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GRiN_Bumbi

GRIN
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Posts posted by GRiN_Bumbi

  1. They aren't going to listen to the old GR fans.. Had they ever listened, we would have never gotten GRAW in its given form. One GRIN rep already posted in a different thread that GRAW2 will not be a version of GR. GRIN thinks they will make the same sales as they did on GRAW so they aren't going to take the time to go back to [GR] and find out what made it great. GR is dead. In three years I doubt anyone will be playing the GRAW series,... but it won't matter. GRIN will get there money and move on. The only thing [GR] fans can hope for is that a different company makes a game that is similar to ghost recon in the future.

    Well. That's not what I said. I said that it wont be a OGR2, but GRAW2. That means it will be based on GRAW, if it then moves towards or from [GR] I haven't said anything about. And if you think we don't listen or care about you, then I suggest you read the GRAW forums again. If you do, you can make a short guess in what direction we are trying to move :whistle:. You might also notice that you are quite a divided crowd, the improvements you would want for a OGR2 (as well as GRAW2) is very different from person to person, so making GRAW2 isn't really that straightforward.

    With that said, we still do all that we can to please you all, even if it seems to be utterly impossible.

  2. Joseph.

    I have not promised you anything, and as you might have noticed we are not allowed to discuss exactly what will be in the game so I can't give you that either. I just think the expansion pack/sequel debate is a bit useless. It says 2 on the box, and if you don't want to buy it you really don't have to.

    I would not for a second think those who do buy it will feel cheated of some extra 25$ for it, but then again some of you felt robbed for buying GRAW. I say to these people again: It's not going to be a OGR2. It's GRAW-2, not GR3 or GR4 - (yes the project was initially labeled GR3, but the name did change and for a good reason, it's very different from GR1). It's sort of a spin-off series, like it or don't like it. And if you do like GR1 better, keep playing it, there are still people who do.

  3. ' date='Jan 19 2007, 05:48 PM' post='445622']

    This same topic was discussed extensively in the SC:DA forums. However, someone from Grin (I'll edit later if I find it) posted that if you can play GRAW, you'll be able to play GRAW2, but they'll probably add an ADDITIONAL gig of RAM to the minimum specs.

    HERE it is.

    Careful there, I said that you probably should not need to upgrade, but also that I could not promise anything in that ares, and we haven't promised anything yet. And I also meant that 1 gb of ram should probably be minimum specs and not just in recommended so not an additional, just my broken english. I meant 1 gb minimum, 1 gb reommended. But of course the more the better.

    But the wizards over at programming might have some tricks up their sleeves so you have to wait for when the specs release until we fully know what will be needed to run GRAW2. Actaully the specs from GRAW could just as well go down as up or stay at about the same level.

  4. The graphics and AI ar both LODed, the ghost shrinks from 8000 to 1000 triangles in 150 m, and the AI also gets less smart over distance. Don't ask me about specifics there because honestly I don't know exactly what happens, but I think I've heard that they both stop to check for certain things and the checks occur less often, as maybe each second instead of every frame. Still each AI soldier is the most demanding task for the enigne so adding tons of characters are really not a option even how much both you and we would have liked it.

    As for upgrading, I can't promise anything since I don't know exactly where we will land, testers have to determine that with the final build I guess. But if you could run GRAW fine you should not need to worry that much about being able to run GRAW2 as well, but a gig of ram will probably be added to the minimum specs this time. :)

    And we do our best to not to disappoint anyone, but you do know that you all want different things :)

  5. I hope I didn't sound aggressive but more informative, not meaning to shut anyone up ;) Its just that we've heard quite a bit that we should have spent more time on making levels, gamemodes or other stuff than adding coins that drop out of the parking meters. We can't just move people around like that, I could for instance not program the AI, but I don't ask them to help out on creating graphical content either.

    Also, this is all true for the GRAW 1 AI, the boys at the AI programming have not been on vacation for all these months either so stuff might have changed...

  6. Might not be AS difficult if the computer didn't have so much trash to keep track of. And boards. And bricks. Just a thought...

    Not to thrash your thought, but those bricks and cans and other stuff that is "stealing the fps" is nothing compared to the huge amount of program routines that is involved in the AI. I have no figures but a object is mainly just a position and rotation vector feeded to your graphics card which handes the rest, also a body if it's a dynamic object which is handled by the physics enigine but most of the time even those dynamic objects are static and unchanging.

    Constant data = almost no workload on the CPU more than feeding the data, something that can't be said about the AI. It needs to constantly check enviroment for threats, cover, sound, incoming fire, movement paths and process that through it's availible teammates, weapons, mood, health and current tactic. It's insanely complex. I suppose that if you stripped all the props and brushed props in one level, you could add two or maybe three more AI:s to the map. I'd happily trade that for some clever level scripting, but I'm also an artist :).

    There is a reason you seldom meet more than 10 enemy AI:s at the same time in any game unless the AI only has a hack and slash or shoot and duck behaviour.

  7. its very true, you have to rub grin_bumbi´s tummy from now on to get the good stuff! :)

    but Its not like im gone, ill haunt this place like a ghost(pun very much intended) in an old castle!

