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ApexMods

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Everything posted by ApexMods

  1. For those with spare time and looking for a chuckle or two. 🙂 Link
  2. Nice to hear. Welcome to the cult! 🙂
  3. Updated with a link to the GRN Recon modding section. No idea why it wasn’t listed before.
  4. Yep, IIRC F9 also toggles the weapon reticle, so F11 and F12 are preferable. Will have to look at my notes, but IIRC, I only made changes to SP GTF scripts and the default random mission (fixed e.g. an erroneous dialog pop up), while the mission template for campaign missions is unaltered. I’m using it for the new campaign missions. Adversarial MP scripts where thoroughly overhauled and expanded, though.
  5. Replay files contain no video, only game data, so they need to be played in-game. It’s basically a reconstruction of gameplay. That’s also why, like save games, they require mods that were active during recording to be active during playback (game may crash otherwise).
  6. You’re right. There are more worthwhile things to work on. I always get carried away modding Ghost Recon. There is just so much I still want to do with Heroes Unleashed. 🙂
  7. Not part of my plan. Again, at the moment this is just an idea in my head, and I think there‘s a way to realize it. Could still turn out undoable. If it works how I think it works, that message log would not be affected. Getting rid of player names popping up would require to eliminate the log altogether. I think with HU’s faster scrolling it’s not so bad as to remove it completely. HU 1.0 uses it for very little messaging in MP, and the next version will use it even less. Some people still use the log for in-game messaging in MP (I do), so I have no plans to do away with it yet.
  8. Don’t think that’s possible. Realizing my plan is gonna be quite a stretch already. Not sure if I can make it work. Loads of trial and error ahead.
  9. Oh and before I forget (again), loads of Ghost Recon modding tutorials etc. here: http://www.ghostrecon.net/html/recon.htm#modding
  10. That’s just a quick rundown. Let us know if you need more detailed help on this.
  11. What I have in mind is removing the HUD elements but retaining the information in the command map interface, so you could still call up the info with the push of a button.
  12. For missions, enemies are assigned individual *.KIT files in the *.MIS files (see actor text entries). Game types usually auto-assign enemy equipment randomly from a pool of OPPOSING_FORCE_*.KIT files found in the EQUIP folder. So to change enemy weapons, you create a new mod folder (with a MODSCONT.TXT file for the mod’s name), and e.g copy the EQUIP and MISSION folders inside. Then you edit the files mentioned above e.g. with a text editor or Igor (although Igor probably would be overkill for this). When you’re done editing, activate the new mod in options. That’s it. 🙂
  13. Yes, there are few nation keys to temporarily turn off HUD elements, but they’re always back on the next mission. If I remove them, it would be the other way around. I’d make an addon mod to restore them, e.g. for Legacy. Now THAT is an idea for a new contest! 🤣 Freedom of choice would certainly be maintained through customization addon mods. I have to admit that even I occasionally play HU with the Legacy addon. 🙂
  14. There may be a way to permanently disable HUD elements like stance, weapon, and fire select indicators etc., but it’s yet another boatload of work. Would this be worth the time? Opinions? Comments? Is anyone still reading my ramblings?
  15. BigBlueSoul worked on Blood Oil maps. He even sent me some WIP stuff for HU back in the day, IIRC. Nice fella. CENTCOM maps were by Worm, Blahb, Buck50, and Lexsis. Missions by Militia Man, Tinker, Migryder, NYR, and Sixpence.
  16. Yeah, that’s also the impression I got from others involved at the time (I believe Worm did most of the maps), as well as from my own exchange with Jay. Such a pity, really.
  17. IIRC that shouldn’t be a problem at all. Don’t see why not. Heck, Ghost Recon can even be played cross-platform, Mac vs. PC version.
  18. Reading over this post and the VG247 article again, I wanted to strike this point home once more: By now, I am absolutely convinced that Ubisoft, one of the largest game development conglomerates, with over 16,000 employees, studios all over the world, and billions and billions of profits in their coffers, are actually incapable of creating a true successor to original Ghost Recon (2001), which was made by a still independent Red Storm Entertainment, under the lead of genius game designer Brian Upton. Even if they wanted to (and admittedly that’s a huge “if”), I’d wager that Ubisoft’
  19. Another nice one. ”GREAT tactical game! I don't play multiplayer but this is a solid combination of almost zen-like suspense and rapid fire action. The graphics are a touch dated but not through lack of artistry. It looks real enough to be effective and little touches like camo patterns changing between missions are appreciated. There is no FPS weapon model which was a little off-putting but I came to appreciate more of the screen open to see. This game is unforgiving but fair. You can lose a soldier to a single bullet but so can the enemy. AI is pretty impressive, especially fo
  20. Beautiful stuff, Hammer. Are you by any chance still in contact with Jay, or other members of CENTCOM’s dev team?
  21. As I’m working on HU’s operators manual (over 46,000 words now, growing fast), it would be nice to hear what you folks would like to see added or expanded upon. BTW, have any of you actually read the whole thing? 🧐
  22. So what‘s the status of the SDK? IIRC, you also worked on various 3ds plugins?
  23. Let me check, although I may have remembered this wrong. Could have been another mod tool requiring those (was it Mike Schell‘s skinner?)
  24. „A new report from Bloomberg writer Jason Schreier casts new light on the allegations that have surrounded Ubisoft in recent weeks.“ Full article here Original Bloomberg article (pay wall)
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