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View Full Version : some 360 file as old rvs.....hope you can get some info



WOLF-ATO
10-23-2006, 11:10 PM
http://www.hkrs.com/download/RainbowSix/vegas/xbox_file/<div class="ev_tpc_signature">

http://www.hk-wolf.com/
http://www.hkrs.com/

WOLF-ATO
10-23-2006, 11:10 PM
http://www.hkrs.com/download/RainbowSix/vegas/xbox_file/<div class="ev_tpc_signature">

http://www.hk-wolf.com/
http://www.hkrs.com/

TedSmith
10-23-2006, 11:39 PM
Interesting... This is what caught my attention in that:

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
[General]
MissionName=MP_CASINO_01
MissionDescriptionMP=MP_CASINO DESCRIPTION

[R6TeamSpawnZone_6]
m_szDescription=[A]
m_szFullDescription=SECURITY OFFICES

[R6TeamSpawnZone_5]
m_szDescription=[b]
m_szFullDescription=ROOFTOP SKYLIGHT

[R6TeamSpawnZone_0]
m_szDescription=[B]
m_szFullDescription=KENO ROOM

[R6TeamSpawnZone_1]
m_szDescription=[B]
m_szFullDescription=ROOFTOP ELEVATOR

[R6TeamSpawnZone_4]
m_szDescription=[B]
m_szFullDescription=VAULT CORRIDOR

[R6TeamSpawnZone_3]
m_szDescription=[A]
m_szFullDescription=ROOFTOP VENTILATION AREA

[R6TeamSpawnZone_2]
m_szDescription=[A]
m_szFullDescription=VAULT
</div></BLOCKQUOTE>


Team spawn zones 0 through 6? I wonder if we're getting random or alterable spawns, or if it only applies to respawning game modes.

Notice that in the MP streets file, there are only two spawns. Seems dependant on the map.

Also noted the Hoover Dam is one of the MP maps.

One of the files mentions a tac-light weapon mod.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">[BRIEFING]
Select=SELECT
SelectSpawn=SELECT A SPAWN ZONE
UseOutfitting=OUTFITTING
</div></BLOCKQUOTE>

Hmmm....

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
...
Ladder=LADDER
DisarmBomb=DISARM BOMB
Interact=INTERACT
Jump=JUMP
... </div></BLOCKQUOTE>

?? Jump?

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
...
PlayerRevivedMsg=YOU'VE BEEN REVIVED BY
PlayerRevivedHelperMsg=GOOD JOB! YOU'VE REVIVED
... </div></BLOCKQUOTE>

Good god, I hope that's for co-op only...

