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  1. Yesterday
  2. wombat50

    Ghost Recon: Heroes Unleashed

    f12 removes the HUD element in the lower right hand corner. Name of primary and secondary and counts for each.
  3. Rocky

    Ghost Recon: Heroes Unleashed

    Heroes Unleashed V1.0.1 now available for Download.
  4. zork

    Ghost Recon: Heroes Unleashed

    Yes, I tried it before. Gave "HU - No Crosshairs" the highest priority, but it seems it has no effect in the game. "HU - No Reticules" disables all reticules, and "HU - No Scopes" disables all long distance scopes, so that is not what I want. I kind of worked around that by using key F9 which is by default bind to "remove all HUD" and that includes ALL reticules, everything, when I want. With ACOG I remove everything when I am not sighted, and enable it only when sighted, for maximum realism. As for the red pips representing the "feel" of the weapon. It's debatable, I can see some benefits to it, but in the end I think it's another element that is essentially very arcade. If you want to have a stable weapon, just don't run -- it's simple as that. In reality no one is sprinting and hip shooting, all shots are very precise from the sighted position. And that's why you don't need an artificial pips crosshairs to tell you that. If you are stationary, your weapon is stable... Another thing I noticed -- I can disable stance and weapon information by using F keys, but is there a simple way to remove ammo count from the weapon information? It is very unrealistic to know exactly how many bullets you have left in the mag. Milsims like Project Reality and Squad disabled it for good reason.
  5. Daedalean

    Weapon modding, not modeling

    Here is another combat model. Basic, working and armored. Two specialists are customized will alter originals without affecting any game files. Must be high priority. gantz.zip
  6. Jack Wachter

    Ghost Recon: Heroes Unleashed

    There's a bunch of add-on mods included with HU, think the No Crosshairs is what you want. Dig into the XTRAS folder, lots of interesting stuff there. The various add-on mods let you tune things to how you want it. As for the realism, how else do you represent the "feel" of the weapon? We don't have a physical model that lets you see the recoil and adjust accordingly. Without the pips, it's harder to tell how stable you are at any given time. Just saying that there's various tradeoffs related to making things "realistic," depends on what you want to represent and how.
  7. zork

    Ghost Recon: Heroes Unleashed

    Best mod ever! Much respect for all the hard work. One question though -- is this somehow possible to remove/disable expanding pip reticule? This is completely unrealistic to have an artificial red pip reticule together with for example acog.
  8. Jack Wachter

    Wachter's ARMA 3 Content

    From video description:
  9. I put up 2 events on the site calendar. One this coming Saturday and another for June 2nd. Go check out the calendar for more details
  10. Cpl Ledanek

    The YouTube Thread

    I know for a fact, some of you love this song, so https://youtu.be/RupUMJOEMO8
  11. Lightspeed

    Heavy fog mission?

    I think it's a lot easier than that - you can do it from within Igor - look under Tools >> Environment Editor. Max Spotting Distance. As I recall, just set it to the same as the Fog.
  12. Last week
  13. Starting modding tutorials here soon. Let me know what you want to see first. https://youtu.be/0GIV8kbiN9I Video1 - Getting started. https://youtu.be/EA7IVOOgGGM
  14. Jack Wachter

    Wachter's Attempts at Skinning

    So the newest Multicam is a bit too sandy/desaturated for my taste, though what I see in some pictures. I managed to find a sample with the color gradient that isn't super brown. Doesn't seamlessly tile, but it works.
  15. ApexMods

    Ghost Recon: Heroes Unleashed

    Full downloads for GRHU 1.0.1 and GRHU Demo 1.0.1 are up at ModDB: Ghost Recon: Heroes Unleashed 1.0.1 (Mac/PC) Ghost Recon: Heroes Unleashed Demo 1.0.1 (Mac/PC) I'm on the road and cannot upload to GR.net until next week. Maybe Rocky finds some time for this?
  16. Jack Wachter

    Wachter's Attempts at Skinning

    Scccoooorrrrrrpppiiioooonnnnn. So this Scorpion W2 sample I have is beautiful. Has the color gradients, pattern looks accurate (no vertical elements like Multicam), and even tiles perfectly as far as I can tell. Doesn't me off like every time I look at my Multicam samples (none of them seem perfect to me)... doesn't help that base Multicam seems to come in a few varieties in exact shading and coloration depending on what picture you look at. For reference, here are my main 2 Multicam samples I like tolerate. But how does this wonderful Scorpion look in game?
  17. ApexMods

    Ghost Recon: Heroes Unleashed

    Some maps do not allow setting AI waypoints due to their original setup. Please check the "KNOWN ISSUES & LIMITATIONS" section of the manual for details. Ghost Recon's command map supports maps up to 400 by 400 meters. Anything bigger than that and the CM won't work. This, too, is mentioned in the "KNOWN ISSUES & LIMITATIONS" section of the manual.
  18. Jack Wachter

    Playing with some sounds...

