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th33f.

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Everything posted by th33f.

  1. good work, Lightspeed. just to clarify, i can't take any credit for this, i merely suggested the kit contents for each class, but haven't done any actual work. now Rocky just needs to add it to the downloads and hopefully people will like it. hey, Lighty, i wonder what would happen if you simply rename ghost_templates.xml(SP weapon customization system) to mp_templates. probably wouldn't work, but if it did it'd be a dream come true...
  2. i realize it's extremely easy to take out half a team (or more) with a few well thrown frags at the beginning of the round on certain maps. but hey, that's what the random insertion zones are for. besides, the very first one is usually the most successful and we do get that. another thing is a few oversights in the existing kits. Demo 10 and Assault 9 both have scoped primary rifles. why? flashlight attachments are in the game, yet unavailable in MP. not good. basically all the things we begged for in GRAW1 have disappeared again. and we'll have to pay for them... again! modding is great, of course, and pretty much everything could be fixed in a well thought out mod, but again, there is no autodownload feature, and even if there was - people are hesitant to try anything not stock. sometimes i wish GRIN just saved themselves the time and simply rebuilt [GR] with all of it's maps and weapons into their Diesel engine. not that GRAW2 doesn't have a chance for a future. maybe these upcoming patches and expansion(s) will do wonders. right...
  3. GR gave 6, and yes it could, but only as a mod that clients have to have. with this many people playing the game hoping for a full server with that mod is unrealistic.
  4. yea, besides the SP maps converted for MP play officially; besides the ability to restrict certain weapons server-side like in GRAW1; besides basically every feature we had in GRAW1 that got taken away in GRAW2 including afteraction chat, all the server options, and all those nice things people keep bringing up, one thing that absolutely has to be brought back is the weapon selection! by GRIN's own design, a lot of kits were supposed to be much more unique than what the are now, according to the comments for every kit left in the mp_templates.xml file. pretty much every class was supposed to carry 2 to 4 frag/smoke grenades, with the exact numbers being balanced against the firepower and attachments of the primary and secondary weapons. whatever happened to that... also, the ghost_templates.xml holds the whole SP weapon system in it and could only be enabled in MP as a mod, which wouldn't get very popular with general public due to another GRAW1 feature being taken away - autodownloader, plus the common drawback of having a mod on your server compared to just running stock. as it stands, DM/TDM/HH/S kits are severely crippled. it was done for balance you say? what about the RvsA kits being so much better designed? and why, oh why restrict the custom weapon selection to SP only??? if only server admins could select TDM KITS, RvsA KITS, or SP CUSTOMIZATION SYSTEM for any gametype on any map - people would enjoy the game A LOT more! from the looks of it, ubi decided we should pay twice for the content that was designed last year, sold to us with GRAW1, and then reintroduced with a GRAW2 expansion, or worse yet - a freaking sequel! oh yeah, same goes for maps. would it hurt anyone to include the GRAW1 maps in GRAW2? of course, it would! we would be much happier with our game, therefore ignoring ubi's other products. duh...
  5. the number one reason people DON'T care for mods is having to download, install and remove them frequently. unfortunately the current kits are hardcoded into 3 .dxe files and i have no idea how to recompile those. too bad, it would've been sweet to be able to change things server-side only...
  6. hmm... will do... EDIT: nope, didn't work. i guess you can't touch the existing files at all. sad. i got a new idea though... there is a ghost_templates.xml file that holds the whole single player weapon choice structure. if someone could get that to work in MP, i would marry that person! that would have to be a full blown mod, of course. i'm afraid i've waisted enough time on this and am giving up on trying to get it to work without making a mod. i'm sure that SP custom weapon system would be an extremely popular mod for MP though... oh, well.
  7. the way i rebalanced the setup was with restricting GL's in mind, plus encouraging people to use assault and rifleman classes. all demo kits get only 1 m203 nade and no optical sights on primaries or secondaries. all assault kits get 3 frags, 3 smokes, frontgrips and no optical sights. all rifleman kits get 1 frag, 1 smoke, optical sights for both primaries and secondaries. support and snipers also get 1 frag, 1 smoke, and i decreased the M99 clips from 20 to 5 to discourage people from using it. so far, i haven't found anything in either mp_ranks, rules, or settings files, that would interfere with my slightly adjusted kits. i do believe the problem is that mp_templates.xmb file that i keep trying to recompile and the bundler gives me an error. if i could create a new one, that would complete the mod. EDIT: well, this sucks. i got the bundler to recompile the mp_templates.xml correctly, but as soon as i try to create the server, the game crashes. i just changed 1 tiny thing, the number of clips in one kit, and it crashes Crash in application version: 30621.2989 Archive::checked_read() Attempt to read past end of archive 'data\lib\managers\xml\mp_templates.xml' SCRIPT STACK: data\lib\managers\groupmanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded Wiking, help please!
