Agent Smith
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Posts posted by Agent Smith
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How else would you "install" mods?

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Your GPU is barely enough to run the game well.
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
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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.
Any problems, just post here or PM me. I come online every day.
Happy fragging,

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!!
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@Agent Smith: Nice job on this, makes the game alittle dirtier.

One suggestion; how 'bout a "blood only" version for those with lower end systems and/or who don't want to modify the english sub-directory?
FileFactory is currently down for uploads

Happy fragging,

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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)"

Any suggestions?

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

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.
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Very cool!

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


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?


- 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.
- Any idea how compatible this is with other mods?
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There's more than 100 players now? Are you serious?

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white magic wand




Most innovative name I've ever heard for the Wiimote.
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Can´t wait for this

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.
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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!
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I wanna load the Sepia Effect Reduced- Mod and your mod only for now.
How do you have yours installed?
That'll do fine with my mod, since I never tinkered with the Post Effects.
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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.
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How do I install mods again? something about Data folder?

It's Local -> English. Make sure there's no files that are named the same, otherwise, you may get some problems running the game.
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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!

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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.
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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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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.











Agent Smith's Effects Mod: FEAR edition
in GR:AW - General Mod Topics
Posted
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
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SendSpace
MegaUpload
FileFactory doesn't work
. Doesn't respond after upload is completed.
Happy fragging,
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!