    An my tummy feels funny.... :shhhh:

    Seriously, it's the same drill as last time: All information about the game will be announced officially by Ubisoft - the keepers of the good stuff. But please keep discussions going, and post feedback when you do get info since as some of you noticed, we do lurk here.

    And Wille, I hope you have fun over there, make BF a bit more realistic will you? :D

  8. First a short one on the Diesel engine: I'm quite sure it has been completely rewritten at least once since Bandits, and you could say that there is a Ballistics, Bandits and GRAW version of the Diesel engine. But it's a good name, why ruin it with version numbers :)

    About the development of GRAW: I and GRIN knows how many of you feel about GRAW, there was high hopes and lots of different oppinions on what GRAW should have been. Some wanted more or less just a graphical update while others wanted elements that are in other newer games. It became something in between, and it has turned out that most features some of you love while others hate, as Brettzies said - a mixed bag in many ways.

    All I can say is that I'm very proud o what GRAW finally became, and if anyone ask me if there is anything I feel that we should have done differently I usually say "I would have liked to spend three extra months on it". Unfortunately few titles today get the amount of money and time that should have been spent on them and good game designs and ideas are ruined every day in studios all over the world since the pace of the industry is set to quantity instead of quality.

    I guess the ones who does not like GRAW can only hope for it's financial success so that Ubi decides to make a new GR that goes back to the first one in the series and hopefully with a huge budget and a development time of at least 18-24 months.

  9. 1) Diesel is a 6 year old engine...

    2) Grin never developed a PC Game before.

    1. Diesel is old, but is constantly built upon and changed down to core mechanics when needed. Old doesn't always mean outdated.

    2. Grin has made Bandits and Ballistics before GRAW which are both PC games.

    Now the rest and the long versions of these answers are nested in questions about time, money, game design and buisness relationships which I will not talk about for a lot of good reasons.

  10. Some zen moments for me...

    Sniping the pilot of one helicopter on Ready for Bear so that it went into a spin and crashed right into the other one which was right above me. Havok parts just raining all around me. I've never been able to redo that one.

    Managing to place a headshot with the bullet in the chamber while making a tactical reload. Unfortunately I got killed before I could finish the full reload, but I got one kill more :)

    Also, finishing mission03 in COOP on hard setting with a fellow animator, it was a epic battle outside that embassy and the adrenaline rush after getting into that evac chopper was enormous.

    And a small one: While standing on top of the multistory building in the shanty map, I found myself tilting my head to be able to see further down. I haven't done that one in many other games.

  11. If u peek from an angle to the right and after zoom with a scar L(and optic) u will have less visual then unzoomed ....

    If u do the same thing to the left u will gain noticeable visual angle.

    Seem that when u zoom the center of the zoomed imagine move to the left...

    If a very bad bug...

    Have u seen this?

    Hi Skanner, I understand what you're talking about 'cause I notice the same thing.

    For me too this is a bug. Sometime, to avoid this, I use to aim without zoom, so you can see "more" than zoomed.

    I hope someone, other than us, will notice that and report it. ;)

    Ok. As I understand it form watching that youtube video you are annoyed that when zooming in with the wall in the middle of the screen you see more if the wall is to your left. The reason is simple. I don't kow about you but when I'm aiming down my sight, I tilt my head slightly towards the right. Now this will shift the position of my view and the scope will magnify this shift even further. If the wall is on my left side I will be able to see a little bit further around it, if it's on my right I will actually see a little bit into it. I find this realistic.

    Gameplaywise standing with a wall to your left is better than a wall to your right since you have your gun in the right hand. You can also notice this wile peeking that peeking to your right is slightly better in how the gun obscures the view. I also think that the recoil is slightly better when peeking to the right, but I'm not sure if that made it in. This will make a corner better from one side and using the right corner gives a sligth advantage. I like that.

    What happens in this "bug" is the effect of having a true immerive character with animations that are true in first and third person. In many other games you just change the FOV when zooming in and then easily forgets that you do tilt your head and shift the view when you look down your sight.

  12. Do I have to decompile graw itself Bumbi? all i have in data folder is movies, settings, sound and texture folders. Sorry to be pain in @rse but for me it gets GRAW one step closer to perfect if i can sort this out!

    Regards.

    Np. There are much worse cases of pain :whistle:

    Yes, you must decompile it. :)

  13. Thanks GRiN Bumbi and Jason, I'll give it a go and see what i can do with a bit of editing, I'm not saying the AI is bad, far from it, but it would make sense for the Ghost team to make themselves a smaller target where possible.

    P.s. are you talking about modifying Jasons Mod Bumbi?? or can you tell me where the files are in the original game so i can take a look.

    They are all over the place in data/objects/

    try changing plants/street_tree_01-04/street_tree_01-04.xml

    >covers unit_name="street_tree_01">

    <cover name="alpha" type="static">

    <cp_group angle="10.0" corner="double" height="stand_high" name="a" number="4" width="500.0"/>

    </cover>

    </covers>

  14. It's quite simple really. Find the xml for the unit you want to edit and replace inside the cover tag all "stand" and "stand_high" with "crouch"

    I understand that this will be quite impossible to do with the houses since you have no reference to what it is you are changing, but on most props it will be relatively simple.

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