Ghost Recon: Heroes Unleashed

641 posts in this topic

Posted

Welcome to Ghost Recon: Heroes Unleashed

Dear Ghost Recon Fans,

It is my honor to finally make a contribution to the Ghost Recon family in the form of a new mod. I have been working "swiftly, silently, and invisibly" on this for several years, and now that the time has come for my mod to see the light of day, I am overjoyed to be able to give something back at last.

Heroes Unleashed is my tribute to the Ghost Recon community. The mod's aspiration is to honor the makers and fans of this great game, and to be a token of appreciation for all the people who expanded the Ghost Recon universe over the years - with their work, support, ideas, enthusiasm, and sociability. All of you made our beloved game the all-time classic it is today.

I hope that Ghost Recon: Heroes Unleashed will provide you all with many additional hours, days, or even years of fun in playing one of the best computer games ever devised.

Cheers,

ApexMods :thumbsup:

PS: As part of this introduction, please allow me to quote an extract from the mod's ReadMe, listing its features - as requested.

MOD FEATURES

REALISM

-------

- Original campaign missions are re-scripted to improve scenario

realism, e.g. reinforcements do not spawn out of thin air in front of

your eyes, some enemy locations vary each time a mission is done, etc.

- Mission environment settings (fog range, color, and opacity, as well

as overall rendering distances etc.) are adjusted for a more realistic

visual appearance.

- Spotting distances for AI characters are corrected on all maps - if

you can see the enemy, he can see you, too.

- All mission locations displayed during briefings are corrected and

shown with proper coordinates on new world maps covering the entire

planet. Mission times displayed during briefings correspond to visual

environments in their respective maps.

- All map textures have been reviewed one-by-one for potential visual

inadequacies and touched-up or recreated if necessary to achieve the

best possible level of visual realism.

- Many visual effects like muzzle flash, tracer ammunition, ricochets,

blood, gunshot wounds, fire, explosions, debris, smoke, rain, snow,

lightning, shadows, clouds, lens flare etc. are retextured for a more

realistic appearance.

- AI enemies are adjusted to exhibit more realistic behavior and

capabilities (e.g. there are no more enemies with super-human weapon

accuracy that lets them shoot the wings off a fly at a distance of

hundreds of meters with a standard-issue assault rifle).

- Enemies carry a wider more authentic range of weapons and equipment.

- Player and friendly AI characters' abilities are slightly increased

to make them act a bit more like the elite soldiers they are supposed

to represent.

- New weapons and vehicles are added for a broader and more realistic

variety of military materiel.

- All weapons are correctly designated and adjusted using real-life

properties (weights, magazine capacities, trigger groups, fire rates

etc.) and ballistics (range, stopping power, recoil, etc.).

- Weapon handling is adjusted for more realistic weapon control, e.g.

to facilitate improved shooting while moving slowly, and smaller guns

like pistols, SMG's etc. "feel" more compact and allow for quicker

target acquisition than larger weapons.

- All weapons feature authentic sounds which also exactly reflect the

rate of fire of each individual weapon. For example, when you fire an

assault rifle with an effective rate of fire of 750 rounds per minute

you hear a staccato with intervals of exactly 0.08 seconds.

- Weapon models are more detailed and exhibit more authentic overall

appearance. Every single weapon texture has been manually reworked

and refined for a perfect finish providing realistic visual features,

including homogeneous color saturation and optical contrast across

all weapons.

- Weapon scopes feature accurate magnification levels and realistic

field of view. Weapons without magnifying optics provide no zoom.

- Weapon optics are represented with more realistic visual appearance

based on their real-life reticles. All reticle textures have been

completely recreated from real-life weapon optics. Weapons with iron

sights retain generic default reticles.

- Night vision and binoculars more closely match the field of view

and appearance of their real-life counterparts.

- HUD, Command Map, and Compass/Threat Indicator are changed, with

some elements removed, for a cleaner and less obtrusive look, and to

allow a less restricted field of view. Direction of enemy positions

is no longer displayed to improve realism and suspense. Threats in

close proximity (40 meters) are still indicated (non-directional).

- Vehicle characteristics are adjusted for more realistic behavior.

Their weapons correspond to real-world armaments with realistic weapon

effectiveness, and vehicle handling allows for realistic movement.

