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Ghost Recon: Heroes Unleashed


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Sadly the mod only produces this result for me, same exact result every time, unwaveringly

The instruction at "0x006748e3" referenced memory at "0x00000000". The memory could not be "written"

Ghost recon runs fine with the mod inactive

Official mods "Desert Siege' and "Island Thunder" work fine also

Edited by Wile E Coyote 1969
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The instruction at "0x006748e3" referenced memory at "0x00000000". The memory could not be "written"

Since it's a memory error, there are a couple of reasonable (but not definitive) possibilities. It's important to note that mods almost never contain executable data, just content descriptors, so it's unlikely it's the mod itself that is causing the error. It's more likely a systemic issue that simply hasn't occurred before.

1. Your system memory may be starting to fail. Not the most likely, but certainly a fair avenue to explore.

2. This mod requires vastly more memory to work than GR/DS/IT alone. You may simply have insufficient RAM or too slow RAM to keep up with it.

System specs would be helpful in figuring out the issue.

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Checking off the simple solutions, are you patched to 1.4?

IIRC, Island Thunder contains the 1.3 patch but the 1.4 has to be downloaded.

That is unless you installed the Gold Edition containing GR, DS, and IT patched to 1.4

It's the Gold Edition

checked ver it's definitely 1.4

relevant system specs

2.3 ghz CPU

2 gb PC3200 RAM

7600GS AGP 256 RAM

Windows XP SP2

*note - memory is not bad. Had another problem with the usual game that I mod so subsequently all those standard mem tests have already been done recently (and yes that problem was resolved). I may have ailing on-board video card memory due to a brownout over a year ago, but that's not confirmed. I also play games a LOT more resource intensive than this (stalker, HL2, Bioshock, etc)

Still, this isn't a texture problem (on-board video RAM) and it isn't random. The exact same system memory error produces everytime, without fail, and only with this mod (so far). I may end up downloading a few other user mods just to test the reaction from the game. It very well may be an idiosyncrasy with my particular system or some weird error in my system that is causing it, still I must refer to the fact that all official mods work fine as does the game itself so there MUST be something in particular contained in the mod that is causing it.

I'm just trying to isolate whatever is causing it, and possibly remove that component. The exact symptoms:

when you start the normal game, it displays a couple of logo movies right off the bat. The mod never gets that far. Nothing loads (on-screen), it just waits about 6 seconds and that error pops up. I though it might be the custom intro movies causing the problem (videos in XP + SP2 are notorious for causing video 'movie' errors) so I switched those out with the standard movies, but that still didn't work. If there is a command or a command-line parameter that lets you skip all intro movies, I'd like to try that. But for now I'm just at a wall because I'm not familiar with tweaking this game engine and I have no idea what to start trying to remove or disable. I feel fairly certain that it's probably just one tiny, tiny thing in this mod that is killing the whole show, and that 98% of the mod will probably work just fine - if I can find and remove that tiny percent that doesn't

Edited by Wile E Coyote 1969
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You can disable the mod by going into your Ghost Recon folder and opening modsset.txt with Notepad, deleting the line with Heroes Unleashed, and saving it. You can also just delete the modsset.txt I think, GR will create a new one itself, you just need to activate DS & IT again.

As for Intro movies, you can enable/disable those in options once you get into the game.

Sounds like something at the beggining of the game like Intro movies or menu/sound?

The full release of Heroes Unleashed sounds good, look forward to playing it!

Edited by Foxtrot360
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1) No magic spawning= a very good thing

2) I forgot there was a threat indicator in GR :rocky:

That's the spirit, mob! :thumbsup:

The instruction at "0x006748e3" referenced memory at "0x00000000". The memory could not be "written"

Thanks to wombat50, Dannik, and Foxtrot360 for their help - this looks like a memory issue on first sight, but the error references register 0x00000000 which is a bad register call. As Dannik pointed out before me, there is no executable code in the mod, so there are no new instructions issued on the mod/game side of things to address that register, at all.

Wile E Coyote 1969, this error is quite common with WinXP and usually means that you either have one or more corrupted Windows system files, possibly caused by a virus, or an application/DLL has a bad or missing registry link - have a look here, here, and here, for examples and to find possible solutions.

