Jump to content
Ghost Recon.net Forums
ApexMods

Ghost Recon: Heroes Unleashed

Recommended Posts

Want to say thanks again for taking the time to create the the Legacy add-on and going the extra mile and including a bunch of small add-ons for players to customize the game how they want. 

Not that I dislike HU 1.0 and the amazing additions but I feel more at home using the Legacy add-on. Part of GR's appeal to me has been the original music, the look and feel of the interface, and of course the pre 9/11 military equipment. in the past I have tried creating my own "Legacy" mod but never got to the standard of HU. Legacy is everything I've ever wanted in a GR mod. 

  • Like 2

Share this post


Link to post
Share on other sites

I can not accomplish the 031- Rapid Python mission (Campaign Tier = Doom) on Ghost Recon Heroes Unleashed v.1.0.0

I stuck with this mission for several weeks. Because Ordonez gets killed very quickly, no time to rush over and save him.

Can anyone accomplish this mission?  How to play?

Please guide me.
Thank you in advance..

Edited by sak7

Share this post


Link to post
Share on other sites

New user here, just wanted to say how unbelievable this mod is....just amazing!  It really is the only way to play this type of game anymore, which makes me sad and borderline depressed....but so glad it exists!!!  

I am curious however if the multiplayer crashes are being looked into, my brother and I really want to play this together but it crashes shortly after we load a mission.  From what I've read it seems to be an issue for everyone since 1.0 launched.  If the MP can get up and running I may never play anything else again lol.

  • Like 2

Share this post


Link to post
Share on other sites
On 22/04/2018 at 09:42, Rocky said:

Oh I found the HU trailer I made, forgot I actually put it on Youtube LOL.

 

Wow Rocky, Im impressed. Whats the train mission at 1:08?

  • Like 1

Share this post


Link to post
Share on other sites

A little heads up that I found the culprit responsible for the HU 1.0 multiplayer issues. Turned out that a little error in "/shell/strings.res" causes the multiplayer crash in both full HU as well as the demo. I'm working on more elaborate updates for both, but in the meantime here are the fixed files for HU 1.0.0 as well as HU Demo 1.0:

HU_strings.res.7z (for full HU 1.0.0)

HU_Demo_strings.res.7z (for HU Demo 1.0)

Just drop into the respective mod's "shell" folder to replace the old file, and you're done.

Sorry for the inconvenience.

  • Thanks 1

Share this post


Link to post
Share on other sites

Thank you, Eisenhauer! Glad to hear. I appreciate the feedback.

Sorry it took so long to fix, but the cause of the crash was a bit of a head scratcher at first.

Share this post


Link to post
Share on other sites

Thanks, boss. 🙂

I've thrown together quick bugfix update patches for both HU and HU Demo:

Heroes Unleashed 1.0.1 Update Patch

Heroes Unleashed Demo 1.0.1 Update Patch

Quote

 

CHANGELOG

• Fixed crash issue with multiplayer client
• Updated documentation

 

I'll be adding updated full downloads later, hopefully today.

  • Like 1

Share this post


Link to post
Share on other sites

I have found a problem on the mission map 152 can be specified on the command map no waypoints for AI. I think the problem I had on other maps.

Share this post


Link to post
Share on other sites
On 17/05/2018 at 20:45, Eisenhauer said:

I have found a problem on the mission map 152 can be specified on the command map no waypoints for AI. I think the problem I had on other maps.

Some maps do not allow setting AI waypoints due to their original setup. Please check the "KNOWN ISSUES & LIMITATIONS" section of the manual for details.

8 hours ago, Eisenhauer said:

new error map 175 does not show anything on command map

Ghost Recon's command map supports maps up to 400 by 400 meters. Anything bigger than that and the CM won't work. This, too, is mentioned in the "KNOWN ISSUES & LIMITATIONS" section of the manual.

Share this post


Link to post
Share on other sites

Best mod ever! Much respect for all the hard work.

One question though -- is this somehow possible to remove/disable expanding pip reticule?  This is completely unrealistic to have an artificial red pip reticule together with for example acog.