- NPCs (Non-Player Characters) and vehicles are no longer shown on the

Command Map and sensors are removed from the equipment selection to

facilitate more realistic tactical play.

- Rangefinders are no longer available by default, to improve realism

in unit equipment (in real life not every soldier carries an AN/GVS-5

Laser Rangefinder). The corresponding keyboard shortcut is renamed

and now simply holsters your weapon. Rangefinders are still available

via equipment selection.

- Some audio-visual feedback (e.g. on-screen text messages and voice

confirmation of kills) is removed/randomized to limit diversion, raise

immersion, and to improve overall suspense and realism (e.g. without

kill confirmation you can not be sure whether a distant threat has

been eliminated unless you confirm the kill yourself).

- The body damage model provides more authentic wound lethality (e.g.

shots to the head are more likely to kill, while hitting arms, legs or

abdomen has a higher probability to result in non-lethal wounds) and

body armor more closely reflects real-life (NIJ Standard 0101.04)

Type II, III, and IV armor levels, e.g. characters wearing NIJ Type IV

bullet resistant vests (like e.g. most support experts) have at least

single hit protection for the chest against most ammunition types.

- Body armor is adjusted for each individual in-game character, e.g.

an irregular wearing a t-shirt no longer exhibits any unusual bullet

resistance, while a soldier with a bulky vest and/or combat uniform

very likely has body armor of some kind. In general, the bulkier the

vest/uniform a character wears, the higher the type of body armor.

- Combat load for each soldier is balanced to range from about 25 kg

"Fighting Load" up to about 60 kg "Emergency Approach March Load" with

matching TAT ABL to approximate FORSCOM regulations. Compromises are

made to comply with mission objectives and a more balanced gameplay.

- Overlap in equipment kits between soldier classes is increased (e.g.

anti-armor weapons can be found in non-demolitions kits etc.) for more

realistic unit variety and flexibility.

- Obsolete U.S. Army BDU (Battle Dress Uniform) and DCU (Desert

Camouflage Uniform) is replaced with currently fielded ACU (Army

Combat Uniform) with UCP (Universal Camouflage Pattern). However,

some Specialists retain their old style BDU/DCU combat uniforms.

- The Sniper class now offers two different characters in distinctive

roles: A Sniper with Ghillie Suit camouflage for solitary work and

rural surroundings, and a Marksman with standard issue uniform for

teamwork and in urban environments to avoid the unrealistic employment

of Ghillie-suited snipers in team roles or urban areas, and to reflect

real-world sniper and marksman roles.

- Other soldier classes feature additional characters to provide a

more realistic varied team selection (e.g. so not all riflemen in your

team look alike, anymore).

- Due to lack of realism in the game's hard-coded system for awarding

decorations, these are no longer displayed in the platoon setup screen

(decorations will still be shown in the mission debriefing screen and

those earned by a soldier more than once are displayed in the platoon

setup screen as bronze and silver pins during campaigns).

GAMEPLAY

--------

- The mod's campaign contains all missions of Ghost Recon and both

official expansion packs, Desert Siege and Island Thunder, combined

into one trilogy sequence. It features all Specialists characters

(except Jodit Haile) as unlockables, each with appropriate uniforms

and camouflage for all mission locations.

- Every Specialist can be unlocked in more than one campaign mission,

so if a player does not succeed at first try, there is still a chance

to unlock the same Specialist later on in the campaign.

- Specialists of the original game that are already unlocked before

installation of the mod are unlocked within the mod as well (the mod

uses the same database for unlocked Specialists as the original game).

- Campaign missions are re-scripted to provide a more demanding game

experience and increased non-linearity, and adjusted for a unified

"look'n'feel", e.g. objective triggers and their response messages are

more consistent. Additionally, several script errors and glitches are

fixed, and hidden enemies no longer appear as shadows in multiplayer.

- To further increase replayability, missions and game types feature a

scoring system which displays additional information about players'

performance after each mission/game. The score takes various aspects

of mission execution into account (objectives, health, stealth) and

provides extra incentive for replaying missions to optimize each score

component thus maximizing the total score.

- Movie sequences are adapted for the new campaign (and the final

movie features a little bonus).

- All movie sequences are re-cut and re-encoded with corrected common

widescreen aspect ratio.

