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Lancer

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Everything posted by Lancer

  1. Many many moons ago, long before the First Men, I put some beer tokens into the hat for this game. The shock of seeing it available on Steam has made me a very happy man. I will now spread the word. Alleluia brothers.
  2. Simply brilliant. Maps are huge, well thought out and diverse. Personal favourite map is 'Seine Crossing' which, has the feel of WWII street fighting to it especially when battered about a bit. Writing from experience, you can get killed very easily just wandering about sight seeing. The graphics, due to the blue icons, look more GRAW than BF2 which, is not a bad thing. Made me feel at home. The various AA options and friendly air cover have put a stop to the 'copter domination of BF2. The air side of things normally fight amongst themselves and leave the grunts alone. You even have spawns that start on carriers and beach assaults! I'm waiting for the slackers that I run with to get the game so that I can try out the Co-Op. Hopefully, it will be as good a the MP side of things. I really can't find much wrong with the game thus far. @Zebb. And the guns are the right way round this time
  3. I'm deeply hurt by that comment. p.s. But all the guns are bloody wrong tho
  4. I like the game a lot and mainly play 'Conquest'. The big maps are very nice after the 'Domination' maps of CODMW. My only real 'er ######' comes from why some guns have been made into left handed versions. I keep muttering on about why are the ejection openings on the wrong side.
  5. I have received my PC copy and I am very impressed with the game. The game plays and feels like Ghost Recon so I'm a happy soldier. The graphics are excellent (I have 2x8800 SLI). The audio is spot on and the voice messages are very acceptable. None of the bizarre robot speak of ArmA2 As a confirmed Co-Op player I was even pleased with the few MP non-Co-Op games I've played. 'Run & Gun' seemed to be, and rightly so, dead and buried. And, I saw no bunny hoppers! My only minor disatisfaction, and it is a very minor one, is the 'overtones' the guys above have mentioned. If it's a lighting effect the designers were aiming for I'm not sure what the target was. One minute you are in bright sunshine and you turn and get some sort of sepia overlay until you turn again and you are back in bright sunshine. So far, I'm only on Mission 2, I'd give it a 9 out of 10. p.s. It really should say Ghost Recon on the box though
  6. I'll follow DS lead and borrow Rockys headers. 1. Tactical - Non-linear, access ALL areas, tactical play based on large maps. 2. Team play - Above and beyond anything else a game has it has to have the ability to be played co-op. Real co-op as evidenced by the tournaments not just catering to PvP. 3. Realism - Compared to the current breed of games GR lacked the visual but it still stands head and shoulders above the rest solely on its ambience. If you have to resort to vehicles then make the vehicle options viable to SF troops. Flying aircraft and gunships is quite a distinct brand of the military. Keep the Recon element upper most in the design. I have to add a fourth slot. 4. Longevity - The ability to mod the game and give it more life. The greatest unsung hero of GR was IGOR. The ability to knock up a playable mission by us mortals was, for me, simply awesome. Just take a look at the outstanding work still being done for GR today, by the bearers of the flame. There is your proof of a great game. Try telling them it's obsolete and has been bettered. I have played all the Ghost Recon series and I'm always struck by the thought "How did a company get it so right then get it so wrong?".
