Cell
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Posts posted by Cell
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Stalker' date='Aug 30 2007, 01:59 AM' post='492397']
Anyone recognize this?

Would that be Castle?
I know some of the GR1 maps are being created already, I read the modding forum.....just trying to put it in other map creators heads as well.....I don't think you can have too many of those originals created for GRAW2. 
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LOL!!
Wow...that clears everything up now! New game mode commencing! -
If there were more MP maps, that are up to the standards of the original content maps, this game will be more than enoyable for many many months to come. The game itself has loads of potential. It is very playable as is. With fixes to the problems, minor additions that would improve the game, and more maps, there is no reason this game can last.
It is when you play the same 5 or 6 maps over and over does the game get stale. Maps maps maps. Yet I have still found it enjoyable on a nightly basis.
I know this has been brought up before, but how about some remakes of old GR1 maps? It is more than obvious that they were very popular. The concept is already there, so the scheming to create a new location is already done. GR1, GR1:IT & GR1:DS Who wouldn't love to see maps like Red Square, Stronhold, Embassy, Tank, Aurora, Ghost Town, Polling Center, Ravine, Vilnius, Battlefield, Swamp, Jungle Prison, Airfield, High Sierra, to name a few
in the GRAW 2 engine?Why opening/closing doors was eliminated is beyond me? We do have an action button for the mounted guns, so is it possible to enable that same function for doors?
GRAW1 maps as well? A few may be worthy. Strongpoint would work well in GRAW2 IMO.
Some official content from GRIN, and the many talented map modders and gametype modders will really give this game a shot in the arm.
Regardless, there are plenty of people that really enjoy this game, me being one of them.

BTW: For me personally, I don't think BF2 or 2142 are bad games...actually pretty fun, with an amazing concept. But if it takes me 3/4 of a clip of any gun, 2 or 3 shots with an M99 equivalent sniper rifle to take someone out then something is wrong. If those games had a more realistic hit model, and/a wound model they would really röc da haüss.
Where oh where is the wound models in FPS games? I hit you with a few bullets, you should be wounded...slowed...limped!!! It is a shame to see that dissappearing from all FPS games. But the BF series is fun, and a prime example of content...content...content to keep the community playing and satisfied.
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Roger that Roco, search function isn't working. But honestly, for such a lame ranking system, it really doesn't matter. Being a good player has nothing to do with your ranking. Quite pointless.
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ranking bites bath tub farts. it does nothing but encourage server trash to runand gun.

How so more than it is now? If a server has unlimited respawns on it will always be this way....it is now. If spawns are off or limited, people tend to be more cautious.....and if they know they are being tracked stat wise, might be more cautious.
And what I am suggesting is not only ranking based on Kills.... I am saying your ranking should be based on a number of things
Kills
K/D ratio
Accuracy
Points (objective based)
I really don't see a downside. Don't be such a negative Nelly.

Another stat I forgot....Objective based points (referring to a possible ranking system). For say HH....when you capture/hold the smoke, kill someone in the smoke, clear it of enemies...it should show as points in the after round? Maybe? It might encourage the newer players to go for the objective, and not run all around the map aimlessly. Plus, why not reward the player following the objective correctly?
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What the hell is the point of the Gamespy ranking system anyway? It is the most non-sensical, pointless ranking system I have ever seen.
Ex. You can go 50-0 and if the rest of your team stinks, and your team loses the round, you drop in rank because you lost the round. Where is the sense there?
Another thing I have seen is guys that are at the top of the ladder that start to get their ass handed to them in a round and leave the server, or change teams half way through the round.
How about a ranking system based on Kills, K/D ratio , accuracy & wins/losses?
One more question....what ever happened to Accuracy in the stats display? That is a great stat to display. After match display does have enough room for other things like:
Kills (round) Deaths (round) - Kills (match) Deaths (match)
Accuracy - Bullets Fired/Hits - Lethal Shots
Points Gained (for HH or RvsA)
Grenade Kills
Grenades thrown / Fired
Best Marksman -Where did this go?
Best Demo Expert - ????
It would also be really nice to talk smack/yap it up with the other team immediately after a round in the after action screen.....but that is just beating a dead horse.
The game is very good, but there are little things that have been missing, and they really could add to the enjoyment of the whole experience.
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OK. I am a complete nOb when it comes to Modding. Treat me as if I am an infant taking my first step. I have started looking through the tutorial pdf's, but my head started spinning. When I know what it is I am specifically looking for it may be a bit easier. I don't think the coding part will make my head explode too bad. I understand and know HTML & Flash action script, so the XML shouldn't be too difficult to mess with.
I want to make a custom MP game type. A variation of HH and closely based on HH. How do I begin?
1. Do I need to make a custom gametype XML for every map I want it to function on?
If and when it is ever completed, are server side gametypes a thing of the past? Would I have to distribute the gametype publicly for it to be playable for the community? ANd will it be a separate file for every map?
2. How do I get to the files I need to edit? And what files am I looking for exactly? (I searched around inside the GRAW2 directory last night and found nothing. I'm guessing I need to extract something from somewhere?)
3. I will want to place the smoke in a specific location on each of the MP maps and have 4 random spawns in locations I will define. Do I need to use the editor for this?
4. I will also want to attach a sound to a timed event.
5. I will want to display the amount of time the smoke has been captured for instead of points. Is that possible?
Thanks in advance for any advice/help/kick-in-the-ass that is given.
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Thanks GRIN....Keep em coming.
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Cangaroo....if you need some players to help you test it out, msg me on xfire tonight. I would love to check it out.
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Here is one that sticks in my mind because it has cost me IDK how many kills in TDM.
From the position at the red do down on the ground, you look up to the left towards the rock cliff/bridge. There are holes you can peer through up there, and pick people off. From the red dot I marked, there is a clear view to a few of these positions. It is almost impossible to hit because of the collision force field around the palm trees. These palm trees are in the area, but not in the direct line of sight. They should have no effect on the bullet collision, nevermind the fact that an M416 bullet should pass though any hanging palm leaves like butter.
Now I am positive this had happened many times, with my shot lined up perfect, single shot M416 scoped and silenced. Taking multiple shots, trying to get any angle possible to get out of the collision area. An when I finally feel clear of the collision area, I get picked off by the guy watching me try and shoot him for 10 seconds.
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Cell,
Do you mind if I write up your bug report and place it in the bug reporting forum?
I hate to let it go without making its way up there.
Read the below statement. If you still feel it should be reported as a bug, go for it.
http://www.ghostrecon.net/forums/index.php?showtopic=36276
Is it really a bug...or more along the lines of an un-included game feature of the :AW* series?
Yeah, I was kind of thinking that too.
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Looks really good. From what I have seen from ss's from the modders, we are in for some really good add-ons. Keep up the good work.

