Vth_F_Smith Posted June 20, 2006 Author Share Posted June 20, 2006 sounds great! Could you post a picture of the new helmet you've made please? I've been trying to make a better looking helmet texture but without much sucess so far. I made a few hours ago some new screenshots, as soon as I checked them out, I'll upload them here - gimme a minute! Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 21, 2006 Share Posted June 21, 2006 Any plans concerning the new patches AI tweaks? Are you goona wait on a further version till after you see what grin has tweaked? Quote Link to comment Share on other sites More sharing options...
Toniezz Posted June 21, 2006 Share Posted June 21, 2006 (...) 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! A 'checkbox system' for the desired (mini)mods to be installed would be nice. I found this thread by Firefly2442 about installers >>Mod Installers<<. Maybe that NSIS one can do the trick for you. Don't ask me I just know a bit of coding and scripting but absolutely not enough to do it myself. But my thought is always, "it ain't possible I am the only one with this problem/idea, it must be done/solved before". With some searching I usually find a solution given by someone else Good luck with the mod, Sounds very promissing! Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 21, 2006 Author Share Posted June 21, 2006 (edited) 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 )! 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. Edited June 22, 2006 by Vth_F_Smith Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 22, 2006 Author Share Posted June 22, 2006 *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! Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 22, 2006 Share Posted June 22, 2006 good to hear, I anxiously await! Quote Link to comment Share on other sites More sharing options...
fastscout Posted June 22, 2006 Share Posted June 22, 2006 same here, this one should be great. Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 22, 2006 Author Share Posted June 22, 2006 *UPDATE* R.O.M. Pre-public Beta 1.4 is out and has been sent to the testers. Quote Link to comment Share on other sites More sharing options...
Toniezz Posted June 22, 2006 Share Posted June 22, 2006 (edited) ROCOAFZ had a nice thought about the realism when having a hit. Now there is just a little 'thud' when hit. People are discussing it over here. ROCO came up with the idea to use the death animation to knock the character down and make the guy get himself back up with an action key. Ofcourse there will/can be a large debating about how realistic this is, but I can imagine that when I am hit in my chest or leg by a bullet coming from a rifle, I wouldn't go like: "-thud- uhm ouch, -shake- ah well back to work!". I would like the idea that if I was hit in my legs or chest I would fall to the ground, if shot in my head be dead 98% of the time and if I live a headshot atleast fall to the ground from the outstanding pain it should cause and if shot in my arm probably a big 'thud'/ 'shake' effect. Maybe a combination of a deathanimation and the action binding for the body position (stance/crouched/prone) could realise this (probably not possible for the modders but hey, maybe a GRIN'er could pick this up ) What do you guys think of this? Edited June 22, 2006 by Toniezz Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted June 22, 2006 Share Posted June 22, 2006 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 Quote Link to comment Share on other sites More sharing options...
Jonny Mopped Posted June 22, 2006 Share Posted June 22, 2006 ROCOAFZ had a nice thought about the realism when having a hit. Now there is just a little 'thud' when hit. People are discussing it over here. ROCO came up with the idea to use the death animation to knock the character down and make the guy get himself back up with an action key. Ofcourse there will/can be a large debating about how realistic this is, but I can imagine that when I am hit in my chest or leg by a bullet coming from a rifle, I wouldn't go like: "-thud- uhm ouch, -shake- ah well back to work!". I would like the idea that if I was hit in my legs or chest I would fall to the ground, if shot in my head be dead 98% of the time and if I live a headshot atleast fall to the ground from the outstanding pain it should cause and if shot in my arm probably a big 'thud'/ 'shake' effect. Maybe a combination of a deathanimation and the action binding for the body position (stance/crouched/prone) could realise this (probably not possible for the modders but hey, maybe a GRIN'er could pick this up ) What do you guys think of this? I dont know anything about programing but maybe it would be much easier to use the animations of your single player team AI. Simplified said: take the part of the code that makes your team ghosts and enemy AI fall when they get hit, and copy it into the players code Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 22, 2006 Author Share Posted June 22, 2006 (edited) 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! Edited June 22, 2006 by Vth_F_Smith Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 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! The game crashed at start. Error message: Crash in application version: grpcrc1.16 [TextureDB] Name collision for atlas set atlas_characters/ghost_team/bump/bump_set0 in file data\textures\/atlas_characters/ghost_team/bump/bump_set0/tdb_atlas_set.xml - clean textures directory/resolve conflict I already reinstalled the game and repatched.. Quote Link to comment Share on other sites More sharing options...
Tarkus2040 Posted June 23, 2006 Share Posted June 23, 2006 The game crashed at start. Error message: Crash in application version: grpcrc1.16 [TextureDB] Name collision for atlas set atlas_characters/ghost_team/bump/bump_set0 in file data\textures\/atlas_characters/ghost_team/bump/bump_set0/tdb_atlas_set.xml - clean textures directory/resolve conflict I already reinstalled the game and repatched.. I'm receiving the same error message as well. I also re-installed the game and v1.16 patch, thinking that a modded or edited file might be the culprit. I didn't install GRAW to the default path (C:\Ghost Recon Advanced Warfighter), so I'm wondering if that could be the problem. How about you, aheartz? Quote Link to comment Share on other sites More sharing options...
Tarkus2040 Posted June 23, 2006 Share Posted June 23, 2006 (BTW: Does anyone know where the screenshots are stored if you use the internal screen capture method via the insert key?) Thank you! Look under the GRAW\Settings\profiles folder, and whichever profile you were using while performing the screen capture. Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 I already reinstalled the game and repatched.. Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted June 23, 2006 Share Posted June 23, 2006 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 Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 Thanks, it works now. Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 23, 2006 Author Share Posted June 23, 2006 (edited) 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! Edited June 23, 2006 by Vth_F_Smith Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 A small suggestion...the greenish tint of the goggles might appear to be a little flashy and "untactical". Also, the view through the greenish goggles wouldn't appear as normal color yea. Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 Replayed the first 3 missions and a few MP (Coop, deathmatch) with the mod and this is what I observed: 1) AI team mates will attack vehicles now; 2) AI team mates are still running across my line of fire, sometimes cutting right in front of me when I'm firing; 3) AI team mates are not facing the direction of enemy fire when under attack sometimes. 4) AI team mates are slow to react to team leader's movements. i.e. take a long time to follow when the team leader starts to move off. 5) AI team mates stick closer to each other, but still a distance away from mitchell. 6) texture on uniforms look great now! 7) Turning off sepia effects revealed why grin wanted to use sepia effects - to hide the ugly color rendering. But it is a refreshing sight to see white light once more. A little dark though, turn the brightness to max (1.50) and it will be fine. This is a great mod, can't wait to see how the weapon mod turns out! Quote Link to comment Share on other sites More sharing options...
Sonsalt Posted June 23, 2006 Share Posted June 23, 2006 (edited) 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. Thanks Sonsalt Edited June 23, 2006 by Sonsalt Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 23, 2006 Author Share Posted June 23, 2006 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. Quote Link to comment Share on other sites More sharing options...
aheartz Posted June 23, 2006 Share Posted June 23, 2006 I remember once I was bringing the squad to sneak on some enemy soldiers and mr brown suddenly shouted out loud "move accomplished!" Quote Link to comment Share on other sites More sharing options...
V.P. Posted June 23, 2006 Share Posted June 23, 2006 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! I would love to hear vokal orders! Please add it to the mod, I think its a great idea : ) Quote Link to comment Share on other sites More sharing options...
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