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Vth_F_Smith

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Posts posted by Vth_F_Smith

  1. Dont get too excited, it's just the same editor already available but enabled via the menu.

    nem00033iv.th.jpg

    So i think i've got a handle on how the scripts interact with the UI now. Neat system too.

    That's veeeeery nice! :grin1:

    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! :whistle:

  3. @Vth F Smith: about your installation question. A cumbersome (but easy) way to let people decide which parts to install would be to put everything in seperate installers. IE, new AI in one, sepia filter in another, etc. That's what a few people did for mods in GR1. Just a thought, Good luck. :thumbsup:

    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 :lol:). However thanks for your feedback! :)

    I'm up for testing, but maybe the real thing will be out soon?...

    Not yet since I'm planning to expand that list a bit more and add a few suprises to it :whistle:, but I promise it'll be worth the wait! :)
  4. so does this mean we can work on thirdperson again? I cant wait! :P

    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! :grin1:

  5. very vintage :thumbsup:

    on the next upgrade, try to scale -50% the texture on the sleeves ;) for some reason that part has a different UV MAP compared to the rest of the model

    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! :(

    bug8kb.th.jpg

  6. 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.

  7. When you have the Follow order on, they don't wait like half a block before following you. No, when you approach a ten foot distance, they began to follow and KEEP following, they don't just stop.
    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? :)

    (Update: I was reconsidering my idea regarding the "move while each member is covering an individual fire sector" thing and I think it could be done quite easily by adding a function that basically works like the follow command....the only problem would be, to tell the AI which member needs to look where and following the player / it's comrades at the same time. Hmm.... Maybe I'll be able to pull it off, in a new version of the R.O.M. once the work on this one is complete. If you're able to help me with that, all kind of help is highly appreciated.)

  8. this sounds cool, will it be compatible with the graw community mod 1.0?

    I don't think it's even touching any of the graw community mod files but I'm not 100% sure! :)

    nice! sounds great. hope testing goes well.

    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 the mod! :)

  9. Ooooooo.... me want..

    BUT, the idea of adding multicamo skins and turning off Post effects, me don't like.

    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! ;)

  10. I'll give it a test run for you mate if you dont get enough offers... :thumbsup:

    Thanks comrade and please have a close look at the readme - especially the "Special thanks" section as soon as you get it! :thumbsup:

    Oops....I just saw Lancer already released some Multicam skins....hmm....

  11. rom8fd.jpg

    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 "Ready for bear" mission will now attempt to aim at an enemy tank while moving, instead of waiting 'til a given waypoint has been reached

    Visual changes

    -------------------------

    - The sepia post effect has been reduced to zero which results in a fully colored cross com, drone camera, buddy cam and tactical map

    - The specularity of the ghost's uniforms has been reduced to a value near zero in order to get rid of the "SciFi space suit look" specular lighting that sometimes showed up

    - Various small details were added to gloves and clothing in general to make it look more realistic etc.

    - Specular lighting has been increased on black weapons

    - The fake environment mapping of the sniper scope is now much more visible

    - Allen got a new face texture (see my sig pic - you may call him Smith now :lol: )

    graw20060613024937629bw.th.jpggraw20060612153324576pv.th.jpgcypher1ps.th.jpggraw20060616160000653cu.th.jpggraw20060613032840675rt.th.jpggraw20060613032854876of.th.jpgunbenannt2kopie3me.th.jpg

    Current status

    -------------------------

    Your feedback so far has been very valueable - I really appreciate it! :)

    More testers are currently not needed but this may change as soon as the next Beta build of this mod is complete. Since Lancer already provided a texture pack with multicam weapons, I don't think it's necessary to provide another multicam pack (unless you want it). More features will be added to the above lists once a few little problems have been fixed. The next Beta version will also contain the above mentioned texture based changes (I wanted to keep the focus on the AI changes that's why the first build didn't contain the textures - sorry for that). Stay tuned! :)

  12. Sounds like a missing ctrl_set_def.xml file, actually - reinstall the latest patch and it should sort itself, an updated one is included in 1.10. :)

    S

    Thanks Stickan, it worked and is much appreciated! :)

    That's why... :g_withgrin:

  13. During my modding yesterday I seemed to accidently have deleted something. Could someone tell me where exactly the keyconfigs are saved? :rolleyes: 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*

  14. Im seeing people saying use DTX5 other s saying DTX3 BOTH are different.

    DXT3

    Loaded as RGB image with full 8 bit Alpha channel

    Saved by combining the current RGB image with the current Alpha channel reduced to a 4 bit (16 level) Alpha

    DXT5

    Loaded as RGB image with full 8 bit Alpha channel

    Saved by combining the current RGB image with the current Alpha channel.

    ...as you can see the Alpha chanel is variable dependant on the format used.

    So my question is which s the right one? & Does it answer this shiny issue??

    Ive just made a quick rough up shoulder badge using DXT5.

    I'm using DXT5 - everything is looking the way it should! :)
  15. Smith, check out this article pointed out to me by CR6:

    7900GT cards overheating

    Ok....I'm "a bit" concerned now considering the fact that I spent 359,- Euro's on a possible overheating high end video card! :unsure:

    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? :)

  16. I 'd also like to block the run key after some1 receive a 1st not lethal shoot (it seems that it's too late to insert new injuried animations.. but at least u can't run :shifty: )

    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? ;)
  17. Dude sorry i'm going blind, for some reason i thought your gfx card was much lower spec. The 7900gt is a great card, how much memory on the gfx card. Anyway i read this in the support readme file.

    Nobody is perfect, man! :) Thx, for helping anyway! Oh and the 7900 GT has 512 MB on board.
    Maybe nvidia will sort it out in new drivers?
    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 200 Hz

    1280x1024x32Bit 170 Hz

    1600x1200x32Bit 120 Hz

    2048x1536x32Bit 85 Hz

  18. I used to get that gfx glitch in Farcry & my FX5800 128MB, the only way forward was to have a combination of low to medium settings in game menu. Someone told me once it was due to gfx card memory overheating?.

    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! :huh:
  19. 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:

    bug8kb.th.jpg

    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! :)

  20. I just change my scar to black and add a logo in that....

    But When I change the Bump map..it is not work...

    I have used the DDS photoshop plugin.......

    I just Know the format for bump map is A8L8...

    Anyone can Help me?

    Had the same problem with the bump map of the soldiers! :(
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