
mirr
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Problem with the MR-C68 Weapon Mod
mirr replied to Lost Cipher's topic in GR:AW - General Mod Topics
You can make the mod compatible by adding/updating the missing lines to the modded files. Does the mod use an sb_global.xml file? It looks like the mod uses or references an old sb_global.xml (can't find member error) and it's probably missing a <var name="order_manager" type="object"/> and <var name="transition_manager" type="object"/> entry under the Global Managers, or a <stats block="sb_global_data"/> setting somewhere in one or more of the files. It's been a long time since I modded graw, but it shouldn't be too hard to get it working. You will probably need to unbundle the (can't remember the name) large game bundle to get access to the xml files, or you could extract the contents of the latest patch ( I think it uses an inno setup installer, so something like universal extractor can handle this ) that way you only get the updated files that were changed between patches. I'd tell you what to change exactly, but I can't find my graw1 dvd anywhere, so I'm trying to go by memory. -
Is Possible To Change The Ai Ghosts Names?
mirr replied to =EP_Geez's topic in GR:AW 2 - General Modding Topics
you also need to change the settings in the unit files .../english/units/beings/u_*.xml <stats block="base_data"> <var name="localize_id" value=""/> </stats> and set the value to whatever you specify in the strings.xml or in the ../english/lib/managers/group_manager.xml -
It`s probably caused by the ai threads and extra ai (or effects) and not the draw distance.
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Bloom effects in Ghost Recon (The Original)
mirr replied to Foxtrot360's topic in GR (PC) - General Discussion
This mod allows for some very nice shader fx, unfortunately it also requires some serious hardware to run this at high resolutions. The images came out way darker and have more contrast than what i see ingame, it looks like they have some sort of video gamma correction, maybe its because they were taken from a fraps video and not from the screenshot function?? a gamma of 1.5 and brightness -50 is more or less what it looks like on my system. http://img253.imageshack.us/my.php?image=grfx0001xa5.jpg http://img185.imageshack.us/my.php?image=grfx0002kj2.jpg http://img74.imageshack.us/my.php?image=grfx0003qd4.jpg http://img74.imageshack.us/my.php?image=grfx0004ow6.jpg http://img67.imageshack.us/my.php?image=grfx0005sk7.jpg http://img507.imageshack.us/my.php?image=grfx0006hz6.jpg http://img382.imageshack.us/my.php?image=grfx0007uv5.jpg http://img174.imageshack.us/my.php?image=grfx0008in3.jpg http://img529.imageshack.us/my.php?image=grfx0009jb4.jpg http://img382.imageshack.us/my.php?image=grfx0010nj7.jpg http://img529.imageshack.us/my.php?image=grfx0011bi0.jpg -
Those problems are caused by the auto-detect system in the game. There is no actual seeing/hearing for units, only detection based on the "zone" settings. In assault mode, you are always spotted the moment you step into one of those zones (zone 2,3,4), zone 1 seems to have less effect or no effect at all. ex. if you set zone2 at 20m and approach an enemy from the back, the moment you are at 19.99m, the enemy will do an 180 degree turn and shoot you. In Recon mode the settings are altered a bit by some parameters, but basically its the same thing. Modifying the view cones may help to reduce the extremeness a little. You can modify the time it takes to spot a target, but its quite difficult to find a global setting that works decent in most situations. Even after finding a sweet spot, you need to edit the mission files and add extra setglobal functions that modify the zones. Otherwise you'll have situations where they won't spot you, even though you are in the open standing right in front of them. Silenced/non-silenced weapons and upright/crouched/prone stances also affect the detection. If you make the ai blind and deaf, sometimes they'll still be able to pinpoint your exact location and kill you the moment you fire a non-silenced weapon. Slopes also seem to cause problems with detection. It's possible to change the settings to a more "Recon" style approach where you can sneak up to an enemy and kill him silently without alerting the rest of the enemies, but it depends on the map and your playing style. Files you may want to check out are -sbglobal.xml (det_*** settings and zones etc...) -human_data.xml (acc_*** and/or stealth settings) -base_data.xml (det_*** _seen_*** noise_*** and multiplier stuff) ... Lots of things are hard coded in the scripts recon/detection/stances etc... You can take a look in some of those files to get a general idea of which parameters are being checked in certain situations then change those. Player detection and "ai-memory" settings causes a lot of problems too, creating unresponsive "dumb" ai etc... sorry for the long response without really giving an answer to your question, but I hope you find some of it useful as a starting point.
