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JasonFMX

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Posts posted by JasonFMX

  1. - Adjusting enemy AI to be somewhere between Hard and my beta version. (finding mid-way is harder than making it really hard or really easy)

    Please don't tone the tango AI down. If anything at all, keep pushing them. Your AI work has really put a great deal of new life into the stock GR:AW missions. I can't wait to see what you and other modders do when the CO-OP Map Editor comes out.

    silent_op

    I feel the exact same way, but you and me seem to be the only ones in existance that like it like that.

    I have no problem having it that hard when I'm playing single player but when I want to play with others in coop with this hard mod everyone's all gungho at first then they play a few games then they are upset... then a few games later arguements start.

    I have to agree I like it better too (especially since friendly AI uses nades now) but the problem is that they're less "aware" for the enemy side. It's getting kinda annoying in some cases that they're five meters away and still can't "see" the tango, though it's plainly obvious he's there. So the suggestion is give the "awareness" back while keeping it how it is, if that made any sense..

    Eric,

    They are referring to the beta hard mod.. if you go back to the link at the begiinning of this post youll see its in there. The AI are super aware. and I just uploaded a new version as well. so theres three of them now

  2. The updated version is here !!!

    spent more tireless hours at the computer.......... again

    Changes from the previous versions:

    - THE SNIPER SCOPES BACK ON THE M24 !! I had to take it off and give it an enhanced aimpoint becuase the sniper scope's accuracy was off.

    I didn't want to do this becuase the scope helped make it the M24 rather than looking like a rehashed scar L. The sound is changed on it also

    so it will now make noise when silenced instead of being completely silent which was unrealistic.

    - The enemy AI's difficulty is somwhere between "Jasons Mod" and "Jasons Beta Hard Mod". I also removed the RPG's from enemy AI.

    - I got rid of the Desert Eagle, its chrome texture, and sound. I liked them but got alot of other requests, so its to a plain ole black

    glock, only its a 45 caliber now. Sound is back to the glock sound. Grin did a better job texturing in this game than I did. I don't want

    my mods looking like some hack job. That and I had trouble making the DE single fire only but had trouble with the sound when using full auto.

    So...... its better this way. Again, I don't want my mods looking (or sounding) like a hack job.

    -The saw is completely the same except I gave the saw back its original sound even though its firing heavier rounds. I didn't want to over use sounds.

    - Since the M24 is basically a more stable, accurate, and slightly higher powered version of the Scar H's round I gave it the Scar H's sound. Even though

    a .308 caliber weapon gives off a large BOOM I didn't want to over use the M99's sound either. When you hear the big boom you know what weapon it is.

    - fixed unscoped view on M99. You cant tell me if you have a M99 and someone walks around the corner ten feet in front of you you can't point

    the muzzle at them hit them? Give me a break. Did the same for the Glock.

    - Gave the M99 a five round clip, but there a catch. Due to the recoil of the weapon and to respect its awesome power you can only fire a shot

    every 1.5 seconds... not as fast as you can pull the trigger.

    - Gave the M24 a ten round clip, no ... M24's dont even have external mags to increase but its to help balance the advantages and disadvantages of the

    weapons out... plus I had alot of requests to do so. But since it is natually a bolt action weapon you can only fire a shot once every 1.5 seconds to

    respect the time it takes to jack the bolt.

    - Reduced recoil on weapons to be more usable. I don't know whats more accurate being I never fired an automatic weapon but the default settings almost

    make some of these weapons unusable.

  3. Hey guys,

    What xmls will I need if I just want the AI enhancements for both ghost and enemies?

    SB templates> sb AI data , weapon AI data , ghost AI data, husk data and the global file

    lib < managers < XML > group managers

  4. - Adjusting enemy AI to be somewhere between Hard and my beta version. (finding mid-way is harder than making it really hard or really easy)

    Please don't tone the tango AI down. If anything at all, keep pushing them. Your AI work has really put a great deal of new life into the stock GR:AW missions. I can't wait to see what you and other modders do when the CO-OP Map Editor comes out.

    silent_op

    I feel the exact same way, but you and me seem to be the only ones in existance that like it like that.