  8. i think this would be the topic to post in... i edited the mp_templates.xml and bundled it back into patch.bundle. the problem is mp_templates.xmb never changed, even after i renamed it to hide it, the bundler never created a new one, and i think i really need a new one... please help! EDIT: i added the 2 lines from patch 1.03 to bundle.bat for compiling xml's to xmb's and i get this error: ERROR: Archive::checked_read<> Attempt to read past end of archive 'patch\data\lib\managers\xml\mo_templates.xml' so how do i compile the new xml???
  9. editing the mp_templates.xml and then bundling it back into patch.bundle didn't do a thing for me. i guess those same changes have to be made in the mp_templates.xmb, and i have no idea what to edit it with... i think Lightspeed has succeeded in creating his own kits, but then his stuff is definitely a mod, which is not what i'm looking for. btw, one of the TUG guys said they've successfully changed small things like load_screen textures on their server box and the clients with the original files have no problem getting in, AC being on... so i guess that's encouraging...
  10. i said it already... kill_score_a value="100" added to the dedicated_game_info.xml(provided you set Use_Victory_Points and Ranking_System values to "true") will make the server count 100 points a kill, so all you'd need for the highest rank is 1 kill. which, again, is pointless, since all you'll get is the full set of TDM/DM/HH/S kits, unless, of course, you create a custom gametype with rebundled maps, like you said... there's one more line that i'm not sure about: <adv_scoring_a value="false"/> i tried it with it set to "true" and it worked.
  11. well, i'll only be making the changes on my dedicated server box. today, for example, when i enabled the ranking system in TDM(on the server), i joined with my unmodified client with no problems. there was a Score column after the Deaths column and the points increased with every kill. have you looked at the mp_templates.xml file? there is this after all the regular kits: <!-- weird kits --> <xdefine name="kit_soccer_1()"> <weapon_unit name="glock" clips="1" gui_slot="1"/> <weapon_unit name="anm8_thrower" clips="1" gui_slot="2"/> </xdefine> <xdefine name="kit_soccer_2()"> <weapon_unit name="m61_thrower" clips="1" gui_slot="1"/> <weapon_unit name="anm8_thrower" clips="1" gui_slot="2"/> </xdefine> weird, huh... in any case, i wanna give it a try and see if the server templates will override each client's files. A/C or not, i hate the balancing that GRIN designed. assault kit 9, for example, defies all logic in their choices of combinations. plus, it would be a sure way to restrict GL's and M99.
  12. guess i'll have to disable the A/C then...
  13. Not without a mod that has to be "activated" by both the server and client. Your question got me curious and I just peeked into this and fooled around with it and have been able to get the ranks and kits activated. This involved creating a custom game type and settings xml file. I just changed the stock TDM xmls by a couple of lines to get this far. The problem is that you cannot advance up ranks as that points are not awarded in TDM so you would have to change the mission script to either award points for kills or give everyone max points to up to the RANK you want them to be. You could probably do that by examining the rva game settings and rules xmls and copy what you need from there. Also, the rva gametype puts the mexican side on the inferior weapon selection so balance is going to be an issue with this unless you change the ranks xml with the kits listed in them. It might be possible to give both sides the same kits for each rank. I'm not sure if you can without a mod, but if so that means you will also need to create a custom ranks xml file for use with that gametype. That can be included in the map bundle however. Just some thoughts after spending a few minutes with it. Let me know if you want some more help because it sounds interesting enough for some variety. ok, no. i succeeded in receiving Victory Points for kills in TDM this afternoon. you simply have to set Use_Victory_Points and Ranking_System to true. then kill_score_a value assigns the number of points for each kill and you can rank up to the last kit with one kill if you set the value to 100. the problem is it is still TDM kits that are being unlocked with higher ranks. i will look into this further and probably work on creating a new set of kits hosted on my server. notice, this will not require players to have my mod installed, since i will be changing the original mp_templates.xml file and rebundling it back into quick.bundle on the server machine. do you think it'll work?
  14. cool! before i get into the whole unbundling process, do you think id be able to create custom kits instead?
