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Turtle-ZED

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  1. OK- if you have the BETA, you really have a different version of GRAW than the final 1.3 Patch. I'm sure that you were wise enough to make a copy of GRAW, named 'Copy of Ghost Recon etc' in yr Ubisoft Folder and ran the beta on the original, then deleted it once 1.3 appeared, removed 'Copy of' from the folder it made and patched that version to 1.3. Oh..you didn't...did you. Erm...reinstall. Patch, beat head against wall. ----------------------------------------------------------------------------- Play, enjoy- join [GR] server and blast some bots. Repeat as often as necessary.
  2. So there you have it Tom. BTW- how are you dude (I was Joint Ops Reality MOD leader for v0.16-0.18 before handing off to Domox)- we always appreciated yr thoughtful input. These maps look great- we really do need a few more NOVA-style maps with open spaces to make you use cover effectively. (Some BHD stock maps would port over well to GRAW- you'd need a few more sets of steps to make up for the lack of ladders though) Keep it up m8
  3. Comments on new patch... glad to have new game modes, but needed playtesting more...can't believe GRIN didn't notice the propensity for Spawn Killing overload on some maps and nade spamming in general (Maybe they play test nicely with each other...LOL). Some HH and TDM maps- too small...and TDM in danger of becoming a CS:Source affair rather than a tactical shooter in some of these smaller maps.
  4. Anyone tried using Blender? I know the interface is a bit (well...actually a lot) daunting at first, and it takes a while to get used to the hotkeys (as it does with any app), but it's a small download (6.5 MB) and loads really quickly, has a very comprehensive toolset(model/skin/rig/animate) and...perhaps most importantly...it's FREEEEEEEEE! (oh and it'll export .3ds, .obj, .DXF and many more formats) I think it's a useful tool for a mod team where ppl don't have to buy an expensive app like MAX just to create models for their mod. I'm an XSI user myself, but have a copy of MAX which I'm learning (v e r y s l o w l y LOL) www.blender.org
  5. I get yr point...but AI presently walk/patrol or use the APC to move around. You could imagine a SP map where there's an ambush needed to be sprung to eliminate a convoy, or where reinforcements arrive en masse via a range of vehicles. Smaller, faster targets are more of a gameplay challenge than large, slow-moving ones. Maybe an outrider needs to be prevented from reaching a waypoint eg riding away from you) if he makes it around the corner/out of sight, then you can assume a msg got thru to his commander and reinforcements arrive. (and maybe this will be in the form of a heavier piece of hardware- tank or helo) There are a number of possibilities to use these creatively in SP/Co-op
  6. I was wondering whether it would be possible for AI to reach a waypoint via motorbike and dismount (like they do with APCs) ...this would make them harder targets to hit, but they'd have no means of firing back at you until they dismounted. Maybe used as outriders for a protected target in a limousine. I know this will need new animations and of course the bike models... I was just testing the water to see how feasible ppl thought it might be.
  7. For a game that's this good, I'm prepared to overlook a few niggling problems. Looks like GRIN has set a standard for community-developer realtions and, more importantly, a commitment to provide action to support its community. That's one in the eye for the majority of developers out there.
  8. OK- I have Retail and so d/loaded Retail patch. Results: Hmmmm..... time for a reinstall and a rollback.
  9. I have GRAW for XBOX, X360 and PC (the earlier two were bought to kill time b4 the PC launch) so I'll draw on these too. X360 coop maps/modes need transferring to PC- for some quick and fun coop action. Maps are varied and interesting. Also X360 has a different gfx mode for online play- less GPU/CPU/DDR intensive. Might have been a good idea- maybe then it would have been easier to get two sqds in coop and more AI. Ability to use emplaced weapons and pick up dropped weapons (the argument goes that foreign weapons may be booby-trapped- but hey- if you've just shot the guy, how's he gonna do that?) Special Purpose Rifle- you rarely need the punch of a 50cal against soft targets- a 20rnd mag makes sense. Smoke grenades- in X360, AI either players or APCs/tanks are affected by this. (Also AI use smokes too!) Yeah- liked the suggestion about the domination zones showing in HUD- yr little triangle isn't easy to see. Death Match/TKOTH Those lovely Mod tools.
  10. Nice find there dude. Were the bump/normal maps included in a similar format?
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