- Intro and/or outro cinematics are added to many missions depending

on the mission circumstances, e.g. if the mission's briefing context

calls for or allows insertion and/or extraction by helicopter, etc.

- In-game text is corrected with proper English title capitalization

and modified for homogeneous sentence spacing, as well as a more

consistent wording style.

- Maps and missions are renamed and reordered for a more consistent

naming convention and to provide logical sequence for single and in

multiplayer mode. The map sequence is the same for all game types,

both single- and multiplayer, and maps have the same numbering as

their corresponding missions.

- Single missions outside of the campaign are in a "shuffled" order by

default to provide varying environments for all map sequence options.

- Map names feature S/M/L (Small/Medium/Large) labels to provide extra

information during map selection. Multiplayer server setup features

additional map information on the map selection screen. In addition

to map size and recommended number of players, the map summary now

provides a variety of combat environment information (e.g. default,

desert, or jungle territory; rural or urban setting; CQB situation;

day or night; time of day; weather conditions).

- Several new maps, missions, and game types are added for both single

and multi-player to increase the game's variation and replayability.

- All game types for both single and multi-player games are completely

re-scripted for improved gameplay and replayability, and to provide

ideal compatibility with the mod's wide range of map sizes - from its

smallest CQB locations up to its vast long range outdoor scenarios.

- Among the new game types is "Black Ops", a random mission generator

representing classified military operations with countless possible

combinations of mission objectives. The Black Ops game type takes the

game's scripting capability to its absolute limit to provide realistic

random mission parameters for infinite replayability.

- Menus, PDA, loading screens, HUD, Command Map Interface, mouse

pointer, credits screens, etc. are redesigned for a "fresh" game look

that offers an updated overall appearance while staying close to the

original game's unique visual style.

- The Command Map Interface is modified to display all other human and

computer team members with authentic military rank insignia next to

their names. The player's character is identified as Captain, other

human players as Master Sergeants, and computer players as Sergeants.

- All Command Maps are recreated to feature a more homogeneous design

and tactical grid coordinates that facilitate strategic team play.

- All missions and maps are unlocked for single player Quick Missions

by default.

- All maps feature completely reworked map scripting that makes them

available in all single and multiplayer game types. Every map script

is also modified to allow an increased number of enemies and a greater

variety of enemy locations in all game types.

- Many maps feature newly created UI elements like snapshots, briefing

world maps, Command Maps, and Command Map briefing images, as well as

mission briefing text.

- New military units are made available as multiplayer characters to

improve balancing between teams through competitive camouflage on all

types of map terrain. The additional military units feature character

models that are retextured to fit in with the original characters as

closely as possible while maintaing a high level of authenticity.

- All standard multiplayer teams are represented by U.S. and Russian

military special forces units in full camouflage uniforms suitable for

any terrain - woodland, desert, and jungle. Default teams 1 through 4

are U.S. Army Special Forces Ghosts (Blue Team), Russian Spetsgruppa

Alfa (Red Team), U.S. Special Forces Detachment Delta (Green Team),

and Russian Spetsgruppa Vympel (Gold Team), respectively, all in

appropriate woodland, desert, and jungle camouflage uniforms.

- Another special forces unit, U.S. Marine Corps Force Reconnaissance,

equally featuring retextured characters with camouflage uniforms for

any terrain, is available in select multiplayer restriction sets.

- All multiplayer units feature a new Marksman character with standard

uniform (woodland, desert, and jungle) for better visual integration

into teams and for urban environments.

- Multiplayer server setup now allows selecting the availability of

both equipment and military units through restriction sets, so the

"Available Kits" option is renamed to "Soldier Config" to reflect its

influence on available military units as well as their equipment.

- Multiplayer restrictions feature different default equipment kits

based on the selected military unit, e.g. a Delta Force demo expert

has a different default weapon than a Force Recon Marine of the same

soldier class.

- All equipment outline textures for equipment selection screens were

completely reworked to reflect weapons and their attachments with more

detail. Additionally, all weapons with magnifying optics are marked

with crosshairs symbols, and all grenade launchers, anti-tank weapons,

and demolition charges are identified by corresponding symbols.

- All weapons and equipment are made available in single player Quick

Missions, single player campaign, and multiplayer games.

- The equipment selection screens are adjusted to correctly display

3-digit kit numbers.