  15. i've tried playing with the various server settings. enabled the ranking system, enabled victory points, changed the kill score values and so on... all i get by ranking up is the next kit from the regular TDM selection. how useless is that! someone please please tell me how to get the RvsA kit selection into a TDM gametype, or does it have to be a mod???
  16. From what I can tell, you need to enable "ranking_system" in order for VP to work. Otherwise, VP do not display on the scoreboard. However, if you enable "ranking_system" you need to rank-up in order to get more than the first kit, even if you are using TDM kits. this is weird. once you rank up you just get the next kit? that's kinda useless... has anyone figured out a way to use the RvsA kits in TDM???
  17. interesting... i believe pretty much any value listed in the sb_server_settings.xml could be placed into the dedicated_game_info.xml within the <gametype_settings> section. sorry if this is a well known fact. i'm running a server and all of a sudden it started failing to load the next map, so i checked the server window and what do you know - next_map value was blank! i have no idea how that happened, but i added the line into the dedicated_game_info.xml, set the value to true and the server got updated! then i did that with message of the day, and spawn lock time. pretty neat.
  18. it should be obvious at this point, that ubi would rather lose all GR fanbase, than pay GRIN to make MP content that will be given away free. if there's a patch coming, i wouldn't count on it bringing any new maps, or even SP map conversions. quite ridiculous since the work is already done, yet we don't get the maps officially. i know somebody's gotten cut off before for saying GRIN has stopped reading our rants, but i think that sounds about right at the moment. all these outcries aren't going to affect a thing, unless ubi CEO's see a chance to fatten those wallets... one thing we can do is show interest in an expansion pack, which will probably be no less than $29.95... we need to make a topic purely for the expansion requests, where everyone begs for an expansion and describes his vision of its content all in one post. as long as the moderators keep everyone limited to one post, GRIN could just count up the replies, pass the number on to ubi and let them decide if it's going to happen. this might have to be done in the ubi forums though... hopefully Colin's up for the job.
  19. Actually, Biro's version of castle_day is SPOT ON in the nightvision. It doesn't cut clear through the fog and simply silhouettes the horizons. The environments I added change it up a bit, but that's why they're all there, for whoever wants whichever. As to the play feel, it's total flashback to 2002 for me..... well, my post effects are turned off, so when i hit that nv key - i can see as far as the line of sight allows. everything becomes evenly foggy, but it's really light fog. i guess i'm using an unfair advantage, but i know others have shot me across the map as well. stock map environments do not behave like that with PE off, so something's gotta be tweaked i guess...
  20. Play GRAW2 on Biro's Castle Day map and try to tell me that it doesn't play like [GR]. it doesn't. night vision clears up the fog and you can see across the map, which wasn't the case with the original. messes with the gameplay quite a bit.
  21. that map brings lots of memories, except it has a major fault that changes everything we knew about Castle Day in GR. night vision lets you see too far! in the original it gave you maybe a few extra feet of view through the fog, plus silhouettes against an open sky, while in GRAW2 it clears out the fog almost completely, therefore turning the map into a much more sniper dominated battlefield. too bad 'cause without the nv the fog distance is spot on.
  22. let's get on with the MBC then!!! leave the day docks for when you guys get the hang of it...
  23. the second sentence has that triple negation, so i'm not sure what you meant, but i think you misunderstood... you're right, hack creators will be aware of all the security features regardless of what we do or do not post on GR.net. your every day hacker though, or a hack user, upon acquiring the hack has to feel safe about using it on a public server, more so in a ladder match. it's unlikely that the hack creator, who is in most cases also is the distributer, will mention the existence of the auto-screenshot feature to his every "customer", defeating the purpose of his own hack. so again, the "kids" will basically have more chances exposing themselves to the aware server admins, as long as they don't suspect being screenshotted. i clearly remember an old school GR ladder called TCZ, having restricted Team Leader Summit forums for squad admins to exchange information that doesn't need so many eyes on it... the aforementioned ACC, to the best of my knowledge, has always tried to stay in the shadows and its members sometimes wouldn't even admit their participation in it to their own teammates... that has helped to at least slow down the spreading of new hacks, as well as weed out a few rats among the community itself. no one said organizing this would be easy, but i believe a few people are on it and it will be more pronounced once the ladder matching picks up a bit more. communication is key, but don't hand it to the trespasser...
  24. if it was up to me, i would immediately remove all instances of this random SS feature being mentioned from these forums, which is obviously not going to happen. keeping these discussions to a minimum though would surely increase the chances of more kids slipping up and getting caught. otherwise they'll find a way around it...
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