P.S. If any of you guys need map testers/guinea pigs for these new maps, give me a shout on xfire. See my attached sig.
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This would happen to me regularly when I would take the Rx4 Storm kits that have the GL and the Frags. I have not used either of those kits in quite some time, and I don't get that bug anymore. I use the M416 regularly now...with gl's with hand frags and with a scope, and never happens with those kits.
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What happened? Is this competition dead already?
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You pull the pin on your frag/or smoke, your about to toss, you get shot. How come that "live" nade doesn't go off? Is this something that can be fixed easily in an upcoming patch? It's not that huge of a deal, yet it is just one of those "attention to detail" thingys that help with the playability.
Cell,
I believe you have identified the simple fact that a "pin pull" is not actually simulated as s different event from a nade throw. but it should be.
I would like ot see this factually placed in the Bug reporting section. I'm not sure if it is actually a bug so much as a simoplfied feature that desreves to be more designed and implemented out.
But I think this is important enough to report there if you like.
I would title it "Nade pin pull not actually simulated in GRAW"
Another thing, haven't read any other posts, so forgive me if I bring up an already mentioned point....In a game as good as GRAW2 is, where is "cooking nades off"? That would be a huge addition.
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So... the nade doesn't actually start cooking when you pull the pin. It's after you toss it or drop it that the simulated spoon falls off and the fuse starts to burn. In one way this could be considered realistic but in another you might think it's not.
I would imagine if you were to take 100 people and give them all a nade and have them pull the pin while being killed some would drop the nade and it would go off and others would hold the nade with the spoon still safely in place. I wonder if they could make it go off sometime and not others depending on some sort of chance system.
even better
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Video Cards. Help me out here some.
What's better to do, get one big honking one and run it, or run two slightly smaller ones with SLI?Thanks again guys.
Here's what I found. I had 2 - BFG GeForce 7950 GT OC 512 cards in SLI. Sold them on ebay and upgraded to 1 EVGA 8800 Ultra 768 card. The single 8800 blows away the 2 7950's. My case is less densely populated now(I have the Thermaltake Armor Full Tower that Roco suggested to you) so it runs a bit cooler without 2 video cards running full bore.
That being said the 7950's took more room top to bottom, constricting a bit of airflow, but the 8800 Ultra, and probably all the 8800's, not 100% sure, are freaking huge!!! I was surprised how long this card was. This being my fist build, I am glad I went with that Large Thermaltake Armor case. I don't know how I would have fit the 8800 Ultra in another case, even though it probably does. Might need a shoe horn, IDK. Plus it happens to run into your next expansion bay pretty much eliminating the bay underneath the one you install it to.
I am happier now with one kickass card over the 2 really good cards. Another note, the 8800 series is DX10 compatible, so you'll be able to see the new DX10 game in all their glory. Provided you run Vista. Does GRAW 2 even utilize SLI?
Guys correct me if anything I said is incorrect.
Converted nOOb to self proclaimed journeyman gaming PC builder, thanks in large part to Roco and the rest of AFZ.

