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Everything posted by Brettzies
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Sent this to Rocky, but I'll post it here if it helps: I’m pretty sure there are two ways to do it without the bat file, and one with. *The context.xml should be found in the root of the graw or graw2 folder where the .exe is. ================================================ 1. in the context.xml, edit/add this line: from: <script base="data" exec="Menu/Menu" editor="false" language="english"/> <!--<mod_bundle name=""/>--> to: <script base="data" exec="Menu/Menu" editor="false" language="english"/> <mod_bundle name="bp_weapons_pack_v3.02_mod"/> ================================================ ================================================ The other method requires the unbundled version, and you would also edit the context.xml 2. context.xml: from: <script base="data" exec="Menu/Menu" editor="false" language="english"/> to: <script base="data" exec="Menu/Menu" editor="false" language="bp_weapons_pack_v3.02"/> ================================================ ================================================ a third way, if gameranger lets you add commands to the exe you pick, would look like this, which is essentially what the bat file does 3. graw2.exe -o context_bp_weapons_pack_v3.02.xml ================================================ I would actually try 3 first, then 1, then 2. As that is the least destructive order. Let me know if any of that works.
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I lost interest and track of this game when it had the shoulder attached rocket launcher and strange gun with every gadget known to man including some kind of giant church key bottle opener on the bottom of it. Plus the name was so lame. It looked so beyond the already over done future stuff of the console Graw. I didn't even notice when it came out, think it was in the shadow of DiabloIII as well. However, I recently decided to try it, and actually feel kinda guilty that I only had to pay $9.99 on xbox live for it. It was a 50% Tom Clancy weekend or something. At first I was little put off by the end of the first mission, but the more I played, the more I really liked the game as a console shooter. It actually feels less futuristic than the graw games and more contemporary, save for the camo thing, which didn't bother me as much as I thought it would. Very pleasantly suprised how this turned out. The gunsmith thing is awesome, the characters look fantastic, the missions are fun, the environments look great. I find this game to be better then the latest cod:ghost game. The scout, tag, and shoot gameplay is fun. Overall, I enjoyed the campaign and shooting. I realize it's not OGR, but I can't even look at GR games that way anymore, they're just more mainstream games now. This is just way better than I thought it would be from all aspects and I'm glad they toned it down to be less future-y. Seems like most of the weapons are fairly modern day weapons and I'm happy you can put a single shot trigger group in them. It will be interesting to see what they do for the xboxone and ps4.
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Man, that was really well done. A little on the sci-fi side, but still cool. I imagine this is how Cameron would make soliders look in a film set 50 years from now.
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Nice. This game is looking much better then I thought it would after those cheesy live action trailers. Still a bit too future-y in parts but I like some of the contemporary "look" they tried to give the soldiers. Definitely plan to pick it up. I hope it rates well as a game. Pretty far from 2001 OGR, but still a cool squad.
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Release: GRAW ModCombination RC2
Brettzies replied to AmEyeBlind's topic in GR:AW - General Mod Topics
Awesome find! I'll have to look at my other computer for the files you mentioned. Can't believe it took 5 years to find this. It's been the biggest hiccup with weapon modding since the beginning. You'd think GRIN could have at least pointed in the right direction, would have made things sooooooooooooooooooooooo much easier. Renumbering all those attachments was such a headache, more so in 2 then 1, but dang, now all I need is a hottub time machine. -
Rage HD (Mutant Bash TV) HD version & Rage (SD) (Mutant Bash TV) SD version The RAGE ios game/app that we released last November will be free to grab for a week as part of a Quakecon promotion. It's pretty much a rail shooter, but shows off your phone or ipad a bit and not a bad distraction. I did the intro animations of JK Stiles(for this an the real Rage), so you should at least get it for that! Plus it's FREE!
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We got Brink at work. I thought it looked nice but just couldn't get into it. I keep meaning to give it more of chance but just haven't. The Borderlands comparison is unfortunate but a pretty quick one to make because of the canyon-y type vistas and bandits. If people want to relate Rage to what they've already played, I might break it down like this. 20% Bioshock, 20% Fallout3, 10%Half-Life2, 50% idStyle, 10% motoStorm. Yes, that's 110% worth of game, but I'm biased. Keep in mind, it's an FPS that plays like and FPS, you are the skill, not some stat.
