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Tom Clancy's Ghost Recon: Blood Oil


Giampi

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Hi!

I haven't gotten around playing this, but I plan to do soon. However, I read something about a next patch, the 1.4, which apparently haven't been released yet. So, should I wait a while for the 1.4 patch or it's OK to play the mod in its current state?

Thanks. :)

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Hi Malleus

1.4 patch for this mod should be up in a week or so. I`ve deleted my old files and have to get through all previous issues again since 1.3. Currently in progress.

Most of the mod as it is works. But 1.4 will include specialists. So if you are going in SP, maybe hold off from the campaign. There are plenty of extra missions inculded to try out though. All available SP. There are a few small issues, but nothing that`s going to bring your house down.

Hope to update soon.

:thumbsup:

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Blood Oil patch 1.4

Delete bo_unlockedheros.xml from your GR directory if there is 1. New specialists have been activated at missions 1/3/5/7/9/11. Will be happy to keep fixing any little issues that may still arise.

Hope to of fixed everything that was in need. Contains all previous fixes, will update any version to 1.04

DOWNLOAD 71MB

Download BO_Patch_1_4_b.7z place it inside the Blood Oil folder, right click and extract here. Overwrite all.

bo_patch_inst.jpg

7-Zip was used for this compression.

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Yes sir. :)

Probably just a funny coincidence, but so far everyone I came across, who uses "of" instead of "have" (""Hope to of fixed everything""), turns out to be British. :)

Anyway, thanks for the patch, the link is working now. :thumbsup:

Edited by Malleus
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The M32 is listed twice in the effects file. 2 ways to fix this.

1: Locate 1 of the lines same as below and delete it. Then at the top of the list, change count 109 to count 108

<Entry Filename = "n_gl_ss.wav" Length = "2.139" Min = "1.000" Max = "2000" Rolloff = "75"/>

2: Download THIS new effects.xml and put it in your Blood oil / Sound folder and overwrite.

:rolleyes:

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  • 2 weeks later...

I am trying to get information on the music used in the Blood Oil game menus. The menus use an African world music song and some keyboard tunes as well. Mrwhat@hotmail.com is listed for "various kit and ambient sound effects" so I tried sending him an email but it came back undeliverable. Perhaps someone here would know who did the menu music; Thanks!

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  • 2 weeks later...

Hi there. Something's wrong with the XCR weapon sounds. Seems like the suppressed and normal sounds are mixed up. I used the aimpoint 2x5 version suppressed and it was loud, and then I tried the cqb version unsuppressed it was silent. Just thought I'd report it.

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Not sure how the file structure of GR works, but I checked the /equip files, and the n-xcr_aimpoint-2x5-sd.gun and the n-xcr_cqb-sd.gun file references the m4sopsd_s.wav for sound, and the n-xcr_aimpoint-2x5.gun and the n-xcr_cqb.gun file calls for the w_M4SOCCUM_ss.wav sound. Now the thing is that the m4sopsd_s.wav actually sounds like unsuppressed fire, while the w_M4SOCCUM_ss.wav sounds like a suppressed "thud" sound.

Edited by Malleus
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Now i've run into a real problem. Whenever I try to load a game on the fifth mission of the campaign (waterfall), the game crashes. Both when played in the campaign and when launched from quick mission menu. Only mission mode is affected however, I tried it in firefight, and load game worked fine.

I figured I'd just skip this mission with the 'autowin' command (no way I'm gonna ironman it :) ), but that doesn't complete the objectives, and on this mission, doesn't unlock the specialist. Any way to make the objectives completed, or get the specialist character otherwise?

Edited by Malleus
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  • 1 month later...

I was playing BO and after thesecond or third mission, all the guns on my team made the same sound, regardless of type. The first time i noticed this, they all sounded like the M240 on full auto, then they all made a chirping sound. I then tried a map on "Firefight" and got the same results, but the sounds returned to normal once I de-activated Blood Oil. Upon restarting Blood Oil, the sound issue returned, with all weapons having only one sound, regardless of type.

Any idea what is causing this?

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