- Interface dialog strings are adjusted to reflect the existence of

anti-armor weapons other than the M136 and also their availability

outside of the demolitions soldier class.

- All used files have been reviewed one-by-one for possible conflicts

with any other files in the mod, the original game and both official

expansion packs, and - if necessary - adjusted, to ensure a perfect

compatibility of all components.

- Many other little technical and cosmetic fixes and improvements are

implemented to achieve the best possible gaming experience.

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Posted

Downloading now!

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Posted

I'll d/l this for sure.

Thanks is not enough for the countless hours you spent creating Heroes Unleashed.

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Posted

Im also DL right now.

thx a lot and congrats to you ApexMods for a great contribution. :thumbsup:

/Ingeloop

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Posted

Xmas was moved to dec 20 th ! :P Gonna give this a try right now !! :drool:

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Posted

Downloading, hope it goes well. Massive mod, sure it will be welcomed by all.

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Posted

Congratulations on the public release!

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Posted

Congratulations on the public release!

Thanks, Rocky - and all you guys - for the warm welcome! This is indeed my pleasure and I hope you all enjoy the mod! I "moved Christmas" a bit so there is plenty of time for the (admittedly massive) download, but nobody forces you to unwrap the present now - feel free to wait until the 24th. ;)

Everyone is of course invited to post any feedback here and discuss the mod in general!

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Posted

That's a link, BTW.

Snake! You are such a spoilsport! :P

OK, for those of you who have not yet noticed it: Yes, the mod comes with its own web site www.HeroesUnleashed.net, but it still needs a LOT of work! So don't expect too much (yet)! ;)

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Posted

:thumbsup: Looking foward to downloading this as soon as I get home from work. :wall: Thanks ahead of time and long live GR!

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Posted

:blink: Oops... lol Sorry Apex... I keep forgetting you like to hide little "?easter eggs?" everywhere. :wall:

My b. lol

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Posted

dld, congrats again Apex'..the presentation is nice..have not played a mission yert though just had a good look around the folder and did open the game...I like the unit stuff in the PDA...good for a Quick Mission mod..

as I'm busy with another large mod ay this time I'll have to wait awhile on playing through any for now...

BTW - the dl is not bad at all.I started it and went to take care of a few minor chores, came back and it was almost finished - this at 308 Kbps..

thanks for your efforts!

mig :ph34r:

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Posted

Thanks again Apex,

(nice work on the site too)

:thumbsup:

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Posted

So any reviews of the mod or details on what it contains?

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Posted

No save of campaign or mission? Getting instant desktop...

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Posted

thanx buddy - love your work

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No save of campaign or mission? Getting instant desktop...

what does your IKE.log say?

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No save of campaign or mission? Getting instant desktop...

lesterribles, I am unable to reproduce your issue. Every quick mission I try saves just fine - the same for the campaign missions. Quick-save and normal saving both work without any problems here, so please provide us with more information.

