Agent Smith
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Posts posted by Agent Smith
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the exit of the patch will be for Wednesday 21 of this me Ci I let to you read L information HERE
It will be certain?
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Release tommorow?
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Can't you record it yourself then? Bo - Go go go!
All we need is. Go go go, tango down, tango spotted, cover me, roger that, negative, fall back and regroup.
This is a AAA title - you seriously think we'd settle for the sound designer for voice acting? This is hardly even a matter that's up for discussion.

Next thing I know, I heard a kid making firearm sounds when I shoot my SCAR-H.

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Nice !!...givin a shot now..
Is all that stuff decrease your FPS at all?
Only the bullet decals staying, but after I removed Post Effects, it went back to the previous state of kickass performance.
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When they were in R6 3 on the Xbox version, (Yes, I bought that. I played it on XBL for quite a while) I used the voice commands constantly. It added a ton of immersion into the get to yell out orders and the team would comply.
GR2 had them, but the actual commands were flawed because the Ghosts would respond a few seconds after you barked out the order.
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Download it at:
PARENTAL NOTICE: This effects mod has included blood that does not reflect upon the rating made on the game by the ESRB (Entertainment Software Ratings Board), and it is bloodier than the standard stock product.
Features:
- Blood now appears on bodies when you shoot them! However, a fix for the marks of blood on bodies dissappearing after you kill the character has yet to be found. (My game crashes when I load the suspected fix, so I removed it.)
- Bigger blood cloud when someone is hit.
- Bodies can now be pushed and moved by the player.
- Small props (Plants for example) can now be pushed and moved by the player.
- Grenade craters will now stay forever.
- Bullet holes will now stay forever.
- My .XMLs for a very good balance of performance/image quality ratio will be included. (MP one is included as well.)
The .XMLs for the performance/image quality ratio were based on this system:
P4 3.06 GHz
1 GB PC-3200 DDR
eVGA Geforce 6600 GT
If you have a rig similar to mine or worse, I heavily recommend you take off the Post Effects.
1. Open the renderer_settings SP.xml (This is located in Data/Settings) (The one included in this mod).
2. Take out the SP in it. Over-write your current .XML (I recommend you back it up just in case.)
3. Open it. (You can open it with NotePad).
4. Find this line:
<variable name="post_effect_quality"value="high"/>
5. Change it to:
<variable name="post_effect_quality" value="off"/>
NOTE: You will not be able to use Night-Vision with post effects off, so edit this again when you come across the night mission(s).
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Status report: This attempt has failed. I've looked at the weapons .XMLs as well, and I get nothing.
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We can just move the folders in the Local folder out of there if we want to go online, not that big of a deal.
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About the description:
Data -> objects -> weapons -> barret, and look at the barret_mag_common.xml
This caught my eye:
<body name="main_body" fixed="false" start_active="false" friction="0.7" lin_damping="2.5" restitution="1.0" ang_damping="1.3" template="small_prop" collision_effect_filter="60" collision_effect="rifle_mag_impact" collision_effect_quiet_time="0.6"><object name="align" hidden="true"/>
<object name="body01" collision_type="capsule" hidden="true"material="aluminium" shell="3"/>
Look at the bold.
And look in Data -> objects -> casings, look at the grenade40mm_casing.xml
<body name="main_body" fixed="false" template="small_prop" start_active="false"><object name="body01" collision_type="capsule" hidden="true"material="aluminium" shell="10"/>
Look at the bold again.
I think that if I change the hidden from true to false, the casings will show up.
I've been looking at the 9mm, 5.56mm, and 7.62mm .XMLs in the Casings folder, but I haven't seen any hints about it.
EDIT: Found it!
Go to Data -> objects -> weapons -> beretta, and look at the beretta_mag_common.xml.
<object name="body01" collision_type="capsule" hidden="true" material="aluminium" shell="3"/><object name="body02" collision_type="capsule" hidden="true" material="aluminium" shell="3"/>
Changing it from true to false, and I'm going to post results.
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What I really hate is if you fire at a building or wall you can watch the building heal itself.
It is really annoying if you are looking through your scope at a sniper on the roof. Everyone is laying down fire and bits of the building are blowing off right and left. Then after about 10 seconds the building begins to heal and all the holes go away....
Show me the computer that can keep all decals in memory, and render them, in a game such as GRAW. You computer would go down on its knees in seconds if the decals didn't fade with time.
It's more on the memory than the PC in general.
My Effects mod keeps all bullet decals. As soon as I get word back from my testers, I'm releasing it.
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I don't know if UBI even understands that a console-shooter can't beat a pc-shooter, thats it!
Most of the time Publishers aren't actual gamers, they're just idiotic businessmen.
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Simplified:
GRAW folder/Local/<Your language>
You stick the mods in the <Your language> folder.
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It's the Post Effects thing, that adds HDR and it nukes the game to "20 shades of yellow."
If you want to get rid of this go here:
GRAW folder/Data/settings
Open this .XML with Notepad:
renderer_settings.xml
Look for this line:
<variable name="post_effect_quality" value="high"/>
Switch it to:
<variable name="post_effect_quality" value="off"/>
That'll get rid of the Post Effects, and the game will be more colorful. The only downside is that you'll lose the "TV effect" whenever you look through a Ghost's "eyes" (When you hit G <default controls>) and whenever you look through the tactical map. It'll be full color instead.
You'll also lose NVGs.
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Just tested it in SP, Coup D'etat, and although I can't say that I was able to see a difference to the blood mod allready out (_DiGiTALY_-TC) the physics works great! If you can't resolve the decal problems for the wounds the ability to be able push corpses, weapons, etc. around is a worthwhile mod in itself! nice job, keep up the good work!