    I have no problem having it that hard when I'm playing single player but when I want to play with others in coop with this hard mod everyone's all gungho at first then they play a few games then they are upset... then a few games later arguements start.

  5. Well...

    Just wanted to update everyone that I am still currently working on this mod. I'm just working through more of it and make less frequent updates as opposed to updating it daily which was stupid of me to begin with.

    Some workings:

    - Adjusting enemy AI to be somewhere between Hard and my beta version. (finding mid-way is harder than making it really hard or really easy)

    - Making weapon tweaks as to how the weapons react , fire , cliprounds, extras, loadouts, etc. For instance if your carrying the M99 and someone runs ten feet in front of you you can point the barrel at them without scoping up and kill them.

    - Eliminated the Desert Eagle, alot of people didn't like it for some reason. I thought people would love it.

    - ADDED Glock 21c (45 caliber). Had multiple requests for this. So i gave it back its texture so its not crhome anymore and took a few rounds away and changed its sound. This also eliminates the bug with the lack of sound in full auto before. I put it in the readme file and on here but no one reads anything anymore I guess.

    When I've decided that its updated ready I'll repost all changes in the readme... even though 9 out of 10 people don't read it anyway.... and of course update the posting here.

  6. True. I think we could have used a second LMG and sniper rifle option.

    There are two different ASSAULT RIFLES.

    There are two different CARBINES.

    There are two different PISTOLS.

    There are two different SMGs.

    That's at least SOME choice for the commander for outfitting. But...

    There is only ONE LMG.

    There is only ONE SNIPER RIFLE.

    I don't always need that big, heavy M99 on allen's back. There are times I'd rather he carry a lighter rifle and have something worthwhile for door-to-door death sales. To do that with the M99 and MP5SD means the poor dude is gonna run out of breath after five meters of running! Same for Brown. I'd think a SAW (5.56mm, the Mod 0 paratrooper type) would be an option for keeping his pack a little lighter when I don't need him to cut down the enemy's fences. Poor dude is sweatin' like a greased pig in the Mexico heat carrying all that weight.

    Sure, those two weapons are like MAD firepower. There are times when they're the most appropriate weapons I can find. But there are times also when I'd so just as well for my sniper to be carrying a PSG-1 (thanks for the suggestion) or even M24 or M42. Who needs that 1800 meter range? The only real advantage of the M99 is the limited penetration capability of the round, and I don't always need that. There are other ways of skinning the .50HMG cat, and I almost ALWAYS use them. Sometimes it's good to have that rifle, and sometimes I really wish we had a choice of something else...

    download my mod on this site

  7. hey this is to the last guy about deleting the files. i was just in messing with mine.. i wasnt exactly accurate with the files i told you.

    in SB templates, delete everything except the inventory data.

    in LIB delete group manager

    but like i said,.. you will lose a few mod features and i can't ensure its stability if you delete those.

    silent op.

    I'm glad to hear your having a good time with it... almost everyone is finding it way too difficult. i guess thats a sign telling me i play this game too much.

  8. Do you run mods ? Do you play SP/ and Coop but also deathmatch, domination etc ?

    Instead of going into my computer >C drive, Program files> etc etc etc etc. Every time you want to put your mod in for sp/coop and take it out for dom or DM .... just do it once and be done with it . What am i talking about ? ... I'll tell ya

    - Go into your GRAW folder, wherever it may be. Go to your local folder and right click it and send a shortcut to the desktop.

    - Second part.. make sure your context is still referring to your mod, whatever its name is.

    - When you go to play domination or deathmatch, just open the local folder shortcut and drag your mod out to the desktop AND THATS IT.