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Posted

So any ~ details on what it contains?
    - "1990 Delta Force" by Eskwaad and Ceptico
    - "22nd SAS Equipment" by El Patricio
    - "AK47 Mini Mod" by Dekela
    - "Ares Shrike" by SnowFella a.k.a. Johan Olsson
    - "Armenia SCARed" by Cobaka, Streinger, GiWeDa a.k.a. GWDS, Janie42
    - "BajaBravo's Skin Packs" by Thom "BajaBravo" MacDonald
    - "Black Sun" by Harntrox and DRAG Modworks
    - "Blue Ivan" by Phlookian a.k.a. Ian Millard
    - "Bravo 2-5" by Sixpence
    - "Canadian Operatives" by Thom "BajaBravo" MacDonald
    - "DAMN BL Final Map Pack" by the DAMN Development Team
    - "December" by Sleeper
    - "Deks Weps" by Dekela
    - "Demon Rage" by Sixpence
    - "DOG-ZEBRA" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "Eagle Claw" by Sixpence
    - "Even Uniforms Range" by EUR.RedDust
    - "Frostbite" by the Frostbite Development Team
    - "G8 Special Forces" by Thom "BajaBravo" MacDonald
    - "Geisterspaehtrupp" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "GRPA Mod" by Punisher, Monoman, RoeM
    - "HX5 Red Sun" by Harntrox and DRAG Modworks
    - "Ingeloop's ACOG Reticles" by Ingeloop
    - "KSK - Kommando Spezial Kraefte" by Sixpence
    - "Life in the Game" by Frank L. Fox and Fling Films
    - "M4 SOPMOD Mod" by Prozac and Jay
    - "Mission HX" by Harntrox
    - "MLP Map Pack" by Low Profile a.k.a. MLP
    - "MVD Osnaz" by Ingeloop
    - "Navy Seals" by Sixpence
    - "OPCOM" by DOG-ZEBRA a.k.a. Matthew A. Turner and Mike Oakes
    - "Realism Update" by V2_Bloodline
    - "Red Five" by Bitshot and Dead0n
    - "Sabre Teams" by Thom "BajaBravo" MacDonald
    - "Spetsgruppa Vympel" by Earl Laamanen and Andrew Mack
    - "Standard Upgrade" by Earl Laamanen
    - "SupWounds" by Sup
    - "Tage des Zorns (Days of Anger)" by Sixpence
    - "TG Map 1" by H-Hour, Sarc, and El Oso
    - "The Dam" by Neutron and Right-Hand a.k.a. Aaron Stone
    - "The General" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "The Mosque" by El Oso
    - "Trainride" by Deleyt
    - "Trilogy" by Rebar
    - "Udmurtia Spetsnaz" by Ingeloop
    - "Under the Blood Sun" by Sixpence
    - "USMC 24th MEU" by Sixpence
    - "White-Skull Valley" by Deleyt and Zeko / Red Sector
    - "Wildcat's Wrinkles" by Wildcat
    - "Winter Wilderness" by El Oso
    - "WytchDokta's CamoPack" by WytchDokta
    - "XM8 Armory" by SnowFella a.k.a. Johan Olsson
    - "Year of the Monkey" by the YOTM Development Team


    - "BattleBorne Ossetian Woods" by the BattleBorne Gang
    - "BlakOps - OpFor Vehicles" by Mike "Blakarion" Nelson
    - "BlakOps - US Vehicles" by Mike "Blakarion" Nelson
    - "De_Dust" by RipperR6
    - "DS Cinematic" by GiWeDa a.k.a. GWDS a.k.a Giwex
    - "GR Gun Ballistics Calculator" by Don Miguel and Parabellum
    - "GR Symphony of Destruction" by Payback
    - "Great Wall" by The Worm
    - "GRS MapPack 1" by Iso6, Ken "The Judge", and Nami
    - "IG Downtown" by Nami
    - "Jodit Haile's Full Biography" by GiWeDa a.k.a. GWDS a.k.a Giwex
    - "Mike Schell's Wrinkles" by Mike Schell
    - "MYTOAN Sniper" by K1ller
    - "Operation Redlight" a.k.a. "Rocky's Birthday Mod" by Cobaka
    - "R02 Industrial" by Rawker

    - "10 mm Auto Mappack 2" by 10 mm Auto a.k.a. Franck Idelot
    - "7.62 mm" by Thumper1518
    - "British Infantry" by Chems
    - "Caribbean Missile Crisis" by Ausiguy (Peter)
    - "Downtown" by Ausiguy (Peter)
    - "Enemy/General Realism" by Droopy a.k.a. Alfa FSB
    - "Hammer to Fall" by Alpha|Nexxus
    - "Mappacks S1,S2,S3" by Guignol
    - "Navy SEALs" by Piccolo
    - "NMM GR Weapon Mod" by Nishi a.k.a. Nishi@NMM
    - "Operation Stabilize" by AUS_Viper
    - "Operation: Dark Star" by Mike "Blakarion" Nelson
    - "Shallow Creek" by XcaL Renegade
    - "Sniper Armoury" by Projectile-Systems / Blade
    - "Swamp Maze" by TRT_BornToKill
    - "The Farm" by Biro / Alpha Squad
    - "The Park" by Jujuman
    - "Thumper Weapons" by Thumper1518
    - "Traffic Colombie" by Tof a.k.a. Christophe Gloaguen

but it's so much more than "just a compilation":

The mod makes more than 100 maps and missions available in single and

multiplayer mode and offers over 200 different weapons to choose from.

All additions have been carefully integrated and balanced to provide

a homogeneous level of professional audio-visual and technical finish.

