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FNG_DRx

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Everything posted by FNG_DRx

  1. Hehe, I Love the "GR1 Needs...You!" poster, WytchDokta! We need a 'finger-pointing' Uncle Sam or Gen. Patton smilie! OK y'all.... MUAHAHahahaaa.... Peep THIS Rant: I, for one, still love GR1. But then again, I was such a R6:RogueSpear/BlackThorn junkie, back in the day, that GR1 seemed the perfect, natural 'evolution' of the Clancy franchise. Its just a trip, cuz ive been hooked since that very first day the GR1 Demo disk spilled outta my June 01' copy of 'PC Gamer'! I cant think of any other game ive ever played this much....and I'm over 30, so I've played/play ALOT of games....but no ONE game for 5 YEARS STRAIT?!?...omg...and counting, baby! Pfftt....Never underestimate the power of addiction. Anyways, that was back, before (I.M.O.) consoles began to suck the life's blood ($$$) outta good PC games. Now plz dont get me wrong, I own an XBOX AND a PS2, but I mainly rent racing or sports games, and watch DVDs. Console games tend to be too arcade-like for me, ESPECIALLY shooters. And there is just NO substitute for aiming with a mouse. Yea, some games are fun....for a while....but inevitably.... . Too large a percentage of 'console gamers' (again, I.M.H.O.) are simply the opposite side of the same 'gaming coin', so to speak. Younger, short attention span, NO patience havin', immediate gratification needin', run & gun-ers. Hehe, which reminds me of trying to turn my 12 & 14yr. old nephews onto GR1, since they supposedly "just PWN SOOO much" at games like SOCOM NavySeals or HALO, or whateva was out at the time.... Yup....it went something like this: "How do I jump? I cant even JUMP?!?"...dead..."Where are the power-ups & health?!?"...dead..."ONE hit and I DIE?!?"...dead..."I havent even seen ANYONE!"...dead & done..."This game SUCKS!!!" Ya had to be there, absolutely HILARIOUS. Aaaanyways....game developers gotta make their money, I suppose. But they seem to cater more & more to the youngsters, like my nephews,(and their parents' wallets) by slappin' fancy new eye-candy on top of the SAME OLD, arcade-style gameplay, and mechanics. So we PC gamers, WAY too often, get stuck with rehashed, incomplete or 'ported' console titles cuz publishers simply cant afford 2(or more) separate Dev. teams. Pffftt....Just look at what happened to GR2. Hell, they coulda made GR2 for PC ONLY (which IS where the fanbase was born, and where the majority of which still remains), and I bet $$$ that consoles wouldnt have even missed it. Aaaaaaanyways....I had lost the motivation to script missions for a looong time there. I just didnt seem to have the time and/or patience for scripting that I used to. But....the GR community's seemingly 'collective' return to GR1 has re-inspired me! ....well....that....and the messages I get like: "Doc!!!....W T F, Bro?!?....WHY the HELL is taking FNG SrvrSide Map Pack v6 so LONG....you SLACKER?!?" And they are right. FNG SvrSideMapack v6 has been nearly 75% complete for almost a year. Dunno if ill get another 12 missions finished like I want, but we'll see. Im thinkin I should get it out soon, before too many more returning players migrate to GRAW. So keep an eye out, and watch for *FNG*Laboratories server if your interested in helping beta test. Seriously though, I do, TRULY, believe that WE, the GR Modding Community, are JUST as responsible for GR1's success, popularity, and LONGEVITY as the BRILLIANT Dev. team that created the '2002 Game Of The Year' to begin with. I REALLY hope GRIN realises that given access, and the proper tools, the GRMC stands POISED, chomping at the bit, and ready, to do the same thing AGAIN. On THAT note....I would like to PERSONALLY thank ALL OF YOU that read this for making the task of surpassing GR1's success SUCH a lofty challenge. For all of GRAW's achievements and/or shortcomings (depending on your first impressions), it seems ppl ARE returning to Ghost Recon in general. There is an AMAZING amount of interest and feedback ALL OVER the net.
