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GRIN_Wolfsong

GRIN
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Everything posted by GRIN_Wolfsong

  1. Thanx. Replayability is really not a big thing in any action adventure type game. Look at the GTA series, Prince of Persia series or Devil May Cry series, which are all this type of games and none of them has much replay value once you finished them. Not really, although it can be fun to play around with the cars in GTA, I wouldn't play any of the games all over again within a few years after finishing it. I would say thought that BC is about half done right now. Not really alpha quality yet as we don't have all different settings and levels playable. But there is no release date set for
  2. The site really needed an update and to be more flexible to post news, info and links on. So it was about time that it got updated. Now you can even read about the other offices besides Stockholm.
  3. No. I'm just saying that they don't need specifically Grin to do it. They could have the UBI Shanghai office do it (that has converted everything to the PS3), for example.
  4. Just looked around on topics where there was no final answer posted and put a few comments in.
  5. There are 2 ways that could happen. 1, UBI writes a good enough contract with Grin to do the conversion to PC. Also based on that Grin have spare people at the time. 2, UBI can do it themselves (or make RSE do it). UBI got the entire source code for GRAW2, as they requested in the contract. So they have everything except the experience of the engine and XML setup to do it themselves. I would like to convert some of the updated 360 maps for PC, if that question would arise. But it's not up to me, and I also guess they want me on the project I'm working right now as we have our hands fu
  6. Apparently this only happens when using a bundle for some reason. If you unbundle everything and put it inside you data folder, quick.bundle first, then patch.bundle, and then remove the bundles the game will work but with all files in the open. I don't think you'll be able to play online with it like that though. But for modding it's a good way to work as you have all files in the open.
  7. Nah, that didn't work either. It works, but only as a mod bundle, not custom level bundle as it overrides a file.
  8. I don't think you need to open the diesel files. The format is the same inside, and all you need to know about the model is the material names, which are found in the material file in GRAW1, and the geometry names, which are found in the model XML files in GRAW1. That should be about it. Environments is just cosmetics and not a big deal as they can use existing ones, but the XML parts will require a lot of coding to get everything working in GRAW2. Not worth it unless you have nothing better to do...
  9. The entire mod system works on override, like in GR1, and as such you can't have two things with the same name in the same folders at the same time. Then it will take the highest priority first, which is the files outside the bundle, and the other won't get used. Custom_Levels bundles are mirror of the data folder just like the quick.bundle, the patch.bundle and the local folder. So they are seen as the same folder by the game. this causes a little problem at the end of the project when the map is tested and done and is being bundled, but I usually solve it by moving my "editor version" to a l
  10. There is no way around it other then using a higher resolution 1280x1024 would work, while making the minimap, and then lowering it again, if your monitor can handle it. A 15" CRT monitor probably would, and TFT probably not but there is probably exceptions from the norm. The reason it has to have 1024 in height is that it snapshots the map from an orthographic camera, and to have a 1024x1024 snapshot you need the resolution. That's why making the minimap takes only a second when the resolution is good enough.
  11. You actually just have to place it in the editor as long as you don't want to drive it around. If you want to do that later you have to use the script event that gives the player control over the Mule once it's been spawned in.
  12. No. Marines are already in the game. Place in editor and add the scripting in the mission.xml so the player gets command over them.
  13. As said, what type of texture you blend with the vertex paint is decided by the material you setup. The vertex paint itself only acts as an alpha mask between the two textures.
  14. Are you using Vista? In that case all the files containing settings and user profiles as well as compiled XMB files are inside your user accound folder.
  15. Sounds like you have "num lock" activated. You know there is a numpad on laptops on those very keys you're talking about right? So no, you shouldn't need to format anything. Just turn off "num lock".
  16. Maybe you should turn it down to medium texture quality as you only have 256Mb VRAM. SLI doesn't give you 512MB, as each card has it's own VRAM that mirrors the same info so each card can get it.
  17. HD version of trailer: http://www.gametrailers.com/player/26582.html
  18. And I guess you think that's polar bear hunting?
  19. Better quality at GameSpot. 360 version knocked down Halo3 from the "most popular" list #1 spot. You'll also find the PC version at #5.
  20. Cards in SLI doesn't add together their memory, they mirror it on both cards. So you only have 256Mb VRAM.
  21. That won't make the AI think it's night though... there are a few script lines in mission07 that does that. But Coop Sierra doesn't, which is why they are more "effective" on that map then on mission07.
  22. When the game is patched, only the patch bundle is updated, not the quick bundle. The patch bundle overrides the quick bundle, so any files found in both are only used in the patch bundle version.
  23. Hehe, well mission01 is a tutorial type mission. Will be cool to play it with more resistance though.
  24. Most of them are likely inside old comment sections with codes that are just kept as reference.
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