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Brettzies

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Everything posted by Brettzies

  1. Hmm. Weird error. I have to admit, after v1.4 I haven't gone through all the missions with the v2.x mod. I was more concerned with getting the mp/coop stuff to work better. Are you using the 6 barrel grenade launcher by chance? Just looking at the error, that's the only thing I can think of off the top of my head. Might be something I missed in that bunker, however, in SP, all attachments for all weapons should work. They don't have the same "out of range" problem that mp/coop does. What's in that bunker normally? Any MrCs? I did have to change their name which use to cause a crash in the Training Grounds, but I thought I checked all the other levels for instances of that weapon. RPG maybe? I'll try to look at it when I get home. Also, did you try removing or renaming your english dir? Sometimes that causes strange hiccups.
  2. You did, the crash # was for the post above yours. Try the other things though, hopefully they help. Good luck.
  3. Your install isn't reading the mod properly. You can try a few things to get it working which may or may not have any effect. 1. if you have a local/english dir, try renaming or deleting it. (strange but sometimes works) 2. try the un-bundled version (usually works for people with issues) http://www.moddb.com/members/brettzies/add...-pack-v20-graw2 3. if you're on vista, there's a method to delete xmb files: >>> To clean out XMB files in Vista, go to your user folder, into >>> AppData/Local/GRAW2 and kill all XMB files except those in the >>> "settings" folder. Then it will recompile with whatever mod you are >>> using. >>> >>> It usually works. >>> >>> Remember that to stop using the mod you may need to to the same >>> thing again. Those are the 3 main solutions I can offer. Good luck. That's an old version fo the game, you need the 1.05 patch, crashes will show up as: 30899.3048
  4. I don't mind if you add my stuff to one big super-mod, though, I know I've maxed out attachment id#s, so you'll have to juggle some things around to get it all working in mp. I think if you read the readme at the end there is a section about using this with other mods and just giving me credit for the parts you use, but I also appreciate you asking anyway. Good luck.
  5. Darn. Sad to see them go. Seems like every few weeks or months we hear about another studio closing.
  6. I'm digging this game the more I see it. Hope it does well.
  7. I put a long barrel SCAR-H in the last version of my weapon pack for both GRAWs - second pic down? I think the GRAW games had one of the best methods for customizing weapons. Essentailly, once built and modded, most weapons had 4 optic sights, suppressor on/off, some had GLs. There were limitations w/anim sets and attachment id#s for coop/mp, but there was nothing stopping it from having a huge arsenal of weapons, other then lack of interest I suppose. You can see what they did in their design though. One gun, one optic or scope for each - they didn't mix and match. I like the overall way they did it though, pick your weapon, pick your attachments. Of course, they screwed it up in Graw2 with the kit thing again.
  8. I was thinking the same thing. Wow, great feature. Forget about squad control or tactical replay....this baby is going to have the best anti-piracy solution on the market! I can't wait!!!!! GRAAP - Ghost Recon Advanced Anti Piracy
  9. The weapon customization was very good in both, but took a step back with the mp/coop "kits" in Graw2. I like the idea of having different soldier classes, but having to "code" different kits or shuffle through them was quite annoying when they should have just put limits on which weapons and/or attachments were available to which class. As well as maybe give them some other bonuses.
  10. I dont' think we'll see the actual release until sometimes late 2010 or even early 2011. I just don't see how you could not show anything at all ever, especially E3, and then release a game before the next E3. Doesn't seem possible or smart. Most likely we'll start seeing signs of life in Jan-Mar of next year, then ubi day or whatever that dumb thing is called, then E3, then the game will be delayed until March 2011.
  11. What's even stranger imo is how console games have been 59.99 since this gen cam out, yet you could theoretically have more "next-gen" graphics on a PC, ie higher res and sharper textures. Yet the PC was $10 lower. I guess I'm getting old because I felt like breaking the $50 barrier was bad news all around but it doesn't seem to have slowed game sales. I know games cost more to make and blah blah, but was the 10 dollar jump from one gen to the next really justified. I think $55 would have been more appropriate for the generation "jump." The PC is constantly evolving but games still seemed reasonably priced. In some ways, I'm surprised they didn't jack PC prices for games to 59.99 when there was a console version too. Bottom line is, they know they can do it, and they know people will buy it for each system. The sad thing is everyone else will follow suit. So, I guess this is the start of 59.99 PC games(or whatever your country's equivalent is)?
