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Grab the mod here.

Readme:

I found the original HUD to be a little too arcadish in regards to the colours and it was too cluttered to my taste.

So I made this darker, less cluttered HUD-mod.

In V 1.3 I started modding the weapon stats for the sidearms.

The main reason being that I realized how much more challenging it is to draw your scope on a target

that is very close to you without the artificial crosshair aiding me.

I found I started using a unscoped sidearm more often if my primary was scoped.

The handguns were nerfed by GRIN and did'nt really represent their real life counter-parts.

Some may say that the ROE is now through the roof, but really, they are'nt.

I have used my personal experience and skills (or lack there of) with my own 92FS and MK23 as a template.

If you dont like what I have done to the secondaries you may delete the WEAPONS-subdir inside this mod.

Now, if someone can make me a HK MarK23 (SOCOM) model with optional sound supressor I'd be a very happy puppy.

This mod is intended for Single-Player and COOP games.

Domination mode is untested and may contain bugs and issues that affect game balance. Use at your own risk.

How to install:

Extract the content to x:\GRAW install-dir\

Start the game like normal.

How to uninstall:

Delete the LOCAL-folder in your GRAW install-dir

i.e. c:\program files\ubisoft\ghost recon advanced warfighter\local

Here are the changes:

V 1.3

- Added blood-effect (thanks DiGiTALY -TC-)

- Added XM8 Compact to the primary inventory slot

- Added MP5SD to the primary inventory slot (known issue; read below)

- Converted Barret bolt-action anti-material rifle into semi-auto with 10x3 rounds

- Corrected M9 mag capacity (was 16, now 15)

- Corrected M249 SAW mag capacity (was 180, now 200 and removed one mag)

- Fixed a forgotten HUD-colour for support-members (apache, artillery, airstrike)

- Increased amount of 40mm grenades from 4+6 to 5+10

- Reduced delay between shots in semi-auto to same level as full-auto for all weapons

- Reduced M249 dispersion

- Renamed some weapon names to more correct names

- Tweaked base accuracy and dispersion for M9 and G18 to make them more distinct

- Tweaked base accuracy and dispersion for XM8c and MP5SD to more reallistic levels

- Tweaked base recoil for all sidearms to more reallistic values (M9 more deadly/G18 more spray'n'pray)

*** KNOWN ISSUES WITH THISE RELEASE ***

- MP5SD6 as primary can not pick up ammo (to avoid sharing ammo-pool with handguns)

- Extra ammo for MP5SD in primary slot does not work (bug due to the ammo-definition above)

V 1.2

- Removed the last marker (carrot pointing to the general objective area)

- Moved the members list slightly higher to make room for the 2nd tank icon

- Reduced the overall size of the compass and put the numbers inside the circle

- Brought back the yellow player-waypoint from the map-screen (distance doesnt show though)

V 1.1

- Grenadelauncher-crosshair is black and the digits indicating distance have been removed

- Handgrenade-crosshair is black

- All friendly and enemy markers (diamonds) have been removed

- Number-markers on your team members are half the size

- The objective marker has been removed (carrot pointing to the general direction is still there)

- On-screen order menu is now dark grey to match the rest of the HUD

V 1.0

- All 4 bars in the corners are gone

- All crosshairs for rifles, smgs handguns and the lmg has been removed

- The handgrenade and grenadelauncher crosshair has been changed to red (to reflect an explosive weapon)

- Health, Ammo and member-select frames are dark grey (less flashy) and smaller in size

- The member-select frame has been moved to the bottom of the screen

- The Crosscom video (wireframe-window) has been removed

- The N,S,W and E on the compass has been replaced by digits (0, 180, 270 and 90) plus 45 degree increments

- Blue diamonds are now yellow-brownish

- Red diamonds are now dark yellow

- The MP hud-chat window has been removed (text still appear as normal)

Thanks to Franze for calculating the 45 degree increments on the compass and feedback in general.

