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» Ghost Recon Downloads » Ghost Recon » Mods - Campaigns » DYNACOMP

DYNACOMP
Added: 28/01/09 04:18:59
Description: DYNACOMP was a massive project started in 2003 that was never completed. It was a huge and innovative undertaking that eventually collapsed under its own weight. In 2009 however, it was released as an "unfinished" project by Parabellum. Some of the mod does not work, for example the custom launcher should not be used as it's functionality was not completed.

To play activate the mod and launch it as a New Campaign, you'll start on top of the Embassy, good luck!

OFFICIAL README

This release of the DYNACOMP material represents an early alpha of the project. This was an internal proof-of-concept and testing release, originally intended for the team. It is ***NOT*** to be considered a complete release.

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General Premise(condensed version):

The DYNACOMP campaign was set in approx 2010. The Chinese military, in a secret collaboration with the DYNACOMP corporation, research and develop the capability to do what the US Navy has purportedly been trying to do for sixty years: Make ships completely invisible. A so-called research expedition by a Chinese university team vanishes in the Bering Strait, taking all of her students and crew with her. Mysteriously, Chinese oil platforms begin appearing in the Bering Strait only months after. Claiming the vast deposits of oil beneath the sea floor for themselves, the Chinese become the world's leading supplier of oil, and immediately gain a near-monopoly in the energy trade, bleeding nations dry. The UN attempts to intervene, to no effect.

In early 2011, the Chinese invade Russia, moving swiftly North and West. Caught off-guard, the Russians can do little to stop the two-million-man army of Red China from sweeping in, destroying everything in their path. Soon after, Chinese forces amass just across the Bering Strait from Alaska. In the dead of Winter, China does the unthinkable: Alaska is invaded. They march quickly across the frozen lands of North America, moving across Alaska, into Canada, and South toward California. At the same time, the Chinese attempt to invade Japan, resulting in some of the bloodiest fighting since WWII. The forces of Red China inflict heavy casualties on American and Canadian forces, gaining a major foothold on the continent. It isn't until 2012, after nearly two years of bloody fighting, that the Chinese are beaten back toward the Alaskan coast. Once the Canadian and American forces had beaten China back out of North America, they were able to help Russia -- who had been decimated during the war -- drive China back out of Russia as well.

During the war, questions keep cropping up: How did the Chinese get so many troops into Russia unseen? How did the Chinese manage to get nearly half a million men into Alaska, completely unnoticed before they seemed to appear out of nowhere? How did the Chinese military seem to know our every move before we made it? Eventually these questions would lead back to the DYNACOMP corporation. The company had sought the rights to drill in the Bering Strait, but were denied by both the American and Russian governments. The Chinese, however, were willing to secretly work with DYNACOMP. In exchange for the money, man-power, and rights to drill in the sea floor, the Chinese government would receive fifty percent of the profits from any oil found. That, however, did not answer the biggest question: How did all of this go unnoticed?

The answer to that question is 'stealth technology'. Developed by the DYNACOMP Corporation in 2008, stealth technology, or ST2000, as the project was called, made possible the the complete invisibility of men, ships, aircraft, even missiles. Armed with this new technology, the Chinese were literally able to invade Russia and the United States, and go completely unseen until they chose to engage the enemy. US and Russian special operations forces working in tandem eventually brought the President and board of directors of the DYNACOMP corporation, as well as many member of the Chinese government, to justice in late 2015.


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Maps: Most of the maps were done by me (Para), and most of the maps included are incomplete. I've included them simply for reference. Out of all of the maps, Canyon Highway is probably the most complete. I do not remember who authored the SERE map. It may be an RSE map, or it may be something that I started working on at some point.

Weapons/Sounds: Most were done by me, with the exception of a few by Marcinko, if I remember correctly. All of the new gun sounds were also done by me. Most came from defensereview.com. David was kind enough to grant me permission to use audio from some of his shooting videos. If you happen to find weapons models/sounds that you'd like to use, send me a PM at ghostrecon.net.

Missions: There are missions by various people. I honestly can't remember everyone who contributed, but I do remember Matt03, SnaredGambit, En4cment, and a couple of guys from Alpha Squad, I think. The very first mission of the campaign is my personal favorite.

Characters: New skins are, again, by me. Most are loosely based on uniforms that were current at the time (late 2003, early 2004). I hadn't yet found my stride as a character artist, so the quality of the skins doesn't measure up to the work I did on VBS1. As with the weapons, if you happen to see character art that you'd like to use, send me a PM at ghostrecon.net.

General: Even though it's incomplete, it must be stated that the team put a tremendous amount of effort into the mod. Over twenty people worked for several months to bring my vision to reality. In the end, we failed for three reasons: #1 -- I tried to do too much. Lead the team, write the story and plot, provide mission ideas, make new weapon models/textures/sounds, make new character art, make new maps, provide feedback and direction, etc. That was my fault. #2 -- Related to #1, I enlisted in the police academy in early 2004, and the team struggled to keep our pace. I'd been so heavy-handed during production, that we lost whatever momentum that we'd built when I suddenly thrust so much responsibility onto the team. Again, that's my fault. #3 -- We couldn't find enough scripters. We would have needed anywhere from 30 to 40 missions to really flesh our our campaign, from basic training, to infantry missions, to (if the player earned it) advanced schools, SFAS, and SF missions. Who knows? Maybe some talented mission-designers will feel up to the task and create more missions.

Progression: The DYNACOMP campaign was slated to start in 2010. Your character would attend basic training, and was assigned to the 10th Mountain Division. You would see combat in Alaska, Canada, and California. If you completed certain objectives and scored high enough on missions, you would get the chance to be assigned to the 75th Ranger Regiment, attend Ranger School, and undertake even more dangerous missions. If you performed well enough on those missions, you would have the chance to try out for the Army Special Forces, and if you made it, you would get to play several covert missions, and eventually learn the secrets of the DYNACOMP Corporation. The framework for this dynamic campaign was, and is, in place. DonMiguel's launcher is able to parse various custom strings in scripts, which tell us whether certain goals were met. If those goals were met, then you could be sent to Mission A next. If not, you could be sent to Mission B next. The problem, again, is simply that missions take a long time to make, and we didn't have enough people to make them. I feel that the missions that we did get done are superior, and hope that you will enjoy them, to the credit of the fabulous mission scripters. We hope that you enjoy the mod, despite its unfinished state.

Kindest Regards,

Para and the team


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The Obligatory Stuff:

No part of this release may be used in any compilation mod, derivative work, or any other work, without express permission. All rights are reserved by the DYNACOMP team.
Creator/Author: Released by Parabellum.
Version: Alpha
Screenshot: Screenshot
File Size (MB): 80
Last Download: 22/02/26 07:52:11
Downloads: 2886
Rating:
(9 Ratings) 
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PLEASE SCROLL DOWN TO LEAVE A COMMENT!

Posted By =DRAG= Raven on 15/02/09 01:13:59

Wow I never thought I would see that.

 

Sorry to hear what has happend with the mod but gratz on your real life job!

 

It is a interesting concept you had with this mod and as you said it woudl have been a gigantic project, not a mod nor a TC but a new game based on a tricked out GR - Engine .. 

Hope to hear from you Para ( I miss our msn chat sessions)

 

Raven

 

Posted By Anominus Gamer on 22/11/10 20:17:22

Uncomplete, But good.

Posted By on 21/12/18 00:54:21

1Zd9vP This is my first time go to see at here and i am really pleassant to read all at one place.

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