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Adding full squad to "Get Me Rosin" Mission
mirr replied to doubletap's topic in GR:AW 2 - Mission Modding
add max_ghosts="" to the briefing section of the mission file, anything higher than 5 will crash the game when you give out orders. you'll also need to disable the insertions, 'cause anything more than four will cause some weird behavior at the start. Extra ghosts falling out of the vehicles, helicopters not moving correctly etc... Use the coop insertions instead. if you need more men, add support teams, loyalists or marines or a custom team. -
Either start the game up and use the auto-patcher or go to here and download it. For those wondering the mod tools are as follows- Atlasgen - The atlasgen tools takes the raw textures, applies the conversion rule and outputs either a converted set or a baked atlas in a directory structure that can be read by the texture database. Bundler - Takes files together and puts them in a bundle, useful if you want to make nothing more but scripting changes to a map, or create a mod bundle. Max8Exporter - Exporter for 3DSMax 8 to the required format for models. Tutorials - Three sets of tutorials that are VERY big and VERY in depth. One is for the editor, another is for game modes/kits/classes, and the third is for scripting. The map editor is now enabled will full functionality as well Two more fixes/changes I've found that weren't on the list. One is that the multiplayer server list is MUCH more responsive and doesn't just stop for a few seconds while getting all the information. Another change is that if you cannot ping a server for whatever reason it shows a ? instead of a 0 or nothing. Edit again..... Can any confirm that the bundle extractor doesn't work on the new patch.bundle? Or is it just me? Any links? use the bundler tool to extract the new patch bundle bundler extract -r <bundle> data <path to extract>
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port rest of the maps into coop play ?
mirr replied to Braddock's topic in GR:AW 2 - General Modding Topics
[GR] has 5 maps, but 2 of them are disabled, don't know why, but they work fine once enabled ([GR] hacienda & [GR] the dam). uncomment the worldinfo path in the world_info.xml file, or add it when missing <world_info path="/data/levels/common/coop_settings.xml type="coop"> </world_info> -
is there a Ghillie Suit in GRAW 2?
mirr replied to COL. KNIGHT's topic in GR:AW 2 (PC) - General Discussion
open the ghost_templates file and change @Hume to @ag_Hume in the soldier section at the bottom for any of the missions you want. you do not need to compile the xml's after you made some edits. Ok, is this the right xml file? \data\lib\managers\xml ghost_templates <!-- Mission 01 --> <!-- MITCHELL RAMIREZ BEASLEY BROWN JENKINS HUME (ag_HUME) --> bla bla bla <soldier name="HUME"> @hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="ag_HUME"> @ag_hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> Now do I just change HUME to ag_HUME so that there are two ag_HUME? When that's done, do I just put the xml file in the Local\English folder or the whole unbundled bundle? Sorry for asking so much, I'm not a good modder switch them, @Hume to @ag_Hume and @ag_Hume to @Hume switch <xdefine name="hume()"> to <xdefine name="ag_hume()"> and <xdefine name="ag_hume()"> to <xdefine name="hume()"> then put the file in ../local/english/lib/managers/xml/ -
is there a Ghillie Suit in GRAW 2?
mirr replied to COL. KNIGHT's topic in GR:AW 2 (PC) - General Discussion
open the ghost_templates file and change @Hume to @ag_Hume in the soldier section at the bottom for any of the missions you want. you do not need to compile the xml's after you made some edits. -
is there a Ghillie Suit in GRAW 2?