    See, when the context looks for the mod and it cant find it it goes to the default folder, in most of our cases here, the Englsih folder. This literally takes 5 seconds to do... and thats if your feeling sluggish. When you want to play single player again, just open it back up and drag it back in and run GRAW.

    I was already doing this anyway becuase I figured it was just common knowledge but after talking to some people the past couple of days I realized that maybe it wasn't, becuase only a few people were already doing it....... most weren't, they were going through the whole 9 yards everytime they wanted to switch back and forth...... ya know, becuase there isn't an option in game like on GR1 to turn mods on and off. So, anyway... if this is your case use this tip.

  9. if you want to make the MRC more deadly you can do it alot easier then inserting an entire new weapon into the lineup.... unless of course you just wan to have some fun messing around in the files and actually want to do that.

    increasing damage of course is one... and also increase grouping (reduce spread)

    and reduce recoill, when firing in three round or full auto only a low number of the bullets actaully hit the target.... if memory servers the MRC has the same damage as the Scar L and the M8 ( damage points 2 )

    i look forward to trying your mod when your finished.

  10. Well see... thing is actually the hard mod is just right for me.... which means after a few weeks i project it will be too easy. I'm actually wanting to make the AI precognitive if its possible in this games engine just so I have another puzzle to figure out. how can i kill the enemy ai when they know where i am but i dont know where they are ?

    but for "the people" ill be making another mod... techincally some of the files are already drawn up its just a matter of rebundling... testing and uploading.

    just keep checking back at this thread. I'll update what i can when i can.

  11. Yeah I actually come back on here to edit my post to say the friendly AI enhancements will be changed back to normal as well. And yes... the games AI , friendly and enemy will be just like they were by default.

    As far as our testing has shown there doesnt seem to be much different between easy and normal vs the Hard setting....

    The reason I say use hard with the regular mod is becuase if you put it on easy or normal youll rip right through it becuase the AI will next to never notice you.... like knocking over paper cut outs. With hard it makes them more... human. Well, I shouldnt say that. What the goal here isthat its like encountering humans that aren't expecting you..... i feel the hardcore mod is just as human only its humans that ARE expecting. they KNOW your coming and are just waiting all to eagerly to fire. as soon as an inch of your helmet is poked out they open surpressive fire and they are accurate too. as well as having more deadly weapons. they charge after you.. they go places they don't normally. If you want to make it more interesting engage the checkpoints and go hide somewhere for a couple minutes. when you go to engage the area all the enemies will be in a different spot. watch them on the tac map.... its nuts.

  12. you have the regular mod i see

    i have it adjusted that they if they aren't looking in your direction or if you arent making noise you have a chance... but when they do see you they open the heck up.

    if you dont like it you can download the hard mod using the link at the beginning of this thread.... if you dont like that you can delete the global folder and all the other files EXCEPT the weapon and mod files in the SB templates folder and the group managers file in the LIB folder folder. The only problem with this is youll take a few other features with you when you delete those and i've never tested it without those files to see if its stable. right off the top of my head i know the intro skip will be deleted.

  13. good to hear all the info back.

    Heres another thing. I play mainly COOP and my game crashed on average 4 times per session every day. Ever since I installed this mod my game has never crashed. I have also had others tell me the same thing............. weird

  14. Yeah I know what you mean man... I was explaing a few of the man wonders that is GR1 to a few people tonight how you could activate and deactivate mods at will in game. I myself dont have the ability to do that. but what I did do was put a shortcut to GRAW on my desktop and dragging the file just takes a second. Pain... but an easier pain.

    Is it possible to make different profiles, with and without mods? GRIn please look into this, getting modactivation/disactivation working can really pull the trigger on modding!

    I had a weapons mod, (scar 6.8) but uninstalled it since I play online the most of the time, and altered xml files........ gets you nowhere. Next to that I'd like to see seperate files for the original weapons and added/modded ones so you can easily get rid of bad mods (not about you Jason, but in general) In [GR] there were mods with weapons showing up white and so on.....

