After a long period of silence, I''ve finally been able to get my head out of Max (and out of my studies) long enough to post an update.

First, the eye candy. Over the past few weeks, I've given my weapon models/textures a complete overhaul. My goal with this current set of weapons is to produce the best models/textures ever seen in GR, with the possible exception of Earl's work (since Earl is the king). Anyway, here's the M4 Carbine (click thumbnail for larger image)


Here's the M16A2:

And the M4 SOPMOD:

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Also in today's update, a bit more information about the mod project for you.

We've been keeping alot of the details of the mod under wraps for about six months now, and I think we're at a point where we can start to reveal some more information about the mod.
DYNACOMP takes place in... well... over a period of years. The back story of the mod begins in 2003, with the actual combat phase of the mod beginning in 2010, and continuing through 2013. Rather than build a campaign, and then come up with a back story to help support our campaign, we've done the opposite with DYNACOMP. I wrote a lengthy story and history of a series of events, and then we fashioned a number of missions from that story. As such, it will be important to follow along with us, so that you don't get lost in what's going on.
The center piece of DYNACOMP is our non-linear campaign. That's right, a non-linear campaign. The choices you make in each mission directly affect the order of the missions for you. In certain instances, your choices may exclude entire missions for you; you'll skip over them and not even know that such a mission existed. Depending on how well you perform in each mission, you may or may not be offered the opportunity to go to advanced schools, such as Ranger School, SFAS, etc. Cheating your way through the missions is not an option; you'll have to do things
our way, if you want to get to the good stuff (and we all know that you do)

We've also completely overhauled the operative/kit selection process. Without revealing any proprietary details just yet, let me tell you that you will no longer have to wade through hundreds of kits to find what you want. Instead, you will be able to choose from a pool of weapons and equipment, and create your own kits, which will be built on the fly for you.

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Now, for what is, arguably, the most important part of this post. You've all read us make statements such as "You have to think outside the box." And now it's time for you to find out what we mean by that. DYNACOMP will not be based solely on the GR engine. Some of the missions will actually require you to do things
outside Ghost Recon. You may be required to take an intel photo (screenshot) of a something in-game, and then go to our site (which will be up in the coming weeks) to find out additional information, using the clues you already have, in order to process farther into the missions. You may also have the opportunity to find out bits of information that are very well hidden, which, though they may not seem to help you right at the moment, will certainly further the game for you in the long run.
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You may be sitting there thinking, "Why are they revealing all this now? Is the mod ready for release?" The answer is, no, the mod is not ready for release. But, I've discussed the issue with several leading members of the GR community, and we've all agreed that the best thing to do, would be to get the entire GR community together for this mod. DYNACOMP is, in essence, one big game, played both inside the GR engine, and outside the GR engine. It will be more fun for all of us, if we all play together.

Get ready for a ride, ladies and gents.
EDITThe DYNACOMP team is looking for any number of mappers to help us complete the mod. If you're experienced, talented, committed, and available, then PM me here at the forums, or e-mail me.
Edited by Parabellum, 11 February 2004 - 08:33 PM.