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Vth_F_Smith

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Everything posted by Vth_F_Smith

  1. If you like, we'll also host it at TomClancy-Games.de !
  2. Thank god the AI don't seem to hear such confirmations! It's definitely on the list. However I don't know if it's possible for me to do that - especially not without Grin's help (if I recall correct then Desmond was responsible for the sounds and maybe he could help me assigning the sounds to the corresponding actions and if it's only by pointing me into the right direction). But, don't keep your hope up, even if I should be able to assign the currently unused sounds to the actions, then it will probably take a very long time to finish it, because there are hundreds of them even with differen
  3. Some of these suggestions sound as if they are impossible to integrate via a mod, but rather via some add on or an expansion pack from Grin. However I'll see what I can do! Hey guys, don't you think vocal orders from Mitchell like in the console (xbox360) version of the game would enhance the combat atmosphere even more? I mean (no offense Grin) the player is supposed to have a body awareness experience, but Mitchell issues orders without saying a word (Telepathy) ? The vocal orders are there and they are part of the voice bank Grin is using, but they aren't implemented nor are the tactica
  4. atlas_characters folder is missing, add it and it will work Ouch, that hurt - such a dumb bug! Sorry guys! Ok, the installer has been updated. The new installer 1.41 should adress the problem. The URL is the same as before! Please, bombard me with feedback, if you have any more!
  5. Please post every issue you find, in this thread or via PM, as detailed as possible because only that way I am able to reproduce it over here and might find the solution faster. When it comes to textures, if possible provide a screenshot! (BTW: Does anyone know where the screenshots are stored if you use the internal screen capture method via the insert key?) Thank you!
  6. *UPDATE* R.O.M. Pre-public Beta 1.4 is out and has been sent to the testers.
  7. IMO it's the best way to avoid cheating and it's fair for all! @Mig1 I'm running into a 'lil problem here: When I try to give my comrades one of the SCAR's the game always crashes maybe you could have a look into it!
  8. *UPDATE* The mod is now fully compatible with the patch 1.16 and working as it should. Sorry for the update, but I don't like it if something I'm involved with doesn't work the way it should and then I tend to work on it, until it does - which now is the case. R.O.M. will soon reach the Vers. 1.4 status and the testers will get the Version probably by tomorrow or at least at this weekend. I think we're a HUGE step closer to public beta status now, however as promised, the improvement & tweaking will continue!
  9. Disregard my previous message - the anisotropic setting doesn't seem to be the source of this issue!
  10. Ok, I think I nailed down the problem. As soon as I switch to Anisotropic 8 and higher (16) those strange textures, vertices or whatever show up, but if I set my card to Anisotropic 4 it's running fine. The only problem is: The textures are not that sharp in Anisotropic 4 and if I click on DEFAULT in the video settings the game automatically set's the filter to Anisotropic 8 because my card should easily be able to handle Anisotropic 8!
  11. damn that was nuts! when you say "only work the same way" do you mean the level by level implementation you guys were talking about? I think he meant exactly that!
  12. Wed Jun 21 23:59:13 2006 Crash in application version: grpcrc1.16 data\lib\units\ai\soldier\smovelogics.dsf(-1): cant find member: last_shot_time in type <Statsblock:ghost_ai_data> SCRIPT STACK data\lib\units\ai\soldier\smovelogics.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\levels\mission02\mission02.dsf(0)
  13. And here's mine: Wed Jun 21 23:59:13 2006 Crash in application version: grpcrc1.16 data\lib\units\ai\soldier\smovelogics.dsf(-1): cant find member: last_shot_time in type <Statsblock:ghost_ai_data> SCRIPT STACK data\lib\units\ai\soldier\smovelogics.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\levels\mission02\mission02.dsf(0)
  14. Yep! The tweaking continue will (to speak with Yoda )! EDIT: I'm running into a few problems with the latest patch & my mod. Textures are working fine but the game crashes as soon as I reach a savepoint, as you can see here. Well I guess that means "back to the drawing board" as Isaac Newton used to say.
  15. I made a few hours ago some new screenshots, as soon as I checked them out, I'll upload them here - gimme a minute!
  16. There's ATM no way to correct the stretching, since it's part of the model's UV map. We'd need to access the model and re-arrange the model's UV map in order to get rid of it. However if we would have access to the tools for the re-texturing process, then first I'd like to change the UV map of the helmet (and most of all the head) as well as it's texture size since it then could handle a lot more details. I'd also love to integrate a semi-dirt map since the soldiers would then look a bit more realistic instead of sterile. I mean - they are inside Mexico throw themselves into the dust, try to g
  17. I need your feedback! What do you think about these visual details?
  18. Nice , it looks like all that needs to be done is fix the position of the camera, and fix it from not following the guy left and right (woohoo!). *I still can't believe you keymapped it!!! Uhm....no unfortunately that's not all that needs to be done. Mouse based orders for example are currently not working ATM. If you go prone the reticule stays about 5 feet above your head, instead of on your height. As soon as you move, the reticule is blocking your sight (which means you don't see what you're shooting at). And the script Nemon is using to keymap the FPV / TPV currently only works in
  19. Oh....yeah....of course! Well, my testers will soon get the Version 1.3 and if everything turns out to be fine, I'll make it public while I'm working on other NEW features!
  20. I'd also love to test your mod and if my eyes are still good enough, I see we both had the same idea when it comes to the goggles!
  21. Yeah, I tried to mimic the perspective of the XBox360 game! However there are still a few problems to solve. There's no switch to the aimpoint etc. camera yet, the command menue isn't working as it should and then there's....uh...well....see for yourself: GRAW - Third person view I need to find a way to stick the camera to Mitchell's head - almost like in Splinter Cell.
  22. When you're talking about third person view - are you talking about that? Thank Nemon!
  23. Could be - I'm using 1024 x 786 and it's non-zeroed! Mig1, do we just have to overwrite the old files in order to install the updated version?
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