  7. Been the same since the dawn of time. Society likes to have it's heroes but it also finds them an embarassement on many levels. Read the histories of how societies have treated it's returning war veterans from the legions to the present day. Been ever thus. Rudyard Kipling covered it in 1890 with "Tommy". As pertinent today as it was then. I went into a public-'ouse to get a pint o' beer, The publican 'e up an' sez, "We serve no red-coats here." The girls be'ind the bar they laughed an' giggled fit to die, I outs into the street again an' to myself sez I: O it's Tommy this, an' Tommy that, an' "Tommy, go away"; But it's "Thank you, Mister Atkins", when the band begins to play, The band begins to play, my boys, the band begins to play, O it's "Thank you, Mister Atkins", when the band begins to play. I went into a theatre as sober as could be, They gave a drunk civilian room, but 'adn't none for me; They sent me to the gallery or round the music-'alls, But when it comes to fightin', Lord! they'll shove me in the stalls! For it's Tommy this, an' Tommy that, an' "Tommy, wait outside"; But it's "Special train for Atkins" when the trooper's on the tide, The troopship's on the tide, my boys, the troopship's on the tide, O it's "Special train for Atkins" when the trooper's on the tide. Yes, makin' mock o' uniforms that guard you while you sleep Is cheaper than them uniforms, an' they're starvation cheap; An' hustlin' drunken soldiers when they're goin' large a bit Is five times better business than paradin' in full kit. Then it's Tommy this, an' Tommy that, an' "Tommy, 'ow's yer soul?" But it's "Thin red line of 'eroes" when the drums begin to roll, The drums begin to roll, my boys, the drums begin to roll, O it's "Thin red line of 'eroes" when the drums begin to roll. We aren't no thin red 'eroes, nor we aren't no blackguards too, But single men in barricks, most remarkable like you; An' if sometimes our conduck isn't all your fancy paints, Why, single men in barricks don't grow into plaster saints; While it's Tommy this, an' Tommy that, an' "Tommy, fall be'ind", But it's "Please to walk in front, sir", when there's trouble in the wind, There's trouble in the wind, my boys, there's trouble in the wind, O it's "Please to walk in front, sir", when there's trouble in the wind. You talk o' better food for us, an' schools, an' fires, an' all: We'll wait for extry rations if you treat us rational. Don't mess about the cook-room slops, but prove it to our face The Widow's Uniform is not the soldier-man's disgrace. For it's Tommy this, an' Tommy that, an' "Chuck him out, the brute!" But it's "Saviour of 'is country" when the guns begin to shoot; An' it's Tommy this, an' Tommy that, an' anything you please; An' Tommy ain't a bloomin' fool -- you bet that Tommy sees!
  8. @ Zebb Get it mate, it'll be a SIM based around building a "new military theater" in Bovington. Some of the fights in the old theatre there were pretty intense.
  9. Outstanding work Brett. Just think, with characters that looked like yours, more maps and some decent coop gameplay GRAW2 could have been a winner.
  10. If there is a shotgun fixation doing the rounds perhaps a SPAS-15 might do the trick.
  11. Real life imitating art? Anyway, Happy New Year! By God, I'm drunk!
  12. Er? It's easy. Remove the pin, remove the fixed stock, fit the collapsable stock and replace the pin. What's the problem?
  13. Oh great! Can I request an Aimpoint, Surefire, Suppressor, 40mm GL and a multi-cam paint job?
  14. Wait a couple of weeks and you may have more that just a rightside pic
  15. EricJ is spot on. It happens when you run a saved game. Please bear in mind that this game really is not modder friendly and in some parts its actually hostile.
  16. It might be Snow that you just copied the relevant xml's into the xml folder. I went that route (seemed the obvious one) and it never worked. Much followed. When I copied all the xml's across it worked! Obviously there is a clash some place and GRAW2 reverts to its default if you don't copy the entire contents of the xml folder across. Given the minimal size of those files I could not be bothered to hunt down the offender. A salute to Brettzie here because he also came to this conclusion.
