Jump to content

AlphaModel

Members
  • Posts

    7
  • Joined

  • Last visited

Posts posted by AlphaModel

  1. Crash bug in ready for bear, only happens with the 1.16 patch, if i uninstall the patch i can play through the mission. I uninstalled the game reinstalled game and patch and still got the crash, the crash happened several times in the same place. I get the following text when it crashes:

    Crash in application version: grpcrc1.16

    data\lib\units\ai\soldier\scontrollogics.dsf(-1): cant find member: damage_data in type <Unit>

    SCRIPT STACK

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\levels\mission06\mission06.dsf(0)

    this happens between checkpoint nine and the mission end on the level "ready for bear". After gaining control of the two tanks and sending them out to kill the first tank, to the NW if I remember right. After killing that tank and starting to move the tanks towards the tank north of that spot the game crashes, each time it crashed I was either in the tac screen or it crashed when I tried to exit the tac screen.

    It seems to have something to do with enemy AI. Whats happened at and around the crash time is an enemy tank to the east leaves through the tunnel you enter the area through, also the friendly tanks are usually firing on people in the guard towers in the area, I'm in the tac screen ordering one tank around the western route to flank the northern tank. Thats when the crash happens.

    <snip>

    I have the exact thing happening to me.

    http://www.ghostrecon.net/forums/index.php?showtopic=36312

    Other issues:

    - CD key rejected

    - Nightvision on weapon inventory selection

    - The number of characters that you can write in chat field is too small

    Performance wise it feels much smoother than than before using forceware 91.31.

  2. Ready for Bear crashes on the last tank escort mission, after calling artillery on the heli. It crashes when the first enemy tank appears and the tank(s) starts shooting.

    --

    Crash in application version: grpcrc1.16

    data\lib\units\ai\soldier\scontrollogics.dsf(-1): cant find member: damage_data in type <Unit>

    SCRIPT STACK

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\levels\mission06\mission06.dsf(0)

  3. You can enable high textures for 256MB cards by editing this file:

    <your-installation-folder>\Ghost Recon Advanced Warfighter\Data\settings\renderer_settings.xml

    If you have 2GB of ram I recommend that you put some of the textures in managed mode which loads them in system mem and might give you a performance boost which I got.

    I have all the textures in mem and I get great performance at 1680x1050 res with a GTX 7800.

    High textures on building and ground slows me down the most so I've got those on medium.

    My settings below.

    
    <render_config>
    
    	<d3d_device
    
      adapter = "NVIDIA GeForce 7800 GTX "
    
      driver = "nv4_disp.dll"
    
      resolution = "1680 1050"
    
      windowed = "false"
    
      refresh_rate = "60"
    
    	/>
    
    	<render_settings>
    
      <variable name="aspect_ratio" value="0"/>
    
      <variable name="brightness" value="1"/>
    
      <variable name="dynamic_lights" value="true"/>
    
      <variable name="effect_quality" value="high"/>
    
      <variable name="max_anisotropy" value="8"/>
    
      <variable name="post_effect_quality" value="high"/>
    
      <variable name="shadow_quality" value="high"/>
    
      <variable name="texture_managed_backdrop" value="true"/>
    
      <variable name="texture_managed_buildings" value="true"/>
    
      <variable name="texture_managed_buildings_low" value="true"/>
    
      <variable name="texture_managed_characters" value="true"/>
    
      <variable name="texture_managed_default" value="true"/>
    
      <variable name="texture_managed_effects" value="true"/>
    
      <variable name="texture_managed_ground" value="true"/>
    
      <variable name="texture_managed_lightmaps" value="true"/>
    
      <variable name="texture_managed_no_lod" value="true"/>
    
      <variable name="texture_managed_plants" value="true"/>
    
      <variable name="texture_managed_player_vehicles" value="true"/>
    
      <variable name="texture_managed_props" value="true"/>
    
      <variable name="texture_managed_props_bump" value="true"/>
    
      <variable name="texture_managed_props_high" value="true"/>
    
      <variable name="texture_managed_silhouettes" value="true"/>
    
      <variable name="texture_managed_sky" value="true"/>
    
      <variable name="texture_managed_vehicles" value="true"/>
    
      <variable name="texture_managed_weapons" value="true"/>
    
      <variable name="texture_managed_weapons_third" value="true"/>
    
      <variable name="texture_quality" value="high"/>
    
      <variable name="texture_quality_backdrop" value="high"/>
    
      <variable name="texture_quality_buildings" value="medium"/>
    
      <variable name="texture_quality_buildings_low" value="high"/>
    
      <variable name="texture_quality_characters" value="high"/>
    
      <variable name="texture_quality_default" value="medium"/>
    
      <variable name="texture_quality_effects" value="high"/>
    
      <variable name="texture_quality_ground" value="medium"/>
    
      <variable name="texture_quality_lightmaps" value="high"/>
    
      <variable name="texture_quality_no_lod" value="high"/>
    
      <variable name="texture_quality_plants" value="medium"/>
    
      <variable name="texture_quality_player_vehicles" value="high"/>
    
      <variable name="texture_quality_props" value="high"/>
    
      <variable name="texture_quality_props_bump" value="medium"/>
    
      <variable name="texture_quality_props_high" value="medium"/>
    
      <variable name="texture_quality_silhouettes" value="medium"/>
    
      <variable name="texture_quality_sky" value="high"/>
    
      <variable name="texture_quality_vehicles" value="medium"/>
    
      <variable name="texture_quality_weapons" value="high"/>
    
      <variable name="texture_quality_weapons_third" value="high"/>
    
    	</render_settings>
    
    </render_config>
    
    
    

  4. In the end it is the publisher who decides what and when to release expansions/patches and mod tools. The developers unfortunately are not the ones who is in charge in these matters so regardless of what grin has said in the past I would rather hear something officially from ubisoft than grin.

    I highly doubt that there won't be any mod tools so I would not worry about that. It probaly will come after the first patch where they'll fix prone aiming and other things hopefully.

  5. I've got a XFX-7800GTX with 256MB video mem and is able to run some textures in high mode with slight performance degredation since I'got 2GB of memory. Characters and weapons on high, the rest on medium/default settings, this at 1680x1050 res.

    Putting ground or building on high is a no-no though.

    The difference between medium and high textures is almost unoticable when you play the game so I really don't mind. But it is sad that a GTX cannot handle the high textures in this game.

    What makes GRAW's high textures so unique compared to BF2 which I can run at the highest settings.

×
×
  • Create New...