    Beleive me I understand. Not everyone is going to like what a person did. Thats why in the future if I get around to it I may break my mods up if I get time so people can install them seperate if they like. Thats why now I've made this new beta test version of the hard mod... I'm not overwriting the original.. I'm keeping both becuase everyone isn't going to like how the enemy AI is 5x harder.

  15. Yeah I know what you mean man... I was explaing a few of the man wonders that is GR1 to a few people tonight how you could activate and deactivate mods at will in game. I myself dont have the ability to do that. but what I did do was put a shortcut to GRAW on my desktop and dragging the file just takes a second. Pain... but an easier pain.

  16. it was my pleasure.

    whats this now about the MR-C ?? I'm not quite sure I exactly understand your problem but I can say that I as well as all my friends I play with have had 0 issues with firing of the MR-C.

    let me know whats going on

  17. BETA TESTING ON SUPER HARD ENEMY AI MOD

    Heres the latest and greatest now. I now currently have a COOP compatable mod that has a super hard enemy AI mode. In the original mod I had already tweaked it a little to keep people on their toes and also DRASTICALLY increased the freindly AI's efficiency........ well now I recranked the enemy AI into super mode. The first three times I played it I got cut down like a stalk of corn in about thirty seconds of the mission. I had to totally rethink the way I was going to play.

    Its CRAZY ! What made me do this is I finally hit rock bottom this evening with COOP and single player modes becuase I've played them so much even the hard setting was nothing anymore. I had to do something to keep interest in the play becuase I plan on playing this for a long time. Well this did it alright. I can't beleive the extreme difficulty increase.

    This has all the same contents as my original only this version has super enemy AI, if you go do the original post of this thread and click on the link both the oriignal and hard mods are available for download. tell me what you think.

  18. Thanks. You more or less answered it.

    This is what I did. I unbundled the quick bundle.... then unbundled the patch bundle in a seperate folder, then opened that folder and copy pasted each one over all the files in the quick bundle so it updated them all.. This is needed because of such files as the global file to skip intros.

  19. no problem brother ill post my last script error.

    ------------------------------------------------------------------------------------------

    Sun Aug 13 18:01:17 2006

    Crash in application version: grpcrc1.21

    data\lib\units\types\vehicles\blackhawk.dsf(-1): cant find member: world_pos in type <void>

    SCRIPT STACK

    data\lib\units\ai\soldier\smovelogics.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\managers\aihivebrain.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\levels\mission05\mission05_ni.dsf(0)

    -----------------------------------------------------------------------------------

    As stated, i deleted the blackhawk file and we fired right up.

    I can understand personal perference with the colors.. i had people make suggestions about my mod that I liked the way it is... perfectly understandable

    As for the registration of settings... well its like Grin was saying, certain things can only be adjusted to certain paramaters. See.. the M99 is a one shot one kill weapon.. not only that but it can shoot through things and still kill. if your shooting someone with the M99 and they dont die first shot then something is seriously wrong wtih your game. The ONLY time that can happen is if you shoot through about a foot of concrete at several hundred meters becuase the game has a speical program for the M99 and it calculates its power and resistance in material and how many hit points are left when it comes out to kill. But any clean shot no matter what should be one shot one kill. I made a M24 sniper rifle which is a .308 which is also a one shot one kill weapon and its damage is on 9 and it kills everytime with one shot. Also, keep in mind, only the M99 can penetrate, so if you turn your glock up to 10 it wont penetrate concrete but will have damage to a human target of a 10.

