AlphaModel
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Posts posted by AlphaModel
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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.
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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)
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Very nice mod. It works in domination. Finally you are able to see when you hit your target.
Thanks!
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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>
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There is sort of a lone wolf mode. Start a COOP lan server with 0 team members. There is no autosave in coop so it is a great challange to get through the missions alive.
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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.
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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.
GRAW ADD ON PACK AND UPDATE 1.16
in GR:AW (PC) - Tech Support
Posted
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.