TedSmith
10-23-2006, 11:56 PM
This one's a long one, so new reply... Server Ops, pay attention. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">[ServerOptions]
Yes=YES
No=NO
Off=OFF
None=NONE
Unlimited=UNLIMITED
HostNameLabel=HOST NAME
GameModeLabel=GAME MODE
GameModeAttackAndDefendDesc=TWO TEAMS FIGHT FOR AN OBJECTIVE; ONE TEAM ASSAULTS THE LOCATION WHILE THE SECOND TEAM DEFENDS THE OBJECTIVE
GameModeSurvivalDesc=NO RESPAWNS, NO SECOND CHANCES AND NO MERCY? THE LAST WARRIOR STANDING OF THIS FREE-FOR-ALL IS THE WINNER
GameModeSharpshooterDesc=FREE-FOR-ALL COMBAT WITH RESPAWN ENABLED WHERE THE PLAYER WITH THE MOST KILLS WINS THE MATCH
GameModeTeamSurvivalDesc=TWO TEAMS COMPETE TO KILL EACH OTHER IN A MATCH WITH NO RESPAWNS; THE TEAM WITH THE LAST SOLDIER STANDING WINS
GameModeTeamShapshooterDesc=TWO TEAMS COMPETE BY HUNTING EACH OTHER TO SEE WHICH TEAM WILL RACK UP THE MOST KILLS; RESPAWN ENABLED
GameModeRetrievalDesc=TWO TEAMS RACE TO LOCATE BIOHAZARD CANISTERS ONE AT A TIME AND DELIVER THEM TO THEIR TEAM DEPOT TO SCORE POINTS
GameModeConquestDesc=CONQUEST MODE DESCRIPTION
GameModeAssassinationDesc=ASSASSINATION MODE DESCRIPTION
GameModeObjectivesDesc=OBJECTIVE MODE DESCRIPTION
GameModeTerroristHuntDesc=A TEAM OF PLAYERS COOPERATE TO LOCATE AND ELIMINATE ALL TERRORISTS IN THE MAP
GameModeStoryDesc=UP TO FOUR PLAYERS FIGHT TOGETHER THROUGH THE STORYLINE AS ELITE RAINBOW MEMBERS TO SAVE VEGAS
MissionLabel=MAP NAME
TimeBetweenRoundFormat=%i SECONDS
TimeBetweenRoundLabel=TIME BETWEEN ROUNDS
TimeBetweenRoundDesc=DICTATE THE AMOUNT OF TIME, IN SECONDS, BETWEEN EACH ROUND
RoundCountFormat=%i
RoundCountLabel=ROUNDS PER MATCH
RoundCountLabelDesc=SET THE NUMBER OF ROUNDS PLAYED IN THE CURRENT MAP BEFORE MOVING TO THE NEXT MAP (IF ANY)
RoundDurationFormatS=%i MINUTE
RoundDurationFormatP=%i MINUTES
RoundDurationLabel=ROUND DURATION
RoundDurationDesc=SET THE DURATION OF EACH ROUND IN MINUTES
MaxPlayersFormat=%i
MaxPlayersLabel=MAX PLAYERS
MaxPlayersDesc=SET THE MAXIMUM NUMBER OF PLAYERS ALLOWED IN THE LOBBY
AutoKickTeamKillersSFormat=AFTER %i KILL
AutoKickTeamKillersPFormat=AFTER %i KILLS
AutoKickTeamKillersLabel=AUTO KICK TEAM KILLERS
AutoKickTeamKillersDesc=SET THE MAXIMUM NUMBER OF TEAM KILLS ALLOWED BEFORE AUTOMATICALLY REMOVING A PLAYER FROM THE MATCH
TeamRespawnLabel=TEAM RESPAWN
TeamRespawnDesc=WHEN ENABLED, ALL DEAD PLAYERS OF THE SAME TEAM WILL RESPAWN IN THE SAME WAVE
DedicatedServerLabel=DEDICATED SERVER
DedicatedServerAllClans=CLANS MATCHES ONLY
DedicatedServerMyClanOnly=MY CLAN ONLY
DedicatedServerNoDesc=THIS OPTION ALLOWS THE HOST TO PARTICIPATE IN SERVER MARCHES
DedicatedServerAllDesc=THIS OPTION PREVENTS THE HOST FROM PARTICIPATING IN SERVER MATCHES TO IMPROVE SERVER PERFORMANCE
DedicatedServerClansOnlyDesc=DEDICATED SERVER USED FOR ANY TYPE OF CLAN MATCH
DedicatedServerMyClanOnlyDesc=ACCESS TO THE SERVER IS RESTRICTED TO THE HOST'S CLAN ONLY FOR CLAN MATCHES
BalanceTeamLabel=AUTO BALANCE TEAMS
BalanceTeamDesc=AUTOMATICALLY ASSIGNS NEW PLAYERS TO TEAMS TO BALANCE OUT UNEVEN NUMBERS
FriendlyFireLabel=FRIENDLY FIRE
FriendlyFireDesc=SELECT WHETHER OR NOT PLAYERS CAN BE HURT BY TEAMMATES THROUGH FRIENDLY FIRE
GameTypeLabel=GAME TYPE
GameTypeRanked=RANKED MATCH
GameTypePlayer=PLAYER MATCH
GameTypeRankedDesc=ONLINE MATCHES THAT AFFECT YOUR STATISTICS
GameTypePlayerDesc=ONLINE MATCHES FOR PRACTICE. YOUR STATISTICS WILL NOT BE AFFECTED
LanguageLabel=LANGUAGE
LanguageDesc=THE PREFERRED LANGUAGE USED BY PLAYERS IN THE GAME
AllowVoiceLabel=ALLOW VOICE
AllowVoiceDesc=DICTATES WHETHER PLAYERS CAN USE THE VOICE COMMUNICATOR IN THE LOBBY AND GAME
AllowVoiceEveryone=EVERYONE
AllowVoiceAliveOnly=ALIVE ONLY
AllowVoiceNone=NONE
GamePointLimitLabel=GAME POINT LIMIT
GamePointLimitDesc=ESTABLISH THE MAXIMUM NUMBER OF POINTS A TEAM CAN EARN BEFORE TRIGGERING THE END OF THE GAME
PrivateServerLabel=PRIVATE SERVER
PrivateServerDesc=DESCRIPTION NOT USED
LockTeamsLabel=LOCK TEAMS
LockTeamsDesc=DISABLE THE ABILITY FOR PLAYERS TO CHANGE TEAMS
PunishTeamKillersLabel=PUNISH TEAM KILLERS
PunishTeamKillersDesc=SELECT WHETHER OR NOT TO PUNISH TEAM KILLERS WITH A RESPAWN TIME PENALTY
PrivateSlotsLabel=PRIVATE SLOTS
PrivateSlotsDesc=RESERVE UP TO 15 SLOTS IN A MATCH FOR FRIENDS OR CLANMATES
OpenSlotsLabel=OPEN SLOTS
AllowRespawnsLabel=ALLOW RESPAWNS
AllowRespawnsDesc=SELECT WHETHER OR NOT PLAYERS CAN RESPAWN IN A MATCH AFTER DYING
AllowRespawnsLives=%i LIVES
BriefingTimerLabel=BRIEFING TIMER
BriefingTi*****sc=SETS THE DURATION OF THE BRIEFING ROOM COUNTDOWN TIMER IN INCREMENTS OF SECONDS
ClanGameLabel=CLAN MATCH
ClanGameDesc=SELECT THE TYPE OF GAME THAT YOU WISH TO PLAY WHETHER NORMALLY OR IN A CLAN MATCH.
BriefingTimerFormat=%i SECONDS
TimeRemainingLabel=TIME REMAINING
TimeRemainingDesc=TIME REMAINING DESCRIPTION
TimeRemainingFormat=%02d:%02d
AllowJoinInProgressLabel=ALLOW JOIN IN PROGRESS
AllowJoinInProgressDesc=DETERMINE IF NEW PLAYERS CAN JOIN A GAME IN PROGRESS OR IF THEY MUST REMAIN OBSERVERS UNTIL THE NEXT ROUND
UnknownMap=UNKNOWN MAP
DifficultyLabel=DIFFICULTY
DifficultyDesc=DIFFICULTY DESCRIPTION
DifficultyNormal=NORMAL
DifficultyVeteran=REALISTIC
DifficultyElite=ELITE
HostileDensityLabel=HOSTILE DENSITY
HostileDensityDesc=SET THE DENSITY OF TERRORISTS YOU'D LIKE TO ENCOUNTER IN THE MAP
HostileDensityLow=LOW
HostileDensityMedium=MEDIUM
HostileDensityHigh=HIGH
ChangeMissionMsgBoxQst=THE GAME MUST RELOAD FOR YOUR CHANGES TO TAKE AFFECT. DO YOU WANT TO CONTINUE?
ChangeModeMsgBoxQst=THE GAME MUST RELOAD FOR YOUR CHANGES TO TAKE AFFECT. DO YOU WANT TO CONTINUE?
NoMissionSelectedMissionMsgBox=YOU NEED TO SELECT AT LEAST ONE MAP TO START A GAME.
ButtonA=SELECT
ButtonB=BACK
LaunchGame=LAUNCH GAME
Accept=ACCEPT
CreateMatchTitle=CREATE MATCH
GameSettingTitle=GAME SETTINGS
CreateMatch=CREATE MATCH
CreateMatchWait=REGISTERING THE MATCH...
KitRestrictionsLabel=KIT RESTRICTIONS
KitRestrictionsNone=NO RESTRICTION
KitRestrictionsSome=RESTRICTIONS ENABLED
</div></BLOCKQUOTE>