Heroes Unleashed is aiming to improve and expand many aspects of the

original game to increase its already highly addictive replayability,

while remaining true to Ghost Recon's unique character and concept.

It also tries to intensify the realistic feel and immersive qualities

of the game, making it more challenging and emphasizing the atypical

Ghost Recon game style: Tactical team play rather than the "solo, run

and shoot, wanna-live-forever" style found in many other FPS games.

MOD FEATURES

============

REALISM

-------

- Original campaign missions are re-scripted to improve scenario

realism, e.g. "No resistance remains" triggers are changed to allow

mission time without enemies showing on the threat indicator, so the

player realistically never knows if or when hostile reinforcements are

on their way. Also, reinforcements do not spawn out of thin air in

front of your eyes and the location of some enemies varies each time a

mission is done.

- Mission environment settings (fog range, color, and opacity, as well

as overall rendering distances etc.) are adjusted for a more realistic

visual appearance.

- Spotting distances for AI characters are corrected on all maps - if

you can see the enemy, he can see you, too.

- All mission locations displayed during briefings are corrected and

shown with proper coordinates on new world maps covering the entire

planet. Mission times displayed during briefings correspond to visual

environments in their respective maps.

- All map textures have been reviewed one-by-one for potential visual

inadequacies and touched-up or recreated if necessary to achieve the

best possible level of visual realism.

- Many visual effects like muzzle flash, tracer ammunition, ricochets,

blood, gunshot wounds, fire, explosions, debris, smoke, rain, snow,

lightning, shadows, clouds, lens flare etc. are retextured for a more

realistic appearance.

- OPFOR characters are adjusted to exhibit more realistic behavior and

capabilities (e.g. there are no more enemies with super-human weapon

accuracy that lets them shoot the wings off a fly at a distance of

hundreds of meters with a standard-issue assault rifle).

- Enemies carry a wider more authentic range of weapons and equipment.

- Player and friendly AI characters' abilities are slightly increased

to make them act a bit more like the elite soldiers they are supposed

to represent.

- New allied and OPFOR weapons and vehicles are added for a broader

and more realistic variety of military materiel.

- All weapons are correctly designated and adjusted using real-life

properties (weights, magazine capacities, trigger groups, fire rates

etc.) and ballistics (range, stopping power, recoil etc.).

- Weapon handling is adjusted for more realistic weapon control, e.g.

to facilitate improved shooting while moving slowly, and smaller guns

like pistols, SMG's etc. "feel" more compact and allow for quicker

target acquisition than larger weapons.

- All weapons feature authentic sounds which also exactly reflect the

rate of fire of each individual weapon. For example, when you fire an

assault rifle with an effective rate of fire of 750 rounds per minute

you hear a staccato with intervals of exactly 0.08 seconds.

- Weapon models are more detailed and exhibit more authentic overall

appearance. Every single weapon texture has been manually reworked

and refined for a perfect finish providing realistic visual features,

including homogeneous color saturation and optical contrast across

all weapons.

- Weapon scopes provide accurate magnification levels and realistic

field of view (circular zoom). Weapons without magnifying optics

feature a minimal full screen zoom to simulate distance-focussing of

the human eye.

- Weapon optics are represented with more realistic visual appearance

based on their real-life reticles. All reticle textures have been

completely recreated from real-life weapon optic photographs.

- Night vision and binoculars more closely match the field of view

and appearance of their real-life counterparts.

- HUD and Threat Indicator are changed for a slightly less restricted

field of view.

- The body damage model provides more authentic wound lethality (e.g.

shots to the head are more likely to kill, while hitting arms, legs or

abdomen has a higher probability to result in non-lethal wounds) and

body armor more closely reflects real-life (NIJ Standard 0101.04)

Type II, III, and IV armor levels, e.g. characters wearing NIJ Type IV

bullet resistant vests - like support experts - have at least single

hit protection for the chest against most ammunition types.

- Loads for all soldiers are re-balanced to range from 25 to 45 kg

(including clothing, body armor and equipment) for the four different

soldier classes, with about 10 to 30 kg TAT load for equipment to

approximate FORSCOM regulations. Compromises are made to comply with

mission objectives and for a more balanced gameplay.