  • Thanks 1

Share this post


Link to post
Share on other sites

There's a bunch of add-on mods included with HU, think the No Crosshairs is what you want. Dig into the XTRAS folder, lots of interesting stuff there. The various add-on mods let you tune things to how you want it.

As for the realism, how else do you represent the "feel" of the weapon? We don't have a physical model that lets you see the recoil and adjust accordingly. Without the pips, it's harder to tell how stable you are at any given time. Just saying that there's various tradeoffs related to making things "realistic," depends on what you want to represent and how.

 

  • Thanks 1

Share this post


Link to post
Share on other sites
14 hours ago, Jack Wachter said:

There's a bunch of add-on mods included with HU, think the No Crosshairs is what you want. Dig into the XTRAS folder, lots of interesting stuff there. The various add-on mods let you tune things to how you want it.

As for the realism, how else do you represent the "feel" of the weapon? We don't have a physical model that lets you see the recoil and adjust accordingly. Without the pips, it's harder to tell how stable you are at any given time. Just saying that there's various tradeoffs related to making things "realistic," depends on what you want to represent and how.

 

 

Yes, I tried it before.  Gave "HU - No Crosshairs" the highest priority, but it seems it has no effect in the game.  "HU - No Reticules" disables all reticules, and "HU - No Scopes" disables all long distance scopes, so that is not what I want.  I kind of worked around that by using key F9 which is by default bind to "remove all HUD" and that includes ALL reticules, everything, when I want.  With ACOG I remove everything when I am not sighted, and enable it only when sighted, for maximum realism.

As for the red pips representing the "feel" of the weapon.  It's debatable, I can see some benefits to it, but in the end I think it's another element that is essentially very arcade. If you want to have a stable weapon, just don't run -- it's simple as that. In reality no one is sprinting and hip shooting, all shots are very precise from the sighted position.  And that's why you don't need an artificial pips crosshairs to tell you that.  If you are stationary, your weapon is stable...

Another thing I noticed -- I can disable stance and weapon information by using F keys, but is there a simple way to remove ammo count from the weapon information?  It is very unrealistic to know exactly how many bullets you have left in the mag.  Milsims like Project Reality and Squad disabled it for good reason.

Edited by zork

Share this post


Link to post
Share on other sites
3 hours ago, zork said:

is there a simple way to remove ammo count from the weapon information?

f12 removes the HUD element in the lower right hand corner. Name of primary and secondary and counts for each.

  • Like 1

Share this post


Link to post
Share on other sites
On 21/05/2018 at 17:38, wombat50 said:

f12 removes the HUD element in the lower right hand corner. Name of primary and secondary and counts for each.

I think I exactly said that ;) but that is NOT what I asked for.  

Without having a visual representation of the firing mode on the actual 3d weapon I remind myself this information by displaying weapon information... but I want to remove ammo count on this particular HUD element.  Mag count is OK, just ammo count is not realistic.

  • Like 1

Share this post


Link to post
Share on other sites

HU - No Auto-Save

Touching on a prior topic buried long ago, I've never been a fan of the auto-save function as each save  (last checked in v1.00) weighs in at several MB each and can quickly add up. Unfortunately, I'm a bit of a miser when it comes to SSD space. After some brief reading, I dived into Igor (having never touched it before) in an attempt to isolate the script function related to the auto-save. Fortunately, "Apex" was consistent in his work so isolating it was pretty easy. The hardest part was the tedious slog through each .GTF and .MIS file to excise the applicable block. At any rate, for those who are still interested, here are the files that I've modified. I've only done limited play testing, so if any mistake was made along the way it's unlikely I'd catch it due to the sheer volume of missions available. Currently it's based on the v1.01 update and packaged as on unofficial add-on. Others have expressed interest in this feature, so rather it never see the light of day, I wanted to share it here. Hopefully some of you find it useful. Finally, it would be nice to see the auto-save eliminated from future updates. If i recall correctly, I think Apex himself said he wasn't partial to the feature in a response to another post. Let the players spam Quick-save if they choose. With tools like AutoHotkey, Logitech Gaming Software, etc.,  they can setup similar behavior if it's really that important to them.

HU_No_Auto-Save_1.01.7z

Edited by ArmedLightning
  • Like 1
  • Tier 1 Post 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×