    You mention how you went slowly with adjustments, the damage on the M99 is 1000... surely you didnt go slowly on that one ? What I mean by they wont register is you cant just enter any number you wish and it works. For instance, its not shooting with the power of 1000. I think GRIN said the damage scale on firearms goes up to 15, (this is if i remember correctly). Theres one freindly AI gun that has a damage of 15 and thats as high as it goes. But you cant turn the M99 up to 1 million and have it shoot through a hillside or something like a missle. It just wont register with the game as that high. And also about the adjustments going down to ten millionths of a second ? I only ask becuase theres noway you can tweek something and notice its changes that small... thats probably too fast for the computer to even recreate a difference in the game enough for you to see. I mean if you set the recoil to 0.24756738 then change it to 0.2375639 you cant tell me your seeing a difference ?????? I was figuring you had some kind of program that was mathematically adjusting this for you, thats why I ask.

    About the ammo on the M99, your aware you can take extra ammo for a total of 35, and most missions have resupplies, you didn't find that to be enough ammo. (Just a personal question) You should also be taking a secondary weapon and using that as well. I know its your personal preference, but I'm just saying it can be done thats all. I do pistol only missions and still finish with ammo to spare. But, again I understand... personal preference.

    I tested your mod by simply doing a COOP mission with 3 AI's by the way, I didn't do it in SP yet.

    I did a pretty fair sized mod that just recently got added to the downloads section of this site. It mainly changed the friendly AI.... changed them alot ! I changed the enemy AI but not as much as yours... and it of course works best on the hard setting where this can be taken full advantage of. Thing is, I can't make it as hard as I like right now becuase theres still alot of newbies where the easy/ normal settings are still too hard.... and hard is WAY too hard and people like you and I are making extra hard settings that these people just killed in the first five minutes. Thats another reason why I didn't go nuts on enemy AI for my public mod I made. However on my personal machine for now and as time goes by and people get better as whole I would like to start cranking it up and rerelease a updated version. I am completely ready to start making new missions and just load the crap out of them with AI all over the damn place. I'm use to the game enougn now.

    again, keep up the good work... keep us posted with updates.

  20. few other things. I apologize if this was covered previously. I haven't had the change to read through this whole thread... but

    I like your creativity, like making mayday a day mission... genius. I never thought of that.

    However, I'm noticing alot of flaws, I know its unfinished but some of this isn't even runable. For instance, units- blackhawk file is corrupted. It wouldnt let me start Mayday, it kept erroring out so I went and deleted it and presto... it works... but then I never get the video feed to continue with the mission and the blackhawk never left. None of the enemies spawned in and I coudlnt blow the ADA

    me and a few buddies are on teamspeak now and we all downloaded this mod and we're all testing diffrent things and we're finding alot of flaws and crashes.

  21. I'm going to say first off... great work man.

    -I must say... the AI is great.

    - Tac map is great... only thing I dont like about that is the directions are inverted sorta... takes some getting use to. I also don't like the extreme drain of color from the game... its almost bordering gray scale.

    -Alot of things I don't quite understand. I was looking through your XML files... I noticed some things you changed to a millionth and some to a ten millionth of a second... how do you come up with figures like that ?? We aren't even going to noice such things. We cant notice 100th of a second. A few tenths of a second is where a human being is going to start noticing stuff.

    -also.. the helmets on Ghost AI arent lined up in the front.

    -Also... why did you not touch the weapons except the M99 then change the bullets to 48 ?

    - I'm sorry if it seems I'm getting down on your work.. I'm not, I know its a work in progress, I'm working on my mods myself so I know how it is its just I'm really not understanding alot of your logic of reasons of how and why you changed some of this stuff.

    - For instance, I was looking at your enemy AI settings...and friendly AI settings, some of the settings you went in reverse which wouldnt even register.....

    - or how you changed the M99's damage from 10 to 1000... which isnt even going to register.

    - also... as a nerd who has played this game way too much. I have the missions memorized and enemy placement and numbers... I'm not seeing anymore enemies... just their mobility has increased alot so it seems as if they are different.

    Theres plenty of other stuff but we'll get to that in time

    I had questions marks racing through my brain when searching your files as you can imagine. But overall as previously said, good stuff.. keep it up and keep us posted.

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