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I don't usually publicize this sort of thing, but I've been working on this game for about the past 2.75 years. Since the release is almost upon us, and I'm really happy with this trailer, and since no one around here seems too interested in it, I'm posting it myself. Debuted today at QuakeCon. Since I did a lot of modding here, I wanted to share it with all of you. Now go pre-order it Ghosts! ps. just kidding about the pre-order.
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I never really understood the volume in this game. It was always out of whack for me. You can try going into the xmls for the weapon sounds and adjust the gain setting for each one: Local\bp_weapons_pack_v3.02_ALL\sound\weapons\bp_m4v2\bp_m4v2_sound.xml and sound_3rd You could also try going into the bp_sounds directory and manually reducing each one with a sound editing program, probably the best way. I might look into that, but don't really know who's playing this much anymore.
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The last patch(105) should have: 13 demo coop kits 14 assault coop kits 12 rifleman coop kits 06 sniper coop kits 06 support coop kits levels/common/coop_ranks.xml and the others should reflect this as well: <default_ranks> <veteran_data> <team name="team_a"> <rank level="1"> <template name="coop_demo_1"> <variation name="coop_demo_2"/> <variation name="coop_demo_3"/> <variation name="coop_demo_4"/> <variation name="coop_demo_5"/> <variation name="coop_demo_6"/> <variation name="coop_demo_7"/> <variation name="coop_demo_8"/> <variation name="coop_demo_9"/> <variation name="coop_demo_10"/> <variation name="coop_demo_11"/> <variation name="coop_demo_12"/> </template> <template name="coop_assault_1"> <variation name="coop_assault_2"/> <variation name="coop_assault_3"/> <variation name="coop_assault_4"/> <variation name="coop_assault_5"/> <variation name="coop_assault_6"/> <variation name="coop_assault_7"/> <variation name="coop_assault_8"/> <variation name="coop_assault_9"/> <variation name="coop_assault_10"/> <variation name="coop_assault_11"/> <variation name="coop_assault_12"/> <variation name="coop_assault_13"/> <variation name="coop_assault_14"/> </template> <template name="coop_rifleman_1"> <variation name="coop_rifleman_2"/> <variation name="coop_rifleman_3"/> <variation name="coop_rifleman_4"/> <variation name="coop_rifleman_5"/> <variation name="coop_rifleman_6"/> <variation name="coop_rifleman_7"/> <variation name="coop_rifleman_8"/> <variation name="coop_rifleman_9"/> <variation name="coop_rifleman_10"/> <variation name="coop_rifleman_11"/> <variation name="coop_rifleman_12"/> </template> <template name="coop_support_1"> <variation name="coop_support_2"/> <variation name="coop_support_3"/> <variation name="coop_support_4"/> <variation name="coop_support_5"/> <variation name="coop_support_6"/> </template> <template name="coop_sniper_1"> <variation name="coop_sniper_2"/> <variation name="coop_sniper_3"/> <variation name="coop_sniper_4"/> <variation name="coop_sniper_5"/> <variation name="coop_sniper_6"/> </template> </rank> </team> <team name="team_b"> <rank level="1"> </rank> </team> </veteran_data> </default_ranks> That 13th demo kit looks like it's for coop quarry ranks.
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I think I know what's going on here. You say that you are not adding new kits, but the game is still looking past #12 assault and #4 support. That last patch added a few kits to the game so my guess is you have mismatched files you are working with. Either the coop_templates has the extra kits or the ranks.xml. The latest patch has 14 assault kits and 6 support kits, so that's why it's looking for them. You may have only unbundled the stock graw2 bundle, or maybe you are using mod files? Hard to really know. Here's what I do: I have a directory for all the source bundles seperate and put them like this: xGRAW2unbundle (top folder) ---data ---data.patch.103 ---data.patch.104 ---data.patch.105 You probably just need the first data and last patch.105 files to work effectively.