The mod might trigger (but not cause) this error due to the huge amount of register calls required upon launching of the game. As you described, this happens when you startup Ghost Recon and at this point the application initializes its content database and fills it with references to all the files, text strings, numeric values etc. before proceeding to load any actual content. This step is probably more demanding on memory management than most of the other games you mentioned, due to the sheer amount of files and other data in Heroes Unleashed.

Hope that helps! :thumbsup:

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Actually guys, it was the movies, as I suspected. Something with the way the mod is loading them, or a combination of things. After all these years I still had never realized that you had the option to turn them off in the menu! Been playing the single player on and off since 2001 and didn't know that yet. It takes forever for the menus to come up, but they do come up.

It's working now, looks good so far. Now I have a tech question, but that belongs in another thread

Thanks for all the work Apex. I know how time consuming it is, I did a complete overhaul for Day of Defeat: Source, and it was not nearly as large as what you put together here (although I did it in less than 6 months ;) )

Edited by Wile E Coyote 1969
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Thanks a lot, Wile E Coyote 1969. :thumbsup:

I am glad that the mod works for you now and I can assure you that there is no special way the mod is loading movies - this is all handled by the game application itself. The initial loading time of the game and its menus is directly proportional to the amount of data present in the activated mods, so it is normal to experience some delay on first launch with Heroes Unleashed enabled, but UI responsiveness should return to normal once all the content has been loaded (this is also documented in the mod's ReadMe, btw).

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Alright heres more feedback,

The SCARs you used look a bit small compared to some of the other weapons, for example not far from the SCARs in the kit selection is MP5 w/ CMAG, compare that to the SCAR w/ CMAG to see what I mean. The MP5 looks bigger than the SCAR, even the CMAG looks bigger on the MP5, and thats for 9mm rounds, compared to the SCAR's 5.56 rounds. The SCAR also looks small compared to other weapons.

Realism/Factual error?: I think the SCARs usually come in "Dark Earth" now and not Black, such as Natsanwa's SCAR pack for example. I could be wrong but I think those might be pretty rare compared to "Dark Earth", from what I recall.

Texture error: Some map's textures appear to be missing/wrong, for example look at the Corporation map from Sum of All Fears - It's grass doesent look write when approaching the 1st entrance. The Traffic Columbia map also has some texture problems when entering the secret tunnel and going through the airduct into the office/manufacturing complex, I think its on some of the doors or equipment.

I'll add more things to report after I play again later, I'm not trying to smash the mod, just giving bugs and constructive criticism I hope.

Edited by Foxtrot360
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Yes, Foxtrot360, there are still several smaller inconsistencies when it comes to exact sizes of different weapon models. This is due to the fact that Heroes is pooling hundreds of weapon models from different mods, most of which from different authors, so there can always be minor differences in scale.

The SCAR's currently represented in the mod are FN Herstal's early SCAR-L/-H prototype series from 2004, which - to the best of my knowledge - where available and issued to USSOCOM in black color, initially. The newer revisions Mk 16 and Mk 17 Mod 0 models are available in both black and "Flat Dark Earth", and although it is repeatedly maintained in internet forums that USSOCOM opted for "Flat Dark Earth" exclusively, some military photos give cause to debate about this theory. Nonetheless, I hope to include the newer models with "Flat Dark Earth" color in the future.

The map texture issues you describe are hard to reproduce, as I simply don't quite understand what you mean. There is of cause a potential for errors in some of the many 3D models, but I highly doubt that any textures are missing from the mod, which you could easily verify by checking your IKE.LOG file. If there are any textures missing, they will be reported in the log.

And just as with the weapon models, compromises had to be made when selecting maps. For example, earlier in this thread we discussed the "Downtown Mog" map that has some serious portal glitches and texture alignment issues, yet is still included in Heroes due to its otherwise nice setup. If you look long enough, you even find a couple of errors in the original RSE maps, but I think we can agree that they play just fine.

I really appreciate constructive criticism, but there are also a couple of things I simply cannot do anything about. I will try to "fix" anything within my power, but many third-party assets simply have to be accepted as they are, especially if the original author can not be contacted anymore (as is the case for the "Traffic Columbia" maps, for example), or if the maps sources cannot be obtained for other reasons (see SOAF's Corporate Headquarter map).

