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Agent Smith

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Everything posted by Agent Smith

  1. Must be something on your end, because I never edited anything pertaining to the health of AI or yourself. Anyway, here's the BLOOD ONLY version for Low-end users. I kind of prefer this version (With all of my regular stuff), because the PhysX actually makes the game seem like it's in "Slo-mo". If you want to keep the other modifications I made in the full version, just delete ALL of the .XMLs in your Local -> English -> Effects folder, and just copy the e_bullet_hits_high.xml into that folder. You will now have regular particles. However, I have noticed this: BLOOD SPLATS LESS
  2. Indeed. The jump from my 6600 GT to 7900 GT KO was noticeable in every thing I played. Not only that, I can play GRAW maxed out at 1680x1050 .
  3. Noquarter just informed me of a glitch that I didn't expect to happen. There are yellow and blue squares forming in place of bullet decals. I deleted the textures by mistake. From my analysis, it appears that you guys getting FPS drops is due to the change of coding. The game is no longer using regular particles but is doing a software version of PhysX. This is the key reason why the FPS drop is so noticeable. I have not been able to get the splattering blood working WITHOUT PhysX, but I will now attempt to. Here's the fixed Blood only version: Everything that DOES NOT pertain to the
  4. SendSpace MegaUpload FileFactory is currently down for uploads Happy fragging,
  5. I never touched any of the networking or server stuff at all. It must be on your end for some wierd reason.
  6. From my experiences, whenever you ALT-TAB out of a game to say look at a walkthrough, the game is re-rendered because it's no longer on the screen when you switch back to it.
  7. - Any mod that does not edit the physics, decals, any of the effects, or the removal of the blue HUD corners is compatible. However, if you prefer the Clean HUD, you can use that as well. Just make sure to hit yes when it's overwriting the frame_bl and such .XMLs. - If my knowledge is correct, the order of when mods are installed doesn't mean a thing, the only thing that matters is if the same files are in both mods. You may overwrite one or the other, which might cause one of the mods to not work. - Oh right! I have those as backups when I was working. Feel free to delete all of those c
  8. The mod is now RELEASED! Download it at: SendSpace MegaUpload FileFactory Happy Fragging,
  9. There's more than 100 players now? Are you serious?
  10. UPDATE: Just got a decal change working. Have to play around with it a bit to get the desired effect, but it's great so far.
  11. Wait no longer. It will be out at the end of next week. I've been distracted a LOT lately by me getting my 360 on Christmas, and the recent addition of a Wii on the 28th. I need to get back to work on this mod.
  12. The #1 reason why I loved AA so much, is because there was absolutely no custom maps. Now, the damn devs threw away the game. Dammit!
  13. Indeed, hooah. If I can figure it out, hopefully there'll be that much blood before a soldier dies!
  14. That'll do fine with my mod, since I never tinkered with the Post Effects.
  15. Eh... not really. That's not how mods work, unless you have a mod loader (Did someone make one yet?) The folders in any mod are what you put in the Local -> English folder, which consists of folders such as "effects", "settings", etc. It does not go in it's own folder.
  16. It's Local -> English. Make sure there's no files that are named the same, otherwise, you may get some problems running the game.
  17. The mod is now ready to go into Alpha stage testing, which consists of what I have done so far. Pictures of the changed blood decals (Directly from the .DDS files themselves): There are ONLY 10 avaliable tester spots. PM me if you want a link to download the mod, as well as your system specs. I will give you the download links to the mod. Happy fragging!
  18. Another shot showing the blood decals: The little decals stacked upon each other in the middle of a great looking decal is going to be removed. I'm going for quality rather than quantity, because those decals came out bad. I might try porting them again and seeing what I get.
  19. I've taken out the leaves and bushes spawning blood, which was the #1 reason why there was so much blood all over the place in certain situations. The decals on surfaces I need to tweak around, but I need some help in getting the blood decal when a soldier is hit to stop clipping into the body. This is what I have coded so far: <decal_type name="bullet_hit_impact" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="14.0 17.0 19.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_b
  20. I've seen this, and apparently, it's either have splattering blood or don't from my experiments. There's a certain string of code required in order to get splattering blood. This code is NOT NPC specific, therefore it means blood can spawn off a stray round.
  21. I decided to run the game at my native resolution. Looks tons better and less blurry. Two more shots of the mod, I don't have much work left. Just have to fix the "floating" problem with the hit decals on bodies.
  22. I figured out why so much blood was on the models. I had two entries of blood to splatter on the models. I'm editing it out now, and going to leave a different .XML if you guys want that EXTREME amount of blood.
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