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#16 | |
Rear Admiral
![]() Join Date: Apr 2005
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#17 |
Rear Admiral
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Only two major reasons why i went with dell.
1.) Can still get them with WinXP. 2.) last i checked, cases used (not the slim BS) were ATX form factor compatible. To the best of my knowledge, most prefab systems use a prepriotary form factor, which is the major reason i never bought one in several years. I already know the first thing ill have to do with this system is change out the PSU. Garunteed they put the minimal in so it barely runs without a CTD. Other then that, not sure why Dell would get bad marks. Compared to other prefabs ive seen over the years, they seemed like the better one. edit: Too late for second thoughts now, those guys are quuiiiiicccckk. Suckers already shipped. Whatever the problems are with dell, i think It would take nothing short of a hardware failure to get me upset. I mean, hell ive been building PC's with cheapo parts made in china, and VIA / MSI Mobo's out of PC club and running them on a not so legit copy of WinXP Pro for a few years now. Can't get any worse then that ! Last edited by Ducimus; 12-17-07 at 10:53 PM. |
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#18 |
Lucky Jack
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I know I'm ignored, but thanks still Ducimus. Gave me an huge FPS boost.
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#19 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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A Dell or any other brand is just a sum of all the parts. So you need to pay
close attention to just what those parts are. At least with Dell, you can pick those parts, they assemble them and you get your machine. I did the same thing on mine 2 years ago but I went into Microcenter and picked all the parts I wanted. They put it together and I took it home. Only had to do 2 upgrades lately, more ram (3 gigs) and newer graphics card to handle shader 3.0 (my old card won't do it) I run Crysis great, just not on the screaming highest settings.... JIM PS. I don't keep my truck pedal to the floor all the time either !!
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#20 |
Ocean Warrior
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Well ive been buisy modding my game (getting rid of the dual pistols, upping the damage a bit, changing the ammo loadout for some weapons, playing with the accuracy, etc) and I found out some interesting stuff about the weapon damage.
First off the damage actualy drops off the futher your target is, for example the base damage of the FY71 (AK) is 52, and it looses 0.2 damage per meter beyond 50. Second thing (and this is the most important) is the silencer realy drops the damage down quickly when shooting at range, the FY71 looses 1.5 points of damage per meter beyond 10 meters. This explains why the weapons often feel weak when shooting at range (and why I was having unarmored guys surviving 1-3 30 round clips when I shot them in the torso from 100m away while the gun was silenced (I always keep it silenced), as unsilenced I would have been doing 42 damage at 100m, Silenced I would be doing negative damage, infact the gun pretty much seems to do almost no damage beyond around 40m unless you do head shot which seem to insta kill no matter the range (ive pulled off 150+m head shots using a silenced FY71 and sniper scope). Guess this gives us a pretty good reason to take off the silencer when we don't need it. |
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#21 |
Rear Admiral
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Can i subscribe to your newsletter?
![]() I suspected as much with the silencer, just didnt dig in the files to see what it was doing. All i can say is, you wouldn't beleive the ranges i was trying to do headshots with. A shot COM? Forget it. You could empty a clip hitting center of mass and it does nothing. I'll give crysis this..... it mimics that horizontal lazy 8 movement when you stare down a sight too long pretty well. |
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#22 |
Ocean Warrior
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Heh ya, that infinity pattern makes long distance shots with the rifles fairly easy. I also do alot of long range shooting in that game (much more then 150m was using that as an example), though usualy with the ak knockoff not the sniper.
Im not sure if there is a minimum damage or not, but i suspect there is (unless the head has no hit points (or 1) and any head shot is an insta kill which it is). If your interested I can post the main stats for the guns (i wont bother with recoil and the like since it would get too messy). The nice thing about this game is modding it is real easy, the scripts are almost english readable, you don't need any special tools (winrar and notepad for stat editing), the .pak files are actualy zip files which you can either tell winrar to open as pak files, or rename them to zip files |
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#23 |
Weps
![]() Join Date: Sep 2004
Location: Buenos Aires, Argentina
Posts: 374
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Well, my Sempron 2800+ / 1 Gb Ram / ATI R1600pro is handling the game pretty well.
I´m running the demo at 1024x768 with medium settings (except objects and shaders, which are in low) and the results are impressive: around 20 FPS (totally playable for me) Just my 2 cents...
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Ultima Ratio Regis |
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#24 |
Rear Admiral
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Im guessing the scripts are in some C langauge deriviatve.
