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Posts posted by GRIN_Wolfsong
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GRIN isn't responsible for the patch guys.. they have stated as much. They handed all source code over to UBI. GRIN_Wolfsong said just last week
The UBI Romanian office has done all the main QA work on GRAW2.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.
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GRAW2 was patched to 1.04 in about a month as well...
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...sounds like wolf may be interersted in finishing it maybe ?
Maybe. Depends on how far along it is. I have my own map project to finish as well.
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Sad news.
Just out of curiosity, how far along in development is the map?
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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).
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...you know it's impossible to leave

You don't say...

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Congratz..... I can imagine its hard to build other games when your heart lies with tactical shooters. (or something equal)
Apparently you have no idea what kind of games Starbreeze has done... Chronicles of Riddick and Darkness are their biggest titles so far.

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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.
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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.

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If I remember correctly...
Near Fog = Range at which fogging begins
Far Fog = Range at which fogging is at 100% density (stretched across Near Fog to Far Fog)
Max Spot Range = AI Vision Distance
Far Clip Distance = Actually stop rendering geometry
Correct. You should know.

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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
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I hope I haven't missed a point that has been discussed before, but I wonder that if there is any possibility at all to implement this mod to a single-player version?
And you would want this to work how in SP? It's a PvP/TvT gamemode.
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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.
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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...
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So GRIN have moved on, who's testing that patch ?

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 JapanI 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...)
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@Rabbi_74
I have not idea. Haven't looked into the sound part of the game at all.
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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...
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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.
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On the topic of boosting GRAW2 sales....
Maybe you need a new GPU while your at it...

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LOL.

Sadly I know nothing about the sound part of these games, so I can't help you here.
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Only 2 games have given me the teamwork fun factor. GR series and SWAT 4.
Did you miss SWAT3 and Rogue Spear (the last really good R6 game)?
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Wolfey.Thats not the point.
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.
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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.
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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.
Grin should take example from Infinity Ward
in GR:AW 2 (PC) - General Discussion
Posted
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.