TedSmith
10-23-2006, 11:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">[WeaponAttachmentsDescription]
NoAttachments=NO ATTACHMENTS
ScopeReflexSights=REFLEX SCOPE
ScopeRifle=RIFLE SCOPE
ScopeACOG=ACOG SCOPE
ScopeSniperA=SNIPER SCOPE A
ScopeSniperB=SNIPER SCOPE B
ScopeSniperC=SNIPER SCOPE C
RecoilControlStock=RECOIL CONTROL STOCK
UnderBarrelLaser=LASER SIGHT
HighCapacityMag=HIGH CAPACITY MAG
UnderBarrelLaserDesc=THIS LASER LIGHT IMPROVES ACCURACY, BUT CAN BE SEEN BY NEARBY ENEMIES
SoundSuppressorDesc=THIS SUPPRESSES THE SOUND AND FLASH OF A FIRED ROUND BUT REDUCES DAMAGE SLIGHTLY
HighCapacityMagDesc=A POUCH THAT INCREASES THE AMOUNT OF MAGAZINES A SOLDIER CAN CARRY
RecoilControlStockDesc=RIFLE SHOULDER-GRIP THAT REDUCES WEAPON RECOIL AND THE CHANCE OF AIM DRIFT
ScopeRifleDesc=MOISTURE-RESISTANT ALUMINUM-TITANIUM ALLOY SCOPE RESISTANT TO HEAVY PUNISHMENT
ScopeACOGDesc=THE RUGGED ACOG IN THE PREFERRED GUNSIGHT OF US FORCES AND POLICE SNIPER UNITS
ScopeSniperADesc=HIGH MAGNIFICATION SCOPE WITH HUNTING CROSSHAIRS FOR EASIER KILL SHOTS
ScopeSniperABDesc=EXTREMELY LONG RANGE SCOPE WITH HUNTING CROSSHAIRS
ScopeSniperCDesc=TWO-TIER MAGNIFICATION SCOPE WITH HUNTING CROSSHAIRS
ScopeReflexSightsDesc=THIS FIBER-OPTIC SCOPE PROVIDES A CLEAR AIMING POINT FOR ALL LIGHTING CONDITIONS </div></BLOCKQUOTE>