In conclusion, I again thank you for your feedback, Foxtrot360, but I also hope that you may find something positive in Heroes Unleashed to report in the future. I noticed you look forward to playing the final release...

The full release of Heroes Unleashed sounds good, look forward to playing it!
...but hopefully you have some fun with the beta, too? ;)
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I've played it with the clan and I love the mod, I'm just reporting some bugs I encountered.

I think the missing or mis-matched textures are from pooling the maps together aswell, they do have textures, but they arent always the right textures. I got a screenshot the other day, I'll post it later. Its on the SOAF "Prison" map, when at the shower center, the bench and some of the pipes have a texture on it that looks like a pictureframe (that should be in a different map?) stretched around the model.

Edited by Foxtrot360
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I've played it with the clan and I love the mod

Thank you, Foxtrot360, great to hear that! :)

I think the missing or mis-matched textures are from pooling the maps together aswell, they do have textures, but they arent always the right textures. I got a screenshot the other day, I'll post it later. Its on the SOAF "Prison" map, when at the shower center, the bench and some of the pipes have a texture on it that looks like a pictureframe (that should be in a different map?) stretched around the model.

Hmm... I tried to avoid that kind of thing from happening by changing duplicate texture names and altering 3D models, but maybe something still slipped through. I'll have a look at the map as soon as I find the time. :thumbsup:

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As for good input, I love the Shrike, thats probably my favorite weapon now, I like all the machineguns, support & rifleman are my two main roles. Really gotta fire in bursts though, otherwise the recoil takes over.

Prison Shower Texture -

http://img242.imageshack.us/my.php?image=screenshot30rr1.jpg

(Photo frame stuck on it)

"Trafic_Columbia" map Texture (Located in drug manufacturing complex behind the mansion)

http://img242.imageshack.us/my.php?image=screenshot29jm3.jpg

(This is from the Desert Seige map with the shanty huts, thats the TV thats in the radio station, and file cabinets, etc.)

Edited by Foxtrot360
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You're right! I just verified this in my installation and there's also another texture on one of the tables (looks like a filing cabinet) in the Prison map. Strange indeed, but definitely something that should be fixable! Thanks a lot, Foxtrot360! I filed your bug report over at HeroesUnleashed.net and will try to address this in the next update. :thumbsup:

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Got 2 notable problems in the mod. Please note I played the campaign in Recruit Difficulty.

1. The abrams tank cannot kill the bmps on m10 Fever Claw.

2. Got a crash here. It's weird because I already finished the 31 mission campaign already and this problem never occured. The only different is I waited for the original mission ending and desert sige intro videos.

I got a crash on the insertion scene of Desert Siege 01. This is my IKEcrash.log

GhostRecon caused an Access Violation in module GhostRecon.exe at 001b:004e88b4.

Exception handler called in Main Thread.

Error occurred at 1/16/2009 16:56:06.

C:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe, run by Justin.

1 processor(s), type 586.

512 MBytes physical memory.

Read from location 00000000 caused an access violation.

Registers:

EAX=00000000 CS=001b EIP=004e88b4 EFLGS=00210206

EBX=08461b40 SS=0023 ESP=0012f910 EBP=08461b40

ECX=08461b40 DS=0023 ESI=00002000 FS=003b

EDX=0012f928 ES=0023 EDI=00000000 GS=0000

Bytes at CS:EIP:

8b 08 57 57 50 ff 51 2c 8a 83 48 01 00 00 84 c0

Stack trace:

004E88B4: GhostRecon.exe! <no symbol>, <no file>, <no line>

Module list: names, addresses, sizes, time stamps and file times:

C:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe, loaded at 0x00400000 - 6402084 bytes - 73655965 - file date is 10/11/2002 14:08:34

C:\WINDOWS\system32\MFPlat.DLL, loaded at 0x05420000 - 212992 bytes - 45371177 - file date is 10/18/2006 21:47:14

C:\WINDOWS\system32\xpsp2res.dll, loaded at 0x05460000 - 2897920 bytes - 4802454c - file date is 4/14/2008 01:39:24

