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Post by JRavens on Feb 6, 2020 15:58:21 GMT
Hopefully you can find what you are looking for, but it's fairly specific. Sadly I don't have anything pre-dating Far Cry 2 (other than the actual Far Cry 1 retail of course) Maybe someone else will have something useful for you (or another idea for finding it)... pinging: mikeweeks2346 Steve64b flanker1six predaaator
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Post by JRavens on Oct 18, 2019 23:46:19 GMT
Good idea. I'm CPU bottlenecked anyway. Forgot how physics intensive their games get... After the patch I get flickering water (and other random textures). Still can't basejump anywhere, but that's a widepspread issue. Plus all the little UI annoyances. Pro tip - if you turn master volume down to 50% and then voices down very low to around 5 or 10 on top of lowering the master volume then people no longer sound like they are right on top of you (and Nomad doesn't sound like a herd of elephants in a China shop every time he/she moves around in the bush). The voices thing doesn't seem to effect cutscenes and as a bonus it makes the civvies WAYYY less annoying (well they still are... just not nearly as bad). I decide to try this after hearing some guys having a loud conversation while I was 400m above their base in a helicopter Apparently the NPCs DO have proximity based sound, but you couldn't tell because it was WAY overblown so it sounded right next to your character. Drones also tend to be just a tad less outrageously loud. Not as good as the NPCs, but better... and turning down SFX interfered with too many other noises.
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Post by JRavens on Oct 15, 2019 14:29:53 GMT
Stability has been * better * (sic) during the last few nights I tried playing so thankfully I have been able to put in more time. I've been ignoring the story and just focusing on side missions, base clearing, attachment and blueprint collection, etc. That seems to be the bread and butter of Ubisoft games and they at least have those elements down. Running around and just "doing stuff" is what Ubi open world excels at. Having scripted, constrained mission types is where things seem to fall apart :/ A new patch is dropping today (downloading it now) so we will see what bugs it fixes. Since my initial impressions I have run across a LOT of strange bugs that are not graphics related such as getting stuck in certain spots, not being able to interact with some objects, invisible walls, etc. etc. Hopefully many of these will be ironed out in this patch and across the first few months. Still it's a shame there are so, so many missteps. Hopefully we will see this one get changes and fixes like GRW, but also hopefully it doesn't take 2 years like it did with that title I agree the shooting and stealth are fun elements and do hold my attention (at least in the short term) so I AM enjoying he game... just frustrated (as always) in so much of it's implementation.
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Post by JRavens on Oct 7, 2019 0:06:25 GMT
Hey Cowlick if you make a good mod for Primal be sure to link it here for others to try out.
Best of luck!
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Post by JRavens on Oct 7, 2019 0:02:02 GMT
Ghost Recon Broken Point I'm at my breaking point trying to play this game. Oof This was a terrible launch in my opinion considering it went through several of those betas... I opted to try out Ubi's $15.00 a month plan so I could try the game (and Division 2) without forking over $60+ after reading your reviews here. So far it's crashed repeatedly on me and not allowed me back in because Ubisofts servers were having issues. What I have played of it leaves me a bit lukewarm. I'm playing on hardest difficulty with most of the HUD turned off which is pretty good. And I really like the non-guided exploration mode where you do investigations instead of being given a hand-holding icon to chase around the map. The island seems much better (and more beautiful) an open world than even Bolivia was and the wildlife is really well done. Sadly however the bivouac system all seems a bit pointless and yeah the weird RPG weapon leveling is odd in a modern shooter like this... There are a lot of visual glitches in full normal Ubisoft style. My nomad sometimes has black eye lids whenever he blinks making for some frightening expressions... maybe he is getting ready for Halloween? All the characters inner ears in my game are bizarrely distorted and kind of bulging out in a very strange, but noticeable way. Just 5 minutes into a new game and Nomad was putting invisible bandages on his arms and normal ones on his legs He also didn't like my hair choices apparently because first his hair turned gray (after I had specified black) and then it switched to corn rows. I was able to fix both after a short reassessment with him about what covert ops deems appropriate for the mission at hand. Despite this his arms sometimes glitch out during cinematics and twitch oddly (PTSD?). I did catch an AI running circles around a pillar during a base alert (even WORSE PTSD??). That was pretty hilarious and VERY typical of an Ubi AI controlled character. ...but to me the greatest sin is the writing. What I have seen so far it's bad. Really, really bad. As in some of the worst I've seen Ubi churn out... and the last few games haven't been especially great to begin with. For example some poignant moment where you are reuniting with one of your wounded squad trapped behind enemy lines and it's literally "Well we really screwed the pooch on this on." and Nomad replies "Yup" and that's it. That's the pulse pounding type of dialog you get. I guess it's better than some of the groan inducing jokes your squad would let rip (over and over) in GRW, but still it feels like the bar has fallen wayyy down. Maybe it gets better as you go along. To be fair I haven't been able to play more than a few hours worth (of that) because of the service disconnections (always online gaming is GREAT! ...said no one ever..) Finally the cave full of Nomads running around is just dumb. It's immersion breaking, plot breaking and ever bit as bad a design choice as I thought it would be. It's just dumb. Well anyway I would give it a thumbs up despite the flaws, but I can't seem to play it for very long so for now I wouldn't recommend anyone bother with it until they get some kind of stability patch out. :/ Overall if it wasn't for the glitches and bad dialog it would be clearly superior to Ghost Recon Wildlands in just about every way. And that's all I have to say about that LOL.