TedSmith
10-24-2006, 12:00 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">[CamouflageDescription]
USUrban=ALL-SEASON CAMO WORN BY US SPEC. FORCES
GermanFlektarn=SPOTTED CAMO USED BY GERMANY'S JGSDF
Black=CAMO BEST SUITED FOR NIGHT OPERATIONS
SWATBlue=THE SIGNATURE COLOR FOR LA'S FINEST
SnowWhite=CAMO FOR WINTER TERRAIN OPERATIONS
USWoodland=US CAMO-PATTERN FOR WOODED TERRAIN
SwedishM90=SUBARCTIC AND TEMPERATE WOODLAND CAMO
OliveDrab=WWII-ERA CAMO USED BY AMERICAN GIS
USDesert=DESERT CAMOFLAGE WORN BY US SOLDIERS
RussianBlue=WOODLAND CAMO USED BY RUSSIAN COMMANDOES
UrbanTigerstripe=PROTYPE CAMO FOR URBAN WARFARE
DesertM90=NATO CAMO USED FOR DESERT OPERATIONS
BlueTigerstripe=PROTOTYPE CAMO FOR MARITIME OPERATIONS
Orange=SEASONAL CAMO FOR HEAVY WOODLANDS
UrbanYellow=PROTOTYPE SEASONAL CAMO
UrbanRed=PROTOTYPE HEAVY URBAN CAMO
UrbanPink=WARGAME CAMO TO HANDICAP ELITE OPERATORS </div></BLOCKQUOTE>

athenian
10-24-2006, 12:33 AM
Good stuff. Glad to see the UnrealEd.int file in there. Hopefully that means that the editor will be included in the game at release.

I think we just got more information in one post than all the information combined since Vegas was announced. Anybody else notice they had 2 MP levles in there? Now why would they include that on a SP demo? Not trying to get ahead of myself but maybe the PC might be getting a MP demo and that is why we haven't got any info/confirmation on a demo. I mean if we were gonna get the SP demo, it wouldn't take much for UBI to make the necessary changes from the 360 to make it playable on PC. From that I would think they would at least announce that PC is getting the SP demo, unless they are holding out on MP demo until the 360 version is released so the 360 players don't get upset that we got a MP demo and they didn't. Anyways just a thought.

WOLF-ATO
10-24-2006, 12:54 AM
many armor info on PEC file<div class="ev_tpc_signature">

http://www.hk-wolf.com/
http://www.hkrs.com/

Substance2006
10-24-2006, 07:19 AM
to bad no "toggle Cover Mode" = No cash from me

RAZE_672
10-24-2006, 08:02 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
quote:

...
PlayerRevivedMsg=YOU'VE BEEN REVIVED BY
PlayerRevivedHelperMsg=GOOD JOB! YOU'VE REVIVED
...


