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Degamer

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Everything posted by Degamer

  1. I would love to see this too... *Mitchel* Ok, I want the team spread out and behind cover, Brown, you supress while Kirkland flanks! *Kirkland* Beg yours? You got a few kangaroos loose in the top paddock? I aint going any where near that billybong, by jingoes! Avago at it yourself if you like. *Allen* ###### did he just say? *Brown* I think something just bit me.... Hope its not poisonous... *Mitchel* We can't get pinned down here! Allen, you flank instead! *Brown* I don't feel so well... I taste burning... *Allen* I can get a good fire angle from that log near the waters edge! *Croc* [MUNCH] *Kirkland* Blimey! *Brown* Uhhgg.... [THUD] *Mitchel* I need evac NOW! *HQ* Are you kidding me? Were not risking a chopper! You know what lives out there?!?!
  2. ? I just get a link to image shack main page?
  3. You run High textures ona 128mb vid card? How? I'm runnign a 128 Geforce 6800 GT, overclocked a little, 1.5 MB RAM, AMD 64 4200 X2, and medium textures cause me trouble (Though, I can safely run all effects on high, all texture on medium except buildings and ground).
  4. I'm running at 1024X768 and my alignments are unusable. The ELO-Tech shoots just above the bottom fo the sight, and the XM8 combat sight shoots like 4 feet off target. Havn't tried the sniper scope yet.
  5. I think the shinny problem is related to the bump maps, not the skin. Though if someone comes up with a solution, please share.
  6. where do you find this "sepia_effect_opacity?" is this on the demo? thanks C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\settings\post_effects.xml - <posteffect name="mission01_dive_1" modifier="add"> <sepia_r x="1.000" y="0.720" z="0.260" /> <sepia_g x="0.300" y="1.000" z="0.440" /> <sepia_b x="0.050" y="0.320" z="1.000" /> *<sepia_opacity value="0.500" />* <levels_r x="0.150" y="0.900" /> <levels_g x="0.150" y="0.900" /> <levels_b x="0.050" y="1.000" /> <bright_pass value="1.000" /> <bloom_tint x="0.620" y="0.410" z="0.140" /> <fog_start x="0.650" y="0.750" z="0.970" /> <fog_end0 x="0.270" y="0.550" z="0.840" /> <fog_end1 x="0.570" y="0.480" z="0.470" /> <fog_end2 x="1.000" y="1.000" z="1.000" /> <fog_end0_alpha value="0.140" /> <fog_start_dist value="0" /> <fog_end0_dist value="5000" /> <fog_end1_dist value="508900" /> <fog_end2_dist value="597500" /> <grain_amount value="0.000" /> <grain_speed value="0.000" /> </posteffect> - <posteffect name="mission01_dive_2" modifier="add"> <sepia_r x="1.000" y="0.720" z="0.260" /> <sepia_g x="0.300" y="1.000" z="0.440" /> <sepia_b x="0.050" y="0.320" z="1.000" /> *<sepia_opacity value="0.500" />* <levels_r x="0.220" y="0.850" /> <levels_g x="0.190" y="0.850" /> <levels_b x="0.150" y="1.000" /> <bright_pass value="0.000" /> <bloom_tint x="0.900" y="0.880" z="0.850" /> <fog_start x="1.000" y="0.780" z="0.970" /> <fog_end0 x="0.340" y="0.500" z="0.990" /> <fog_end1 x="0.440" y="0.490" z="0.590" /> <fog_end2 x="1.000" y="1.000" z="1.000" /> <fog_end0_alpha value="0.140" /> <fog_start_dist value="0" /> <fog_end0_dist value="5000" /> <fog_end1_dist value="508900" /> <fog_end2_dist value="598400" /> <grain_amount value="0.000" /> <grain_speed value="0.000" /> Whenever you find the <sepia_opacity value=> tag, reduce its value by half. Help me out here, when I follow the filepath the closest I come to this code is the renderer_settings, which contains the post effect settings which I have set to false, but cannot find the above mentioned code anywhere. Please hep me? Pm me your email addy and I'll email you the file.
  7. Can someone point me to the code where I can remove the blue frame on the corners of the screen. I tried the clear HUD mod, but it keeps crashing my system. Help appreciated, thanks.
  8. I have an AMD dual core and Graw runs just fine with no abnormalities either in single player or multiplayer.
  9. It is far harder to aim upwards than down while prone. Even with the magazine, or bipod even, the gun will piviot on whatever point is touching the ground. Seriosly, try it for yourself. If you don't own a gun, use a broom and a box of crackers. You can even tilt the gun to the side if the magazine is causing problems for whatever reason. It is entirely possible, nor difficult, to aim lower than horizon line while prone.
