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GRIN_Brimstone

GRIN
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Everything posted by GRIN_Brimstone

  1. When you post bugs in the forums it's important that you say if you - first of all- got the retail version (not some downloaded buggy version...) - and secondly - if you've installed the release patch. (also, dropping in computer specs at the bottom of the post will add to the fun) Be honest people - that helps us fix specific system bugs. Some of the bugs I hear here has been on our table but was in the leaked version - so it's good to know if they still exist in release and in what cases. Cheers! I'm on vacation now and am gonna spend it beating or get beaten by you people online. : ) Over and out! /Brimstone "Duck... And cover!"
  2. Late arrivals will have a good chance at teh last ADAT though, sicne they'll spawn where the ghosts just detonated a C4 charge. Often this will collect the ghost team for a good final assault on the last ADAT. And while we're talking about ADATs at the office we managed to palce C4 on all ADATs (and this wasn't planned, we just split the team really nicely) and then we detonated them with 1 second delay... Total humiliation!
  3. What you failed to mention though was that we were being filmed for a web documentary at that time. I will not advice using an over the head lob with a grenade, indoors, with a team mate in front of me... lesson learned. Rolling them is probably much safer... (between his legs, giving him a good scare) A general note on all the grenade-talks here: We've taken the efficiency and the amount down, simple due to balance. Things turned out really bad before, and multiplayer turned into something really boring. (Believe it or not - but we don't want that... we want fun fun fun) However - for the modders out there who feel that they want to have a different game balance - a map can have custom made kit setting files attached to them - which means you can make your own "I can't move cause I have a huge pile of nades, and four rocketlaunchers - and an extra Zeus just because...." weapon set (that is.. if you wish) Some OGRcoop maps have for example, specific anti-tank kits... for that mission only. For now, we want a good base balance - and then we'll see if perhaps additional tuning can be opened up for the server. But as I read someone say up above somewhere... The current settings actually make people Co-operate - and that is a really good feature in a multiplayer game mode. Cheers people!
  4. Coop Campaign is the main singleplayer campaign for up to 4 ghosts (now with team leader switching as mitchell dies). Coop (or OGRcoop) is a multiplayer custom game mode, with a bunch of missions supplied from start to give you an idea of what you can do - and then you make the rest. The ones in from release (and planned for the first patch) is quite hard I should warn you - but the team can consist of up to 12 ghosts so... And you CAN take out objectives in any order so just spread out your forces and focus - because the enemies will turn "sleepy saturday morning mode" into "cover me! help help help!!! Got one in the tower!!! Behind you!!! Noooooooooooooo!!!!" We've made them quite hard - is all I'm saying
  5. It will change the density of brushed content (like grass - as you already discovered) Since the brushed content consist of hundreds or thousands of tiny units, it can be performance heavy. That why you have a slider.
  6. There is a COOP campaign (the single player campaign) with the benefit that in GRAW2, Mitchell is not the one who has to do all the good stuff for the mission to advance. (Any ghost can placce a bomb now!) On purpose (and perhaps due to time) we haven't supplied everything you'd ever wish for when it comes to missions, so: Think "modding" All multiplayer game modes are based on a system we call "Custom Game Mode" which means every single game mode created is based on the same shell - only with variables and mission script separating them... We've had a Starcraft crazy scripter putting in huge amounts of functions for the missions (thanks Jocke). Some we used - some are there for you to discover... Want to make missions where you escort a fuel trailer through a desert landscape? or just a game of "Tank Rally Mayhem".... it's up to you
  7. Content is built in the same way as GRAW 1, and also structured the same (so you should be able to move stuff there). Scripts are very very VERY different though. (We ditched a lot of the old script code and built it up from that... also, a lot has happened in the engine... ) But if you're used to the graw 1 file structure... you should feel right at home.
  8. An interesting idea. I always love options - so we'll see what we can get in there. Thanks for the feedback people.. keep it coming.