Compared to Digital's blood mod, in-game I noticed that the blood clouds were a tiny bit bigger, and so were bullet impacts. I added a TON of smoke whenever a bullet hits, because I feel that's a bit more realistic considering the high velocity of the weapons.
I found that my little physics effects will probably get you killed more often in MP.

I got caught in a few bodies, and that nearly killed me.
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I'll take this post seriously when the AI can learn to FOLLOW.
Use the mouse wheel (Click it when selecting orders, otherwise, they'll just move).
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WOW look how many players...
Maybe listen to the community and this may change!!!
And since when does the number of players count as how good the game is? WoW has around 5 million and it's the worst MMORPG in history.
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If you knew anything about weaponry, you would know the 5.56mm round has close to no recoil whatsoever.
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Someone's having a wee bit too much fun.
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That Map Editor looks damn simple compared to HL2's Hammer.
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the render_settings.xml?
Yes, the ones I personally use.
Be sure to change the Aspect Ratio if you use those .XMLs, because I use a widescreen monitor.
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My effects mod (See progress of it here) is now nearly finished, and I need testers for it.
I have enough testers now. I await the results from them.
Features:
- Blood now appears on bodies when you shoot them! However, a fix for the marks of blood on bodies dissappearing after you kill the character has yet to be found. (My game crashes when I load the suspected fix, so I removed it.) EDIT: Fixed some wording.
- Bigger blood cloud when someone is hit.
- Bodies can now be pushed and moved by the player.
- Small props (Plants for example) can now be pushed and moved by the player.
- Grenade craters will now stay forever.
- Bullet holes will now stay forever.
- My .XMLs for a very good balance of performance/image quality ratio will be included. (MP one is included as well.)
PM me if you want the mod

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....I feel stupid right now.
I figured out why my blood mod wasn't working anymore.
In was in the DATA folder that I made in the Local.
I moved my mod out, it worked again.
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New status report:
Ok, I'm nearly 90% sure that the Diesel engine runs on a system of integers, because I made the blood splat that appears on clothes to be 5, but I don't see anything.
I just made everything in the negatives, so I expect the blood to be HUGE.
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I'm not sure if the Diesel engine runs on integers (Judging from the numbers I see, it does) or it runs on "The lower, the bigger it'll be." So far, it does run on integers, but instead it's "The higher, the bigger it'll be."
I'd say you need to get some sleep there man 
When it gets to midnight EST, I always go to bed, despite what I need to do.
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so let me get this straight, the "touchy feely" turds who got the "no blood, no violence" a
I've been working on that "No blood" thing for a while.
See here: http://www.ghostrecon.net/forums/index.php?showtopic=36054
Ghost Recon 4
in GR:AW (PC) - General Discussion
Posted
Half-Life 1 & 2. (Including CS 1.6/Source, DoD 1.6/Source, TFC, All of the expansions, all of the mods, etc.)