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GRIN_Wolfsong

GRIN
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Everything posted by GRIN_Wolfsong

  1. Um............ first patch for Graw2 was patch 1.02 that came out on 07/18/2007 and patch 1.04 came out 08/28/2007. Nope. First patch was 1.01, 1.02 was a fix for the first patch after an issue showed up and was released the next day. Same with 1.03 and 1.04 almost, it was a little longer between those.
  2. Not really true. Grin made the patches so far. UBI Romania is a QA office so they do the testing and based on that UBI approves it or not. QA is testing, not patching.
  3. Maybe. Depends on how far along it is. I have my own map project to finish as well.
  4. Sad news. Just out of curiosity, how far along in development is the map?
  5. Sunlight is part of the environment. You can't set that inside the editor. Check the editor tutorial for info on added environments. The same goes for key functions (I actually don't remember right now as we have a new editor for BC).
  6. Apparently you have no idea what kind of games Starbreeze has done... Chronicles of Riddick and Darkness are their biggest titles so far.
  7. GRAW2 doesn't use portals, it uses occluders built into landscape and large objects. Like said, portals and live overview maps isn't an ideal solution (not saying it couldn't be done) as portals hides entire sections of a map when you pass through it.
  8. Hehe. Sharp eyes. He's leaving Grin soon. But as he's here quit a lot I'll leave the rest up to him if he wants to share or not.
  9. Maybe some of the old time modders can answer this. What was the view distance in GR1 before the fog would blur it? i don't seem to remember shooting farther except on those clear mods. Turn your post effects to high and i think you get near the same range without the sharp cutoff, although it's been a very long time since i was in GR1. A few example default values from the editor: Caves Near Fog: 10 Far Fog: 180 Max Spot Range: 90 Far Clip Distance: 180 Farm Near Fog: 60 Far Fog: 90 Max Spot Range: 75 Far Clip Distance: 100 Railroad Bridge Near Fog: 0 Far Fog: 207 Max
  10. And you would want this to work how in SP? It's a PvP/TvT gamemode.
  11. I don't think that will be a big problem... Partly because the PC versions always was in the shadow of the 360 version, but mostly because the engine changes all the time as it is developed in-house, which is not something that happens to the same extent with licensed engines. The one we use now isn't really the same as the one used with GRAW2. On top of that I also think that more people at Grin has started to learn what the strengths and weaknesses of the engine are now, these last 12-18 months have been a big expansion at Grin and everyone had different ideas on how things should be done
  12. By reading that article I have to say it reviles nothing about a PC version at all. It's all about the console version as they talk about how the SP and MP versions where developed by two different studios (RSE and UBI) and used different systems for MP and SP...
  13. The UBI Romanian office has done all the main QA work on GRAW2. Grin has only a few QA personnel in house, but with the Jakarta QA office Grin will have more QA capabilities then before. I heard about the one in Spain, but Indonesia and Japan? Wow. Not easy for a foreign developer to set up shop in Japan ... There is no Grin Japan. That would be Capcom which Grin are working with right now on bionic Commando... not quite big enough to buy them out... yet. The offices are: Grin Stockholm Grin Barcelona (or Grin Spain) Grin Jakarta (or Grin Indonesia) Grin Gothenburg (soon..
  14. @Rabbi_74 I have not idea. Haven't looked into the sound part of the game at all.
  15. All of those are 360 features/contents part of the original design concept. None are PC specific and still you post that you like the 360 version...
  16. That would be what was considered final mesh back then... today it's more of a preview quality mesh. Modeling I think would take about a week, a little depending on the map, without mapping.
  17. On the topic of boosting GRAW2 sales.... Maybe you need a new GPU while your at it...
  18. LOL. Sadly I know nothing about the sound part of these games, so I can't help you here.
  19. Did you miss SWAT3 and Rogue Spear (the last really good R6 game)?
  20. Yes it was, as that's what he wrote. The main portion of the post was about using the same map for multiple game modes.
  21. I'm surprised this is still listed as an issue. It's not like it took no time to make maps for GR1. We had access to 0% of the original map parts, as everything was built into the maps and no loose props where used. Everything EVERYTHING had to be done in 3DS Max, once again because everything was built into the map. Still there came new maps, but the wait was loooooong. It took over a year before we even saw a working custom map that actually worked well for GR1, it took that long for people to get the hang of it. What makes people think it will be easier now? With the vertex count being h
  22. You should read the unified MP game modes tutorial... It works the same in GRAW2. 1 map and unlimited game modes. All only using what is designated in each modes mission script. That was implemented in GRAW2 based on feedback from the GRAW1 community, together with the open game mode scripts so unlimited amount of new game modes could be added to each map.
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