  2. I totally agree Silent_Op, I was gonna post sumthin to that effect but you beat me to it. I was just explaining to my neighbor (and fellow GR player) that I'm a realism freak (as if ANY game could EVER simulate ACTUAL combat). But while scavenging ammo off dead tangos is all good, I would love to see a tactical shooter, like GRAW, make players use a little more 'ammo management', and do away with the 'auto-condensing' clips. Meaning, if you reload with 5 rounds left in the clip, there should only be 5 rounds left in that clip. If you are 'reload monkey', and reload after every couple bursts it wouldnt be long before u had a bunch of 1\4 full clips. Sure you might have 3 clips left, but if they only have a few rounds each...well, "This could get ugly." Real soldiers are hyper concious of this. Now, I own several guns, and i can combine 2, 1/2 full, 30 round clips in about 15 seconds (we raced). Now thats not bad, for sitting on my couch, but that would be an ETERNITY in a real firefight. Hehe, oh yea, I like the MR-C w/scope.
  3. Yup. Same Problem: The nuaseating 'Bouncing Ret' Same Fix: Upgraded RAM from 512 to 1.25 I hadnt planned on buying a 1Gig stick, but my mobo only has 2 slots, which were filled by 2 sticks of 256. So buying 512 woulda only given me 768. I figured better safe than sorry, and sprung for the full 1Gig. I.M.O. This issue REALLY needs to be sticky'd, and/or added to 'resolved issues' lists. I've seen WAY too many unanswered posts elsewhere on this problem. And have yet to see ANYONE definitively say: "I have LESS than a Gig and DO NOT have that problem." The minimum requirements are clear on wanting 1G of RAM, so its not sumthing i think we can expect Grin to 'fix' (god knows there's more pressing matters). The thing is, other than the 'Bouncing Ret', GR:AW played fine on my AMD64-3400w/512 + BFG6600 O.C.w/256MB (although WAY better now with 1.25G, of course). And it seems ALOT of ppl who are below the min. RAM spec are able to play ok, and are thinking its SUPPOSED to be like that. One guy even went on about how its was supposed to be some kind of 'realistic instability' linked to the heartrate monitor or sum shiz...lol...NOT!!! So they end up thinking that GR:AW's 'aiming mechanics' just plain SUCK, and they're writing GR:AW off altogether. Now Im a realism nut, so I actually think a slight, random, ret drift or sway when walking (like some other games), might be cool/realistic. But this was just AWEFUL. If you havent seen it, BELIEVE ME, it makes GR:AW BARELY tolerable looking down iron sights, and TOTALLY unplayable with ANY scope. The aimpoint bounces diagonally back and forth, but your aim is actually still centered on the screen. Hehe...I know this cuz i had actually taken a fine point dry-erase pen and made a lil tiny red dot right in the middle my monitor. Go ahead and laugh, i deserve it. Then, if i did my best to ignore my ENTIRE scope bouncing back and forth, and just concentrated on aiming with the lil dot i'd made on my monitor screen, i could ACTUALLY hit something! LOL...til the headache set in... Never underestimate the power of addiction. Whoa...sry so long winded... Thx for the help all. Again, I.M.O. This issue REALLY needs to be sticky'd, and/or added to 'resolved issues' lists....for the people.
  4. Yup, thats exactly what it was. I knew i had read it somewhere... Vertical Sync issue http://www.ghostrecon.net/forums/index.php?showtopic=17899 Problem Solved. Back to the lab thx FH
  5. Got a new hard drive, switched OS's (from win98se to 2k) now all my GR Vehicles move sloooooow. No matter what speed is set to. Even missions ive been playin for a year with vehicles cruisin around the map have been slowed to a crawl. I have noticed this kinda thing on other servers before, and though ii remember reading that it was a Video Card Setting issue or sumthin... Any ideas? Specs: AMD XP2600 512 Ram GF4 Ti4200 128 SB live
  6. sry fox, just realized today that we had a host switch and i had uploaded v5 update to the wrong server Its fixed now. Just re-DL (its only 1.6Megs) Sry bout that.
