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Everything posted by MONOLITH

  1. No, it's not. The exact words being used don't really matter, it's the issue behind them that you picked up on. Which makes you right. Despite any public ranting towards GRIN, towards GRAW2, or even towards Wolfsong, who has been my friend for 8 years, I unyieldingly publically stick up for all 3 of those entities, relentlessly. And anytime I had any sort of a critical question or critique, I gave it to Wolfsong behind close doors, away from public eye. I consider it some simple peer to peer industry courtesy. Two times, at different websites, I have made statements about BFS; and both times, publically, Wolfsong cast doubt and criticism upon it. It would be nice, if I could have gotten that simple peer to peer industry courtesy back. But that's okay. Both of our actions speak volumes towards our characters, and that's enough for me. The message in my post on the previous page, remains intact. .
  2. I have seen ingame footage. Not only will BFS "make it"; but Sonedecker will bring to this community exactly what it's been looking for since 2000. The spot where a great game used to be, is about to be filled by an even greater game of the same caliber. BFS is the company that still sees the community for what it really wants; sees the potential left in the PC market, and is going to do something about it. Who do want to bring you the next great GR Style game? Sonedecker, Harntrox, and the rest of the amazingly talented BFS dev team, who cut their teeth on [GR] with you, ........... or Ubisoft? Keep the faith, and spread the word. Ground Branch is coming. See above. Sonedecker? Harntrox? You guys are asking for something that's already here. .
  3. That wasn't exactly the reason. I would say "going out of your way to intentionally antagonize the studio owner and instigate disharmony" would be a better description.
  4. Respectfully, you haven't a clue what you're talking about, as well as that 's a fairly disrespectful thing to be spreading around considering the individual you're talking about. See below... You are simply repeating things you have seen talked about at the BFS forum. You are not aware of what's been going on behind the scenes, as Whisper and I are. Both of us have been personally involved this last week with business and financial matters within BFS, and I can assure you these issues are being addressed in ways you are not privvy too. I would personally appreciate it if you would not spread this type of negativity around in public forums. At the very least, have a little more respect for John's efforts. If you can't, than it would be better if you said nothing at all.
  5. That's where the future and hope of the tacsim genre are.
  6. Ditto. And it's at multiple sites as well.
  7. Kinda puts the other site in a new light, don't it? Perhaps, if they didn't post like brain-dead teenage punks, Ubi wouldn't think that way.
  8. I believe that is your problem. Hardware aceleration is really designed for individual sound cards you add to your PC, like Sounblaster Audigy, etc. You probably will not be able to get EAX effects with an onboard sound device either. Good sound cards can be had inexpensively, and are easy to install. I recommend it highly. For now, turn that accceleration off.
  9. I actually got sidetracked the last couple days messing with the intelligence and behavior settings for GRAW1. As soon as I'm happy with that I'll be back to this....
  10. In the bundle find the sb_templates folder, and pull out the Ghost_AI and Sb_AI xml's. There are some failry self explanatory lines in there with values to adjust to alter the behaviors. In the downloads section is a mod called Jason's mod that has these files already available and adjusted for an example. Mirr's mod also has these in them.
  11. And there's the answer we needed right there. Thank You TRC. Good info on the other stuff too. Still testing, but I still think the XP values are having an effect as well. Thanks for the help. Just want to make sure about this... So, this is not a typo, you're just saying leave it at it's default and do not change it, correct?
  12. Surely there must be someone around here using mods, that can tell us if they've ever seen a new compiled XMB appear somewhere in their folders, and where. I've never seen one in appear on the local folder, and I've looked in the Documents and Settings/ folder to see if another GRAW2 folder gets created (like many games do) but there isn't one. Just the main folder which I have on a seperate drive from the OS (Win XP). I'll do the search, but I've never seen a new XMB show up anywhere. Are you sure the game doesn't just read the XML from the override folder?
  13. That's what I have always assumed and experienced myself. Except for today. I can live with all of that stuff, I really want to get back to trying to figure out if any of the xp_values are actually used or not. I'm actually doing a clean install just to be safe, and am going to retest the stealth and awareness stuff.
  14. 2nd ADD: I just extracted the default XML, stuck it in the override folder, and that restored my stats to their default levels. So either... A new compiled XMB is somewhere that we don't know where it is, or for some reason the game isn't restoring itself using the default XML when it's inside the bundle.