  12. I agree, it wasn't a bad mechanic some years ago and works for some games, but really when you think about it, it's a very weak game paly mechanic. It's inactivity vs player activity. Instead of doing something, you can zero in fine, and then "wait" WAIT? for the cross hairs to close in because you know it'll be off if you don't. Yet you as the player have already zero'd in and at this point doing nothing to improve your chances. Expanding when you fire is a bit better, but why not just go with the kick back, muzzle crawl instead? The other alternative is a bit more difficult to make fun(think Brothers in Arms), but something needs to improve here. I played AA3 a little last night and they have the spacebar to breath when you're on ironsights which stabilizes them. I only fired at the range but it was pretty fun and fairly seemless. Simulating a tired arm or being wounded could make this very difficult though. I imagine you'd be swimming all over the place, but then, your are wounded
  13. I'm starting to think I might have to try this one. Could be an upgrade in my future.... The voice is kind of robotically annoying though, guess you can't spend your time on everything.
  14. That sums it up given only 3 words. I'd add to #2 for Single Play 2. Team Play(mp/coop) or Squad/Soldier Control(sp)
  15. The game looks really nice. I couldn't get into the first one though, the demo just felt strange to me. I wonder how the demo will be for this one.
  16. Seems like a pretty rocky launch. The whole dev team was let go the day after it was activated too. Not a great sign, especially how games are these days: AA3 Dev Team closes doors
  17. America's Army 3.0 Preload I'm kind of surprised more people aren't interested in this, being free and all. I never got into the first one that much. Played it a little when it first came out, but hey...it's free! I guess the game is playable in 4 days.
  18. About Brown's head. I decided to try my suggestion and it worked. You trick the game into thinking the material for the helmet doesn't exist essentially making it invisible. However, you wont' be able to use the "old GRAW" helmets if you do this, unless you make duplicates with different names. Pretty easy to do. In this file find the below line and change it to the second one. bp_weapons_pack_v2.06\objects\beings\ghost_team\acu_materials.xml <material name="camo_ghost_helmet" src="skinned_bump_camo"> <material name="x_camo_ghost_helmet" src="skinned_bump_camo"> Then in the ghost_templates.xml, comment out or delete the old stuff and put: <head_unit name="acu_ghost_head_brown"/> <gear_unit name="bp_mich2001_ghost"/> <gear_unit name="bp_nvg_ghost_up"/> I tested some of the other guys as you can see in the pic, but it's not really worth it for me to use them. Brown's face looks better but I'd have to make custom helmets or peices for the gaps. Anyway, kind of a fun trick. Had I thought of it when I was first doing it, might have been worth it. At this point though, not sure it is.
  19. Whatever happened to the magic xml that lets bunldes have the sound dir in them?
  20. Looks like you broke it somehow. Try re-installing the mod. Or if you've peiced things together, try just installing the units/weapons and anims directories again.
  21. Really? Looks fine to me. Not sure I understand what you mean by they look down. Brown's head and helmet are one mesh. Can't be seperated without the source file. Though, you might be able to hide it by renaming the material in the materials file. That way, it might show up invisible. If that worked, then all the soliders could use their own heads and whatever headgear. I'm guessing they'd have holes where the ears are.
  22. You can mod the entire landscape and make new enemies and buildings. Essentially creating a new setting. Most people don't want to spend the time doing it though. Characters are tricky because you have to position and skin them like the sample files, same overall size. It's not impossible, but it's quite an undertaking to do.
  23. That's great for you, why did you bother to msg me in the first place then? I tried a few things tonight but still no luck getting my bundle to play the sounds. I did however, split out the wavebanks and soundbanks into a seperate xml and then added an xi:include to call them in the sound/settings.xml file. Makes for a cleaner settings.xml in case I wanted to add more sounds, but doesn't solve the bundle issue. I'm not sure what is gained from having them in a bundle other then making it one big file, but it would be nice. In the wavebank section: <xi:include href="bp_banks.xml#xpointer(/to_include/wavebanks/*)"/> and in the soundbank section: <xi:include href="bp_banks.xml#xpointer(/to_include/soundbanks/*)"/> Seems like when you have the game looking at the mod bundle via the context.xml, it's not recognizing the data/sound folder in there, but it sees everything else such as objects, textures, units, etc. My .wavs have always been in data/sounds/ I don't get it. What's the big secret?
  24. Umm, no it doesn't clarify actually. It just sounds like a magic bullet. Adjust what xml? Maybe it is, maybe it works, but everytime I've bundled sounds they don't play, you just get silence. They are in the standard format and place, and the game never finds them if they are bundled....unbundled, works fine though. Perhaps it works for custom levels, but for mods I've never had any luck with sound and bundles. Seems like 50% of the people can't get bundled mods to work and have to use the unbundled version anyway. I'd prefer the sounds and movie file were part of the bundle, makes for a a cleaner mod, but couldn't get either to register when doing it that way. You're not really giving me any reason to believe this will be any different, but, if it works great.
  25. I don't really understand what you're trying to say. What's a one off mod? Also, like Tinker wrote, I tried to make the sounds part of the .bundle file but it wouldn't read/use them. I had to leave them as part of the local/"language" method of modding in order for it to work.
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