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When adding kits there are 3 areas across two(or more depending) files you need to address. coop_templates.xml (or mp) coop_ranks.xml (or ogr_quarry and _pred, or mp_ranks) For each kit you have, you need a cooresponding solider entry: templates example: <xdefine name="coop_kit_assault_14()"> <!-- m1014 , Mp5a4 --> <weapon_unit name="m1014" clips="28" gui_slot="1"> </weapon_unit> <weapon_unit name="bp_m4v3sec" clips="4" gui_slot="2"> <mod name="bp_m4v2_eotech"/> <mod name="bp_m4v2_silencer"/> <mod name="bp_m4v2_tactical_grip" /> </weapon_unit> <weapon_unit name="anm8_thrower" clips="1" gui_slot="3"/> <weapon_unit name="m61_thrower" clips="3" gui_slot="4"/> </xdefine> <soldier name="coop_assault_14"> @bp_assault(camo_08/camo_coyote_xy_df, 0.54 0.5 0.47, mp_title_assault 14, us_scout,mp_assault_info, 1 ) @coop_kit_assault_14() </soldier> ranks example: <variation name="coop_assault_14"/> If any one of those is missing you could end up with a crash or error. So, if 14 was the last kit, but you added a 15th, but only in the weapon spot, the game would either crash or not show up as a new kit. In your case, if you are using stock Graw2, there are only 4 support kits, so you'll have to add the other "soldier" and variation name to the list.
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At the end of the coop templates xml there are entries for each soldier class like this: <soldier name="coop_support_1"> @us_support(camo_05/camo_brown_xy_df, 0.54 0.5 0.47, mp_title_support 1, us_support,mp_support_info, 3 ) @coop_kit_support_1() </soldier> My guess is you have an extra bracket, typo, or something somewhere(could be anywhere) which is causing that line of code above not to be read properly. I suggest getting a program like xml marker to quickly see if things are correct. It's color coated and easier to debug typos.
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Saw that article about an hour ago. Looks like everything has been removed, article, pics, video, comments. Interesting tactic...kind of like how during a televised football game they will never show the fan that runs on to the field so as not to encourage others to try it. Edit: Looks like the article is back up minus the pics and video.
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Wow. You have to be kidding me. There's actually an animated section just before it starts of the main characters talking about how they are giving it away free in hopes "fans" will buy the dvd or blu ray. They actually spent time and money just to say "it's free."
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Cat Sh.t One .cg tactical rabbits video? This is oddly cool. A little slow, but some cool stuff too. If you can get past the action figure trailer Video: First Episode, available for about 2 weeks
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Sorry you are having issues. The little b just means that's the bundled version. It's mostly for my own organization and it can be a pain updating the readme for little tweaks like that. Sometimes I do miss things though. The little b version doesn't make a local/bp_weapons_pack_v3.02b folder. It just puts one file in the mod folder, one in the custom_levels folder, and one in the local/english folder. The unbulded version doesn't have the little b(which just stands for bundle), and hence makes a folder in local called bp_weapons_pack_v3.02 to store all of its files. This is the folder where the context file will look for the files. It's very important that the name of this folder be the same as the one the context file is looking for. I provide a custom context file and bat file to run the mod, so you can run the game without the mod by simply...running it as normal. If you are using the unbundled version, your context_bp_weapons_pack_v3.02.xml should have a line like this in it: <script base="data" exec="Menu/Menu" editor="false" language="bp_weapons_pack_v3.02"/> Then bundled version has this: <script base="data" exec="Menu/Menu" editor="false" language="english"/> <mod_bundle name="bp_weapons_pack_v3.02_mod"/> The name of the context file is also important if you plan to use the custom bat file because it is looking for a file named: context_bp_weapons_pack_v3.02.xml. If you rename the local/bp_weapons_pack_v3.02 folder to local/english, then you need run the game the standard way(which will use the base context file). The issue you are having means the game isn't reading the mod correctly. A lot of people have this problem on various setups, that's one reason I include the unbundled version. The three best solutions are on the first post of this thread. I really can't offer too much more then that. However, recently I've been working on a Windows 7 machine and I noticed lots of problems with "permissions," and installing various application, even when I have admin priveledges. It's possible that when people installed Graw2 it does some sort of strange access limitation on certain folders. Meaning when you try to unzip a file into that directory, it's just ignoring the install and not putting the files in the correct place, or not readin them. I really have no idea as I've only tested on XP. The ideal way to run is the bundled version. Not really sure why people have so many issues with it though.