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You pull the pin on your frag/or smoke, your about to toss, you get shot. How come that "live" nade doesn't go off? Is this something that can be fixed easily in an upcoming patch? It's not that huge of a deal, yet it is just one of those "attention to detail" thingys that help with the playability.
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1. You can hear the sound of the Grenade Launcher when fired when its your own GL. You can't here the same sound when someone else fires it. Gives the Grenade Launcher an unrealistic stealth advantage (besides the smoke trail). GRAW1 never had this either.
2. Bushes, Trees, Leaves, Branches - no longer make any sounds when you run through them. Bushes no longer rustle, or sway from running through them. GRAW 1 had this working.
3. The Metal "sewer" grates on Fort (the only one I am sure of) does not make a "metal grate" sound when you walk or run over it. GRAW1 had this working.
4. When I shoot at someone while I am hiding in a bush, the firing makes a sound like I am being hit with a bullet, instead of bullets passing through leaves.
5. Request - The Cut - maybe add some Birds of Prey sounds like an Eagle/Hawk/Falcon...would be cool. Crickets/frogs/monkeys/various tropical birds. Any of the above to add to the immersion factor. Would work for many of the maps, especially coastal ones....Sea Gulls.... you catch my drift.
Anyone think of anything else?
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I know one thing. I'm not gonna be paying attention to a forum to decide whether I wanna buy my next game or not. Just gonna base it off of my experience with the demo which unfortunately with this, I still couldn't tell. I'll either do that or wait for someone I know to buy it and see what they think..
Just my opinion. Referring to the MP demo, never played SP. The main problem with the GRAW2 Demo is IMO the least appealing map was included, and that's it. The demo should have include 1 or two of maybe Lagoon, Crashsite, Fort, Nowhere or Timber. You get a better feel for the game, stlye and play. PLus you get to se the advancement in a less rushy run & gun style of map that many of the GRAW1 maps became. Calavera would consistently turn into a spawn camp fest especially in the demo days. You also don't get to see some of the vegetation and different environments from GRAW1. People that are on the fence about the game tend to pull off of it.
When I played the included maps with the retail version I was psyched, they aer not what I expected. The demo did no justice for the full version. Yet I wish there where more maps included. The modders will hopefully change that.
Is it a possibility to post a new demo with a different map for MP....if more people end up liking the demo, should follow with increased sales after the initial release rush? It may be a smart option. More sales = mo' money! = GRAW3??
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Maybe the solution is not to eliminate the bushes, but to make them more realistic.
In GRAW 1 when you ran through a bush, or brushed the branches and leaves of a bush or tree, it rustled!!!! What a concept! The leaves made noise and moved!!! There where actually leaves that would get brushed off. This would settle most of this problem. These above mentioned issues will solve many of the "camping in bushes" issues...... mmmmmm bush.

There are a few other sound issues, like on Fort, when you run over a metal grate, it doesn't make the "metal" noise like in GRAW1.
When someone would shoot while leaning next to the bushes the bullets went through. This needs to be addressed. I know a bunch of them were fixed in the patch, but we need to tell GRIN about the rest of the bushes and trees that still have collision issues.
If a palm tree has branches (Lagoon), and you fire a gl between the branches (Empty Space) it should pass through toward the designated target and not explode like there is a force field around the tree.
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I'm down to try some HH. It could be a step in the right direction. I do like TDM, but I also see how it is non-objective based (besides having more kills than the opposing team), and an objective would just add to the experience. The only problem with RvsA I see with matching, is the respawns. I don't like that you can kill someone in a match, and they come back looking for you in 30 seconds. I also understand the balance, that each side will have the re-spawns, but I still am on the fence. Rugg has a point about the tagging as well. Not sure what I think about that either. Did enjoy our games of RvsA the other day [HOT], btw.
HH could be a great mode for matching...no spawns. I have suggested over and over a similar gametype to HH that keeps getting shot down by everybody, but it is basically HH tweaked for match play. I don't see why it is resisted so much......of course someone would have to create the modded gametype, but it really was loads of fun. MP Gametypes Check the first one I listed. Of course....strategy and tactics become way more involved when there are multiple/random insertion zones. Figuring out where the enemy is starting from becomes part of the game as well, and is needed to boost the excitement factor of MP.
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Here's a few, I'll probably make a few more.




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I hear you Nut, lately I have become very fond of the M416 Scoped kit....Silenced w/glock and Unsilenced w/mp5. I think they are Rifleman 7/8?
Great accuracy.....and as suspected...silenced a bit more accurate and stealthy, unsilenced, a bit less accurate and more noticible with its sound and muzzle flash, more punch.
I hear what you are saying, about it starting to get a bit played....
More Game modes & MAPS MAPS MAPS...before it gets stale. The few servers that run random gametypes are fun to be in , and get surprised when a new map/gametype loads.
Getting old ?
in GR:AW 2 (PC) - General Discussion
Posted
I hear you Ring, there is +'s and -'s to both gametypes when out for a night of games, but there are plenty of servers running 0- limited spawns. You just have to look for em.
Another problem since 1.0.4 is that you cant see the amount of respawns in the server info...along with not being able to see who is playing.