  17. Custom SP Skinning Customising the skins for SP, within GRAW2, is relatively easy and only requires the unbundled “atlas_characters” folder to work on. This guide does assume that you know how to and have unbundled your GRAW Data. To start with you need to make a folder called “textures” inside your Local/English folder. Inside your “textures” folder make another called “atlas_characters”. Inside the “atlas_characters” folder make a folder called “mul_camo_xy”. The Cheap & Cheesy Way Make a 256x256 picture of your camo swatch. Save it as DXT5 .dds file (you’ll need the Nvidia DDS plugin for Photoshop for this task) and name it “camo_acu_test_xy_df.dds”. Place this in a folder named “camo_02” and place this your “mul_camo_xy”. Now every time you play SP you’ll see your camo. The Classy Way Make a 256x256 picture of your camo swatch. Save it as DXT5 .dds file (you’ll need the Nvidia DDS plugin for Photoshop for this task) and name it “camo_mine_xy_df.dds”. Place this in a folder named “camo_17” and place this your “mul_camo_xy” folder. Next make a folder called “lib” inside your Local/English folder. Inside your “lib” folder make another called “manager”. Inside the “manager” folder make a folder called “xml”. Copy all the xml’s from within the unbundled lib/manager/xml folder into your “xml” folder. Note, delete all the xmb files within the xml folder but retain ALL the xml files. If you do not retain all the xml’s you will not see your skin choice in game. For mods such as Snowfellas or Brettzies you will need to copy any of their xml’s into your “xml” folder. Using Notepad open up the ghost_templates.xml found in your Local/English/lib/manager/xml folder. Scroll down to the section “<!-- XDEFINE KITS FOR ALL CAMPAIGN CHARACTERS -->” and change these sections <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_17/camo_mine_xy_df"/> <color_switch material="camo" color="base_color" value="0.83 0.95 1.011"/> Here’s Mitchells for example <!--Customization units--> <unit name="teammate_mitchell"/> <head_unit name="acu_ghost_head_mitchell"/> <gear_unit name="acu_ghost_back_strap_mitchell"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_17/camo_mine_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="0"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_mitchell"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_01"/> <var name="public_name" value="MITCHELL"/> </stats> <bio local="bio_mitchell"/> </stats> <bio local="bio_mitchell"/> Once you have done this, save the ghost_templates.xml. When you next run GRAW2 in SP you should see your selection. Note You can use 512x512 or 1024x1024 swatches for higher definition.
  18. SP Skinning Changing the skins for SP, within GRAW2, is relatively easy and only requires the unbundled “xml” folder to work on. This guide does assume that you know how to and have unbundled your GRAW Data. To start with you need to make a folder called “lib” inside your Local/English folder. Inside your “lib” folder make another called “manager”. Inside the “manager” folder make a folder called “xml”. Copy all the xml’s from within the unbundled lib/manager/xml folder into your “xml” folder. Note, delete all the xmb files within the xml folder but retain ALL the xml files. If you do not retain all the xml’s you will not see your skin choice in game. For mods such as Snowfellas or Brettzies you will need to copy any of their xml’s into your “xml” folder. Using Notepad open up the ghost_templates.xml found in your Local/English/lib/manager/xml folder. Scrolling down you will see the “<!—camos” marker followed by 7 different camo styles. To change a camo pattern, simply copy the camo pattern of your choice. For example, if you wanted the Coyote ACU copy the section; <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/> <color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/> Scroll down to the section “<!-- XDEFINE KITS FOR ALL CAMPAIGN CHARACTERS -->” and paste your selection over each characters current camo pattern. Here’s Mitchells with the section that needs replacing highlighted, for example <xdefine name="mitchell()"> <!--Customization units--> <unit name="teammate_mitchell"/> <head_unit name="acu_ghost_head_mitchell"/> <gear_unit name="acu_ghost_back_strap_mitchell"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/> <color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="0"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_mitchell"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_01"/> <var name="public_name" value="MITCHELL"/> </stats> <bio local="bio_mitchell"/> Once you have done this, save the ghost_templates.xml. When you next run GRAW2 in SP you should see your selection. Further skinning adventures Within the “mp_templates.xml” you will find a list of all 16 camo patterns within the game. So if you want some Flecktarn action it’s just a simple cut and paste away. Another way of spicing up your camo’s is to try changing the value="x.x x.x x.x” sections from one camo for anothers. My current favourite is to use the Green ACU with the Coyote ACU’s values, comes out like this. <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_06/camo_green_xy_df"/> <color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/>
  19. @Capera, No mate, not without a lot of xml changes.
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