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Sounds like the mod isn't being read correctly. There are kits with RPGs and Zeus as well in the demo soldier. Not sure exactly, maybe try using an unbundled version.
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To be honest, I forgot they were different. That's why I posted the Graw2 stats. I had to double check after you posted the original Scar stats to see if I really went that far off. I may not have tweaked them to perfection, but I wouldn't knowingly make a super gun, nor would I nerf a gun just for play balance issues. Not sure about the sound. It's always been weird. I was asking if you had EAX on your computer. I found I had to set my volumes using the in-game controls to at least .8 or 8, can't remember the range off hand.
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You're right. But those were the Graw2 stats I posted. If you look at the Graw1 stats(just checked em), they are the same for the Scar and M4, as the ones you posted. In other words, I changed them to match what the devs did in Graw2. They did change the stats for a lot of things going from 1 - 2. However, weapons I made after Graw2 came out, such as the sig552 and Mk18, have the Graw2 stats copied into Graw1, since putting the weapons into Graw1 was more of a "favor" for Graw1 players, I did them very quickly. Maybe that's why you are seeing such huge discrepancies. I never went back and matched them, I see now, to the Graw1 style stats. When I say u_weaponName.xml, I just mean u_scarlight.xml or u_bpm4v2.xml, without being specific to any one weapon. Sound volume is a real pain in this game. I don't know how to really change it other then the wav file. A lot of it i think is affected by the sound setup you have, ie hardware. For instance, the intro movie volume is barely audible to me and and the suppressed sounds for the weapons are much louder then the default weapon suppressed sounds. In other words, I have no idea if people are hearing what I'm hearing, but what I'm hearing sounds pretty good to me. Do you have EAX? Most people complained the suppressed sounds were too loud.
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As far as I know, the stats in the weapon_data.xml only affect the interface graphics in Graw1, not the actual weapon in game. I don't think they do anything in Graw2, but if they do, it's just interface stuff again. I gave up trying to work with it because it was so strange trying to make it work with attachments and the bar graphs were a little meaningless. I believe they had to be whole numbers and did some funky math when a scope was attached,etc. Made the accuracy bar super big. Any numbers I have in there are more or less meaningless. I use to match the u_weaponName.xml stats with the weapon_data.xml, but at some point I gave up. If the damage is actually affected by the weapon_data, well damn, I had no idea. The u_weaponName.xmls are the ones that really affect the performance of guns. Spread, recoil, and damage are the ones I adjusted the most. To be honest, I didn't really care about spread_normal because it's like shooting from the hip and I never do that. I suppose I should have fixed them up better, but just left them as 1 usually. Since most of the weapons I made were assault rifles similar to the Scar, I just stuck with 0.1 for spread_zoom since that's how I imagine most people would shoot from. Honestly the numbers seem a little whacked out to me. The mp5 has a 0.5 spread_zoom, yet this is suppose to be one of the most accurrate smgs in the world? I wasn't trying to make these "super - cheater" weapons as you put it. Just tried to make them similar to what was already there...which wasn't much in Graw1. Here's what I started with, and I believe the M4 is still the same in the last versions I did: M4 Stats <!-- Spread --> <var name="spread_normal" value="1.0"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.1"/> <!-- spread in zoomed mode + mods affect this --> <!-- Recoil --> <var name="recoil_normal" value="0.9"/> <!-- spread in zoomed mode + mods affect this --> <var name="recoil_zoom" value="0.3"/> <!-- spread in zoomed mode + mods affect this --> <var name="zoom_lens_speed" value="1.5"/> ScarLight Default Stats <!-- Spread --> <var name="spread_normal" value="1.0"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.1"/> <!-- spread in zoomed mode + mods affect this --> <!-- Recoil --> <var name="recoil_normal" value="0.9"/> <!-- spread in zoomed mode + mods affect this --> <var name="recoil_zoom" value="0.3"/> <!-- spread in zoomed mode + mods affect this --> <var name="zoom_lens_speed" value="1.5"/> I would devieate marginally from this depending on the weapon, usually damage or spread_zoom for "sniper" type weapons to make them feel different by looking at something similar. Back then, I'm not sure how much a difference there really would be to most players, especially when enemies could take 2-3 rounds out of a Scar. What can I say, I did the best I could. Just making the graphics, loading, crashing, fixing, loading, crashing, repeat for hours on end took up enough time. If the weapons felt good in game, I didn't tweak too much.
