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GRIN_Wolfsong

GRIN
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Posts posted by GRIN_Wolfsong

  1. 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).

  2. my personal belief as I've mentioned before is that this game engine isn't suited for FPS games. I've never known snipers to be hindered to 150m view range. you can see guys just pop out of the air from nowhere and that's why I don't like the diesel engine.

    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 Spot Range: 125

    Far Clip Distance: 150

    Village

    Near Fog: 80

    Far Fog: 165

    Max Spot Range: 120

    Far Clip Distance: 170

    Embassy

    Near Fog: 100

    Far Fog: 400

    Max Spot Range: 75

    Far Clip Distance: 500

    Castle

    Near Fog: 100

    Far Fog: 120

    Max Spot Range: 100

    Far Clip Distance: 120

    River

    Near Fog: 20

    Far Fog: 150

    Max Spot Range: 70

    Far Clip Distance: 160

    Battlefield

    Near Fog: -50

    Far Fog: 90

    Max Spot Range: 60

    Far Clip Distance: 88

    Vilnius

    Near Fog: -40

    Far Fog: 240

    Max Spot Range: 75

    Far Clip Distance: 250

    Airbase

    Near Fog: 0

    Far Fog: 200

    Max Spot Range: 120

    Far Clip Distance: 200

    Red Square

    Near Fog: -15

    Far Fog: 200

    Max Spot Range: 100

    Far Clip Distance: 225

    MP Valley

    Near Fog: -12

    Far Fog: 100

    Max Spot Range: 60

    Far Clip Distance: 160

    MP Docks

    Near Fog: 280

    Far Fog: 300

    Max Spot Range: 75

    Far Clip Distance: 300

  3. ANY GRIN/Diesel title is gonna be a hard sell now, thanks to GRAW/GRAW2. They'll have to live with that stigma for a long time...

    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 as they had worked with different engines, so this leads to the artists now creating content a little better suited for the Diesel engine.

    But time will tell.

  4. So GRIN have moved on, who's testing that patch ? :rolleyes:

    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.

    GRIN has satellite offices in Spain, Jakarta, and Japan

    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. :D:P

    The offices are:

    Grin Stockholm

    Grin Barcelona (or Grin Spain)

    Grin Jakarta (or Grin Indonesia)

    Grin Gothenburg (soon...)

  5. Bad voiceovers, bad lines, bad videos...

    But of course, the worst are the lines. If GRAW 2 for PC was meant to be tactical, why have kid-factor lines like "Talk to me, sir!" UM I'M NOT TALKING TO YOU BECAUSE I'M BUSY DESIGNATING TARGETS FOR YOU. But noooo, even if I designate, my teammates are STILL going to die for some odd reason.

    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...

  6. I know from personal experience that you can re-create MOST [GR] maps within 1 day (just the mesh - not textured or scripted etc).

    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.

  7. difficulty of mapping (leaving us with the same boring stock maps)

    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 higher, the texture resolution being higher, basically everything being higher or more detailed in some way. So even though people may be more accustomed to 3D software and modeling today, it still takes a lot of time to jump to the next platform of quality. Developers go through he same thing.

    Difficulty of scripting leaving the community with the same stock missions may be another issue (besides the MP game mode stuff that is already done and only needs zones), but mapping is not harder then in GR1.

    That is my opinion as a long time GR1 modder.

  8. One difference that makes GRAW2 such a drag is, that I'll use IGOR as an example.

    IGOR could open a map up and have several zones for different gametypes. so I could add a custom gametype that I could make with IGOR, add it to a map with existing gametype zones, trigger points and more, add my gametype, zones and the like. So when I go to play my gametype, only those zones for my gametype are used by the game. essentially alleviating having to make 10, 20, 100 copies of the same map for different gametypes..TDM, Siege, DM, COOP, DEFEND..all these can be placed on one map, with zones but only one gametype can be used at a time and the other gametype zones are ignored.

    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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