  7. wow, interesting responses El Nino Foxhound, thx for pointing out that FNG Map Pack v5 comes with a 'No-Cinematics' Patch for dedi's and ppl who just dont dig on intros. I realize that some are rather long and ppl get tired of watching them. I liked em cuz i thought they were cool and also gave valuable mission information because it seems most ppl read a mission briefing as often as they read a readme.txt file. The 'No-Cin.' patch is located in the FNG Campaign Mod folder, which only contains said patch, its .txt, and a campaign file. All missions/maps are serversided of course. Ive gotten tons of compliments on my intros, anyone intersted should check it out. Also Fox, v5 had been updated, almost all mission time limits had been removed, a couple new MP maps added, plus a few minor bug fixes. Just re-download v5 from the FNG site. My question now stems from work on missions for v6, in which i am steering away from cinematics all together as the 'No-Cin.' patch was kinda a pain in the ***. But i thought a quick camera switch here and there in different missions (without entering 'Cinematic Mode') would be cool as long as they dont crash dedis.
  8. i do not have a dedi server to test this i know cinematics crash dedicated servers, but how about just a camera switch? say just to show the players something at start or mid mission? any prob with that on dedicated servers anyone knows of?
  9. right on harn, u rock i recently got 3Dsmax4 but dont know how to use it, so i DL'd the 3DsMax bible...its like 400 pages lol so i need to read a novel first a question about tracked vehicles (er..tagged as tanks): this seems strange to me seeing as no actors can ride in any tracked vehicles, does this mean that, for example, the DS pickup, jungle jeep, and river boat (all of witch can be fired from) also have this 'tracked vehicle' designation?
  10. yes, i did the same with 'GetActorOwner' being spotted. i made an alternate script for SP so it would just say 'A team member' has been spotted in singleplayer mode, for the same reason.
  11. i am wondering if someone might be so kind as to make an m35 truck that players (or tangos) can shoot from. Ive been told that this is as simple as changing 'seat' labels to 'shotgun' labels, or something like that, with 3dmax or even a hex editor, which i have neither. Nothing fancy, just the normal M35 truck (seats 7 plus driver) that players can fire from the bed. Possible? any takers?
  12. i am working on a new gun and cant seem to find where u specify what reload sound to use. the fire start and end sound is easy enough but i dont see anywhere to assign the reload sound
  13. hehe, Deja-Vu huh jack here was my thread on the same issue HERE ,if you igore the off-topic posts in it ,you will probably find it interesting/informative
  14. Might i suggest my serversdie map pack *Exerp from redme.txt*: *FNG*DRx's Serverside Map Pack v5 Map pack includes 12 custom missions/SP Campaign, 95 serverside map environments (down from 120) including day, night ,snow, rain, clear, and sandstorm maps with new bases, spawns, recon/firefight insert/extract, defend bases, enemy placements and more. DESERT SEIGE AND ISLAND THUNDER ARE REQUIRED! All original GR/DS/IT missions are playable in the new enviroments and maps support all single\multi-player gametypes and 3rd party mods. "No Cinematics" patch is included for dedicated servers. Unistall any previous versions of *FNG*DRx's Serverside Map Pack (see below for details). Just install to your Ghost Recon Mods folder. Nothing will be altered or overwritten. Unistall program is included as well. Its ALL good. *New to v5.0: -12 New Custom Missions. -12 Mission Single Player Campaign (activated as a mod, all MP maps still serversided) . -"No Cinematics" Patch included for dedicated servers and those who just dont dig on intros -Numerous Map Improvements (fog levels, skyboxes, spotting distance, etc...) . -Fewer Maps, 95 total (down from 120), Only The Best (the ppl have spoken). -Spawn tweaks on new maps to improve balance/reduce rape. -New spawns on normal maps. -Zone fixes for MP game types (SAR, Ham Hill, etc.). -New Defend bases, different for each map, and more enemy assault platoons. -New Firefight/Recon insertions/extractions, and enemy placements, different for each map. -Increased sight distance on almost all night maps (the ppl have spoken). Available @ www.fng-clan.com
  15. I found it very humorous too, however...IMHO noticing a kit icon while playing ghostrecon doesnt imply needing a life as much as posting a pic and 18 definitions of the word 'outside'......
  16. im probably wrong because i never played Counterstrike but isnt The Crypt (from TPC map pack) and all the MLP map pack maps from CS?