C:\WINDOWS\system32\MPG4DECD.dll, loaded at 0x0e980000 - 259072 bytes - 4537118d - file date is 10/18/2006 21:47:14

C:\WINDOWS\system32\qasf.dll, loaded at 0x10af0000 - 211456 bytes - 45371164 - file date is 10/18/2006 21:47:18

C:\Program Files\Bonjour\mdnsNSP.dll, loaded at 0x16080000 - 147456 bytes - 4918c852 - file date is 12/12/2008 11:11:44

C:\WINDOWS\system32\WINHTTP.dll, loaded at 0x4d4f0000 - 354304 bytes - 4802a139 - file date is 4/14/2008 08:12:08

C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/14/2008 08:12:08

C:\WINDOWS\system32\netapi32.dll, loaded at 0x5b860000 - 337408 bytes - 48f61b90 - file date is 10/16/2008 00:34:24

C:\WINDOWS\system32\comctl32.dll, loaded at 0x5d090000 - 617472 bytes - 4802a0c8 - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\rsaenh.dll, loaded at 0x68000000 - 208384 bytes - 47dfd424 - file date is 4/14/2008 01:37:58

C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4802a0c5 - file date is 4/14/2008 08:11:54

C:\WINDOWS\system32\SYNCOR11.DLL, loaded at 0x6bd00000 - 40820 bytes - 3dc9ad24 - file date is 11/6/2002 19:00:38

C:\WINDOWS\system32\DINPUT8.dll, loaded at 0x6ce10000 - 181760 bytes - 4802a0cc - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 4802a0a8 - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 4802a0a8 - file date is 4/14/2008 08:11:52

C:\WINDOWS\System32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 485bed11 - file date is 6/21/2008 01:46:58

C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\SensApi.dll, loaded at 0x722b0000 - 7168 bytes - 4802a107 - file date is 4/14/2008 08:12:06

C:\Program Files\Red Storm Entertainment\Ghost Recon\DBGHELP.dll, loaded at 0x72a00000 - 163088 bytes - 3af32067 - file date is 8/10/2001 09:27:10

C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/29/2002 20:00:00

C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/14/2008 08:12:46

C:\WINDOWS\system32\msdmo.dll, loaded at 0x736b0000 - 14336 bytes - 4802a13f - file date is 4/14/2008 08:12:00

C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/14/2008 08:11:56

C:\WINDOWS\system32\DSOUND.dll, loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/14/2008 08:11:58

C:\WINDOWS\System32\quartz.dll, loaded at 0x74810000 - 1288192 bytes - 48213a48 - file date is 5/7/2008 13:12:40

C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/14/2008 08:10:06

C:\WINDOWS\system32\cryptnet.dll, loaded at 0x75e60000 - 64512 bytes - 4802a0db - file date is 4/14/2008 08:11:52

C:\WINDOWS\System32\devenum.dll, loaded at 0x75f40000 - 59904 bytes - 4802a0bd - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/14/2008 08:11:54

C:\WINDOWS\system32\userenv.dll, loaded at 0x769c0000 - 727040 bytes - 4802a11c - file date is 4/14/2008 08:12:08

C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\PSAPI.DLL, loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 4802a12a - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/14/2008 08:11:54

C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d60000 - 94720 bytes - 4802a0d0 - file date is 4/14/2008 08:11:56

C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 4802a10f - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 4802a103 - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 4802a115 - file date is 4/14/2008 08:12:08

C:\WINDOWS\system32\Rasapi32.dll, loaded at 0x76ee0000 - 237056 bytes - 4802a0ff - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\DNSAPI.dll, loaded at 0x76f20000 - 147968 bytes - 485bed11 - file date is 6/21/2008 01:46:58

C:\WINDOWS\system32\WLDAP32.dll, loaded at 0x76f60000 - 172032 bytes - 4802a12e - file date is 4/14/2008 08:12:10

C:\WINDOWS\System32\winrnr.dll, loaded at 0x76fb0000 - 16896 bytes - 4802a122 - file date is 4/14/2008 08:12:10