- Overlap in equipment kits between soldier classes is increased for

real-life unit flexibility (e.g. the four different soldier classes

share more primary weapons, anti-armor secondary weapons can be found

in non-demolitions kits etc.).

- Weapons originating from, or in use by, NATO and the former Soviet

Union (Warsaw Pact) are presented in separate equipment kits for more

authenticity and to provide a more realistic "Cold War" environment.

- Due to lack of realism in the game's hard-coded system for awarding

decorations, these are no longer displayed in the mission debriefing

and platoon setup screens (although decorations that have been earned

by a soldier more than once will still be shown in the platoon setup

screen as bronze and silver pins during campaigns).

GAME

----

- The mod's campaign consists of all 31 missions of Ghost Recon and

both of its official expansion packs (Desert Siege and Island Thunder)

combined into one trilogy sequence. It features all of the original

specialists (except Jodit Haile) as unlockable characters in proper

woodland, desert and jungle camouflage uniforms appropriate for all

possible mission locations. Specialist models that originally did

not feature all camouflage types have been completely retextured.

- Every specialist can be unlocked in two different campaign missions,

so if a player does not succeed at first try, there is still another

chance to unlock the same specialist later on in the campaign.

- Specialists of the original game that are already unlocked before

installation of the mod are unlocked within the mod as well (the mod

uses the same database for unlocked specialists as the original game).

- Campaign missions are re-scripted to provide a more demanding game

experience and increased non-linearity, and adjusted for a unified

"look'n'feel", e.g. objective triggers and their response messages are

more consistent. Additionally, several script errors and glitches are

fixed, and hidden enemies no longer appear as shadows in multiplayer.

- Movie sequences are adapted for the new campaign (and the final

movie features a little special bonus).

- All movie sequences are re-cut and re-encoded with corrected common

widescreen aspect ratio.

- Intro and/or outro cinematics are added to many missions depending

on the mission circumstances, e.g. if the mission's briefing context

calls for or allows insertion and/or extraction by helicopter etc.

- In-game text is corrected with proper English title capitalization

and modified for homogeneous sentence spacing, as well as a more

consistent wording style.

- Maps and missions are renamed and reordered for a more consistent

naming convention and to provide logical sequence for single and

multiplayer mode. The map sequence is the same for all game types

in both single- and multiplayer, and maps have the same numbering as

their corresponding missions. Consequently, once the "In Order" map

selection option is activated in multiplayer setup, players can go

through the entire campaign in correct mission sequence without the

need to enter the server setup screen again. So it is not required

to create a customized server scripts to play through the campaign.

Single missions outside of the campaign are in a "shuffled" order by

default to provide varying environments for all map sequence options.

- All game types for both single and multi-player games are completely

re-scripted for improved gameplay and replayability, and to provide

better compatibility with a wider range of maps from very small indoor

CQB locations up to huge outdoor scenarios.

- Several new maps, missions and game types are added for both single

and multi-player to increase the game's variation and replayability.

- Menus, PDA, loading screens, HUD, command map interface, mouse

pointer, credits screens etc. are redesigned for a "fresh" game look

that offers an updated overall appearance while staying close to the

original game's unique visual style.

- The command map interface is modified to display all other human and

computer team members with authentic military rank insignia next to

their names. The player's character is identified as Captain, other

human players as Master Sergeants, and computer players as Sergeants.

- All command maps are recreated to feature a more homogeneous design

and tactical grid coordinates that facilitate strategic team play.

- All missions and maps are unlocked for single player quick missions

by default.

- All maps feature completely reworked map scripting that makes them

available in all single and multiplayer game types. Every map script

is also modified to allow an increased number of enemies and a greater

variety of enemy locations in all game types.

- Many maps feature newly created UI elements like snapshots, briefing

world maps, command maps, and command map briefing images, as well as

mission briefing texts.

- Multiplayer server setup now allows selecting the availability of

both equipment and military units through restriction sets, so the

"Available Kits" option is renamed to "Units and Kits" to reflect

its influence on available team units as well as their kits.

- New military units are made available as multiplayer characters to

improve balancing between teams through competitive camouflage on all

types of map terrain. The additional military units feature character

models that are retextured to fit in with the original characters as

closely as possible while maintaing a high level of authenticity.

- All standard multiplayer teams are represented by U.S. and Russian

military special forces units in full camouflage battle dress uniforms

suitable for all possible terrain types - woodland, desert and jungle.

