No save of campaign or mission? Getting instant desktop...
Ghost Recon: Heroes Unleashed A New Unofficial Expansion Pack
#18
Posted 21 December 2008 - 07:40 AM
lesterribles, on Dec 21 2008, 03:56 AM, said:
No save of campaign or mission? Getting instant desktop...
what does your IKE.log say?
Udmurtia Spetsnaz mod : Udmurtia Spetsnaz
Russian Special Forces mod : MVD Osnaz
Southafrican National Defence Force mod : SANDF
Russian Special Forces mod : MVD Osnaz
Southafrican National Defence Force mod : SANDF
#19
Posted 21 December 2008 - 08:44 AM
lesterribles, on Dec 21 2008, 03:56 AM, said:
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.
#20
Posted 21 December 2008 - 12:12 PM
BS PALADIN, on Dec 20 2008, 11:20 PM, said:
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
ApexMods, on Dec 20 2008, 10:09 AM, said:
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.
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.
Quote
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.
============
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
#21
Posted 21 December 2008 - 12:20 PM
Now is this great or what?
Udmurtia Spetsnaz mod : Udmurtia Spetsnaz
Russian Special Forces mod : MVD Osnaz
Southafrican National Defence Force mod : SANDF
Russian Special Forces mod : MVD Osnaz
Southafrican National Defence Force mod : SANDF
#22
Posted 21 December 2008 - 12:52 PM
Pave Low, on Dec 21 2008, 01:12 PM, said:
[...] 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

Phew, now that's a lot of GR goodness in anyone's book
Should keep us going till next Christmas
Thanks a lot, Pave Low!
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.
#23
Posted 21 December 2008 - 01:54 PM
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...
#24
Posted 21 December 2008 - 02:45 PM
Snake@War, on Dec 21 2008, 02:54 PM, said:
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.
#25
Posted 21 December 2008 - 03:30 PM
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. 
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.
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.
Serellan, on Apr 6 2006, 11:13 PM, said:
Stop the divisions people...band together and say what you want from GAMES, not platforms.


#26
Posted 21 December 2008 - 03:52 PM
Couldn't have said it better myself, infact, I'll quote this in the news post.
#27
Posted 21 December 2008 - 06:07 PM
Hey Apex good to see this release, I've posted the link on the GR forums for you
#28
Posted 21 December 2008 - 08:16 PM
Sup, on Dec 21 2008, 04:30 PM, said:
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. 
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.
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.
Thank you very much for your feedback on my mod, Sup - it is one of the nicest compliments I could have wished for and I am really touched by it! Be assured that your words give me strength to carry on my modding work for Ghost Recon, and I very much hope that you will have lots of fun playing Heroes Unleashed!
Rocky, I thank you for the great news article on your front page, for quoting Sup's kind words in it, and for linking to Pave Low's friendly post, listing the features of Heroes Unleashed (meanwhile I have also added the feature list to the opening post).
Kleaneasy, I appreciate your efforts in announcing Heroes Unleashed at the Ubi.com forums very much and thank you for your support! It's nice to be mentioned at the official GR sites!
#29
Posted 21 December 2008 - 08:21 PM
ApexMods, on Dec 21 2008, 08:44 AM, said:
lesterribles, on Dec 21 2008, 03:56 AM, said:
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.
Works fine now...
Did not see "alpha", etc. when issuing orders, etc. when first installed. Have not been able to reproduce problem again.
Love this game. Your efforts are much appreciated. Keeps me from playing "too much" Dystopia!
#30
Posted 21 December 2008 - 08:40 PM
ApexMods, on Dec 21 2008, 08:16 PM, said:
Kleaneasy, I appreciate your efforts in announcing Heroes Unleashed at the Ubi.com forums very much and thank you for your support! It's nice to be mentioned at the official GR sites! 
No problem at all more than happy to do what I can. I would like to get it on the portal but I'm not sure if we can get it on this side of Christmas now and I dont have access from home, if not I'll see if we can get it up in the new year

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