C:\WINDOWS\system32\rasadhlp.dll, loaded at 0x76fc0000 - 7680 bytes - 4802a0fe - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/14/2008 08:11:50

C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 551936 bytes - 4802a112 - file date is 4/14/2008 08:12:02

C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4802a094 - file date is 4/14/2008 08:12:52

C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1287168 bytes - 4802a111 - file date is 4/14/2008 08:12:02

C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 985088 bytes - 4802a10b - file date is 4/14/2008 05:42:06

C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/14/2008 08:11:52

C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 57344 bytes - 4802a126 - file date is 4/14/2008 08:11:58

C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/14/2008 08:11:58

C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/14/2008 08:11:58

C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/14/2008 08:12:08

C:\WINDOWS\system32\MSVCRT.dll, loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/14/2008 08:12:02

C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c70000 - 132608 bytes - 4802a185 - file date is 4/14/2008 08:12:00

C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 617472 bytes - 4802a0b2 - file date is 4/14/2008 08:11:48

C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 584704 bytes - 4802a106 - file date is 4/14/2008 08:12:04

C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 20:36:14

C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 474112 bytes - 4802a116 - file date is 4/14/2008 08:12:06

C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 56320 bytes - 4802a11b - file date is 4/14/2008 08:12:06

C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 989696 bytes - 4802a12c - file date is 4/14/2008 08:11:56

C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 706048 bytes - 4802a12c - file date is 4/14/2008 08:11:24

C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8461312 bytes - 4802a111 - file date is 4/14/2008 08:12:06

C:\WINDOWS\system32\USER32.dll, loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/14/2008 08:12:08

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Got 2 notable problems in the mod. Please note I played the campaign in Recruit Difficulty.

1. The abrams tank cannot kill the bmps on m10 Fever Claw.

2. Got a crash here. It's weird because I already finished the 31 mission campaign already and this problem never occured. The only different is I waited for the original mission ending and desert sige intro videos.

I got a crash on the insertion scene of Desert Siege 01.

4ceReconSniper, I just played through M10 Fever Claw (on Recruit difficulty) and my M1 Abrams destroyed the BMP's just fine, and in a recent Co-Op multiplayer game I had no issues with this, either. The tank/BMP properties and triggers in this mission have not been altered from the original mission, at all.

The crash upon game video might hint at another problem - have you tried playing the videos in WMP? Maybe there is an incompatibility with a third-party video-plugin you use, or there could be a corrupted video DLL (e.g. MPG4DECD.DLL seems quite prone to corruption).

When you say "insertion scene", do you refer to the DS intro video or the actual mission insertion cinematic? Both work without issues on my end, but if it is the video than this could also be caused by errors in your video sub-system.

Oh, and another thing - your system has the minimum amount of RAM required for Heroes, so you should adjust your game options accordingly. Recommended settings for this scenario can be found in the mod's ReadMe. Choosing options to demanding for your system may cause CTD's, as well.

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On a side note - maybe some of you have noticed that I included a little add-on mod called "Heroes Unleashed - HARDCORE" in the "X-TRAS" folder of Heroes Unleashed. I don't want to spoil any surprises, so I won't list any features for this one, but let's just say it aims to increase realism and immersion even more, and it comes with an alternative UI.

If you want to give "Heroes Unleashed - HARDCORE" a try, extract the add-on from the "X-TRAS" folder, move it to your "Mods" folder, enable it together with Heroes, give the "HARCORE" mod highest priority and restart Ghost Recon for all changes to take effect.

We played "HARDCORE" on GameRanger with a couple of people recently and had loads of fun with it - to the degree that some have asked me to make this the default for Heroes Unleashed. I am not too sure about doing that, but I would love to hear some general feedback on "Heroes Unleashed - HARDCORE".

Thanks,

Apex

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Awesome mod of an awesome game!

It played without a hitch, save for some odd reason the team members refused to follow the player character, and the other squads refused to follow waypoints, but only in the first Desert Siege mission.

Truly a work of art. The class-crossover kit is a brilliant feature, and there's just so much kit to choose from I don't know where to begin!

In conclusion: Awesome!

:notworthy:

Respectfully

krise madsen

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Awesome mod of an awesome game!

