsb anywhere.
RSSoundMgrPC: Selecting sound device SB Live! Audio [DF00]
   driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected  
RSSoundMgrPC: Selecting sound device SB Live! Audio [DF00]
   driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected  
RSFILEDATA: FindFile could not find file team_dtd_des_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b.chr
UIHuman: Could not load character: team_dtd_des_b.chr
RSFILEDATA: FindFile could not find file team_cobra_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_cobra_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des3_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des3_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des3_b_desert.chr
RSFILEDATA: FindFile could not find file team_coco_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_coco_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des2_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_b_desert.chr
RSFILEDATA: FindFile could not find file team_whisper_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_whisper_ds_desert.rsb
Loading map c:\program files\red storm entertainment\ghost recon\mods\mp1\map\d08_tank\d08_tank.map
SimGun: Gun node SAM GUN ! has no camera offset helper point.
SimGun: Gun node SAM GUN @ has no camera offset helper point.
RSFILEDATA: FindFile could not find file opposing_force_desert_7.atr
RSFILEDATA: FindFile could not find file opposing_force_5.kit
RSFILEDATA: FindFile could not find file team_dtd_des_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des_b.chr
HumanMotion: Could not load character: team_dtd_des_b.chr
RSFILEDATA: FindFile could not find file team_cobra_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_cobra_ds_desert.rsb
RSFILEDATA: FindFile could not find file team_dtd_des2_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_a_desert.chr
RSFILEDATA: FindFile could not find file team_dtd_des2_b_desert.chr
RSFILEDATA: FindFile could not find file team_whisper_ds_blink_desert.rsb
RSFILEDATA: FindFile could not find file team_whisper_ds_desert.rsb
::sniper:: ::sniper::