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Fortran

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    Island Thunder

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    http://www.sas-evolution.uk.tt
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  1. amix, i have released a repacked version of the 1.3 and 1.4 patches, due to the exact reason you have stated. I too had an original copy of GR and it just would not update, for absolutley no reason at all. These new repacked patches will install no question on your machine. As people here have stated, you can still play on 1.0.0.2 AND 1.3 version servers, but im sure we have all noticed that there are distinctly more 1.4 servers out there. Anyway, hopefully, ghostrecon.net and modheads.net will be hosting these 2 repacked patches within the next few days, so keep your eyes open for them, I guarantee they will update your Ghost Recon with no problems. In the meantime, if you want more info, check this thread.... http://www.ghostrecon.net/forums/index.php...t=ST&f=3&t=7789
  2. @ Rocky: Well, I had this problem (thats why i made this re-packed patch) and I have the standard original vanilla box version (no ds no it) which I bought off the shelf (ie. not bundled) so, im not sure, but it effected me, so I guess those people were have the same version.
  3. Hi there, After spending a considerable amount of time trying to update my 1.0.0.2 version of Ghost Recon up to 1.3/1.4 and not getting anywhere (no help from ubi soft tech support either!). I finally had to provide my own solution. Now this problem is not isolated to just me, I have read numerous post's in the ubi support forums and elswhere and although it is not widespread, it IS out there. The problem in question is that of the 1.3 and 1.4 update patches. Alot of people including myself encountered error's when trying to update. Error messages include... "You Allready Have A Newer Version Of Ghost Recon Installed" :when you know 100% you havent!! "Ghost Recon must be installed before installing this patch" :when you have installed it and been playing it for months!!! and the classic , when trying to install the 1.4 patch and after being told your older version of GR is newer than the 1.3 patch, "1.3 Patch must be installed first!" Now normally there is no way around this problem, once the error message pop's up it always terminates the installation and you cannot update.So finally my solution (due to there being no other alternatives!) was to uncompile the original installation file and re-pack it into a new installer (one that has NO version checking built in). This new re-pack of both patches 1.3 and 1.4 allows people to install the update with no problems at all. It is really a last resort as of course if you can, it is always best to update with the original patches. But I know for a fact there are quite a few people out there getting mad because they are stuck with an older version of Ghost Recon that just will NOT let them update for some reason. I have NO idea if these re-packs are in-breach of UBi's or RedStorm's policy, but I can't see this is a problem, because it is only helping people. And before anybody mutters anything about cracked versions, well they will still not be any better off, because versions 1.3 and 1.4 require the CD to be present. *edited one line for content. -phantom110565 I only made these patches for my own pesonal use (because I had no other way to update my 1.0.0.2 Ghost Recon, it just wouldnt let me!) However, if they could be of use to people who have experienced similar problems to me, then I would be more than willing to allow them for download. I have emailed this message to Rocky and he is going to check them out, before possibly hosting them here at GR.net. Hope this helps some people out, because I understand the frustration of being denied an update and not being given a solution! Im just posting here, both to let you guys know that there is a solution avaliable, and also to get some idea of how many people this problem effects. All the best Fortran
  4. Ok thanks guys, appreciate the sympathy Well, here is what we have, after searching through my backup of the project, im sad to say there is alot of stuff missing. Half of this was lost in the big ftp hosting calamity and some (like the nice photorealistic digital face textures) was taken by my team mate when he left. We were only a short way into the development by the time all this rubbish happened, so the little work there was has been cut down even further. So this is what is actually left....(be warned, its not alot!) Models: M16 SigSauer P266 Skud Missile Launcher unfortunatly my Vicars Skyvan and the TurboMentor models were also lost Maps: Pebble Island (very very beta!) Website: Ready made website with most of the pages still intact (not much I know, but it saves some time as a template if nothing else!) And Im afraid thats about it for actual non-design items. The benefit to taking this mod on as opposed to starting from scratch, is that there is quite alot of research and the planning stage is allready finished. Basically, the concept is all in place, the missions are planned and the research is pretty much complete. It's really ready to build. As I said, if somebody does decide to take this on then I will hand over what there is and help them to get started with the variouse bits and pieces. All I ask in return is that I get some sort of acknowledgment of concept creation in the final release, but apart from that I just really want to see this mod finished (as do a lot of people it seems) Anyway, if there is anybody brave enough to have a go at taking this on then let me know. Im just sad that all this happened and I never got to build this mod myself.... All the best Fortran
  5. Hi guys, Ok, well I guess I owe everybody an explaination of what happened to our mod "SAS Evolution". Shortly after the final update, as was stated on the website, I went away on Holiday for 3 weeks. Upon returning from holiday I found the guy I was hosting the website with had sold his hosting affiliate package onto his friend, who im afraid to say was not exactly helpfull about letting me continue hosting with him....so, after a few days of frenzied emailing and a big argument he terminated my hosting...this is when the website went down...complete with all my files/forums/mailinglist/news etc etc etc... Shortly after this, my other team member (my artist/modeller/concept art) got a full time job with a games company, and dropped out of the project. This just left little old me on my own, with an absolute mother of a mod to complete single handed. I had spent the past months up until I went on holiday desperatley advertising/asking/begging for help from the community for a coder and mapper to assist me, but to no avail. So, after deciding that it would have been a hard job with just 2 of us, I kind of made up my mind on the spot that I could not build this mod alone. So, this is the story, It is a shame as I believe that it had the potential (at least concept wise) to be a really playable mod, but this is the way the cookie crumbles...and Im afraid to say (as you have all long since gussed) that "SAS Evolution" is dead! However, if there are any seriouse modders out there that really liked the concept and think the mod is worth making, I am more than happy to hand over ALL the research and work that I have done on this game so far. I would still like to have a small hand in the development (perhaps as consultant or researcher) and I would still like to be credited for its initial concept, but apart from that, I am more than willing to hand over everything if somebody or a team think they could make this mod happen. Anyway, sorry to dissapoint everybody. It wasn't really a matter of biting off more than we could chew, had my team stuck around, one or two extra people had joined in the positions i advertised for and had my website and all the files not dissapeared into thin air, im sure we could have completed it, but unless your name is Baja Bravo making a mod single handed (especially something on the scale of SAS Evolution) is a major deal! I just want to say thanks for all the community support that we recieved on the way, everybody was really behind this project. And I also want to say thanks to the guys that helped me research (sorry dont remeber your names guys) and also whoever it was that donated a couple of models we recieved. Ok well, hope this clears some quesitons. All the best Fortran
  6. nahh, ain't fighting....we are both supplying completley different S.A.S experiences anyway ...i personally loved v1 of the skins/equipment mod....really looking forward to playing v2, because believe, it will be out a LONG time before I ever get finished lol, especially based on the fact that it's only little old me and a texture artist at present ...Keep up the top work boys !