It played without a hitch, save for some odd reason the team members refused to follow the player character, and the other squads refused to follow waypoints, but only in the first Desert Siege mission.

Truly a work of art. The class-crossover kit is a brilliant feature, and there's just so much kit to choose from I don't know where to begin!

In conclusion: Awesome!

:notworthy:

Respectfully

krise madsen

Thanks a lot, krise madsen - glad you enjoy Heroes Unleashed! I know that you are not easily impressed, and your compliments are very much appreciated, indeed!

Regarding the issue you encountered, I cannot reproduce it with my installation. Just played through the first Desert Siege mission (SP and MP) without any hiccups - my AI team members followed me just fine and the other squads responded to any waypoints I set for them. Maybe a temporary glitch on your side?

It is nice you noticed and appreciate the class-crossover kits. Currently, these are just few and far between - but apparently this feature is a welcome addition and I will try to (moderately) expand on this idea in future revisions of Heroes.

Oh... one more thing! It would be great if you could check out my "HARDCORE" add-on I mentioned in my previous post. Would love your opinion on that one, too. ;)

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Regarding the issue you encountered, I cannot reproduce it with my installation. Just played through the first Desert Siege mission (SP and MP) without any hiccups - my AI team members followed me just fine and the other squads responded to any waypoints I set for them. Maybe a temporary glitch on your side?

Ahime' not :( There is a mistake in the script and this is entirely my fault and not ApexMods's.

I'm quite sure the problems arises only if you skip the intro as I forgot to add the following line

Group: Group - Intro A

Comment:

G - skip intro

Trigger Event:

The display has completed a fade to black.

Responses:

Continue executing responses if (The state of Flag - Skip Intro).

Cancel execution of any plan assigned to Vehicle - Boat.

Teleport Vehicle - Boat to Effect - Boat Position.

Unload all actors from Vehicle - Boat.

Make all members of PlatoonRef - Player Platoon detectable.

Teleport all members of PlatoonRef - Player Platoon to Mission Insertion.

Return the camera to the default viewpoint.

End Cinematic Mode.

Stop playing music.

Begin recording replay now.

Turn on platoon AI for PlatoonRef - Player Platoon.

I'm the scripter who made the DS Cinematic version where this mission is taken from and the error is on the original version. I'm sorry this error came out only 2 years after the release of the mod. Sorry again

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Oh... sorry about that - I probably never skipped your excellent DS cinematics, GWDS! :)

Thanks so much for pointing this out! I filed this bug report at HeroesUnleashed.net and will fix this in the next update, scheduled for early February. BTW - meanwhile I found the reason for the issue Foxtrot360 described in his earlier post, so this will be addressed soon, too.

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Well, as long as I'm not mistaken for anyone actually good at the game. I'm just a cranky old fart who's very hard to please with new games.

And the class-crossover kit is indeed a great feature, and goes a long way in eliminating the "no you have to be a demolitions expert to carry around a rocket launcher" syndrome which was indeed a weak point in GR. Maybe the number of rockets per operative is a little much from a realism perspective (and a tactical one, making the player less inclined to use the whole team), but the basic concept is brilliant.

I'll see when I get the time to mess with the Hardcore feature.

Respectfully

krise madsen

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Being a cranky old fart myself, maybe that kind of clientele is my key audience! :lol:

But seriously, when I follow your very detailed posts here at GR.net on what you expect from a tactical shooter - and I think we agree on many philosophical questions in this regard - it is indeed my joy to see that Heroes Unleashed finds your approval.

The class-crossover is a logical consequence of my attempt to emphasize realism in Heroes, and although I have to admit that real-life FORSCOM regulations would hardly recommend e.g. four M136's for one soldier, it is one of the compromises in the mod to compensate for the limitation of only two equipment slots per team member.

Realistically, there should of course only be one AT per soldier, but then again real-life field load would allow, for example, sidearms and grenades on every man too, so it is one of the (few) shortcomings of GR that need to be balanced out in other ways.

Watch out when using the "Heroes Unleashed - HARDCORE" add-on! It takes realism even further and the margin for tactical errors is decreased dramatically, so be prepared that everything is a lot more difficult! But I bet you will like it! ;)

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