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Mirfee

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Posts posted by Mirfee

  1. I'll have to try that. Though, I wonder what effect it will have since there is no crash at my current settings when running GR alone (no DS/IT). I suppose it could be a glitch that's only present when activating one of them. I'll check it out and post the results. Thanks :)

  2. As you can see by my Ike log, I'm mising some textures! :wall: They're causing a CTD *only* when I hit the Campaign button in the main menu (all other menu buttons and game modes run fine).

    I've isolated this down a bit... if I run *just* GR (no mods at all, including DS/IT) the CTD does not occur. But if at least DS is activated, I get a crash. Interestingly enough, this does not happen with Frostbite (and having DS/IT active) though I'm sure this has a lot to do with FB using it's own library of textures for the menus et al.

    ***** User's system configuration *****

    CPU: GenuineIntel 1590 MHz Pentium 4

    RAM: 512 MB

    O/S: Microsoft Windows 2000 5.1 build 2600

    Ghost Recon (RELEASE) version = 1.4.0.0(0)

    RSDisplayMgr::CreateGameWindow: Creating a 1280x1024 window at 0,0 on monitor SONY CPD-E540 attached to ALL-IN-WONDER RADEON 8500

    RSDisplayMgr::CreateGameWindow: Game running on primary display SONY CPD-E540 attached to ALL-IN-WONDER RADEON 8500

    HAL (hw vp): ALL-IN-WONDER RADEON 8500 R5G6B5

    RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga

    RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb

    Unable to find ike_fx_fire_type2.tga anywhere.

    RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb

    RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb

    Unable to find lighthalo_effect3.rsb anywhere.

    RSSoundMgrPC: Selecting sound device SB Audigy Audio [DF80]

    driver is ctaud2k.sys

    RSSoundManager: EAX 2.0 Support Detected

    I've looked through all the Textures folders for all the mods I have installed (including Origmiss, Mp1 and Mp2) and I can't find where the files are from. My suspicion is that 1) they're supposed to be in the DS (Mp1/Textures) folder, or 2) DS would have installed them in Origmiss/Textures, but they are now missing. In either case, when the game is looking specifically for those textures with DS activated, it's not finding them. On a related note, I find it odd that the game is looking for a .tga format too (or in place of?). It's been my understanding that the game uses .rsb format exclusively, and that .tga was an editing format.

    Anyway, as a crude expirement, I made copies of the .rsb files in Origmiss/Textures that had the exact same name, but a different number suffix. I still crashed out, but the Ike log no longer showed the .rsb files to be missing. The missing .tga was still causing a crash. So I saved a copy of the corresponding .rsb file but in .tga format, and the crash returned, but this time because the file format was unreadable.

    Anyway, that experiment only confirmed my belief that the files are missing from the Origmiss or Mp1 /Textures folder.

    So... I'd like to avoid having to do a full reinstall of everything just to reclaim these 3 files. If some kind soul could check their Textures folders (specifically in Origmiss) and see if they have the files that I'm missing, would it be possible to email them to me? If sending the files to me is not possible, just knowing that they've been located would be a huge help. This bothers me more as a mystery than a real obstacle. I mostly play multiplayer these days, but I was eager to try out Postcards From Peru and Saving Pilot Ryan... which, at least for now, are SP only. In the meantime, I can shoot plenty of mooks in MP. :devil::o=

    Thanks for any feedback and help. :D

  3. I followed the previous threads on these fights and it sounds like you folks had a great time. I would have loved to hop in to mix it up a bit, but time has been tight for me lately. So I'm just wondering if this kinda fight is going to be hosted again sometime. I'd love to join. :o= I got inspired to practice again with both guns after spending the past year indulging in exotic modded weapons. It's really nice to go back to simple basics, even if only against AI. Anyway, hope to make it next time (if there *is* a next time).

  4. Ok, searched high and low, but haven't found anything on this.

    I play MP with 3 other players, and we usually go with AI backup in order to have enough soldiers to keep playing if/when our primary player-controlled soldier is killed. So, players vote for platoon leader by checking the vote box. Naturally, that player (typically me) has command of the map and giving waypoints, ROE, etc (especially necessary if a fireteam is strictly AI controlled - a situation common when we split into 2 vs 2 with full platoons).

    Well, once my own soldier dies, I lose command and it goes to someone else in the platoon. Is there any way to lock the command vote to one player for the entire game? Or is the vote only good for establishing the commander for the very start of the game?

    Thanks

  5. :huh: Sorry... assumed my train of thought was obvious from the theory I latched on to for the last couple posts.

    Apparently GR does not like having kit names with capital latters in them. Don't know if this pertains to a single cap, or multiple... I simply changed all the names to lowercase-only.

    Weird. I certainly haven't seen this topic anywhere else... so I don't know if this is a first, or just so mind-numbingly obvious as to not need posting.

    Thanks though... looks like just airing out my problem was all I needed to look at it a different way. :hehe:

  6. This is MP only. I've actually done what you suggest, and I think the problem lies in the fact that I used capital letters in the kit names. Still have to change all the kit names to lower case and test them tonight. If that doesn't work, I'll adopt a different naming convention such as what you suggest. Thanks :)

  7. Well... after looking at the naming conventions of kit names in other mods I discovered that none of them use caps in the file name. I have a hunch that using caps is causing my problem. Will have to try this when I get home from work. If anyone has any insight on this, please let me know. Thanks.

  8. I've looked and looked and can't find anything on this anywhere.

    I'm making a weapons mod that's simply a compilation of favorites from several other mods. I have successfully copied over all the relevant files and put them in their correct folders... everything is cross linked, even the ones where I mixed primaries and secondaries from separate mods (but use the existing kit icon from one of them... just substituting one of the items).