    Thales Real Weapon Sounds work pretty well. Maybe we could make a sound library for people to use? Similar to Thales' mod, except with sounds already in the correct format and pulled from various sources. The sounds from Thales' RWS are nice, but sometimes don't have that punch. At least it leads to something that sounds very believable. Now, if we can get some actually good SD sounds to use... RWS barely has any.
  19. wombat50

    Playing with some sounds...

    I have tried allot of sound sources: YouTube, several games and modded soundpacks for other games. No matter the source, the GR limitation of having mono weapon sounds diminishes good sounding stereo sounds. On the other hand, there are several GR weapon sounds that are awful. Most notably the M24. So attempts to replace existing weapon sounds and effects are worth the effort. The weapon sounds in Wildlands are to die for. I was able to extract them with some software but formatting them for use in GR deemed them quite average. 😞 Once in awhile I'll find a sound that maintains its punch and is quite satisfying but these are few and far between.
  20. Eisenhauer

    Ghost Recon: Heroes Unleashed

    new error map 175 does not show anything on command map
  21. I think there are ways in which soul switching can be done and still have the narrative remain the same. Like maybe you can only play a soul switched character for a set time period, or there are forced areas in which you play as nomad/mitchell/insert name here and the cutscenes still only involve the team lead getting the orders. The narrative of GR:W when in the world is very open ended to make the co:op experience much more seamless. So I think soul switching with the same narrative elements is still very possible with some thought and some brainstorming.
  22. Soul switching was great I agree. In Wildlands the focus was definitely on playing the part of the lead character - the story driven campaign and the cut scenes all work because of that direction. But soul switching was a fun game mechanic.
  23. While I'm hoping there isn't a Wildlands 2, not because wildlands isn't worthy of a sequel, it's just simply because I think it's already had a nice well rounded ending that leads on well to the events in GR:FS, and I think adding a sequel to wildlands would be a bit cheap. but I wouldn't be opposed to it if it resolved many problems the original game had. such as AI. I do agree with most of these points, if not all of them. But the one thing I would like to see make a return is soul switching, it was the ultimate micromanagement tool, which allowed you to put a teammate in the exact position they needed to be in to take a shot or stage an ambush. One of my biggest pet peeves was giving the AI teammates a target, they'd lose the shot but never reposition to re-acquire it, having soul switching would negate this as you could take control of them yourself and place them where they need to be. I would like to see something like target prioritization in the future, similar to sync shot but you set target priorities, so they then deal with those in priority order when given the command to go hot. Colour coding the teammates with numbers would ensure a nice seamless transition into this. In the same vein I'd like to see refinements to the enemy AI as much as the teammate AI, it's been covered a little here, they prioritize you as a target, to the point of walking past a teammate to gun you down. I'd like to see the enemy try to outmaneuver you, as it's very easy to outmaneuver them currently by just firing off a few shots and running off, and they have far too much of a tendency to just run at you, completely disregarding cover or concealment. I'd like to see the enemy AI have much more of a hierarchy in which they act like a team/platoon/pair so they are less likely to be caught off guard. I'd also like to see the enemy AI attempt to ambush you at random points while you're on the move, and have more dynamic moving patrols along the world, that make it much more difficult to predict where they are and where they will be.
  24. Jack Wachter

    Playing with some sounds...

    Part of me wants to just record gun sounds from ARMA 3 and slide them into GR. Not sure of permission technicalities with that since I mostly use JSRS. Do want more variations to work with, should make things even more immersive. As far as GR's inherent limitations go, at least this is better than before.
  25. Daedalean

    Weapon modding, not modeling

    As a sample here's a copy of a mod from previous collections the files for model actors are removed to save space on the forum USMC 24th MEU mod.zip
  26. pz3

    Playing with some sounds...

    I did this once before. I never had a good crack sound but ran into some of the same issues. Not real sure if there is a fix for clipping or the audio sounding a bit off. It does make the firefights more immersive though.
  27. Eisenhauer

    Ghost Recon: Heroes Unleashed

    I have found a problem on the mission map 152 can be specified on the command map no waypoints for AI. I think the problem I had on other maps.
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