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Post by JRavens on Sept 23, 2019 0:34:42 GMT
Unfortunately there is no rain in FC4. It was replaced by the light snowfall you find in the North I tried re-enabling rain back in the day and sadly never got it working. Dunno if anyone else wants to take a shot at it.
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Post by JRavens on Sept 10, 2019 14:10:23 GMT
Thanks for the extensive write up Flanker! Very interesting.
I'm still happy to see that they made steps to make the game more thematically Ghost Recon, but yeah sounds like it's still pretty casualized for the console masses.
Unfortunate that Ubi won't break the mold and stop trying to force online only play down everyone's throat ("games as a service!" yeesh... they need to adopt CD Projekt Red's free upgrades and DLC attitude and stop trying to bill their games as MMO light. You can have community without making it a core aspect of the game. Remember when Far Cry 3 had separate islands and modes for COOP and MP? They could have done something like that instead of having odd "player hubs" stuck in the middle of the campaign where you are crash landed as a "lone survivor". Sillyness still abounds at times.)
I also don't get why they won't ramp up hard modes to have faster and better AI detection and response. It's always just higher difficulty = more damage OR sometimes a special mode (like Ghost Mode) where they arbitrarily take away certain elements instead of tuning the enemies and you get no customization options. Bleh. Give me lots of options to turn on or off via the menus and then have the difficulties adjust damage, AI response times and maybe even the number of AI. I recall back in the day in video games how if you would play on "hard mode" you would have more bad guys milling about not just "oh now the thugs pistol shots do 300% more damage too you (another annoying trend where harder = more damage to you and less damage to them :/)
Anyway I'll probably still pick it up at some point as I like some of what they did change over GRW and hopefully we'll see more improvements over the next year.
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Post by JRavens on Jul 31, 2019 16:02:45 GMT
Actually, they announced at E3 that they're bringing the AI teammates back! Oh wow! I'm glad to hear that. They definitely seem to be acknowledging what the community wants out of a Ghost Recon game. I really hope they do a good job with this.
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Post by JRavens on Jul 27, 2019 2:25:36 GMT
This is the number one game on my wishlist. I really cannot wait for it's release!
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Post by JRavens on Jul 27, 2019 2:23:38 GMT
I'm cautiously optimistic. I liked GRW, but was frustrated by many of the things Breakpoint is supposedly changing (no bullet sponges, more impactful damage and injury to the player, enhanced focus on military themes making it a more proper Tom Clancy game and not silly dress up NITRO! GTA nonsense in a TC game - i.e. a LOT of the DLC content produced for GRW). Having said that I don't have faith in Ubi to deliver non-causalized games so I will wait until after release. Some things I'm on the fence about: * Removed AI instead of fixing it so you either play co-op or solo... but since you need a teammate to revive you I dunno how that will work out too well solo... I actually liked sync shot and that feeling of working with a team to clear a base, but the brain dead AI and the cringe dialog made things really unimmersive in Wildlands. I just wish they would have tried to improve it a bit more. * Food and "survival" will really just be buffs dispensed at the bivouac. No idea why Ubi can't commit to some basic needs in a game. It doesn't have to be an all out survival game, but just the occasional need to eat and drink would suffice for any of their titles :/ * While humans are no longer bullet sponges there seems to be plenty of drones that are. So honestly there are still enemies to dump clips into, but now they are just robotic foes. Honestly I guess that's probably the best way to handle tanky enemies and the games are always going to have them so... At the end of the day though it is an Ubi open world game so I'm sure the production value will be very high and I definitely like the theme of this entry so I'm really hoping this is what it looks like: a much improved version of Ghost Recon Wildlands. While you can't discuss any details due to your NDA, you should be able to grade the play experience overall (A-F, 1 to 5 stars, 1-10 rating ) and let us know if you feel like it's a title you will buy at launch, wait for sale, wait for deep discount or skip altogether. Come on flanker - inquiring minds want to know!
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Post by JRavens on Jun 19, 2019 1:15:44 GMT
Yes indeed Spring 2020 is looking to have several interesting new game releases!
