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Shadow_ASP

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Posts posted by Shadow_ASP

  1. All I see here is just another game that also use sepia effects and a urban level setting. If two developers use the same font and colours in their GUIs its kinda hard to make them look different. Engines use whatever font you want them to use ;)

    I dont see how this is redered on GRIN's engine by looking at pictures. If thats the case I'm sure I can convince you that Arma was made on the Diesel engine too.

  2. The problem comes when you want to choose the second slot weapon.

    A question how unlock the Ageia level?

    Does it happen regardless of what secondary weapon you choose or only when you choose the G36?

    I dont remember the exact detail around unlocking the Ageia island. I do remember I found the solution while searching this forum. Sorry I cant be any more precise.

  3. I don't think I did anything in the texture for it, just fixed the coordinates for the weapon kit icon. Look for the G36 in the XML files inside data/gui of the mod. It's just 2 or 3 I think.

    Thanks for the help.

    You created a missing definition for the G36_Compact in briefing.xml and fixed the coords in gui_screen_kit.xml.

  4. I finally found the time to update this mod and make it compatible with GRAW2 v1.05.

    Features:

    * Adds G36K as a primary weapon in the selection menu.

    * Adds G36C as a secondary weapon in the selection menu.

    * Adds RPG-7 as a backpack weapon in the selection menu.

    * Adds an additionaly 9 more 40mm grenades to the M32.

    * Adds 4 more grenades and smokeshells (total=8) and takes up 2 slots instead of 1.

    * Increases Beretta RX4 kill-power (same amount as SCAR L).

    * Increases HK45 kill-power by roughly 25%.

    * Increases Beretta M9 kill-power by roughly 25%.

    * Increases FN M249 ammo-belt from 180 to 200.

    * Reduces M32 weight by 1 slot.

    * Removes all rifle crosshairs and crosscom markers (\settings\hud_visibility.xml).

    * Removes marker for objective-position (all map-markers remains unaffected) (\settings\hud_visibility.xml).

    * Replaces some weapon names with the correct names (MK45 is HK45 etc).

    * Unlocked the Ageia level.

    Changelog:

    V 1.0b

    - Initial release, see features-section.

    V 1.1b

    - Added "RX4 sight" to M416, SCAR L, SCAR H, G36K and G36C.

    - Decreased recoil slightly for M249 when in ironsights.

    - Removed Mule and Drone markers.

    V 1.2

    - Bundled all files into a proper bundle mod-file for easier switching between this and other mods.

    - Moved the shotgun to the secondary weapon selection.

    - Added selectable aimpoint for XM8 Compact and reduced weapon weight by 1 block.

    V 1.3

    - Fixed weapon icon for G36C (Thanks GRIN_Wolfsong)

    graw2_realism_mod.jpg

    Download

  5. I just tried your mod and I really like what I see (except a few minor fps hickups every now and then due to the increased drawdistance of the higher LODs).

    I remember reading you might set the drawdistance down to somewhere between the current and default values which is probably spot on.

    +Adds G36K and G36C to SP load out, with fixed kit icons.

    Can you please let me know how you fixed that?

    I'm trying to see what you've done but that one is beyond my brain. I'd like to add that fix to my humble realism-mod. :)

  6. Sounds good, but ill miss my crosshairs. downloading

    Dont know if you noticed but the aimpoint on the m249 doesnt work

    You can get your crosshairs back by deleting \local\english\gui\crosshair_scar.xml.

    OOh crap, I forgot to remove the scope for the M249 again. I know it doesnt work. No scopes work on the M249 unfortunately.

    I was hoping to get the Eotech to work on the rifles too, but it appear to only work on the MR-C.

  7. I dont like the new plastic weapons from Beretta. C/R/PX-4 and 90-two.

    I'd much rather they stick to proven weapons that have already seen action and less "sci-fi" when adding new weapons.

    MK23, UMP45, G36-series, PSG-1, Barret M107, M240B, M249, M416 and G3A3 are my favs in addition to the current weapons.

  8. 4) Remove the blue borders around the screen.

    In the GUI folder there are four files called frame_bl, frame_br, frame_tl and frame_tr (bottomleft, topright etc...)

    Here is what you change:

    <place object="frame" at="1 1 0" scale="@frame_scale" rotation="180".....

    Replace @frame_scale with a 0 (zero) in each of the four files.

    I don't want to chop up someone elses work on their mod to get what I want accomplished.

    Why re-invent the wheel? :wacko:

    As long as you ask for permission from the author (and he approves) I dont see anything wrong with that. The people who are going to use your mod won't care how you did it, they just see the end-result.

    I'm trying to figure out at the moment what controls the MP Chat box as far as positioning goes.

    I havent looked into moving the chatbox but it looks to be the same as with the crosscom.

    Try changing the AT-coords at the bottom inside the file called hud_mp_chat.

    <place object="chat_box_spr" size="800 600" align="0.25 0.0" />

    First number should be up/down (higher is down) and the second should be left/right (higher should be right).

    But it is difficult to place accurately. The screen is like a sphere so moving it too far towards one side will start moving it the other way instead, so move it with small increments at a time to avoid "loosing control". Lets say 150 at a time.

    Good luck and happy modding (and Smith is right about those sleepless nights) :)

  9. I have'nt tried this, it might not be the right line but I think it is.

    crosshair_scar.xml

    <!--<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />-->

    Replace @ch_alpha with 0.