  9. Sorry about that. It's UBI putting up the main servers.. adn we can only assist with our computers at work. How are the ping against our office servers down in Aussie-land?
  10. All the GRiN servers are dedicated ( so are the UBI servers for that matter) We know they work. Full game feature my friend... sorry
  11. Check you Options - Controls under Misc (at the bottom)... what button is binded to your "use/action" control? Should be X by deafult. Do you play in enligh or a localized version?
  12. There's a deathcam tagging glitch as well as a distance check - something that we'll fix for release. The most interesting part of tagging, is that as a good assault you'll have to think about what you do, since sneaking around a corner is something a ghost could see very clearly if he tagged you (often resulting in a headshot). The best part of Scramblers is in my opinion that you can see scout ghosts moving by checking which of your own teammates are purple tagged (purple is when your teammates- normally blue- is seen by any ghost, often a scout, but they could've been manually tagged as well...) And, if you play scrambler.. don't forget to untagg your friends if they're tagged... You get points for that! (to compensate for the weak weaponry)
  13. We're putting up dedicated servers on most available computers here... The more - the merrier! Have a great weekend
  14. For those of you who play ghost sniper in AvR, I have a small tip: If the number to the right of your health/stance says "1" - You are the only one left (and everybody is watching you through the deathcam). If you die, the team lose, if you take out an ADAT - everybody will love you. So, snipers, check that box now and then - and sacrifice youself for the team (if it says "2" it could be worth it to check with your team mate if he/she is trying to take the ADAT) . Campers should of course consider this as well... AvR is a really interesting game mode, and remember that one "round" is playing recon once and rebels once - so you have the same chances.
  15. What? We had no instructions... why should you? Nah... *poke* We'll see what we can get out there. Stop idling in the forums now.. go play! I'll be on in oh about two and a half hours... so I'm hoping for a hungry crowd.
  16. We love lurking here It's great to get your "Stop lurking and speak!" post now and then. No but seriously. Can't say much about the game yet, but for those of you wishing for real-time day-night changes, that will not be the case, atleast not 100%. The single player campaign progress over a time period of 72 hours or so, and would look weird if you spent 4 days completing a mission (I think you'll finish most missions faster than that though...) What we do have though is light progression from within a set time limit in a mission (night turn into morning - evening turn into night etc). Something that will perk things up a bit and be a part of your tactics (you can only use the nightvision until the sun comes up...e.g.) Personally though, I love the stealth in GRAW 2. Some of you might have seen a stealth meter in the HUD from old designs. That HUD element is gone, but the principle is there. Stay low, move silently and you will surprise your enemies. Crawl over a road without getting shot at by the roadblock up ahead will work, specially if the sky is dark, or the sun is on it's way down. And choose your weapons well. An unsilenced sniper rifle will take out the bad-one in one shot - but all his pals will start looking for you and your team (something you can use to your advantage if you have positioned your team to cover all the meaty angles). My wish for all of this is though that you will enjoy it - both the SP and MP modes - and cry high for full MOD-abilitiy. My personal hope is that we can give you all our content tools, so you'll basically have the same possibilities as we do. (The setup already features support for extra campaigns and adding missions to the basic campaign...Something we put in there just for the possibility...) That's it for me Again, enjoy the demo... ...but more-so, enjoy the game!
  17. Our tounges are slightly less tied now... I hope as many of you as possible have managed to download and install the demo. Here at the office we've had people online on and off for the greater part of the afternoon. Oh, and after reading through the thread - sorry about the map being Calavera ( I know you guys playing the Beta has played that alot)... Can promise you a whole bunch of really good maps (and game modes) though in the release and I suggest people play some good old fashioned [GR] Coop (some of those maps are really deadly so you'll need to be either very very good or have 11 trusty team mates. Personally, I just love playing through the campaign in Campaign Coop - something I heartly recommend. Cheers to all! (And watch out for those gun nests!) /Rickard Lead Mission Designer Grin (...and I'm gonna go and buy me a copy on the release day!)
