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Old 01-10-08, 07:42 AM   #31
Galanti
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Thanks again Samurai, tried it last night and works perfectly!
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Old 01-10-08, 09:12 AM   #32
NeonSamurai
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Glad it did I myself havent played with the attachments much other then messing with the flashlight a bit (trying to make it useful). Other then that I only altered the balistics and damage, and got rid of the second pistol.
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Old 01-10-08, 09:42 AM   #33
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Ah, the second pistol, I'd forgotten about that particular annoyance. I'll have to give it a crack too. Is it modelled as another attachment? And with your fix, will you simply get extra ammo if you pick up another pistol?

BTW, there are a couple of realism mods on the go over at http://www.crymod.com as well as some sweet camo nanosuit skins.
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Old 01-10-08, 07:17 PM   #34
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Nice Info! I was trying to find where to unflug that silencer but apparently missed it.
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Old 01-11-08, 09:27 AM   #35
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And does anyone know how to get darker shadowing without enabling SSAO?

SSAO_darkening, as might be expected, doesn't work unless SSAO=1.
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Old 01-11-08, 03:20 PM   #36
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Adjust your Brightness, Contrast & Gamma settings in the options. They offer
some drastic changes in what you can see on the maps....

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Old 01-12-08, 03:31 PM   #37
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Perfect, I must have setup my gamma way too bright a while ago. Now I've got nice dark shadows and extra 5 fps from disabling SSAO. POM goes back on now.

It actually looks and run pretty well, the trick is in turning off the gimmicky stuff that costs the most fps for the least return in visuals.

I'm at a loss at to why people consider motion blur to be a massive performance hog. It can be, when the game first loads, but a do a quick 360 after loading a savegame and at first the motion blur chugs - but then gets cached or something because after that, it's a smooth as silk. The effect itself I could care less about, but the blur helps the transition between frame renders - and that makes 24 fps easy on the eyes.
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Old 01-12-08, 03:54 PM   #38
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Quote:
Originally Posted by Ducimus
New mobo, new vid card, new ram, new CPU.... i mean.. ****.. i may as well buy a new computer. Dell's prefab as it turns out, is cheaper then building a new box. *sigh*
But not necessarily better. Whenever I looked inside one of these prefabricated boxes, I found the most dissapointing stuff, tiny mainboards with a minimum of slots, weak psu's, slow ram, onboard peripherals etc etc. Of course they work. But I prefer to chose my components by reading in the right forums and build my own systems.

Running for 4 years an AthlonXP on a Abit NF7, today it's outdated as hell, still arguably the best mainboard ever. My friend who bought a PC in the store a year after me has already had an upgrade.
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Old 01-12-08, 04:02 PM   #39
NeonSamurai
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Ok to remove the pistols akimbo thing and go to only one pistol you need to do a few edits of the xml files. first off..

\Scripts\Entities\Items\XML\DUALSocom.xml should look like this

Code:
<item name="DualSOCOM" class="PlayerFeature">
    <params>
        <param name="giveable" value="0" />
        <param name="selectable" value="0" />
        <param name="droppable" value="0" />
        <param name="unique" value="1" />
        <param name="mass" value="0" />                
    </params>
    <features>
        <feature name="dualSOCOM" noPickUp="0"/>
    </features>    
</item>
Second in the following file (at the begining of it) you should do a little change
\Scripts\Entities\Items\XML\Weapons\SOCOM.xml
Code:
<item name="SOCOM" class="Weapon" category="small" priority="0">
    <params>
        <param name="giveable"         value="1" />
        <param name="selectable"     value="1" />
        <param name="pose"                 value="pistol" />
        <param name="mass"                value="10" />
        <param name="melee_attack_firemode"        value="melee" />
        <param name="raiseable"        value="true" />
        <param name="raise_distance" value="0.70" />
        <!--<param name="attach_to_back" value="1" />
        <param name="bone_attachment_01" value="pistol_attachment_right" />
        <param name="bone_attachment_02" value="pistol_attachment_left" />-->
        <dualwield>
            <suffix value="akimbo_" />
        </dualwield>
    </params>
the change is at the <dualweild> area

This will make the pistol act like a normal weapon. you can get ammo from droped pistols but you will only ever wield one pistol. It also behaves exactly like if you had droped the extra one.

Note that the code changes i did probably could have been a bit cleaner, but it gets the job done with out any issues that i have encountered. Im pretty sure ive included all the changes for this but I might have forgotten an edit.
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