  10. Does it still have the zeroing problem, or did you find a way to center it?
  11. where do you find this "sepia_effect_opacity?" is this on the demo? thanks C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\settings\post_effects.xml - <posteffect name="mission01_dive_1" modifier="add"> <sepia_r x="1.000" y="0.720" z="0.260" /> <sepia_g x="0.300" y="1.000" z="0.440" /> <sepia_b x="0.050" y="0.320" z="1.000" /> *<sepia_opacity value="0.500" />* <levels_r x="0.150" y="0.900" /> <levels_g x="0.150" y="0.900" /> <levels_b x="0.050" y="1.000" /> <bright_pass value="1.000" /> <bloom_tint x="0.620" y="0.410" z="0.140" /> <fog_start x="0.650" y="0.750" z="0.970" /> <fog_end0 x="0.270" y="0.550" z="0.840" /> <fog_end1 x="0.570" y="0.480" z="0.470" /> <fog_end2 x="1.000" y="1.000" z="1.000" /> <fog_end0_alpha value="0.140" /> <fog_start_dist value="0" /> <fog_end0_dist value="5000" /> <fog_end1_dist value="508900" /> <fog_end2_dist value="597500" /> <grain_amount value="0.000" /> <grain_speed value="0.000" /> </posteffect> - <posteffect name="mission01_dive_2" modifier="add"> <sepia_r x="1.000" y="0.720" z="0.260" /> <sepia_g x="0.300" y="1.000" z="0.440" /> <sepia_b x="0.050" y="0.320" z="1.000" /> *<sepia_opacity value="0.500" />* <levels_r x="0.220" y="0.850" /> <levels_g x="0.190" y="0.850" /> <levels_b x="0.150" y="1.000" /> <bright_pass value="0.000" /> <bloom_tint x="0.900" y="0.880" z="0.850" /> <fog_start x="1.000" y="0.780" z="0.970" /> <fog_end0 x="0.340" y="0.500" z="0.990" /> <fog_end1 x="0.440" y="0.490" z="0.590" /> <fog_end2 x="1.000" y="1.000" z="1.000" /> <fog_end0_alpha value="0.140" /> <fog_start_dist value="0" /> <fog_end0_dist value="5000" /> <fog_end1_dist value="508900" /> <fog_end2_dist value="598400" /> <grain_amount value="0.000" /> <grain_speed value="0.000" /> Whenever you find the <sepia_opacity value=> tag, reduce its value by half.
  12. You don't even need to loose night vision. Just turn your sepia_effect_opacity values to 0 (though i think just turning them down 50% gives a nice balance) . Check your post_effects.xml file.
  13. Reloading while running? I think not. However the points system is porked, I agree.
  14. Ok, when ever I give Kirkland a weapon that should have a modified texture, his weapon always shows as the default skin. My custom textures show up in the weapon loadout, on mitchles weapon, and on the other ghosts, just not kirkland for some reason.
  15. Renaming my ghosts causes my game to crash. All the files in my strings folder are .XML.BIN, are thoose the right ones?
  16. I can't quite follow all the coding talk just yet, but has someone figured out how to get new music into the game, or just the current game music out?
  17. Most sepia opacity values are 1.000 by default, some are .500 and I think one was .400. But, if you cut them by 50% just double them to get the original values.
  18. Just have to ask, will the prone bug (attempted to) be adress this patch?
  19. I'm the only one enjoying heli headshots. Oups Serious? has anyone else been able to do this?
  20. I guess that would be ghost_members.xml in the strings folder (haven't tried it out but should work) EDIT: OK. for testing purposes I named Kirland "Poepie" (yeah, it's Dutch ). Works great (although I don't use it myself, I have my superminimalistic HUD ). Awsome! Thanks!
  21. Can you point me to the XML file where I can change there hud names? That would be fantastic.
  22. I was wondering if anyone has stumbled across an WML where you can rename the characters? I've been searching with little luck. If any one could point me in the right direction, that would be fantastic.
  23. I'm hoping this means we can bind weapons to? Puh-leeze??? Trying to bind them to my G15 is a mess, lol.
  24. Its a solo mission, but WHY its a solo missions, or why your team disapears mid blackhawk flight is never explained. sorta like the embassy exploding in VIP 2, we'll never know.
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