  7. shakes his fist feebly in the air....how are we supposed to make the ultimate S.A.S modificiation with you guys out there...we would have gotten away with it, if it hadn't been for you meddling kids!!! No seriously....damm nice work guys...those be some very sweet looking models!...can't wait to play v2
  8. Hey there, If your stuck try out my tutorial Beginners Lighting Tool Tutorial Thats should get you started, there is a more advanced tutorial in the works at the moment, and should be ready by about monday...so look out for that as well. Hope this helps All the best Fortran
  9. @ Viper Regarding missions, there will be a few additions to the usual GR 2008 weapons, but not many. This is actually an area we have not researched yet. We have been so caught up with the real-life missions and getting them accurate. @Agent Ok, well as you may or not know, the Ghost Recon engine only supports 2 shermanlevels in a map..ie you can have only 2 floors. This is because of the command map problem. So..we are going to start the embassy mission with a cut scene, showing the initial abseiling onto the balcony of the 1st floor. The player will then start the mission from the balcony and proceed to gain entry. We are going to try and modifiy the insertion points to use a multiplayer style setup, where 3 base insertion points can be used. This means, that some of the players will start on the front balcony and others members of the team will start inside at the rear of the building. Hopefully @Everybody: New Alpha version Skud launcher in the media gallery at sas evo.
  10. In the middle of B20 at the moment, but I don't have a copy of Immediate Action...The other books Im researching from are "The complete Enycolpedia of the S.A.S" by Barry Davies, and im waiting on a copy of the "Complete Illustrated history" of the S.A.S by the same author. Will try and grab a copy of Immediate Action as well though
  11. No, Im afraid not . To keep with historical realism, you will have to tag the scud with a laser, which will then complete that objective, this will then trigger an FMV/cutscene of an airstrike where the scud will be destroyed. Although this is no way concrete yet (is more fun than sticking a demo pack on the thing ). I am still awaiting another 2 books on the S.A.S to make sure we do this properly.....have allready done a whole load of research. As for telling you guys so soon...well...we want to try an build a community behind the project, so when It does finally hit, there will be a LOT of pepole waiting to play it...instead of developing it, then trying to promote it afterwards. @ Ruin....yes thats a great idea !! Basic, but it would definatley work! I will discuss this with the team. Thanks for the suggestion.
  12. Thanks for the kind words....Ive had this concept in my head for a while now...but never had the resource of a good enough engine to pull it off properly. Weapons are still in research at the moment, to make sure we get everything historically accurate...but you can be rest assured...if the S.A.S HAD or IS using it...it will be there . As for needing IT or DS....no to both. We are working extra hard to design everything from scratch so there will be no need for anything but the basic Ghost Recon (patched to 1.4). This of course will result in a slightly bigger download for you all, but we will try our best to compress it and maybe split it into a collection of smaller files for the guys still on 56k So even the slowest connection will be able to grab it without to much pain involved. We are even discussing making it so that you can download the game in sections....ie grab missions 1-4 and play them....then 5-8 etc.. if you dont want to download the whole thing in one go. It shoulnt be a problem, as each mission of the historical campaign is a completley seperate unit with its own sounds/weapons/skins/textures/maps etc.
  13. That is truly uncanny you mentioned that . Infact that IS exactly what the Gulf War mission is...The basic mission plan (at present until further factual analysis) is.... OBJECTIVE 1: Secure the border control post OBJECTIVE 2: Find and destroy fibre optic coms cable running under the sand OBJECTIVE 3: Tag Scud launcher site with laser guidance device for air strike OBJECTIVE 4: Get to Evac zone Sound like the kind of thing you where after ? Also in response @ XG5KD0 We are currently breaking this mission apart trying to figure out how we will do this best. One suggestion so far has been to have some sort of modified command map that leaves the building plan very easy to navigate with Alpha, Bravo and Charlie Teams ie. Because the level is ONLY set in the embassy, we can make the building command plan very open.. taking up most of the map command interface...and thus meaning you can actually send A+B or C teams to specific parts of the embassy. Also in response @ Avey2904 We are planning to have this out in beta version in no more than 4 months, and fixed and finished in no more than 5 - 6 months.... fingers x'd !!! Also tagging onto this...if anybody knows any damm hot mappers out there that would like to join us....please let them know about us because its going to be a whole lot of mapping for little old me otherwise !!!
  14. Thanks for the exposure Rocky...much appreciated, we will keep you informed of any major updates in the development
  15. I would pack him off with a parachute and drop him into the middle of texas...Gather the people.....lay on baseball bats, hammers, screwdrivers and a bag of wood nails....then sit back and watch the locals get busy
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