    Now, these all work... I've playtested them, and everything works fine... just like it should.

    But there are 8 kits I assembled that required new kit icons. No prob... just copied the appropriate item from one icon and pasted it into the other... saved as new file... linked to the name in the .kit file. Fire up MP and I can scroll through those kits... they're all selectable, and the kit icons are correct.

    So I start the game, and when it plunks me down on the map, my kit has somehow switched to the 1st listed kit for the soldier class I selected. :blink:

    This only happens when those 8 kits are included in the kit restriction. If I don't include them in that particular .kil file, I can select any of the remaining 39 kits without a problem.

    So... what gives? Why would those 8 kits cause the game to default to the first listed kit in the class? The only difference between these 8 and the rest is that I had to make a new kit icon. Could I have done something in that process that would cause this?

    Also, I named the 8 new kits accordingly (ie, SOPMOD_rocket.kit, and so on). I have also gone back and renamed all the prior kits using this same naming convention (of course, recreating the .kil files with the revised names, so that's covered too). My playtesting of the original 39 kits was conducted before changing their kit names. Now that I have changed ALL the names and included the 8 new kits I have the problem. I wonder if the problem might be in the naming convention.

    I still have to go through other kit restriction permutations. I saved previous versions along the way so, if it is the naming convention, I can revert back to the original names for the workable 39 kits. But this then leaves me stuck with the 8 new kits that have to be named something.

    Any thoughts from the master modders out there?

    Because I'm stumped. :wall::wall::wall::wall:

    Thanks for any help you guys can give.

  9. Ok, please forgive me if this has already been hashed to death, but I don't see anything substantial about modding an iron-sights view (I realize this may be a dead topic if it was covered before the Great Hack, but since those threads are gone, I cant search).

    Anyway, my question is, has anyone meaningfully discussed (or even attempted to create) an iron sights view in GR? Something akin to the view in Op Flashpoint.

    I've been looking into the possibility of making such a mod, but would like any input from people who have put some thought or effort (or even a finished product) out there.

    My thought (and I realize this isn't likely to be very new) is to make the iron sight a reticule. However, in the interest of realism, it would only appear in your view when you "zoomed in," ala sniper view. When you were at normal view, there would be no reticule (to simulate not having your weapon raised... if you tried to shoot, it'd be pretty awfully inaccurate naturally). When you raise your weapon to aim, the iron sight reticle would appear like in OFP.

    Now... the tricky thing I see is how to make the sight scaled properly to fit the screen (never mind the behavior of reticule on/off). I've tried the realistic scope/rets frm DVS-1, and as well made as they are, the placement feels very strange (floating in mid air). I realize that the rets are centered on the screen (they are THE aiming guide obviously) but I wonder if the centerpoint of a sight could be maintined while extending the silouhette of the sight down to the bottom of the screen. Again, for reference, check out the sight view in OFP.

    I've taken a look at the Reticlule tutorial, but am having some difficulty with it.

    Anyway, this might all be a pipe dream. But if anyone has any thoughts, please let me know. I'd really love to add this detail of realism to the game. Thanks.

  10. As I've read all these beautiful posts, from others like me who did not know him - to others who had only passing knowledge or contact with him - and to those who knew him dearly... it saddens me that I'll never have the opportunity to know =SeALZ=Geordie, or to chat with him, or to fight with or against him in game. It saddens me more, that those who knew him well have lost a fine man and a good friend.

    I too wish to express my deepest condolences to his friends, and most importantly to his family.

  11. I've seen a lot of tangos "sink" as I call it into the ground

    That's my thinking. I've seen bodies clipping through doors, floors, ground, etc. But never in such a way as to appear like total body dismemberment. Now, if the missing parts were strewn around, I'd have a completely different opinion ;) Especially considering that if you hit a tango directly with a launched grenade, or especially a rocket, he really should be torn to pieces.

  12. You've seen dismemberment and disembowlement? Wow - I didn't even know that happened in this game - and I've been playing since GR first came out. Losing a limb I could see via clipping issue, but having guts riped open, now that's something else. Were these actually rendered, or were they errors like I had?

  13. Hi all. Been lurking around here for many months and finally have something interesting to post.

    The following screenshots recount the devestation that my group unleased agaist Cuban terrorists just last night. My fireteam and I (2 humans, 1 AI) were tasked with circling around the polling center with the intention of flanking the remaining assaulters (another fireteam incl 1 human drawing fire in the central doorway, and remaining fireteam incl last human guarding the opposite entrance). When we turned the corner we came upon the mangled remains of this tango.

    And I mean mangled. :blink:

    Fragment_01.jpg

    Fragment_02.jpg

    Never encountered this before. I've seen clipping glitches, but never this extreme. But this was the first time I didn't immediately register it as a flaw. Being caught up in the action of the firefight and you come upon a body, seeing it (apparently) torn to pieces only heightens the immersion.

    I had one of those rare moments of genuine shock - so much so, that I lost track of the danger (a rather hollywood'ish slowing of time) while the other 2 in my fireteam engaged the nearby rat bastads. I'm sure my recollection is quite skewed 18 or so hours later, but it really was surreal to see this.

    Once we secured the area, I returned to the body to get these shots (btw - it wasn't only on my machine; my other team mate with me saw it on his screen too).

    Anyway, just thought it might raise a few eyebrows around here too (though, perhaps someone else has seen similar? - I'd be interested in comparing).

    --Mirfee

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