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Agent Smith

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Posts posted by Agent Smith

  1. Hey guy,

    I love the original FEAR BLOOD MOD, dont mind the glitch but I have experience a another problem. When I shoot an Ai they dont go down, even if I unload a whole clip on them, they wont go down . they go down when I'm in my own server but they dont if I join someone elses. Strange?

    The only way they seem to go down is with a head shot, on top of the head. Has any on experienced this?

    I used the up- dated version of the FEAR MOD and the they to go down fine but I miss the extra blood....lol.

    I really like the extreme blood so I would like it to work.

    So any solutions?

    Ministry-ASN

    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 OFTEN in this version. I have no idea why. But, there is a sound which suddenly appeared when you hit soldiers in the limbs or hands, and it makes it sound like the blood is actually splattering :devil:.

    SendSpace

    MegaUpload

    FileFactory doesn't work :(. Doesn't respond after upload is completed.

    Happy fragging, :thumbsup:

    I am finding a problem with the mod. I installed it over the M4 Sop Mod addon but I do not think this has anything to do with it.

    When an explosion occurs the effect looks rather silly. Clouds of particles (largish irregularly shaped clumps representing, I suppose, pieces of exploded "stuff" rather than smoke or sparks) billow out of the exploded object (eg armoured car) for up to 10 seconds afterwards which fly through the air in an arc, in a kind of slo-mo effect. It slows the game down and looks out of place.

    I have made this sort of error myslef when I modded some flight sim explosion effects a while back. It turned out to be due to specifying too many particles to be emitted over too long a period and was fixed quite easily by adjusting those parameters in the relevant effects file. I imagine the problem here might be similar.

    Also I noticed that when I shot someone I got some blood cloud but a huge dust cloud. Not sure why but that seems odd too.. It may be related to other mods I haev installed. I am not sure.

    The exploded "Stuff" is because of PhysX. See the post above me for the newer version without PhysX.

    The dust cloud is because of something mirr added. In the version without PhysX, a dust cloud from a soldier rarely appears.

    The game is emulating PhysX, and apparently bogs down performance on lower-end rigs. I even saw a FPS boost when I took out PhysX, and I'm running a 7900 GT KO!

  2. 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 blood has been deleted. This means that the edited weapons, faster single shot, no blue corners in the HUD, and physics tweaks are NOT included. However, the lasting bullet decals and blood IS in this version.

    SendSpace

    MegaUpload

    FileFactory

    Any problems, just post here or PM me. I come online every day.

    Happy fragging, :thumbsup:

    EDIT: I'm an official idiot. Apparently the blood DOES indeed work WITHOUT PhysX. Give me a few minutes to make the blood cloud look better and change some more particles.

    Indeed, it actually peforms better without PhysX, and I'm using a 7900 GT KO!!

  3. I having a minor tech glitch with the mod . . .

    I plugged it in with my 1.35 patched, m4-sopmod-v1-0 modded version of GRAW and I get the following error:

    "Crash in application version: grpcrc1.35

    data\lib\script_network\networkmanager.dsf(-1): cant find member: server_standalone in type <Statsblock:global>

    SCRIPT STACK

    data\menu\menu.dsf(0)" :blink:

    Any suggestions? :(

    I never touched any of the networking or server stuff at all. It must be on your end for some wierd reason.

  4. first two images, I was jumping between GRAW and Photoshop, that's where I noticed the blood splatter on the cement moves around. Meaning it doesn't stay there permanently. When I moved from body shots to leg shots, that's where the "pooling" occurs, wherever I'm concentrating my shots....that's not a complaint btw. That's just my 5 minutes observation.

    OOoohh I got chills..... :o=

    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.

  5. Very cool! :thumbsup:

    I hope to be bringin' the "red mist" to Mexico City later tonight. :o=

    :snipe:

    Three questions:

    • Any idea how compatible this is with other mods?
    • Any order the mods should be applied in? (i.e. - blood mod first, then m4-sopmod-v1-0, then Task Force Wraith mods, etc.)
    • I noticed multiple copies of the decals.xml in the effects/decals folder, are those just extras or does the mod use them all in some way?

    :huh:

    :gun:

    - 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 copies, I just did a copy and paste of my Local -> English folder when I was compiling.

  6. Okay I created a folder:

    localfoldergb7.th.jpg

    then create a "fear folder" within the English folder:

    fearfolderrc6.th.jpg

    then restart GR:AW...hope it works....

    I should create a folder in the English folder for every mod I install correct?

    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.

  7. 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):

    splatter6da2.th.png

    splatter7ee9.th.png

    splatter8el5.th.png

    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! :thumbsup:

  8. the appearing of the blood without hitting a soldier has to do with the redirect/angle settings in the decal file i think, in version 0.9 there were 2 or 3 cases where this happened

    - shooting at a metal surface with bushes in front

    you could try setting the angles small for all the surfaces and big for the padding/helmet/head/flesh decals,

    so when hitting a soldier, blood would always stick on them, but the spatter on objects would only happen if the target is very close to a wall,car,barrel,other soldiers etc..

    nice to see Agent Smith continues this.

    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_bm" render_template="bullet_decal">
    
    		<variation uv_rect="0 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0.5 0.5 0.5"/>
    
    		<variation uv_rect="0 0.5 0.5 0.5"/>
    
    	</decal_type>
    
    
    <decal_type name="bullet_hit_impact2" soft_limit="120" limit="150"   projection="planar" size_min="5.0 5.0 1.0" size_max="13.0 14.0 1.0" sustain="72000"  
    
    		release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_bm" render_template="bullet_decal">
    
    		<variation uv_rect="0 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0.5 0.5 0.5"/>
    
    		<variation uv_rect="0 0.5 0.5 0.5"/>
    
    	</decal_type>
    
    
    	<decal_type name="bullet_hit_barrett" soft_limit="120" limit="150"   projection="planar" size_min="5.0 5.0 1.0" size_max="12.0 11.0 13.0" sustain="72000" 
    
    		release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter6_bm" render_template="bullet_decal">
    
    		<variation uv_rect="0 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0 0.5 0.5"/>
    
    		<variation uv_rect="0.5 0.5 0.5 0.5"/>
    
    		<variation uv_rect="0 0.5 0.5 0.5"/>
    
    	</decal_type> 

    If you look a few posts up, I have a screenie of a mexican soldier's corpse with a ton of blood on him, as well as a shot of Brown's face with hit decals clipping around his head. I've been trying to find a solution to that. It's my only problem that I'm having.

    It's also nice to see that you're still poking around here, mirr.

  9. When I last used Mirr's newest version v0.9 (?) the blood decal would appear on walls, objects even though no Ghost or rebel was hit. Have you a; noticed this, and b; reduced the target area affected by the near miss?

    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.

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