Thanks to Clx440 for explaining the basics in positioning the Crosscom and thanks for the MP chatbox-mod.

Thanks to DiGiTALY -TC- for his GR1-style blood-mod.

Thanks to GRIN for this otherwise very cool game.

This little mod is made by Shadow=ASP=

Screenshot

I think I managed to change the border colour around the mini-map in Domination. I havent been able to test this mode because I dont play it and cant host a game without anyone joining to see if it works.

@Moderators: feel free to close this topic so all feedback and comments appear here (easier for me to track all feedback and comments).

Edited by Shadow_ASP
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Ghostaholic.com link:

Clear HUD v1.3

NOTE: at the end of the page is the v1.2 in case someone wants that one.

I just installed the mod, try to start GRAW, and got this error msg:

Crash in application version: grpcrc1.02

C:\source\engine\dieselx\source\utility\Archive.cpp(1673)Cannot open c:\program files\ubisoft\ghost recon advanced warfighter\data\gui\alert.xml.bin

Any ideas how to fix it?

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I just installed the mod, try to start GRAW, and got this error msg:

Crash in application version: grpcrc1.02

C:\source\engine\dieselx\source\utility\Archive.cpp(1673)Cannot open c:\program files\ubisoft\ghost recon advanced warfighter\data\gui\alert.xml.bin

Any ideas how to fix it?

It seems to me that you are not running a fully patched GR:AW. Version 1.02 is the first unpatched GR:AW retail release. You have to install the 1.06 patch and then the 1.10 patch. After that you should be able to install and run the Clear HUD 1.3 mod.

silent_op

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Sorry for asking this on two different places (>>also here<<) but, do you outstanding modders think it is possible to lower the position of the gun to First Person View (FPV)? It could replace the current First Person Weapon View (FPWV) or even be added to the two current view modes.

I know that Bo once stated in a Q&A session that GRAW wouldn't come with FPV but with FPWV only. I am not sure if he said that it wasn't possible to mod this feature in. He said FPWV was part of the body awareness feature GRAW has. Still I think the weapon is using up to much view (I know I am a bit shortsided about this while I am a GR and OFP lover :rolleyes: ). Since I see Nemon and Vth_F_Smith are making groundbreaking progress regarding the OTSV (Over The Shoulder View) I thought maybe some of you modders are able to lower the position of the weapon (and even able to keymap it, Nemon? :) so it is out of view (or more out of view).

Again sorry to ask this on two different places, at least I didn't create a new topic for it ;):P

Cheers!

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I think the only way is to increase the height of the player-camera. But that will make it hard to look underneath objects such as trailers without going prone. Another way is to make the weapon appear smaller by increasing the FOV but that will make the view get the fisheye effect.

I also noticed that not only did GRIN add the new GL crosshair, they have removed the original one. This means another update for my mod to get the crosshair back. I will see if I can bring back the old crosshair as the new one is impossible to be any accurate with.

As a temporary solution you can delete the file \local\english\gui\crosshair_eglm.xml to get the new crosshair instead of nothing.

Edited by Shadow_ASP
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how do we crosshairs in general :P I want them back

All you have to do is open your GUI folder (from inside the Clear HUD 1.3 mod).

Remove or delete:

crosshair_scar.xml

crosshair_saw.xml

crosshair_combatsight.xml

silent_op

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Only crosshair_saw and crosshair_scar.

I didnt modify crosshair_combatsight. I believe that is the M8-scope.

Sorry about that. I just know that I didn't use any of the crosshair xml files.

silent_op

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Shadow, can you show me how to set the crosshairs to be just the "pips" without the Ghost Recon symbol?

If so, can you please show where in the crosshair.xml files do I make the changes.

silent_op

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I have'nt tried this, it might not be the right line but I think it is.

crosshair_scar.xml

<!--<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />-->

Replace @ch_alpha with 0.

If that isnt the right line or its not enough just change one opacity-level at a time to 0 untill you get the desired result.

Edited by Shadow_ASP
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