  17. whoa, didnt mean to cause a ruckus, i started this thread before i had visited SRS and ACC and contacted rugg. Seemed like an awesome tool to help view replays. Perhaps i should have done a lil more research before posting a public request. The last thing i wanted was to encourage yet another form of cheating After downloading a few of convicted replays though i was impressed. The perfect stream of retlocked stacers i saw was unmistakeable. Good thinkin ruggbutt
  18. This is a quote from a post by ruggbutt in a GR2 thread: "I made a mod that is still in use by several gaming ladders that gives green tracers for every round fired in GR. Rocky has a copy of it. It immediately shows you the bullet patterns in the replays, the mod only works single player and replays. It also gives green bullet holes in objects, removes the blood and puts pink bullet holes in the soldiers. All of these help to show bullet trajectory. It uses the engine of the game, therefore showing every bullet fired just as the server calculated it. Anyhow, it also shows what retlock and combat aim looks like. We used that and our IP logger and it helped us clean up almost all of the clan servers on ASE that were laddering. Replays are hardcore proof, and what I have found to be true is that people that were using SIFF (names hack) almost always used some form of retlock. What that did is take the pressure off to prove SIFF and gave us hardcore proof of retlock. It didn't take a seasoned replay watcher to see retlock, a n00b could even tell what it was." Anyone know if and where i might be able to get this?
  19. To Slink: Yes, u CAN easily split the player platoon into teams and ...teleport them or...stat boost or all kinds of things (i posted a Team-Split script earlier in this thread ). But one thing you CANT do though (which is my dilema) is ExecutePlanTeam (i.e. enter vehicle) to Player controlled Actors, only AI backup. To Goosebumps: At mission start set hostage to HostageBehaviorOn. Also make sure he is an allied company. The enemy should then only engage him once he is under escort. To Jack57(or whoever ): What if i made it a Team Mission with briefing instructions to disperse players between 3 blue teams. Could i then VehicleLoadPlatoon each blue platoon into separate vehicles? Or do allied player platoons count as the same? I am in the process of testing now, but any insight would be appreciated.
  20. Yea, ive come to that realization Jack, oh well. BTW im using the DS pickup trucks with 2 players in the back (Rat Patrol style ) not the M35 truck so its no big deal, i guess it just wanst meant to be for MP. SP is just too much fun. I sure wish there was a was to make Alpha/Bravo/Charlie sparate allied platoons though. I just hoped some clever soul would find a way to fool the game engine or sumthin. Thanks for your replies all.
  21. um...just local, not dedicated. Just to clarify: I have to use 'VehicleLoadPlatoon' for first truck or the 'PlayerActor' (host) doesnt get loaded. Are you saying 'ExecutePlanTeam' (enter vehicle) worked for you loading HUMAN players into the 2nd and 3rd vehicles? If so then the problem is in my script. The script ive been testing looks like this: Insertion zone next to 3 trucks with drivers standing by. Group: <Default> Comment: Startup Trigger Event: The simulation is starting. Responses: Set Player Platoon to (The player-controlled platoon). Use GetPlayerTeamsGroup to loop over all teams in Player Platoon after this block. Place all members of Player Platoon in Truck A. Group: GetPlayerTeamsGroup Comment: player teams Trigger Event: A team loop is ready to process This team. Responses: Allow this block to be reactivated. Increment Player Team Count. Set Charlie to This team. Continue executing responses if ((The value of Player Team Count) is less than 3). Set Bravo to This team. Continue executing responses if ((The value of Player Team Count) is less than 2). Set Alpha to This team. Group: <Default> Comment: mount up Trigger Event: 1 second(s) elapsed. Responses: Assign Alpha in A plan to Alpha and execute. Assign Bravo in B plan to Bravo and execute. Assign Charlie in C Plan to Charlie and execute. Assign driver A plan to Truck A Team and execute. Assign driver B plan to Truck B Team and execute. Assign driver C plan to Truck C Team and execute. (all plans are to enter respective vehicle)
  22. hmmm...the fact that no one has come outright and said "NO. It cant be done." has me clinging to a thread of hope
  23. just a thought but, i have never bothered with the animation cuz if the players are close enough to see the enemy placing the demo charges...why arent they shooting them?!? *edit* P.S. love that sig Stalker
  24. i have been only wounded by mines with Damage(0)(0.2) serveral times, most often they kill but im pretty sure its a matter of range
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