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Vth_F_Smith

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Everything posted by Vth_F_Smith

  1. That's veeeeery nice! During your search did you maybe stumble over the file that tells the game which event triggers which sound - (I have a few plans with that one) or how to create buttons inside the ingame command menue (I also have some plans with that)? Are you also able to decompile DSF files?
  2. Various other features have been added to the features list. Inside the start post of this thread, I'll now try to give you all semi-regulary updated info about the mod's status, so once I had to change or even had to remove something you'll immidiately know it! BTW: Now that the AI almost works like it should (I'll continue to improve / enhance it, though), I have a few plans involving the body awareness feature!
  3. Sorry for the late reply but I'm also currently working on 2 other pretty time consuming projects (and I've been working on my sig pic as you can see. BTW: Yep, it's me.)! Well, I'm aware of the cumbersome way, but I want to keep everything together and 100% customizable because after all, it'll be my own mod (and of course I wanna show up my skills a bit ). However thanks for your feedback! Not yet since I'm planning to expand that list a bit more and add a few suprises to it , but I promise it'll be worth the wait!
  4. As soon as Nemon released the DXE Decompiler, yep. But then again, we don't have anything more to do than changing a value inside a DXE to make Mitchell's head visible, I think. Well we'll have a look at this once the time & tool has come! Nemon, your dedication to this community is highly appreciated! Keep up the great work!
  5. I hope we'll get the possibility to change the UV map coordinates because that would result in more detailed textures with a much higher resolution! However first I hope Grin will add support for my GeForce 7900 because at the moment I can't really enjoy the game since I stumble about that sort of "visual bug" all the time and the problem only shows up inside GRAW so I don't think it's driver related and neither is the card or it's RAM overheating!
  6. It is easy - if you know how to handle photoshop!
  7. Except the fact that Mitchell's head seems to use Kirkland's texture instead of a having a own texture....uh....nope, not yet. We need to find a way to access the DXE files because there's a line in one of them (human.dxe) which keeps Mitchell's head hidden in FPV! Without access to this file, we won't be able to show his head.
  8. I'm thinking about reducing their distance even more because during my military training we always kept a very short distance between the squad leader and our comrades while each one of us was watching a specific sector (I'd love to integrate this - maybe even as a button from the command menue which causes the AI to regroup at the position of the teamleader but I don't think I know enough about the AI yet to incorperate this...however it stays on my list - maybe even Grin could / would help me with that). What do you think? Shall I reduce the distance even more or keep it the way it is?
  9. I don't think it's even touching any of the graw community mod files but I'm not 100% sure! Yep. The feedback has been very positive so far. The next beta version will also include some of the altered textures but first I need to get a little problem fixed! BTW: Is anyone of you aware of an installer routine that allows the player to select what he wants to install? I'd like to use such a routine because then you could decide what you want to keep and what you want to get modded. For example, if you don't like the sepia filter to be turned off then you can exclude it before you install
  10. Well since Lancer already released some Multicam skins, I think I don't need to release another pack containing some - instead I'll stick to the AI effects and a few visual details! Don't worry about the post effects - I completely kept them except the sepia filter. All the others (NV, explosions etc.) remain untouched and if you don't like what you see, then just hit the uninstall button inside the start menue and it's gone!
  11. Thanks comrade and please have a close look at the readme - especially the "Special thanks" section as soon as you get it! Oops....I just saw Lancer already released some Multicam skins....hmm....
  12. Gameplay changes (mainly AI) ------------------------------ - When looking for cover now the ghost AI's top priority is safe cover - When looking for cover now the ghost AI's secondary priority is a tactical advantage - Under fire the ghost AI will immidiately move to the next best cover, watch out for the enemy and then return the fire - Firestyle has been changed to "Defensive" - The ghosts will keep a much shorter distance now to the player (30 feet at max.) - Reloading will now far more often take place when behind cover instead of in the line of enemy fire - The Abrahms inside the
  13. Thanks Stickan, it worked and is much appreciated! That's why...
  14. During my modding yesterday I seemed to accidently have deleted something. Could someone tell me where exactly the keyconfigs are saved? I'm feeling a bit sheepishly about that because now I can still start the game but can't play it since the key bindings are all gone and the window is completely blank although the bindings are inside the profile.xml file! This is definitely not my month! *sighs*
  15. I'm using DXT5 - everything is looking the way it should!
  16. Mig1, where you able to fix the problem with the Eotech in the new version?
  17. Hehe, the mexican looks a bit like Solid Snake from Konami's MGS series! Great skinning!
  18. Ok....I'm "a bit" concerned now considering the fact that I spent 359,- Euro's on a possible overheating high end video card! EDIT: Phew......I'm relieved - the card passed the Deep Freeze scenario without a problem, crash or artifact! Well, I've never been that much interessted in Benchmarking and comparing the results, so besides that benchmarks are usually beautiful eyecandy I know nothing about them (except what they do of course), but 3844 3D Marks doesn't sound that bad, right?
  19. Wouldn't it be even better if they'd immidiately go prone, once they received a non-lethal shot and crawl behind the next best cover?
  20. Nobody is perfect, man! Thx, for helping anyway! Oh and the 7900 GT has 512 MB on board. Yep, most likely! Oh well, I should have known the card is way to new - problems are pre- programmed if I'm using drivers who are older than this baby! In case you want to know more about it: GeForce 7900 GT -------------------- Name: Calibre P790 Dev: Sparkle Clock: 500 MHz Pixel-Pipelines: 24 Memory --------- Capacity: 512 MB Type: GDDR3 Clock: 1400 MHz 256 Bit RAMDAC ---------- 1. RAMDAC 400 MHz 2. RAMDAC 400 MHz Resolution ------------- 1024x768x32Bit
  21. Overheating? The card is brandnew and I didn't overclock it, plus I only get the problem in GRAW but in other games it seems to work like it should!
  22. In case this has been posted before I apologize, but I haven't seen it. When I switch from Medium to High Quality Textures, I get this: My system: CPU: Intel Pentium 4 (2.64 Ghz) RAM: 2 GB DDR2 (Dual Channel) Videocard: Sparkle Calibre Geforce 7900 GT OS: Windows XP Home Edition + SP1 / SP2 Videodriver: NVidia Forceware 84.21 Every kind of help is highly appreciated!
  23. Rather black & grey, however the folder's name was bump/diffuse_set01 or so.
  24. Had the same problem with the bump map of the soldiers!
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