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  1. I believe that there was an amazing confluence of opportunity, timing, talent, and game design that has not only made the 'original' Ghost Recon an exceptional high water mark in tactical realism game design, I think it may never happen again, may actually be something we should value, and a good thing! Ghost Recon was developed during and set at the height of the Cold War, where covert warfare peaked in terms of skill based tactical operator intervention. Not that this still isn't a thing today, but contemporary warfare, weapon systems and intervention are designed to obviate operator sk
    3 points
  2. More like normal map files, except normal means totaly different structure. Same for playstation version of the game. I mean that files (even with the same extension) for pc differs from console ones. There must be a reason for this (optimizations, new engine, console specific things, whatever), but once again it's just files with specific structure, 7zip or any other archiver can't help here.
    3 points
  3. today I got question in discord channel how I can incr/dcr fog and max spot distance continuously since the above lab(example) will run just once (it will move fog far the till does not reach 120m, and it will reduce it again back to 60m) after that it will stop Now to run that infinitive increasing to 120 and then lowering to 60 then increasing to 120 and so on ...you need to adopt you routine, and you need to reset the values of fog-far (in this case Lightnes and Darknes) .. basically I was even able also to reduce code...so thank you for asking this.... working solution example i
    2 points
  4. It was indeed, after GR2 Ubi began to use more general-purpose engines such as Diesel and Anvil. So this is the last GR game where we see variations on QOB files. GR2 had some great models and maps, hence why I'm here losing my ###### over these damned files! In other news - The very hacked together program I've written is successfully reading files and providing correct debug information so far! So the easy part is done at least!
    1 point
  5. Here some short Igor editor movie as last part which deals with dynamic weather. In this movie you will see : Rain change dir - rain, wind, fog, change directions every 30 sec Fog changes distance - fog will be reduced from fog far 60m till up fog far 120m - Max Spot will be increased from 80 to 140m and opposite - fog will be increased from fog far 120m till up fog far 60m - Max Spot will be reduced from 140 to 80m Night falls once the fog is on 60m and max Spot on 80, night falls part will start and it will change color of the fog (get darker
    1 point
  6. ground control to Hana...if you are alive please release this
    1 point
  7. For what it's worth, the skybox model xa02_city_sky.pob works in OGR PC. I used Mike Schell's Skinner to add some textures, the only difference was that you also have to define the DN (i.e. bottom) texture (which in OGR PC seems to use the UP texture) - not sure the utility of that, the only time I'm aware of where you can see the bottom is in Igor, if you look below the 'floor.' When reskinning the skybox, this was typical of the original config: kimk.redstorm\my documents\_gritx\_texture work\for pete\city multiplayer\skybox\xa02_city_fr.rsb don't know if there is some clue in that
    1 point
  8. the files which you have uploaded are unavailable, can you add them again or upload somewhere else
    1 point
  9. Hi all, I'm releasing another small update. This one addresses a few sounds that wouldn't play correctly (the M24 and crouch + prone sounds) and added much higher quality weapon sounds used in the Xbox version for all weapons. Ghost Recon: Xbox Conversion 2.3.3 Download: https://drive.google.com/file/d/1eyEe8FICYZoVcR7_kd3dN7oQYHvgm0LB/view?usp=drivesdk Island Thunder: Xbox Conversion 2.3.3 Download: https://drive.google.com/file/d/1fpV8v47bNGarCYhXvdxky7iU61pcF-B1/view?usp=drivesdk
    1 point
  10. The first kit for the first 3 actors in each platoon is the default way the game handles it. For the mod stuff I do, I just use separate AI backup actors with a single kit for the first 3 actors in each platoon to make it super obvious what they are using.
    1 point
  11. Courtesy of Dannik: http://web.archive.org/web/20031213070456/http://www3.telus.net/miklogik/ghostrecon/tutorial.htm Edits the first kit in each class of the kit restriction you use in MP. I would try this method first. For PVP, first kit for all platoon classes need editing. Involves editing one of the AVATAR.TOE files. Not well explained in my opinion. http://www.ghostrecon.net/forums/index.php?/topic/18306-gr-multiplayer-discovery/
    1 point
  12. Hi all, I'm releasing another update for both versions of the Xbox conversion. They include a few fixes, a few changes in sound and the HUD and the addition of Dossier Challenges. Given that the mod is getting close to the end of development (there's not much more that I can do besides porting over the Xbox missions) I've included an extras folder. This includes a developer's note from me, the videos used in the Xbox version that I cannot get to work on PC due to the file size and the Dossier Challenges for each version. Note, that the challenges will not actually unlock anything like it
    1 point
  13. I wonder what we could do to crack this. To my knowledge, the Xbox versions used the same engine for the most part during development. We've gotten as far as opening the structure of the map up with 3D Max but everything is just blank. I've reached out to Ubisoft's corporate office and requested the release of the SDK used to develop Ghost Recon. I might hear back from them on Monday.