mirr replied to COL. KNIGHT's topic in GR:AW 2 (PC) - General Discussion
there's a 2nd version of Hume with a ghillie suit in the game. (ag_Hume) you can edit the world_info files and add him to your campaign candidates or change the ghost_templates to use this one by default. -
I don't mind answering your questions. If you just want to make the game easier, the only thing you need to do is put the difficulty parameters back to the default values. (sb_global.xml) That will solve your problem with the ai in [GR]. (level difficulty = 1) etc.. If you want to edit the weapons, change the parameters in the weapon files ../local/english/units/weapons just look for the ai settings and moddable stats change the psg1 and barrett for snipers, hk21 for the mounted panhard gun, the m2hb_tripod for the gun nests etc... you will need to edit all the weapon files. If you want to change the damage settings, you will also have to edit the weapon_data.xml ../local/english/lib/manager/xml, so the values match. I can't just give you some magic values, because i don't know what will make it playable for you. Generally if you lower the values, it makes it harder or better and if you increase the values, it gets easier or worse( as in worse aim, slower reaction etc...) For some settings, its the opposite. --for all the weapon files in ../local/english/units/weapons/-- -to adjust damage, change <var name="damage" value= -to adjust precision, change <var name="ai_precision" value= -for sound, change <var name="fire_sound" value= and <var name="fire_suppressed" value= -for slower aim, <var name="ai_shoot_delay" value= -for longer suppression, <var name="fire_until(_rand)" value= --sb_global ../local/english/sb_templates/global/sb_global-- -<var name="weapon_noise" type="number" default= -<var name="weapon_noise_silenced" type="number" default= --weapon_data.xml ../local/english/lib/managers/xml-- -to adjust damage, change damage="" this value must match those in the weapon files
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i really want to jump into later mission in co-op so i can play missions that i like more with your AI tweaks but i cant handle the AI. they are really really reaaaaaaally tough. i dont know what to tell ya. i get killed with the first burst of the AI in mdeium distance. (im playing co-op or [GR] on EASY). im a good player. it has nothing to do with my skills. try playing [GR] by yourself and see. it's impossible even on EASY. can u direct me to which lines in what file i should change to make the AI less accurate, like they are by default, if u can't do that yourself? also if u can tell me the default values than that will help. tweaking these stuff is so much trial and error and very time consuming if one doesnt know what are the currect values... i assume i will see changes in their behaviour if i get to live more than 2 seconds once the AI see me. according to what u r saying there are some good tweaks to the AI. such a shame i can't enjoy them as is. in the sb_global.xml file there are hundreds of lines and i could change them if i knew what im looking for. p.s. - is it me or the shots cause more damage? it's hard for me to know if the AI kills me so fast cuz bullets also cause more damage or because they just hit my head immidietly. p.p.s. - i have FEAR mod but it looks nothing like what's in your mod. can u give a link to the mod u r using? i DLed it from this site from the download section. it's not the same mode. the mod i have is really using the decals and splatters from FEAR. the mod YOU are using is making huge brown\red clouds. looks different than mine. --------------------------- are all the AI tweaks u made are the parameters in the sb_global.xml file? can u explain these lines in the sb_global file?: 1) <var name="level_difficulty" type="number" default="0.4"/> 2) <var name="overall_enemy_precision" type="number" default="1.1"/> 3) <var name="ad_view_cone_inner" type="number" default="32"/> <!-- tweaked 2 --> <var name="ad_view_cone_outer" type="number" default="72"/> <!-- tweaked 2 --> <var name="ad_view_cone_outer_combat_bonus" type="number" default="56" ------------------------------------------------------------ last question - where can i find the original sb_global.xml file? can u upload it to rapidshare.com or something for me? if i understand what values are in charge of what than i can restore them by comparing the original file with yours. it sounds like you are playing on hardcore mode. set the difficulty parameters back to 1/1/0.8/0.2/0.6/1 and the spread to 1.7/1.35 sight cones to 30/90/10 in the sb_global.xml file, and edit everything else under AIDetection if you want. experiment with the values until you get something you like, or adjust the spread and shooting delays, precision etc.. in the weapon files. use Nemon`s bundle extractor to unpack the quick/patch bundles to take a look at the default files. damage for the weapons has been increased, depending on the weapon used and distance you can take about 1-4 hits at medium-close range. Ai's don't use single shot modes unless they are shooting at you from distances of 300+ feet so most of the time you take 3 hits or more at a time. you don't need an extra mod, they are the same decals with some tweaks and altered bullet hit effects.
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Yes, deleting a file will use the default one from the bundle What difficulty setting are you playing on? Enemies will know where you are if they see you, or come after you if they hear gun fire. they will not automatically sense you. They do have tweaked reaction times, detection and seeing zones etc... and a lot of other things that are changed(skills,aggression,speed,movement attack distance,navigation,seeking cover,going prone....) It generally takes them between 1-3 seconds or more depending on their state (patrolling,idle etc..) before shooting at you. Using silenced weapons makes a lot of difference if you try to kill them one by one. You are no longer restricted by the "leaving the mission area" and on some maps by the terrain, so you can use that as an advantage. [GR] ai is more difficult than campaign ai. Its probably set in the script somewhere. Making the ai challenging on campaign mode will make them very very hard on [GR] Try setting the global difficulty parameters back to their default and see if that helps. (../local/english/sb_templates/global/sb_global.xml) or tweak the shooting parameters so they miss more often. What do you mean by graphical mods? The decals were done by Agent Smith (F.E.A.R edition blood mod)
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ai's are added through the groupjointeam element in the mission files as in the example from mission1. this has been removed in graw2, i guess they now use setplayercontrolled. behavior works for all game modes, but i never tried adding teammates to [GR]. don't know if it works or not, I'll take a look.
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