    If that isnt the right line or its not enough just change one opacity-level at a time to 0 untill you get the desired result.

  10. I think the only way is to increase the height of the player-camera. But that will make it hard to look underneath objects such as trailers without going prone. Another way is to make the weapon appear smaller by increasing the FOV but that will make the view get the fisheye effect.

    I also noticed that not only did GRIN add the new GL crosshair, they have removed the original one. This means another update for my mod to get the crosshair back. I will see if I can bring back the old crosshair as the new one is impossible to be any accurate with.

    As a temporary solution you can delete the file \local\english\gui\crosshair_eglm.xml to get the new crosshair instead of nothing.

  11. Grab the mod here.

    Readme:

    I found the original HUD to be a little too arcadish in regards to the colours and it was too cluttered to my taste.

    So I made this darker, less cluttered HUD-mod.

    In V 1.3 I started modding the weapon stats for the sidearms.

    The main reason being that I realized how much more challenging it is to draw your scope on a target

    that is very close to you without the artificial crosshair aiding me.

    I found I started using a unscoped sidearm more often if my primary was scoped.

    The handguns were nerfed by GRIN and did'nt really represent their real life counter-parts.

    Some may say that the ROE is now through the roof, but really, they are'nt.

    I have used my personal experience and skills (or lack there of) with my own 92FS and MK23 as a template.

    If you dont like what I have done to the secondaries you may delete the WEAPONS-subdir inside this mod.

    Now, if someone can make me a HK MarK23 (SOCOM) model with optional sound supressor I'd be a very happy puppy.

    This mod is intended for Single-Player and COOP games.

    Domination mode is untested and may contain bugs and issues that affect game balance. Use at your own risk.

    How to install:

    Extract the content to x:\GRAW install-dir\

    Start the game like normal.

    How to uninstall:

    Delete the LOCAL-folder in your GRAW install-dir

    i.e. c:\program files\ubisoft\ghost recon advanced warfighter\local

    Here are the changes:

    V 1.3

    - Added blood-effect (thanks DiGiTALY -TC-)

    - Added XM8 Compact to the primary inventory slot

    - Added MP5SD to the primary inventory slot (known issue; read below)

    - Converted Barret bolt-action anti-material rifle into semi-auto with 10x3 rounds

    - Corrected M9 mag capacity (was 16, now 15)

    - Corrected M249 SAW mag capacity (was 180, now 200 and removed one mag)

    - Fixed a forgotten HUD-colour for support-members (apache, artillery, airstrike)

    - Increased amount of 40mm grenades from 4+6 to 5+10

    - Reduced delay between shots in semi-auto to same level as full-auto for all weapons

    - Reduced M249 dispersion

    - Renamed some weapon names to more correct names

    - Tweaked base accuracy and dispersion for M9 and G18 to make them more distinct

    - Tweaked base accuracy and dispersion for XM8c and MP5SD to more reallistic levels

    - Tweaked base recoil for all sidearms to more reallistic values (M9 more deadly/G18 more spray'n'pray)

    *** KNOWN ISSUES WITH THISE RELEASE ***

    - MP5SD6 as primary can not pick up ammo (to avoid sharing ammo-pool with handguns)

    - Extra ammo for MP5SD in primary slot does not work (bug due to the ammo-definition above)

    V 1.2

    - Removed the last marker (carrot pointing to the general objective area)

    - Moved the members list slightly higher to make room for the 2nd tank icon

    - Reduced the overall size of the compass and put the numbers inside the circle

    - Brought back the yellow player-waypoint from the map-screen (distance doesnt show though)

    V 1.1

    - Grenadelauncher-crosshair is black and the digits indicating distance have been removed

    - Handgrenade-crosshair is black

    - All friendly and enemy markers (diamonds) have been removed

    - Number-markers on your team members are half the size

    - The objective marker has been removed (carrot pointing to the general direction is still there)

    - On-screen order menu is now dark grey to match the rest of the HUD

    V 1.0

    - All 4 bars in the corners are gone

    - All crosshairs for rifles, smgs handguns and the lmg has been removed

    - The handgrenade and grenadelauncher crosshair has been changed to red (to reflect an explosive weapon)

    - Health, Ammo and member-select frames are dark grey (less flashy) and smaller in size

    - The member-select frame has been moved to the bottom of the screen

    - The Crosscom video (wireframe-window) has been removed

    - The N,S,W and E on the compass has been replaced by digits (0, 180, 270 and 90) plus 45 degree increments

    - Blue diamonds are now yellow-brownish

    - Red diamonds are now dark yellow

    - The MP hud-chat window has been removed (text still appear as normal)

    Thanks to Franze for calculating the 45 degree increments on the compass and feedback in general.

    Thanks to Clx440 for explaining the basics in positioning the Crosscom and thanks for the MP chatbox-mod.

    Thanks to DiGiTALY -TC- for his GR1-style blood-mod.

    Thanks to GRIN for this otherwise very cool game.

    This little mod is made by Shadow=ASP=

    Screenshot

    I think I managed to change the border colour around the mini-map in Domination. I havent been able to test this mode because I dont play it and cant host a game without anyone joining to see if it works.

    @Moderators: feel free to close this topic so all feedback and comments appear here (easier for me to track all feedback and comments).

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