Reading code isnt too hard. I did some similar modding for myself in BF2. Just stupid crap for grins like turning the SAW into an MG42 performance wise, or making the sniper rifle a 1 shot kill. |
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#25 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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Here is an analyze tool that checks your PC in all areas to see how well
you can run Crysis or if at all: http://www.systemrequirementslab.com...option_id=5426 JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#26 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
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An experienced modder & map-maker working with Crysis has done an SP map
with both friendly & NK enemy bots. He has also got them to fight. He is now working to get them (friendlys) to accompany you (player) in your quest for mission goals. Seems to be the next best thing to co-op MP. I love playing Crysis in SP but I long for some buddies to fight along side me. If they can't be humans till the game is patched, then I will settle for some AI companions.... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#27 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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Patch 1.1 for Crysis has just been released. About 139mb download, getting it
now from FileFront.... JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#28 | |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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As far as performance goes, I've got a pretty sweet system.cfg going now that gives me 25-40 fps on my AMD dual-core 3800+, 8800GTS and 3 gigs of RAM. Most settings are high, a couple very high, and medium distance viewing details. I've got sunshafts, POM and SSAO going on. I opted to ditch the colorgrading. The trick, as always, is tweaking. Like Duci, I've spent most of the past month grinding away at Cvars, mostly in frustration, until I got the 8800 last week. It's no Ultra or even GTX, but 96 shader pipes makes a huge difference in Crysis over the 24 in my old 7950GT. HUGE. A tip for those using 7-series cards: It's the shading that will kill you. If you can live with med/low shading, go that route and with a few other tweaks, you should haul in 30-40 fps. |
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#29 |
Ocean Warrior
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The file you want is in one of the .pak files (dont know the name off hand as i dont have the game installed right now but its one of the main game files).
look for \Scripts\Entities\Items\XML\Weapons\FY71.xml and open it in notepad and go down towards the bottom. This is more or less what your looking for. Code:
<accessories> <initialsetup> <accessory name="FY71NormalAmmo" /> </initialsetup> <accessory name="AssaultScope" zoommode="assaultscope" > <attach helper="attachment_top" layer="scope" /> <detach /> </accessory> <accessory name="SniperScope" zoommode="sniper" > <attach helper="attachment_top" layer="scope" /> <detach /> </accessory> <accessory name="Reflex" zoommode="reflexsight" > <attach helper="attachment_top" layer="scope" /> <detach /> </accessory> <accessory name="FY71NormalAmmo"> <attach helper="magazine" layer="" /> <detach /> </accessory> <accessory name="FY71IncendiaryAmmo"> <attach action="reload_chamber_empty" helper="magazine" layer="" /> <detach action="reload_chamber_empty" /> <params> <firemodes> <firemode type="default"> <fire> <param name="ammo_type" value="incendiarybullet" /> <param name="damage" value="130" /> </fire> </firemode> </firemodes> </params> </accessory> <accessory name="LAMRifle"> <attach helper="attachment_side" layer="flashlight" /> <detach /> <params> <firemodes> <firemode type="default"> <spread> <param name="min" value="0.5" /> <param name="max" value="3.0" /> <param name="speed_m" value="0.05" /> <param name="rotation_m" value="0.05" /> </spread> </firemode> </firemodes> </params> </accessory> <accessory name="LAMRifleFlashLight"> <attach helper="attachment_side" layer="flashlight" /> <detach /> </accessory> <accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" exclusive="1"> <attach helper="attachment_bottom" layer="gl" /> <detach /> </accessory> <accessory name="TacticalAttachment" firemodes="Tac Sleep" exclusive="1" client_only="0"> <attach helper="attachment_bottom" layer="gl" /> <detach /> </accessory> <accessory name="Silencer"> <attach helper="silencer_attach" layer="silencer" /> <detach /> <params> <firemodes> <firemode type="default"> <fire> <param name="damage_drop_per_meter" value="0.5" /> <param name="damage_drop_min_distance" value="10" /> </fire> <muzzleflash> <firstperson effect="muzzleflash.AssaultRifle.silenced_smoke" helper="muzzle_flash_effect" time="0.1" /> <thirdperson effect="muzzleflash.AssaultRifle.silenced_smoke_tp" helper="weapon_term" time="0.1" /> </muzzleflash> <actions> <param name="fire" value="fire_silenced" /> <param name="fire_cock" value="fire_silenced" /> <param name="rapid_fire" value="rapid_fire_silenced" /> <param name="spin_down" value="spin_down_silenced" /> </actions> </firemode> </firemodes> </params> </accessory> </accessories> I will mention though that the more modern ak rifles can take such attachments (scopes, silencers, grenade launchers) so it is fairly realistic for them to have them, though the game does use the "one attachment for all "rifle" weapons" thing and doesnt keep a count of how many attachments you have or are using. |
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#30 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
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Thanks Samurai, that looks about right! Will this affect the ingame weapons customization screen? I've read it's driven by a different file than the XMLs.
Yeah, I'll probably keep the GL and silencer, but lose the scopes and tac attachments, really want the SCAR to have that uniqueness to it. |
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