  15. Just did a test.... I removed the contents from the override folder, and restarted the game. The team AI still had the elevated damage resistance. Took me 20 bullets to take my own guy down, and the blood spray from bullet impacts from Agents Smiths mod was still there also. So, the game did not restore the XMB to it's default state after the folder was emptied. ADD: going back through the last few posts, a lot of this seems to hang on 'where is the new compiled XMB'. I'm Windows XP SP2, and with an XML in the local/english folder, no new XMB appears next to it. So I assumed the 'new' XMB was just replacing the one inside the bundle. (meaning the new one is actually inside the bundle, like an overwrite). Then after removing the XML from the local folder, a new XMB was compiled inside the bundle using the default XML in the bundle. It appears right now that the XMB in my bundle (with the adjusted damage points) has not been changed (recompiled) after removing the XML from the local folder. So, that would mean there is still an altered XMB somehwere that it's reading. But like I said, I'm XP, and it's definately not in the local folder with the adjusted XML.
  16. Right. Understood. When there's an XML or an XMB in the override folder, the game uses it. 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? About this.... This doesn't appear to be correct. If I take an XML, alter it, and stick it in the local folder, a new compiled XMB does not appear next to it in the same location. (XP). I assumed the game was creating a new XMB inside the bundle using the data from the XML in the local (override ) folder.
  17. 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. 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?
  18. Doing more testing. I guess I can't say that I can really see enough evidence of them having an effect. I put everything up to 16. Sometimes it looks like it does, but other times I can remove the modded xml and get similar results without it. Sometimes they'll say "target spotted" a lot sooner than they seemed to the previous time (awareness level), but other times they won't. Very hard to tell, seems to be a lot of random factors. It's very hard to exactly duplicate the same test situation everytime, but if I had to bet I'd say theres no real difference. Wishful/hopeful thinking on my part. I'm leaving the xml in at 16s just in case. The damage points stat definately works, and I'm really liking my guys being able to trade bullets a little longer than before. Especially with the blood mod. Now if we only had that nice limp from [GR]...
  19. I'm glad I found this thread. I actually just discovered those settings last night and began testing them. Since 13 was the highest number used ingame, I played it safe and kept it as the highest, but set everything to 13. I started this because I was trying to get a little better lifespan and common sense out of my team. First I went and upped the hit points in the u-teammates.xml. Set it from 24 to 96 (4x). Now they can take 4 head shots before they go down. Realistic? no, but you don't know it unless you are shooting them in the head yourself. When playing an SP mission on hard or hardcore, it allows them to at least take a beating and maybe get throught the mission with you. Combined with Agent Smith's Blood mod, watching your guys take a few hits is actually enjoyable. And in a real good firefight, they still die, just not quite so fast. Back to the stats..... When I set everything to 13, I believe I actually do see a difference. I could be totally wrong, and I will be testing more this morning; but I do believe I see at least two things so far.. Using Recon In Force, I send the team on recon around that first corner and they run into the first two patrolling tangos. With a recon setting of 13, they can sit there out in the open, and the tangos will walk much much closer before noticing them. When I remove the modded xml, the tangos notice my team much sooner/farther away. Secondly, since their weapon ability was raised to 13 also, I noticed a much quicker kill of the tango when my guys fire. Apparantly better aim. Still using Recon in Force, when I move my team to the next area (the truck and the shacks, before the actual quarry entrance) there is always two tangos that ambush you from the right as soon as you walk past the truck. Previously, when your AI team turns a blind corner and bumps into a tango, the tango would get off the first shot, your guy would take hits and maybe even die before returning fire. With the weapon stat and the 'awareness' stat up to 13, my guys instantly see the tango and get off the first shot and kill the tango. It's certainly possible that this is all coincidence and I'm just seeing what "I think" I should see (the power of suggestion), but it honestly does appear that those settings are having an effect. I'm going to set everything down to 1 and see if my team becomes total rookies. Hopefully all of this wasn't an illusion and a waste of time. At least the damage points thing definately works. While I'm here, I'd like to do the same thing for GRAW 1...crank up the stats a tad. But looking in the bundle, it's quite different from GRAW 2. Does anyone know where these coinciding stats and damage points are in GRAW 1? Please and Thank You.
  20. Team AI members often do not react quickly enough to being fired upon, do not return fire in time to not be killed, or do not seek apropriate cover to avoid being hit. This is not 100% of the time, but it is happening often enough that forums everywhere, and even game reviews are filled with reports of the "I'm taking fire" problem.
  21. In single player missions; when giving the team a waypoint on the map, and holding down the mouse to point a direction for the team to face, a large percentage of the time, the team will face straight ahead from the direction they traveled from, NOT the direction you asked them too. This causes them to move into view of a tango, but not be looking in the tangos direction, even if you attempted to face them that way upon arrival.
  22. I believe this is correct information.
  23. I'm a big supporter of GRIN and GRAW(s). But come sign up at BFS. The future is there.
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