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Post by JRavens on Apr 25, 2019 17:28:09 GMT
Oh and C4/Mines seems to be the same in FC5 from what I remember. There was another throw able combo as well... grenades and molotovs I believe (so it should be the same in FC4 - adjusting the one value increases both capacities) Essentially I think Dunia sees them as the same item type (explosives and grenades respectively) and if memory serves the "smoke grenade" some enemy charges use is also of that grenade item type along with a multiplayer smoke grenade which I couldn't get working. (In fact there were a lot of multiplayer and cut items that sound cool, but simply won't work in single player teleport arrows, mine arrows, ghost walking, etc etc)
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Post by JRavens on Apr 25, 2019 17:24:16 GMT
4881E4C778199500.xml handles the controls. As an XML file you don't even need to convert it - just open it in Notepad++ or other text editor. You can change any control from "press" to "hold" or vice verse. It's likely that the wingsuit deploy is mistakenly commented out by having <--- before it and ---> after it. You can remove those. What I found in my testing though was wingsuit deploy was previously ALWAYS bound to shift even if commented out so you *should* be able to sprint off a cliff and while holding the shift key the wingsuit deploys. If that's actually not the case then somehow they finally fixed it which means there exists some small possibility of fixing the fact that it's perma-bound to the sprint key. Double check it though before you uncomment it to be sure. Regardless it really shouldn't be commented out as that was from me doing testing so if it is then that's a bug and probably does in fact need to be uncommented so that it is restored to it's original form (whether it works or not) You may find other commented out commands in that file (depending on the version I had included) by and large none of these commands work and were either cut or not implemented though feel free to experiment with them. If you find anything useful please let the forum know for future modders.
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Post by JRavens on Apr 24, 2019 17:55:10 GMT
I may have been confused thinking rockets was in two places. In fact it might have been 40mm ammo. Sorry I wasn't much help. I can't find any notes As to crashes I never had issues adjusting quantities of items, but I have had a few crashes from other things more recently. Unfortunately I've been unable to pinpoint exactly what since these only occurred much later after my original mods and seemed unconnected to them. I think instability mostly (sic) occurred for me when editing enemies to have different weapon loadouts or appearances. Seems like crashes would happen whenever the game would try to spawn certain enemies... I also mucked something up with machetes as well attempting to give the player the option to pick up dropped machetes from enemies... later on I had issues with lighting which was something else I hadn't previously changed in my mods (though caveat that some others here HAVE changed lighting and environment conditions without seemingly breaking the game). Crashes were very prominent for me in Shangra-La (which makes sense as I was tinkering with the demons, machetes and Shangra-La player character) Anyway none of that has to do with what you are working on so if you stay within the confines of the various elements that have been previously modded over the years - for example weapons, attachments, crafting, loot, etc. then you shouldn't have any issues. Suffice it to say it helps if you have a large amount of save games at various points to try jumping around to check various changes. I think bontainer had some save games from his playthrough that could be downloaded and used. If you can't find them and need them let me know. Fairly certain I have those.
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Post by JRavens on Apr 23, 2019 0:27:08 GMT
Well like I say there is no specific formula to apply. You'll need a tool or method to copy & paste binhash numbers in and try to convert to various types until you find the correct type for each one. I don't have a specific tool that I can recommend or share atm (mostly because I have no idea where any of my tools are... and haven't used them in forever. You can try Fino's tools - I think there might be a conversion tool in those or try a free hex editor... NotePad++ will do HEX to ASCII conversion built right in it). You can try googling to see if you can find Razor-Finns converter though I don't think it's still up anywhere...
Typically for those crafting items the quantity amounts will be of the type Int32 and Float32 (I think just the wallet and maybe the backpack are float32 though I confess it's been a long time since I looked at them)
>I guess il go with shooting in the dark.
Well there's no need to "shoot in the dark". If you can't work out converting them you at least already know what the default values of the crafting tiers are (or if you don't you can consult a wiki or guide) -or- even if you don't have any idea you will know what you *want* them to be so simply make them according to how you feel they should stack. *Note in most cases each number stacks on top of the last so if you want grenades to be 2/3/4/5 then you can use 2/1/1/1 or if you want them to be 2/4/6/8 then use 2/2/2/2 (i.e. 2 / 2+2 = 4 / 4+2 = 6 / 6+2 = 8 etc). Sadly modding is a lot of trial and error to get what you want... and even then it doesn't always work as desired...
Also doing some searching and reading here will help. That thread alone is a wealth of information for editing the crafting file. You may need to read it several times and even reference it while working the file. It seems confusing because you've never done it. Once you successfully change something and see the result in game it will click. My advice is just roll your sleeves up and try. If I worked it out anyone can because I'm as dumb as a box of rocks.
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