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Vth_F_Smith

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Posts posted by Vth_F_Smith

  1. I remember once I was bringing the squad to sneak on some enemy soldiers and mr brown suddenly shouted out loud "move accomplished!"

    Thank god the AI don't seem to hear such confirmations! :D
    I would love to hear vokal orders! Please add it to the mod, I think its a great idea : )

    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 different stress levels and all that (it's been quite cool from Grin to keep them inside the voice bank because otherwise we couldn't even talk about integrating them)! :)

    Also still on my list is the option, to make the drone fully manually controlable meaning that the player will able to zoom in / zoom out (when you zoom in on an enemy he'll get marked), rotate the cam and all that. Especially in the MP & Coop this will add a new tactical layer to the gameplay (at least for us die-hard tactical gamers and since it's going to be a mod, beginners will have the option to use it or not). If anyone of you is able to help me with that, please do and I'll of course give you credit! :)

    Keep in mind:

    The more experienced people (Digitally TC, Nemon, Ted Smith - just to name a few -) are helping me with the mod, the faster we might come up with some of the very cool stuff and maybe even things beyond that. Yep I already have something in my mind but can't comment on it yet since I don't want to rise false hopes in case these ideas are unrealistic, please respect that! :)

    GRAW has a lot of mod potential and I'll try to make use of that as much as possible but I also realize that all the modding means to invest a lot of time. Whatever, I tell you what: There's no such thing as limits - only challenges and I'm willing to accept these challenges! ;)

  2. Here are some Ideas for the further enhancement of the AI

    1. proper use of grenade launchers against soft targets (Humans, cars, trucks and .50 stations)

    2. proper use of rocket launchers against tanks and other vehicles.

    3. support gunner uses machine gun to suppress fire and keep enemy covered. (prone)

    4. AI switches weapons to semi automatic if enemy is far enough.

    5. Under pressure AI doesn't reload but switches weapons in order to continue shooting.

    6. Sniper uses Secondary as primary gun and switches when he arrives at his cover position.

    8. AI uses hand grenades if enemy is in range and hiding behind cover. (if possible)

    9 If AI is under heavy attack he retreats to some safer position while shooting at enemy.

    10. And finally AI ducks and lay down if cover is more then 2m away, and if he is under fire. Later he gets up and seek proper cover.

    Those are just some of Ideas of mine, but if you could realize some of them it would greatly improve the AI behavior.

    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 tactical handsigns. Maybe if Grin would release the animations of the handsigns we could integrate them and make GRAW even better and increase it's realism. IMO tactical handsigns & vocal orders are essential for a game with military background because as some of you might know, as a soldier you won't survive very long if you're not making use of these in combat - especially not when it comes to recon operations! :)

    Question to the fellow Grin'ners in here:

    No question, you did an outstanding job, people especially if considered you had only 1 or 1 1/2 year to bump this game out, yet there are still some things that need tweaking or need to be implemented. Speaking of this, please check if it's possible (and if you are willing) to release the handsign animations (I've been talking to Bo about these and I know you had them in, in previous versions but took them out because they seemed to obstruct the player's view). As I previously pointed out, the lack of these reduces the realism and by releasing them to us modders - maybe with a little explanation of how we are supposed to integrate them, we might be able to create a mod that's using them - so everybody would be able to decide if he wants to make use of these animations or not.

  3. The error is from the textures folder in the mod. After I deleted the textures folder in local\mod\, the mod was able to run; less the modded texture effects.

    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! :)

  4. I did a quick test..

    - there's a bug in the uniform path ;)

    - the fabric fx is cool but there 's a tv checkboard fx issue ona certain distance (dunno the right definition)

    I'll keep on testing :)

    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! :)

  5. With the new patch, you have to have the same files as the original client so you can play coop.

    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! :(

  6. *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! :)

  7. 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! :(

  8. I have a feeling that might be the only way to run in 3rd person mode. Tweaks to camera position and angle might be possible but i susspect it will only work the same way.

    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! :(
  9. 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)

  10. 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)

  11. Any plans concerning the new patches AI tweaks? Are you goona wait on a further version till after you see what grin has tweaked?

    Yep! :) The tweaking continue will (to speak with Yoda :D)!

    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.

  12. I'd need to see a front pic of the goggles. if they are like some others that I've seen{they look backlit} they are pretty cool but they need to have the lighting{the lighting inside the goggles} turned down until it can be barely seen. On another note, has anyone figured out how to get rid of that ugly texture{stretching} on the backside of the characters arm where the arm joins the torso?

    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 get passed enemy fire, press themselves against walls to avoid detection...but their uniform look as if they just came out of a dry-cleaner. They have no scratches, no burns, no dust on the clothing - it's just too clean to be realistic. However my recent experiements always resulted in a "not anymore realistic look" when I tried to add dust or dirt to the helmet & the uniforms.

    "Bugfix" to the 2 ghost armpatches texture problem has been added.

    - The ghosts no longer have two ghost armpatches over another

    - Helmet texture has been changed in order to look more realistic

  13. I made another video to better illustrate the 3rd person mode. I wasn't going to bother uploading this but it apears i uploaded it anyway so i may aswell post it.

    http://nemon.myby.co.uk/GRAW_ThirdPerson2.wmv

    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 the first mission etc. - there's still much work to be done! :(

    But we're getting closer! :)

    BTW: I also created a video using Nemon's script. What you are about to see by clicking this link, is the parashooting intro from the first mission - but this time in full 3rd person perspective.

    http://www.distant-worlds.net/Test/GRAW-3rdPerson.wmv

    At this point I'd like to apologize for some graphic issues, but unfortunately the game is not yet fully supporting 7900 GTX cards! :(

  14. Awsome :)

    The camera Should be further away Though. Its way to close now.

    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.

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