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Glad you like it! Cool screenshots!
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26 July 2010 Finally got around to updating this with the latest weapon and tweaks. Also added the ability to swap head gear for each ghost. See the readme for details on how to do this. Good old GRAW. How old is it now, 4 or 5? Downloads: ----------------------------------------------- Full Mod: bp Weapon Pack v6.0 - Moddb Link Full Mod: bp Weapon Pack v6.0 - FileFront Link Full Mod: bp Weapon Pack v6.0 - GrNetLink
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How do I change individual character Headgear ?
Brettzies replied to dalliance's topic in GR:AW - Character & Skin Modding
Ok, I updated it. You can now change the head gear via xml edits. I didn't really want to spend a lot of time on this, and the skullcap was originally fit to the mercs of Graw2, but I put it in anyway. The default setup is Allen ballcap, Brown mich2001, Kirkland boonie hat, Ghost lead mich2001. -
How do I change individual character Headgear ?
Brettzies replied to dalliance's topic in GR:AW - Character & Skin Modding
There's no way to "easily" do this in GRAW1. Graw2 introduced some xml mix n' match edits that made this possible. This is what gave me the idea in the first place. For Graw1, I just re exported each soldier with a different headgear. In other words they are one mesh file. There isn't a file that says, use this body with this head and this helmet. However, I could export all of the head gear I've made in each soldier and then just hide the bits I or anyone else doesn't want seen. For instance: <graphic_group name="ballcap" culling_object="gfx_ballcap_lodx"> <lod_object name="ballcap"> <object name="gfx_ballcap_lodx" hidden="false" max_distance="10" increase_bounding_volume="600" /> <object name="gfx_ballcap_loda" hidden="false" /> </lod_object> </graphic_group> <graphic_group name="headset" culling_object="gfx_headset_lodx"> <lod_object name="headset"> <object name="gfx_headset_lodx" hidden="false" max_distance="10" increase_bounding_volume="600" /> <object name="gfx_headset_loda" hidden="false" /> </lod_object> </graphic_group <graphic_group name="nvg_ghost_up" culling_object="gfx_nvg_lodx"> <lod_object name="nvg_ghost_up"> <object name="gfx_nvg_lodx" hidden="true" max_distance="10" increase_bounding_volume="600" /> <object name="gfx_nvg_ghost_up_loda" hidden="true" max_distance="1000" /> <object name="gfx_nvg_ghost_up_lodb" hidden="true" max_distance="100000" /> </lod_object> </graphic_group> <graphic_group name="mich2001_ghost" culling_object="gfx_mich2001_ghost_lodx"> <lod_object name="mich2001_ghost"> <object name="gfx_mich2001_ghost_lodx" hidden="true" max_distance="10" increase_bounding_volume="600" /> <object name="gfx_mich2001_ghost_loda" hidden="true" max_distance="1000" /> <object name="gfx_mich2001_ghost_lodb" hidden="true" max_distance="100000" /> </lod_object> </graphic_group> Would be the code section for a soldier with 4 head gear objects, 2 of which are hidden. Been a while since I messed with this. I might give it a shot this weekend, and try to put the Mk14 in as well. No promises though. I have some other things to do. I left the objects in the folder because they are small and it was easier then trying to figure out what to delete from Graw2. However, they really aren't used for Graw1, just the textures and materials.xmls. This must have driven you insane....apologies.
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