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Posts posted by GRIN_Wolfsong
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I know there are still new maps being made. Some modders do it for the modding, not for who ever plays it.

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I will never pay over the odds for something I can build for far less. And for £1,499 I could make a nice Quad core desktop and have change for GRAW 3 hehe....
You can always get a better desktop for the price of any laptop so I guess that leaves you with never getting a laptop.

EDIT: Oh. And Core 2 Extreme is a Quad core.

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Although I would not use a laptop to play games I would be very surprised if we don't see half decent gaming ones soon on the market. What with the marriage between Intel and Nvidia I'm sure laptop babies will be on their way. If not already.
There has been decent gaming laptops the last 5 years at least. You just have to pay up and go top of the line all the time for a laptop that handles games well. Like the Dell XPS M1730 that came out a few months ago (GRAW2 is bundled with this laptop). Hook that up to an external monitor for bigger picture if 17" isn't enough and you have a decent gaming rig for sure.
Dell XPS M1730
CPU:
(Selectable) Intel CoreTM 2 Extreme-processor X7900 (2,80 GHz, 4 M L2-cache, 800 MHz FSB)
RAM:
(Selectable) 4 GB23 667 MHz DDR2
GPU:
SLI - Dual 256 MB NVIDIA GeForce Go 8700M GS
PPU:
Ageia PhysX-processor
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Been looking through the code some now and I can't figure out if these functions are really used anywhere. As I wrote before, I don't know much of the diesel language syntax so that doesn't really help... But I've found two functions with the same name, recalc_xp(), in the same file, which can't be good. And nowhere where any of those are called from any other functions... I'll keep looking some, but my gut feeling is that this part ain't used anywhere. The variables themselves may still be used somewhere though, even though I can't find that on searches it could be because of functions that uses concatenation to create each variable name before it uses them.
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That is the "idiot proof" guide. If you read though the topic you'll notice descriptions and multiple ways to doing this. It works the same in Vista as in XP.Any "Idiot Proof" Guides you could provide?I'd do it like this...
I copied the patch.bundle into the bundler folder, created a folder named data in there and ...
Go to Start -> run -> find the bundler exe and select it and press ok -> add "extract -r patch.bundle data data" after the last " and press enter.
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Wolfsong, I'm going to have Hume cloned then
. Interesting stuff from your hex search as well.Well, the last post is part of the actual code...

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Dude... you should crank up the settings because GR1 looks better then that on todays hardware... it looked better then that on the top of the line machines when it came out.

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The only thing I can see above is that GRAW2 requires Vertex Shader ver 2.0, and the other only required v1.3.
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Not too sure about that. On-board GPU are not the same specs as GeForce or Radeon cards. Megabytes isn't everything. Shader support is the most important.
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This is what the encrypted stuff I found during the weekend looks like.
recalc_xp() {// Stealth
_unit.human_data.stealth_seen_multiplier := 1.2 - ( _unit.human_data.xp_stealth / 16 ) * 0.4;
_unit.human_data.stealth_noice_multiplier := 1.2 - ( _unit.human_data.xp_stealth / 16 ) * 0.4;
Application.debug("Setting stealth seen multiplier to : " + _unit.human_data.stealth_seen_multiplier + " for unit " + _unit.name());
Application.debug("Setting stealth noice multiplier to : " + _unit.human_data.stealth_noice_multiplier + " for unit " + _unit.name());
// Awareness
// Stamina
_unit.damage_data.damage_points_max := _unit.human_data.xp_stamina * 2;
_unit.damage_data.damage_points := _unit.human_data.xp_stamina * 2;
// Long range
_unit.ghost_ai_data.skill_shooting := 1.2 - 0.6 * _unit.human_data.xp_long_range_weapons / 14;
// Short range
// Aggressiveness
// Tactical Ability
// Morale
}
But again, I still don't know if it is used.
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This topic should be sticky. We always look for it when someone asks about how to unbundle stuff.
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It seems to me Hume was always a tad better on long shots than the others, even if using regular rifle.
He has a different AI. Sniper brain.

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It will never change the XMB inside the bundle. so I suggest after you have performed a test with a new XML in the local/english folder, that you do a system search for a file with that name to see if it stores the XMB files somewhere else.
As you said it did restore to the default values if you extracted the original file and put that in the local/english folder and started the game. That would because it then compiled that into an XMB and replaced the one from your previous local/english version. so it has to be somewhere on your harddrive. Either in the game folders or in the apps folders in the windows user specific areas would be my guess.
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The question is, on the next startup, if the override folder is now empty, doesn't the game return to it's default state by using the XML/XMB already in the bundle?
Yes, if it can't find any other version it will use the one found in the bundle with the highest priority.
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I'm no Radeon expert myself as I only use GeForce.
But I guess X850 refer to the entire X850 series.
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Thanks Wolfsong.
I understood about the XMB as we had that chat before at TP.
But, when I completely restart the app from desktop, it will either use the XMB in the bundle, OR, use the xml data if it finds it in the local folder, correct?
So inserting new xml (local), or restarting without will give different results, yes?
Or are you saying I must rebundle the xml for any of this to work? I didn't think that to be the case since that defeats the whole purpose of the local folder, and other mods don't appear to behave that way.
It's the XMB which gets compiled at startup. When you remove the XML and won't compile a new XMB at startup, but it won't remove the existing on either. And as it is outside the bundle it has override over the one inside the bundle and so you are still using the same settings as before you removed the XML. Make sense?