Good god, I hope that's for co-op only... </div></BLOCKQUOTE>


And the coop players hope it's only for adversarial. http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif Why are we supposed to like all the gimmicky stuff? We're the ones that at least try to do more than shoot other CTs.

KungFu_CIA
10-24-2006, 08:38 AM
Are these files from an extracted Xboxdynamic.umd file?

Very interesting...

KurdtKobain1
10-24-2006, 08:41 AM
Those settings remind me of Lockdown. looks not much similar to RvS

TedSmith
10-24-2006, 08:44 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RAZE_672:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
quote:

...
PlayerRevivedMsg=YOU'VE BEEN REVIVED BY
PlayerRevivedHelperMsg=GOOD JOB! YOU'VE REVIVED
...


Good god, I hope that's for co-op only... </div></BLOCKQUOTE>


And the coop players hope it's only for adversarial. http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif Why are we supposed to like all the gimmicky stuff? We're the ones that at least try to do more than shoot other CTs. </div></BLOCKQUOTE>

No one said co-op players would like it. It's part of the single player game and thus naturally fits more into the co-op side of the game than the adversarial side.

I have yet to talk to ANY gamer that thinks "reviving" is a good idea. The difference really is that in co-op you folks can simply choose NOT to revive people if you don't want that sort of experience. In adversarial, people will use whatever they can for an advantage often, and that means if I -don't- use it and they do, my team is at a severe disadvantage.

That all said, I'm relatively confident that they weren't stupid enough to put it in team survival.

RAZE_672
10-24-2006, 10:05 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by TedSmith:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RAZE_672:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
quote:

...
PlayerRevivedMsg=YOU'VE BEEN REVIVED BY
PlayerRevivedHelperMsg=GOOD JOB! YOU'VE REVIVED
...


Good god, I hope that's for co-op only... </div></BLOCKQUOTE>


And the coop players hope it's only for adversarial. http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif Why are we supposed to like all the gimmicky stuff? We're the ones that at least try to do more than shoot other CTs. </div></BLOCKQUOTE>

No one said co-op players would like it. It's part of the single player game and thus naturally fits more into the co-op side of the game than the adversarial side.

I have yet to talk to ANY gamer that thinks "reviving" is a good idea. The difference really is that in co-op you folks can simply choose NOT to revive people if you don't want that sort of experience. In adversarial, people will use whatever they can for an advantage often, and that means if I -don't- use it and they do, my team is at a severe disadvantage.

That all said, I'm relatively confident that they weren't stupid enough to put it in team survival. </div></BLOCKQUOTE>

I think that maybe you are assuming that the adversarial players here are more capricious and malicious than say, bf2 or AA? I've never experienced that sort of Trouble with medics there. Medics heal out of enlightened egoism -- not altruism (sadly). Everyone's welfare is interassociated in team warfare.

TedSmith
10-24-2006, 02:41 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RAZE_672:
I think that maybe you are assuming that the adversarial players here are more capricious and malicious than say, bf2 or AA? I've never experienced that sort of Trouble with medics there. Medics heal out of enlightened egoism -- not altruism (sadly). Everyone's welfare is interassociated in team warfare. </div></BLOCKQUOTE>

What the hell are you talking about? Do try to pay attention.

No one said anything about why medics heal, or made ridiculous statements about team welfare. What I said was, the heal system in Vegas is built into the single player aspect (even though NO ONE wanted it), and is evidently part of the multiplayer in some fashion or another as illustrated by the code that displays when you've revived or been revived.

What I SAID was, that because it's part of the single player game it fits more naturally into co-op and will likely be there. With that in mind, people playing co-op (since there are only 4 players on a given server) can choose whether or not they want to utilize this ludicrously unrealistic system or not, whereas in an adversarial server, any team NOT using it will lose and badly.

It's a ridiculous system that should NOT EVER have been put into an R6 game (or GRAW before it) and I'm hoping that it's only been implemented in co-op because it's more controllable there than it is in adversarial. 4 people working together are easier to control than 16 people playing against one another.

RAZE_672
10-24-2006, 06:53 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> In adversarial, people will use whatever they can for an advantage often, and that means if I -don't- use it and they do, my team is at a severe disadvantage. </div></BLOCKQUOTE>


Are saying that reviving can be disabled for one team and not for the other in any given adversarial match?

Or are you are claiming that people will choose to abuse the riviving system (by deliberately not reviving someone) in adversarial matches to the detriment of their own team?