The default multiplayer teams 1 through 4 are represented by the U.S.

Army Special Forces "Ghosts" (Blue Team), Russian Spetsgruppa Alfa

(Red Team), U.S. Army Special Forces Delta (Green Team), and Russian

Spetsgruppa Vympel (Gold Team), respectively, all in appropriate

woodland, desert, and jungle camouflage for all types of terrain.

- Many newly created multiplayer restriction sets provide a more

adjustable kit and unit selection for all teams. For example, there

are now several settings especially designed to offer a wider choice

of AI Backup equipment, and some restrictions sets - mainly aimed at

Co-Op and Solo games - allow simultaneous access to all available

military units plus all specialists for all teams. These Co-Op and

Solo game multiplayer restrictions also provide an additional military

unit - the U.S. Marine Corps - to choose from, equally featuring new

retextured characters with camouflage uniforms for all terrain types.

- Several new multiplayer restrictions feature sorting of equipment

kits based on the selected military unit, e.g. a demo expert of the

U.S. Army Special Forces Delta will have a different default weapon

than a U.S. Marine of the same soldier class, and all U.S. soldiers

will have American equipment displayed before Russian equipment when

scrolling through available kits and vice versa.

- Some original multiplayer restriction sets are renamed to reflect

the changes in kit and unit selection.

- All equipment outline textures for equipment selection screens were

completely reworked to reflect weapons and their attachments with more

detail. Additionally, all weapons with magnifying optics are marked

with crosshairs symbols, and all grenade launchers, anti-tank weapons,

and demolition charges are identified by corresponding symbols.

- All weapons and equipment are made available in single player quick

missions and multiplayer games. In the single player campaign the

selection of equipment is limited to military materiel that is in

actual real-life use by the U.S. Army Special Forces represented in

the game's campaign.

- The equipment selection screens are adjusted to correctly display

3-digit kit numbers.

- Interface dialog strings are adjusted to reflect the existence of

anti-armor weapons other than the M136 and also their availability

outside of the demolitions soldier class.

- All used files have been reviewed one-by-one for possible conflicts

with any other files in the mod, the original game and both official

expansion packs, and - if necessary - adjusted, to ensure a perfect

compatibility of all components.

- Many other little technical and cosmetic fixes and improvements are

implemented to achieve the best possible gaming experience.

Phew, now that's a lot of GR goodness in anyone's book ^_^

Should keep us going till next Christmas :santa::lol:

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Posted

Now is this great or what? :D:thumbsup:

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Posted

[...] it's so much more than "just a compilation"[...]

Phew, now that's a lot of GR goodness in anyone's book ^_^

Should keep us going till next Christmas :santa::lol:

Thanks a lot, Pave Low! :thumbsup:

I have edited the opening post to include the feature overview. Please excuse me for not doing so from the beginning, but I feared it might have been too much to be tolerable. :unsure:

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Posted

Wow... And you did ALL this all by yourself (except modeling weapons)? Balancing hundreds of weapons, balancing MANY more kits, bug fixes, realism enhancements, optic reticles, reworked sounds, video editing, interface modification, effects reworked, new mission environments, etc. etc. etc... Wow.... I didn't realize how much work you put into this...

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Wow... And you did ALL this all by yourself?

Yep. But then again, I started working on this mod pretty much the same time I started playing Ghost Recon - almost exactly six years ago - December 24, 2002. So I had plenty of time... :)

Of course, none of this would have been possible without the work of all the other great modders I had the privilege of implementing in Heroes Unleashed.

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Posted

Downloaded this last night, read the readme, this is honestly an inspiration man -- i'm as negative and whiny as hell about the gr community in general but it seems like you've really done something with merit. Almost makes me want to find time to make some real mods for Ghost Recon, seeing as it's one of my favorite games and i've never made more than a little wounds patch. You're honestly a real example of how the gaming community should show interest in a title, way to go man. :thumbsup:

The mod plays excellently, way better than any compilations i've played before it. It comes across very coherent and cohesive, as if all of this content was made originally to fit together. Weapons are all balanced great, there's none of the awkwardness normally associated with compilations where half the guns are balanced entirely differently. It's great to have a single mod full of content i can point new people i introduce to GR to, too.

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