CRAP. Sorry wolf, I just read that slower.
So this would mean that I would actually have to put the default xml in the local folder, so a newly compiled XMB would be restored to it's original data. That's what you're saying, correct?
But that would mean any mod removed from the local folder would need the same process to restore the games defaults, and I haven't seen that need. I was popping Agent Smiths blood mod files in and out, without having to recompile default XMBs. *confused*
ADD: since the default XML is still inside the bundle, if the local folder is empty, doesn't the game recompile the XMB from the default XML that's already in the bundle?
The location of the XMB actually depends on what OS you have. In XP it should put the compiled XMB file next to where the current XML file it compiled is. On Vista it would put the compiled XMB in your user folder somewhere inside a GRAW2 folder.
As for using the bundle version, the game won't do that if it finds an XML or XMB version outside the bundle in an override location. If it fins the XMB it figures it has already compiled it, and uses it. If it finds an XML it will compile it into and XMB and then use that.
But you don't need to understand this, the only thing you actually have to do is find there it puts the compiled XMB and remove that as well.

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Sometimes it looks like it does, but other times I can remove the modded xml and get similar results without it.
That could be because it's not the XML it's using. It's the XMB which gets compiled at startup. When you remove the XML and won't compile a new XMB at startup, but it won't remove the existing on either. And as it is outside the bundle it has override over the one inside the bundle and so you are still using the same settings as before you removed the XML. Make sense?

Edit: It could be possible that some of the XP values are used but not all. I'll look at the source code on Monday and see what I can find.
Edit2: Did a search in the compiled gameplay code for "xp_stealth" in Hex and got a hit in a file called instancedescriptionmanager. Can't read much out of the Hex version but I found this:
human_data,stealth_seen_multiplierš™™?,
human_data,
xp_stealth/€AÍÌÌ>(,
human_data,
stealth_noice_multiplierš™™?,
human_data,
xp_stealth/€AÍÌÌ>(,
debugSetting stealth seen multiplier to :,
human_data,
stealth_seen_multiplier/for unit ,
name-/-,
debugSetting stealth noice multiplier to :,
human_data,
stealth_noice_multiplier/for unit,
name-/-,
damage_data,
damage_points_max,
human_data,
xp_stamina(,
damage_data,
damage_points,
human_data,
xp_stamina/@(,
ghost_ai_data,
skill_shootingš™™š™,
human_data,
xp_long_range_weapons/
...
So there may be something there... still don't know if that, what ever it is, is used though.
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I already have the game, I'm waiting for the card, so I'll just have to hope.
Radeon X850 is on the supported list I think.
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Do I need to configure my Router for the GRAW2 game? How do I do that?
I guess you'd have to open up all the ports needed when playing online. But I can't say for sure as I have no real knowledge of that part of the game.
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I looked through some files and I don't think this was implemented in GRAW2. I could be wrong as I'm really sure how the syntax of the Diesel language is (as we're not using it anymore).
I'll look around a little more on Monday at work.
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Cuz if it IS that mission, I shot that helicopter down.
Hmmm... Maybe that one is real then. USE should only show up if it's a prop that can be used or a friendly vehicle.
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Might be a system-specific issue, as I've not had this problem. I had no problem at all ordering my teammates through MOUSEWHEEL menu to attack that helicopter, and it usually worked flawlessly.
It's an animated helicopter that can't be shoot down, in other words a prop and not a real vehicle. Some story required vehicles are like that.
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Use the "cover" feature, it works great for me. Don't just have your guys in Recon mode positioned at a corner, give them a cover order, they will obliterate anything in that path.
They sure will. The sniper has a very specific AI for that as well, which works a little different then the rest of the team members.
I didn't know that! I very rarely take a sniper because I thought he would not do the sniper's job any differently than any of the other a.i.I'll have to give him another try.
Even if you give him cover order in assault mode, he will not lay down cover fire like the rest. Her will kill anything that enters his cover area though.

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Use the "cover" feature, it works great for me. Don't just have your guys in Recon mode positioned at a corner, give them a cover order, they will obliterate anything in that path.
They sure will. The sniper has a very specific AI for that as well, which works a little different then the rest of the team members.
GR:AW 2 - God Mode SP
in GR:AW 2 (PC) - General Discussion
Posted
Did you do the rest? Move the bundle and add the commands after the bundler.exe before running it like the instructions says?