  18. I won't (have to go an island not far from stockholm to scare a friend into marrying... or something like that.) - but I could of course tell you that We (GRIN that is) will be there with four hefty computers - where you can play (and compete against each other) Ghost Recon Advanced Warfighter 2 incampaign Coop mode. Yes it will be awesome, and yes you will be able to win your own copy of the famous game. Good luck people! May the best ghost team win. Also - I believe the jury voted a pretty cool bunch of games into the nominee slots this year, and it's well worth a looksie. /Rickard
  19. For all you guys (and gals) hungry for making your own buildings, here are a couple of guidelines to get the size right : A big city block in the historical missions consist of 6500 tri's. The Shanty guardtower is 3000 tri's. Industrial barrack is 800 tri's. And finally... The Tequila factory WITH surrounding walls and the big yard outside (as seen on the first SP mission) is 16000 tri's (for the building) and 12000 tri's (for ground and stairs), adding up to a total of 28000 tri's. Keep in mind though that it's a unique building, used on a fairly small mission. We always try to use the bump in the textures for details instead of meshing it out, with a 3m=1024px (high res) texture ratio for ground levels (first floor) and a 6m=1024px ratio for the second floor and up. Also, try to use the existing textures for new buildings, or, create a completely new set of textures for your map - don't mix, since mixing is never good (and the engine has to load much more textures than it should...) There will be a tutorial for building, exporting and setting up a modded building. Just not quite yet. So, to sum it up: Keep your buildings around 4000 tri's, with big city blocks or huge buildings around 6500 tri's. Smaller ones (two floors) should never go over 1000 tri's. That's it. /Brim
  20. *sigh* The "best" thing with forums is the way three little words create an avalanche of screams and rants. From cool to crap in ten seconds flat. I guess that's why Bo spent most of the evening answering questions when the trailer was released. A couple of things I think it's well worth to remember is that: 1. We're gamers too, and proud of it - so we're gonna work damn hard to release a game that will blow your mind and challenge your concept of gaming. 2. Techincal aspects is of course ALWAYS an issue in faking reality - but convincing illusions is basically the main issue with game development. 3. We're doing this for you guys, really, so just remember that. Making a game is always about the fans - because your visions and hopes is what we will have to live up to (reach and pass...) Also... I do hope you realise the difference in MP and COOP? We aim for a realistic, immersive and fun COOP-game, no run-and-gun all-out battle. Tactics people - as ghostrecon should be all about! It's a special feeling moving up a hill - slowly - knowing you don't have an army of your teammates behind you, but only a couple of other guys, each one relying on you with their life. (A life which can be over in a heartbeat, when you hear the sniper shot from behind.) And I also hope you all take the time to sit down and listen when you play - cause one of the best ways to survive is to go by sound. Thanks for the word people but please think before you write. And, some thing that should've been first I guess: Thanks Zero Alpha and Colin for a really good (p)review - hats off for you. It's always fun to hear from someone having played the game outside this office - and it will be so sweet when everybody who wants to play, can. Over and out.
  21. Well.. I never got one atleast. Bet he drank em all on his way home. (Or still have them stashed away in a secret place)
  22. Btw, what is your job at GRIN bro? ← I'm the one who's really interested in what you think of the cityscape... ← Oh I see. No complaints from me there… but I’ll find something Btw, what is your job at GRIN bro? ← Dont bother about him his just a lazy graphican. ← And GRIN Wiking?..what doyoudo?? ← He mainly plays pool, and steals carrots from the plate beside the fruit basket...
  23. Btw, what is your job at GRIN bro? ← I'm the one who's really interested in what you think of the cityscape...
  24. Thanks for all the opinions, thoughts, questions and feedback folks... It has been a good and relaxing read while spending the evening here at the office. And hopefully Bo has answered quite a few of your questions as well (which us grunts aren't allowed to do).
  25. We're reading your reactions with great interest, and am glad you seem to enjoyed it. Our wish is to bring you a kick-ass game (which is why we never sleep...)
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