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Faceman

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Posts posted by Faceman

  1. Can I just ask something; what's with all the love for GR1? From what I remember it was way more handicapped than the sequels.

    You were stuck with "kits" instead of being able to change individual load-outs.

    No first-person weapons.

    REALLY bad graphics and AI.

    The only benefit was the fact there was no "hero" element IMHO.

    I would like to see a game just like GRAW on PC without the futuristic and hero elements along with more and varied weapons/customizations and bigger maps.

  2. I just reinstalled GRAW 2 and patched it up to 1.05 and installed your mod. The game loads fine up until I go to start any mission. It crashes and I get the following error.

    Crash in application version: 30899.3048

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "STONE"

    SCRIPT STACK:

    data\lib\managers\groupmanager.dsf(0)

    data\lib\managers\groupmanager.dsf(0)

    data\lib\script_network\gametype\gametypecampaign.dsf(0)

    data\lib\script_network\networkmanager.dsf(0)

    data\lib\setups\setup.dsf(0)

    data\level\level.dsf(0)

    Renderer: threaded

    Physics : threaded

    I have Vista with 4GB of RAM and i have v2.05b install

    Can you upload the unbundled v2.05 in moddb because the filefront doesn't give me permission to download it

    I'm getting the exact same problem. Is this just a problem with the bundled version?

  3. I could lower it to 200m (which is not much longer then the original 150m) or 250m, but as this is mainly a fix for MP where the maps are about 300m I'd like to see it tested in TvT before I lower it. 200m would probably lower the frame rate about 1/3 and 250m would lower it about 2/3. So 250m would be the next step as it would still cover most of the MP maps.

    In that case, can I ask that you separate the draw-distance changes into a separate mod or release a version of your mod without the draw distance changes so it is playable in SP?

  4. So. How high settings are you playing with, what hardware to you have and do you notice any FPS dips or any other problems? I know M01 is quite small, so it may not be a problem on that map, but I'm quite interested in how people peoples hardware handle the double draw distance. Is it's too heavy on the larger missions I may have to lower it a little again to maybe 200 or 250m.

    Wolf, I run the game with the following settings...

    Resolution: 1680x1050 @ 32bits

    Physics: Normal

    Texture Quality: High

    Texture Filtering: Anisotropic 8X

    Effects Quality: High

    Dynamic Shadows: High

    Dynamic Lights: Ticked

    Post Effects: High

    Anti-Aliasing: Edge Smoothing

    ...on my system, which is configured thusly...

    CPU: Core 2 Duo E4300 (OCed to 2.25GHz)

    Mobo: Asus P5K-E

    RAM: Corsair 2x1GB DDR2-800

    OS: Windows XP Professional

    Graphics: nVidia GeForce 8800 GTS

    Audio: Sound Blaster Audigy 2

    Here's a quick run down of the kind of Frames Per Second I get with your mod and with Brettzies mod (ie: not your mod) when playing Mission 6.

    Average FPS* range with Wolfsong's mod: 4-30

    Average FPS* range with Brettzie's mod: 32-66

    So basically, I think the draw distance increase is effectively cutting our frames in half. I wouldn't mind playing around with it myself and testing each mission to guage a nice draw-distance balance. What XMLs do we need to edit in order to change the draw distance Wolf?

    * FPS measured with FRAPS

  5. Wolf: Which XML file did you edit to change the weapon restrictions for the AI teammates in SP? Also, is the AI specific to each team mates "speciality" (ie: Brown is heavy weapons) or is that just a facade? If the AI is specific, is there a way to change it (ie: so Brown is a sniper expert)?

  6. Looking good Snow :) I can't really notice much of a difference at the different settings on the normal map textures. The only thing I could see is a slight difference in the shadow on the weapon's rail behind the HOLOsight, but even then it took some real scruitiny and in my opinion the older settings looked better (more subdued and realistic, the new settings look to harsh, too sharp). But maybe that's just me.

    As for the rail on the M&P, what about a Laser Aiming Module? There might be a way to simulate it by using the flashlight effect but changing the "light" color to red and focusing the beam to a really small point? Just an option off the top of my head, but really I'd be happy with just a sound suppressor :)

  7. ^

    Same here, only a few more...all occuring once you select "Play Mission". (ext1.5.1 only)

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "HUME_m04"...

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "BROWN_m05"...

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "JENKINS_m06"...

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "BROWN_m08"...

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "HUME_m09"...

    data\lib\managers\groupmanager.dsf(-1): No soldier template named "HUME_m10"

    ____

    Has any tried pulling this out of \mods and into \Local\English to check if the .xmb hangup continues?

    Nice one! I gave that a go (unbundling and putting it in the local folder) and presto! The mod works perfectly. I tested both SP and MP and (A) I no longer get the crashes about missing soldier templates and (B) in MP CoOp I can see AND SELECT the new classes.

    I dunno why, but for some reason running the mod as bundle with the provided batch file doesn't work in XP Wolfsong. If anyone else (Rocky) is having the same problems, try unbundling it and running the mod "old-school" style. Cheers :)

  8. Wolfsong, I was just playing a single player campaign with your mod and it crashed with this error:

    
    Crash in application version: 30899.3048
    
    
    data\lib\managers\groupmanager.dsf(-1): No soldier template named "HUME_m04"
    
    
    SCRIPT STACK:
    
    	data\lib\managers\groupmanager.dsf(0)
    
    	data\lib\managers\groupmanager.dsf(0)
    
    	data\lib\script_network\gametype\gametypecampaign.dsf(0)
    
    	data\lib\script_network\networkmanager.dsf(0)
    
    	data\lib\setups\setup.dsf(0)
    
    	data\level\level.dsf(0)
    
    
    Renderer: threaded
    
    Physics : threaded
    
    

  9. Hey Snow, can't wait till you update this to work with the 1.05 patch. In my opinion, if an attachment isn't going to offer anything functionally, don't bother adding it. The Masada looks beautiful all in it's own right; "broken" ATPIALs or flashlights will just detract from it's beauty... it should be a crime ;)

    And I don't understand why you'd want a flashlight on your weapon anyway... you have NVGs! And besides, it'd just give away your position the whole time.

    BTW, any chance we'll see that "texture pack" with the black skins that you were working on a while ago?

  10. You don't have it anywhere? It's a list of the bundles to use, kind of.

    Just to make sure that I haven't been in and changing something, what does the line look like in your context XML?

    <!-- Set all compile flags to false when running bundled version -->

    <compile xml="false" texture_db="false" mopps="false" scripts="false" />

    Nope, nowhere. Searched my whole hard drive again with the string "init_game.*" and nothing was found.

    My context.xml has exactly the same text for that line...

    
    <?xml version="1.0" encoding="ISO-8859-1"?>
    
    <context>
    
    	<script base="data" exec="Menu/Menu" editor="false" language="english"/>
    
    
    	<!-- <threaded_renderer value="false"/> -->
    
    
    	<layer_config file="\data\settings\layers.xml"/>
    
    	<scene_config file="\data\settings\scenes.xml"/>
    
    	<unit_database file="\data\units.xml"/>
    
    	<sound settings="/data/sound/settings.xml" />
    
    	<network settings="/data/settings/network.xml" />
    
    	<static_texture_scope file="\data\settings\static_texture_scope.xml"/>
    
    
    	<skeleton_def file="\data\objects\def.xml"/>
    
    	<animations def="\data\anims\anims.xml" state_machine="\data\anims\state_machines.xml"/>
    
    	<texture base="\data\textures" />
    
    	<effects file="\data\effects\effects.xml"/>
    
    	<decals file="\data\effects\decals\decals.xml"/>
    
    
    	<!--<keys disable_windows_key="false" />-->
    
    
    	<default_shader_config file="\data\shader\default_shader_config.xml"/>
    
    	<default_render_templates file="\data\shader\default_render_templates.xml"/>
    
    	<physics settings="\data\settings\physics_settings.xml" fps="60" physx_effects="hardware_or_disabled" multithreaded="true" />
    
    	<global_materials file="\data\settings\materials.xml" />
    
    	<gui file="\data\gui" optimized="true"/>
    
    
    	<camera shakes="\data\settings\camera_effects.xml" cameras="\data\settings\camera_settings.xml" />
    
    
    	<bundler make_logs="false" />
    
    	<nls_lookup size="64"/>	
    
    	<installer use="false"/>
    
    	<calc_video_mem_adjust value="false"/>
    
    	<advertisements value="true"/>
    
    
    	<!-- Set all compile flags to false when running bundled version --> 
    
    	<compile xml="false" texture_db="false" mopps="false" scripts="false" /> 
    
    </context>
    
    

  11. Like all software, compiled files works better. So it compiles the XML files into XMB files for better access.

    So it should compile the XML files at startup, if it doesn't already find a compiled version of that file. With makes starting the game take longer when you don't already have stored XMB files.

    I'll have to find some XP computer that I can install the game on and have a look at for myself. It has to store the settings somewhere outside the install folder. I remember Monolith noticed something like that as well when he was playing around with the AI stuff.

    Why doesn't the bundler just pre-compile these XMLs at the bundle stage? Seems kind of redundant having duplicate (though compiled) files, let alone all over your machine instead of one central location don't you think? And how much processing time can really be saved on reading "compiled" over flat-text XML files?

    I might be missing something, but it seems like a very odd "round about" way of doing things IMHO. All the same, it could be this very issue (that XP seeems not to compile and cache these XMB files) that could be causing the problems Rocky and I are both experiencing...

    Just out of curiosity, NoQuarter were you testing the mod in XP or Vista?

  12. Ok... but XP has to store the XMB files somewhere...

    The user folder is you windows account user folder. It stores all application settings for each user.

    EDIT: Oh, and you had nothing in the english local folder, right?

    Just curious, but why does XP need to store these XMB files? I gather they're are somehow just compiled XML files for the Diesel engine to read, but why cant it simply read straight XML files in the first place?

    I've searched through my entire hard drive, specifically double checking the My Documents and my Documents and Settings folders recursively and no other XMBs turned up.

    BTW, I don't have an english folder in my local folder... just bp_weapons_pack_v1.41. Could this be an issue?

    Hang on, I ran it again in Docs and Settings, this time searching hidden and system folders.

    c:\Documents and Settings\<user>\Recent (Type : shortcut)

    c:\Documents and Settings\<user>\Local Settings\Temp\Temporary Directory 1 for public_tools.zip\public_tools\bundler ( XMB file) :blink:

    Rocky, I'm guessing thats a temp folder for WinZip or whatever ZIP program you use to store stuff you've viewed or extracted from public_tools.zip?

  13. Looks like I missed something when I packed it up... I'll take a look at it tonight and get a new version out ASAP. Should be a small error as it worked when I tested it before packing it up.

    Yep, same. Bundle in place and using batch file to launch.

    EDIT: Ok, got a LAN server set up and working now. Loaded up all the different map types and I can see the new "class types" (eg: tracker, scout, etc) to select from, but it's still selecting the old classes and equipment. GUI problem maybe?

    That's what I get.

    Could be your XMB files in the user folder. I had that before I cleaned them out.

    Umm, where's this user folder?

    I'd like help with one thing though. If someone with XP could run a search on their C: for any XMB files, and post the path to them and you installation path for GRAW2. That way I can also make sure that all XMB files are cleaned from XP users when starting the mod. :)

    I'm running XP and did a search on my entire C:\ drive and the only XMB file I found was the mod_version.xmb in the public_tools/bundler folder. Weird.

  14. tried the command prompt method and the "run" method and im not getting anything to happen... on the command prompt i keep getting Unknown error, and the "run" i get nothing... all that extracts is the anims folder...

    Yorkshire, copy the bundler.exe from you public_tools/bundler folder to your bundles folder then create a folder called data in the same place. Next, open a command prompt, change to the bundles folder I just mentioned and run the following command:

    bundler extract -r patch.bundle data data

    That should do the trick. Anyway, back on topic...

    If there's only one aiming animation for it then we pretty much are in the same situation as with the SAW, nothing that can be done inregards to new sights.

    I thought maybe the animation was there but for some reason wasn't being used (ie. not polished enough or something like that). Anyway, is it possible to use the Aimpoint aim animation from Brettzies M4 Super 90 for this M4 Super 90?

  15. Hey Bret, cheers for doing this :)

    Just a quick question, is it hard to change the reload animation for you Benelli M4S90 to those of the M1014 included in the 1.05 patch rather than the weird MRC ones?

    On the same note, have you thought about switching to the "buckshot" like that used with GRIN's M1014 or are you going to stick with the "slugs" for your M4S90?

  16. Success!

    I was able to add the Aimpoint back onto it as an accessory too (looks like they originally intended on including it but didn't for some reason).

    Only problem is; there doesn't seem to be any associated animations for it or something as when you right-click to "aim" nothing happens. But the model appears fine, correctly aligned, etc and the UI and HUD graphics are all there. Strange.

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