    1 point
  14. Here some short Igor editor movie how to get dynamic weather conditions (rain direction change, fog reduced/increased, max spot distance inc/dcr) this should even more improve the game immersion https://drive.google.com/file/d/1tbhapnVkbFpQV8YqRsW5jFOE3yiSyd5o/view?usp=sharing dynamic_weather.txt
    1 point
  15. I hope he gives me one aswell.
    1 point
  16. many of us are playing regularly check http://5.45.107.182/ and join us on https://discord.gg/WXfnh7e
    1 point
  17. Here some short Igor editor movie how to get drones (or remote explosions or what ever) in use https://drive.google.com/file/d/1f4ZnstU_ec6VGOYVzNgEzgac9EMhzt60/view and attached is the script part which shows how was it made in detail drone_tutorial.txt and here almost final version https://drive.google.com/file/d/1oMw7CW42QZy8QwkidzlzdMj2-jyGDmhj/view
    1 point
  18. The download section is currently unavailable due to an ongoing security incident. Rocky is working tirelessly to get the download section up and running as soon as possible. In the interim please place a request here for a mod to download and I will attempt to seek it out and upload it to my google drive for you I have all Ghost Recon Mods (including GRAW/GRAW2) up til 2015 on an external drive. Any later mods I will attempt to contact mod authors as they may still be active in the community. I will edit this post continually with frequently requested mods. 1. Ghost Recon
    1 point
  19. Glad to see mod talent is still here keeping the fire going. I think dropping mod support for the franchise was the biggest and most unrecoverable mistakes Ubisoft made; GRN is a great site, but there used to be thousands, in many languages, some were even GRNs equal -- surpassed it in some regards not as good in others... The lack of a current gen mod-able Ghost Recon game, the long term continuity that offered is something Tactical Realism fans value (look at ARMA) and is an enormous loss here to fans of the genre, as well as all the free marketing which is an enormous, and very well e
    1 point
  20. If that doesn't happen sooner than later I'll be to far over the hill to care. While we wait give thanks to the GR gods for the hundreds of awesome mods.🐱
    1 point
  21. Any update on when you will announce the surprise?
    1 point
  22. Retextured Vilnius map "M10 Dakovica". Air strike sounds are very effective, so play this video with big sound.
    1 point
  23. This is by far the only reason I've played GR so much and why I still play it off and on after so many years. Because of the amount of options offered in SP campaigns and the fact that few of the missions out there are designed to be played by just a few players. That's what respawns are for? Respawns VS Fireteams Respawns require you to run from insertion. Whoever you might have been cooperating with will be without you while you catch up. BORING run that causes confusion about what to do next. With backup, you stay in the action and also have opportunities to flank enemy pos
    1 point
  24. If you need to change the settings on custom maps, there are only 2 settings to change in the environment files (.env) found in the map folders. Here is the caves env file: <EnvironmentFile> <VersionNumber>1.000000</VersionNumber> <MapFileName>m01_caves\m01_caves.map</MapFileName> <SkyboxFileName>m01_caves.pob</SkyboxFileName> <FarPlane>180</FarPlane> <MaxSpot>90</MaxSpot> <Fog Near = "10" Far = "180" Red = "249" Green = "239" Blue = "205" LayerRange = "90" LayerHeight = "20"/> <CMBitmap>m01_caves
    1 point
  25. One of the biggest annoyances for me in GR has been how the Platoon AI/gear/characters are greatly customizable in SP but in MP when you choose AI backup you get up to 8 additional platoon members that are the 1st 3 class types with the 1st kit in each class type. You can change what is being selected with the default options, but this is still very limiting in comparison to SP. We have often desired when playing 2 player coop having a little more AI backup, but without the full 9 person platoon. Below topic describes more with a semi solution. http://www.ghostrecon.net/forums/index.php?
    1 point
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