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Faceman

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Posts posted by Faceman

  1. 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?

  2. Hmm, I'm having some issues with it too. First, I just tried to start a SP mission and it crashed to desktop with an error about missing data.

    Then I started it back up and tried to create a LAN game and my PC hard-locked.

    I'll keep playing around and see if I can get at least some of it working. Wolf, if you've got any info on what I should/should not be doing to get it to work, let me know ;)

  3. I'm having a bit of trouble creating a mod that changes the newly added M1014 shotgun from the 1.05 patch to the Secondary section in the inventory screen. I've tried editing the u_m1014.xml from the data/units/weapons path (changed "weapon_class" value to "secondary" and "inventory_slot" value to "secondary") but no luck.

    I know its definitely picking up my changes though as I also changed the strings for the weapon names and included that in my mod .bundle and they are coming through in the game.

    Anyone got any ideas?

  4. Nutlink: Thanks, that definitely would be one way to go about it, but I was hoping to avoid any "dirty" hacks if at all possible. Though it may very well come down to it in the end if I can't find a suitable model, the only thing is we would need someone to at least model the extended barrel. Unless there's a way to hack the hex-code of the model files themselves to somehow extended the barrel's polygons or something? Bret or Snow, do you guys know anything about that?

  5. No one? Is there any interest in either or both of these weapons from others? Because if there is I might have to look outside the GRAW community and see if anyone else is willing to donate the models and then I'll have a go at everything else (like XML data, icons, sounds, etc) giving the model author full credit of course. So let me know... Cheers.

  6. This is just a humble request/suggestion to someone like SnowFella or Brettzies (or anyone with the appropriate tools). I reckon it'd be cool to see the other XM8 variants in the game like the Sharpshooter and Automatic Rifle.

    Both could use the same model (with different magazines) and the existing default XM8 sounds and animation-sets. It's really only their ingame properties (XML) that need to be changed and I'd be willing to have a go at that if someone only wants to provide the models.

    The sharpshooter would be a good addition for a semi-auto 5.56mm accurized rifle with a 4x power scope. So it's sort of inbetween your normal assault rifle (but has the benefit of a bit of range with the 4x scope) and a dedicated sniper rifle (not as heavy but not as powerful).

    The automatic rifle would be a good addition for a sustained fire assault rifle with a 100 round magazine. It has most of the properties of an assault rifle (lightweight, easy to manuver with, controllable recoil) but with the added benefits of a heavy barrel for sustained and more accurate fire and a 100 round Beta-C magazine to facilitate this.

    Here's a good picture for reference: m8-image131.jpg

    It looks like someone has already created one in 3DSMax here but they're charging $30.00 USD for it.

  7. The variety of weapons in GRAW 2 don't really seem to be balanced all that well. I mean, for example in the assault rifle section you have the SCAR-L, the M8, the M416 and the RX4 - four weapons that are identical in all but looks. They are all light carbines chambered in 5.56mm, fire in semi and full auto mode, have 30 round magazines and can accept the same kind of attachments (aimpoint, grenade launchers, etc). And what about the M14 and MSG90 - both semi-automatic sniper rifles chambered in 7.62mm with 20 round magazines and can have a scope and supressor as attachments.

    Why not offer a range of weapons where they each have their own strengths and weaknesses and make it a worth while choice that you have to weigh up when choosing your and your teams weapons other than "this one looks cooler".

    I originally intended to fix this up by creating a mod of my own that would add/replace some of the weapons with more balanced options but have since found that it's way above my head creating new models, skins and animations. So I'm posting this here and opening it up to any modders out there that may want to take it and use it as either a entire mod on its own or as part of a bigger project.

    Here is a link to a quick document I put together outlining all the weapons, their categories and pros and cons which as you will see balance each other out quite nicely.

  8. Hmm, damn. Thanks SnowFella, I was hoping there was a way I could edit the SCAR-H model and extend the barrel a bit so it would be "standard" length instead of the "CQB" length it has now.

    I was also hoping to do some slight modification to the HK416 and turn it into an M468 but these would both involve editing the geometry which as you said cant be done.

    I don't suppose there's an "unofficial" hack to import .diesel files is there? hehe ;)

  9. I would just like to take this opportunity to thank the developers whole heartedly. I thought the original GRAW was fantastic, albeit with a few minor inklings and things that could have been done better. But I am happy to say that in GRAW 2 they have all been fixed and improved upon.

    I can honestly say that GRAW 2 is the tactical game I have been looking for all these years :)

    Once again, thank you!

  10. I cant believe it. I shelled out $119 AUD for this game only to finish it in two days (and thats playing it on and off) on medium difficulty. The first one took me at least a week. Sure the new explosions look cool and theres a bunch of nice new weapons, but wouldn't "GRAW 2" have been more appropriate as an expansion pack? I mean, look at how quickly they designed, produced and delivered it. It's more within the timeframe/effort of an expansion pack rather than a true sequel but they're just greedy and want to charge you for a full game.

    I know I'll be taking it back to get a refund tomorrow but RSE/Ubi have got to learn this ###### wont stand. Pity too, could have easily lived up to the hype if it were a true sequel. Rant done.

  11. I agree that this is the way I'd primarily like to see sidearms implemented.

    But it would also be nice to have the option to use it 2-handed. When for example you only have the sidearm silenced and want to clear a building quiet.

    I agree. Maybe this can be achieved by binding a separate key (like Q or TAB) to the quick-transition action or even have it implemented so that it's automatically performed when your primary weapon goes dry and you get the 'dead-man's click'?

  12. What's the main reason for operators carrying sidearms in real life? Because its quicker and easier to switch to and continue engaging an enemy than it is to reload or clear a malfunction in your primary weapon. However, in games, this is not simulated. Why?

    To make the sidearm a useful piece of kit in the game, how about allowing dynamic or quick transitions? ie. instead of the current process of slowly putting away your primary weapon, grabbing your sidearm and bringing it to bear simply make it a quick animation where the non-firing hand holds the primary weapon (rifle, shotgun, sub-gun) out and away from the body and bring the secondary to bear all in a simultaneous and swift motion. This will give the player a proper opportunity to find some cover and reload/clear his weapon properly and safely whilst still remaining combat effective if he needs to engage an enemy immediately.

    Just a thought. I don't know how far along in production the game is or whether the development team are taking suggestions, but I just thought it should be put out there. Cheers.

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