Either way you are the one that isn't making much sense. For in the former instance, you describe a game that is so flawed it can't be played and in the latter, players so irrational that they can't play.

And I suppose that reviving is better suited for coop because only they will decide beforehand either to use it intelligently or not at all?

Regardless of whether or not the feature is built in or not, my point is that other games have "reviving" (healing with medics, whatever) in adversarial matches and this nonsense of which speak does not occur. It's a bogus excuse and doesn't occur in bf2 or AA. Revival will work just as well or poorly in TDM as in coop.

IMO TDMers will warm up to rivival more so than coop because it suits their style of gameplay. It will keep them running around shooting each other much better than respawn.


.

RAZE_672
10-25-2006, 05:59 AM
What's rediculous is the notion that the reviving feature, if made optional, would be allowed to be activated for one team and not for the other. It would be like administrators issuing a kit restriction for pistols only for the green team and sub mach guns and assault rifles for the gold. The level of control for this feature is the same for coop and adversarial alike regardless of the no. of players -- everyone plays with revival on or off. That's how server side options have worked in the past and it would be stupid to think that it would operate otherwise in the future.

Clever_Hans
10-26-2006, 11:44 PM
What? No CADPAT or MARPAT?! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Not like most camo is going to do any good in Vegas, I just like digital camo.<div class="ev_tpc_signature">

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XxMistaMADDxX
10-31-2006, 11:00 AM
Hey thanks for the info but this is Spanish to me. I was trying to figure out how many spawn points there were in past R6 games when Tienneman redirected time to this thread. When you say 6, is that three for each team or 6 for each time. The mention of two kind of threw me off. In past R6 games, were there more spawn points for certain maps and less for others? Have there ever been random spawn points in the past games?<div class="ev_tpc_signature">

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ezu1
10-31-2006, 12:17 PM
Co-op players do not want revive either.

Modien
11-23-2006, 08:26 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Clever_Hans:
What? No CADPAT or MARPAT?! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Not like most camo is going to do any good in Vegas, I just like digital camo. </div></BLOCKQUOTE>

Im sure someone will make a mod for that..your probably not the only one..I love camo also..

reggo
11-23-2006, 08:57 PM
The 99_HeliRides_03InNear.int file is interresting:

***
[General]
LocationName=FREMONT
MissionName=FREMONT PART I
MissionDescriptionMP=TERRORISTS HAVE SEIZED ANOTHER CASINO. GO THROUGH THIS ONE JOHN WOO STYLE!
***

I hope they put some flying doves animations.

topeira
11-24-2006, 08:04 AM
i gotta figure this discussion out.
what do u guys think this ini file is?
info on the PC version??
why do u think that?
itsn't that file taken from the xbox version, which means it's not the same ini from the PC version??
what are u talking abuot? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

reggo
11-24-2006, 01:38 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by topeira:
i gotta figure this discussion out.
what do u guys think this ini file is?
info on the PC version??
why do u think that?
itsn't that file taken from the xbox version, which means it's not the same ini from the PC version??
what are u talking abuot? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif
</div></BLOCKQUOTE>

The Microsoft-made Xbox 360 and other consoles are basically computers with hardware and software dedicated to running video game programs. The original Xbox was in essence a PC using a modified version of the Microsoft operating system Windows 2000. The Xbox 360 is the next iteration of that concept.

The R6 Vegas game is built on Epic's Unreal Engine, a game engine licensed to developers/publishers like Ubisoft to allow designing AND running first-person-shooter games. The file structure containing these .ini and .int files is a characteristic of the Unreal Engine.

This Unreal Engine, running under Windows OS, can then be used to develop a single game for multiple target platforms at once (such as PC and Xbox 360) with few differences between actual platforms (such as inputs from mouse/keyboard vs controller, user interfaces, etc). This is what Ubisoft like to tout 'Multi-Platform Development Methodology' (MPDM). It reduces time/cost development for them. No need to say that the benefit is not for the customer...

This MPDM is a litle bit more 'sophisticated' than just saying that R6 Vegas is a straight port from console to PC. But keep under consideration that this game was obviously made with console audience, console gameplay and controller inputs in mind. So in that perspective, saying that R6 Vegas is a straight console-to-PC port is fairly right.

So in conclusion, the PC file structure of R6 Vegas is going to be 98% identical to the one of the Xbox 360.

Hope that helps! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif