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  1. "A Restrospective Review of Wildlands" My love for this franchise will never die, I swear. It has waned more than once, but it is making a hard left turn back towards pure love again. I don't know that any game will ever come close to holding the special place in my gaming heart that OGR does. For me, it was the perfect FPS Tac-Sim, and it was awesome! Once GR received full mod support the community exploded, the clans grew, the competitions were constant, and these forums were bustling. And the rest, as they say, is history. I was fourteen when I got a perfectly wrapped box for Christmas in 2001. With a quick shake, I heard the CD case and leaflets knock around the edges of the box and I couldn't have been more excited to get Ghost Recon installed. Don't get me wrong, Rainbow Six was very cool, but I came from a family with more military than law enforcement. Following the events of 9/11 there were few greater heroes in my young mind than the fine members of the US Special Forces that I knew were out kicking ass and taking names. Once my homework was done, I could join them in a future battle - do the math, by OGR's 2008 setting I could have been out of high school, in the military, and trained up for a deployment of my very own! Interestingly enough, I was - so I guess I got the Desert Siege experience. Fast forward fifteen years, and here I sit just three and a half months away from thirty... and I'm still playing Ghost Recon! How cool is that! OK, my OGR disc (and my DS disc... and my IT disc) are long since scratched up, but they rest peacefully in my binder of computer games from the late 90's and early 2000's alongside Rainbow Six and its various expansions. I still get a giggle when I remember a [GRNET] practice that was interrupted by a house fire my father accidentally set, or the ridiculous antics of Schenk, the efforts it took for me to first understand Rocky over a headset, and even the gratuitous fun that was found in the old M16 vs. AK47 matches. Needless to say, for a lot of reasons, no Ghost Recon (or anything) since has come close to helping me reliving those experiences - mostly, I blame you guys. Ghost Recon Wildlands is a very 2020 spin on our old game and I expected to not like it. When the franchise took a turn towards a third person view I thought these forums may explode. Thankfully, we had already endured the great debate of visible firearms models in Rainbow Six: Raven Shield, so it was easier on everyone, I think. By then most of the OGR Old Guard had moved on and Real Life took hold. Yet, here we are. I'm currently at 65 hours of solo game time and 70% mission completion in the campaign I am really enjoying the new face of Ghost Recon. It has its quirks, its annoyances, and its special brand lunacy at times, but overall this is a really enjoyable game. An old Army injury has crept up and I'm on week six of ten with a broken foot and still staring down the barrel of surgery, so I enjoy whatever entertainment I can get while cooped up in my master bedroom while I'm home alone with the dogs waiting on the lady to come home from work. There are times I take my invisible and worthless AI teammates to the highest elevation within 300m of an objective, flip on the NODs, launch the drone and gather intel, and I'm taken back to a [GRNET] appearance in a Stealth Tournament. Who stepped on that mine again? Anyway, I wait, and I watch. Little orange circles bopping around awkwardly... "baby makes three"... "got a generator over here"... "that makes fifteen"... or worse "the drone is being jammed!" With as much affect on my AI buddies as I would have herding cats, I head towards the objective. Inevitably, at least 75% of these attempts end the EXACT same way - with my stupid self pulling a long distance shot with my Mk14 because that sicario was a bit more inside of his tower than I realized, or because he was perfectly situated behind that apparently bulletproof 1/8" thick piece of corrugated tin, but, whatever. Daytime is where I shine. Get it? Seriously, the day/night cycles of this game are a blast. It completely changes the mood and your tactics. Knowing that the shroud of darkness is hours (minutes) away, my patience run short and that Unidad FOB reminds me of when Agent Smecker recounts the first meeting of Il Duce, the McManus brothers, and Rocco. [REFERENCE - LANGUAGE WARNING] With maxed out rebel assistance I've got my own personal militia, a drone that explodes, mortars falling, and grenades flying. Bring on those helicopters! My Mk249 will take you down! One of my favorite moments made my laugh the hardest and was caused by sheer panic (textbook Ghost Recon). Remember how in OGR you could get so enveloped in a mission that it could literally startle you? No? Just me? OK. Alright, so SPOLIER ALERT there's a mission in Ocoro where you have to find a fella called "El Emisario." Conveniently he's located at the very top floor of a multi-story mansion that is surrounded by the cartel and Unidad. This place looks like a nightmare to infiltrate once you're done with your drone recon. Playing this as one of the first missions I came across I had no idea where to find this guy. Turns out there's a room that is conveniently blocked by a Unidad soldier with a clipboard. While trying to maneuver my super stealthy drone to see if I could peek past him to find my guy - I'm thinking snipe and run - my girl dog flings all fifty pounds of her body weight into one paw that hits my left hand. My drone goes careening into the Unidad soldier and in my attempts to keep him from being alerted, I panicked - hard. I clicked the mouse. Remember exploding drones? I'm convinced I'm made, I'm ready for the biggest firefight I have yet to experience. Suddenly in big flashing letters across my screen: "SANTA BLANCA IS ATTACKING UNIDAD" What? Is this for real? I sat perched on the hill gawking at the bloodbath unfolding in front of me. I was in hysterics. When the firing stopped all that was left was an alerted Unidad patrol and one lone Unidad survivor. Since then I've often used rival factions against each other to do my dirty work - I love mortars. OGR would have never allowed that to happen. And who cares? I imagine what that experience would have been like had I been on my headset with three buddies hee-hawing over the madness. Review and Comparison of GRW and OGR GRW rules the free world when it comes to customizations. Seriously. I drool. Anyone who remembers me and how I got started here knows that I LOVE skin mods. My character looks like me when I was in uniform only with today's beard. We rock our signature sunglasses and MC ballcap and even have a pack that looks a lot like the one I wore daily in Iraq. The ability to "gunsmith" weapons is cool, but it could be WAY cooler. I understand the Dev's desires to make unlocking parts a part of the gameplay - but how far we have come from GR mods with 400 plus KIT files to get that one configuration on that one weapon we so desperately want. I wish they could have accessed more commercial licensing and featured a few more accessories (like an 8x or 12x rifle scope with a zeroing ability), but at least you can design each weapon for what you want. Ultimately, because it is still a video game, for me it's all about the damage. There are rifles I had before my ACR I really preferred to shoot, but the ACR dominates the class that I have unlocked so far in all-around damage and penetration (giggity), so I use it the most. That's a lie. Whatever the Mk14 messes up, the Mk249 cleans up in glorious action movie fashion. ****the following is a rewrite courtesy of a strange glitch, apologies if it doesn't flow as well.... where's my beer?**** Ballistics leave some room for improvement. It's like a Budweiser to me. Is it beer? Yeah. Will it get the job done? Yeah. Is it as satisfying as the hoppy goodness found in a sticky west coast triple IPA? Nah brah. Ballistics in games have always been odd in my opinion (why are sniper rounds so slow?). When I started playing OGR I was a 9th grader raised by two teachers with nary a firearm in the house. Today I'm a combat veteran who is an avid shooter with countless hours on the range and down range. Ballistics are math, and there are hundreds of reliable sources packed with data on how every caliber reacts with different materials, or how trajectory is affected and energy lost over a distance. That big brand video games can't, or won't, replicate this is very strange to me. Each sniper rifle in GRW has the exact same ballistics model. Again, can we get long range scopes we can zero please? I would like to see the ballistics model improved because I'm a nerd mostly. Also, never get rid of that very pleasing sound I hear whenever bullet meets flesh. Devs, come over here... we need to talk about these vehicles. I need you to take the Battlefield 4 devs out one night (tonight? It is Cinco de Mayo!) and get them to spill the secrets of their vehicle control models. I feel like every airborne vehicle is missing the ability to control at least two of its axes and that is really annoying. I feel like I'm flying a big awkward box that can fall out of the sky really really fast. The land vehicles are tolerable - except the APC, that thing sucks. The motorbikes are well intended and are some pretty staunch off-road beasts, but if one more of them flips me over the handlebars and kills me for hitting a pebble, there will be fisticuffs. The rebel missions and supply raids are always a treat, even if repetitive. Although, it did take this genius a while to remember his drone could do more than make things go "boom" when trying to stop convoys of supplies, so once I swapped for the EMP drone my efficiency went up. While these side missions (radio tower, intimidation etc.) provide interesting banter and a dose of character, they're rather tedious. Once I hit 45 successful missions I stopped doing them altogether. Paired with the clunky aviation mechanics supply raids involving a helicopter or an airplane can be more than a bit frustrating. Oh, and don't you dare let a single SB get near that thing because apparently, they are ALL pilots. Once you do get to the choppa (or plane) just take off and enjoy a nice leisurely fli- WHAT IS THE DEAL WITH THE SAM SITES EVERYWHERE AND WHY WON'T THEY STAY DESTROYED. SB must have some serious cash and same with Unidad. If you've made it to the supply raid mission at the FOB on the runway in Media Luna you feel my pain. Three SAM sites on the runway and three more in the vicinity? Don't forget the ONE that gets you right near the improvised landing strip EVERY TIME too. I know, just "hug the terrain" and you can avoid it. Well, since my airplane flies about as well as a finless fish swims that's not exactly the easiest task. Can the SAM sites have a longer death period too? If I destroy one can it stay dead for a full 7 days/168 hours? The "Gunsmith" is pretty flipping cool too, and I think it's about 85% complete. Going back to my issue with ballistics, you're very much catering your designs to the game's data instead of Real World tactics. Again, I understand the sacrifice for gameplay and that this isn't really a Tac-Sim but more of a Third Person Strategy game (I guess?), but my cunningly handsome character is so close to being the "real deal" that I want his accessories to match, just like my lady needs her Louis Vuitton's to complete her ensemble. Maybe reach out for some licensing and get us some cool gear? Oh, and throw us veterans a bone could you? With proof of military service, we should be able to access a branch specific patch pack for free (or just a handful specific to our personal service, how cool would that be?). The Cavalry sabers RuinII is currently sporting are as close as I've got to my real sabers, so they'll do for now, but they're just not right. But let me put the sabers on my hat and a 1st Cavalry Division patch on my pack and you'd have one very grateful veteran. For all my petty griping about the Gunsmith, we sure have come a VERY long way since the days of 400+ KIT files in OGR mods. You remember, when we had to memorize which character class had kit 136 that was the one specific combination of accessories on the one weapon we wanted... Customization has always been a part of the OGR experience. What was once user-driven is now developer led, but I since that's a discussion for a different thread. Let's talk about the missions themselves, beyond their monotonous objectives (destroy those, kill that guy, sneak into that place, follow them, cry havoc and let slip the dogs of war) and their hilarious unpredictability (being on the wrong end of a mortar livens things up), they really are all very unique. Courtesy of the immense and varied terrain every mission is its own head-scratcher. Much like I learned in the Army, it is the same with these missions: You can be smart, or you can be strong - pick one. Given enough time debating with a couple of Scotsmen over the headset I can see how every mission could be accomplished without firing a single shot (unless mandatory). When you're home along with a broken foot and nature is calling, sometimes the best thing to do is fire for effect. The Devs have done an excellent job allowing you to approach the mission as you see fit. Combined with the cooperative gameplay that made OGR so successful and I could see myself wanting to rewatch that episode again. However, when it comes to single player, you're back to the two options real fast. Helping you increase your real number of options is that cool little skill tree. I see it as an expanded version of the Specialists skill points from OGR. While the skill tree leaves you constantly deprived of the supplies that thirst beast demands, the benefits of the upgraded skills are immediately noticeable. Much like when my male dogs hurries down the steps so he can shove is big nose in the garbage can your desire for supplies will have you hunting out intel caches and harassing SB lieutenants all across Bolivia. Frankly, the intel system is tedious and annoying to me at times, but I understand it. I suppose I'm just cheap and impatient, but I've paid for this game and I want to play all of it as soon as I buy it, not be handicapped at the beginning because I've not proven myself worthy to the game to enjoy all of the benefits. I do confess, it does make sense. The side missions do add extra game time and offer an opportunity to grind and improve your Ghost before heading into the new AO's story line. I'm bad to roam the outskirts looking for easy targets. I like the XP bump and I like bullying the weaker NPCs. Sometimes this means that in my blood-lust I miss things like accessories or weapons cases that a sell-out sicario will reveal afterwards and I'll have to go back and do it all over again - remember that "one episode twice in a year" thing? I'm at the point where I'd love an "Intel Drone" that revealed all the intel in a given AO to me so I can plan my approach to that whole AO accordingly, but maybe I'm just overthinking it? TL;DR: Conclusion All in all I'm happy to see Wildlands wear the Ghost Recon name. While this is no OGR I don't see that anything will be ever again. And why should we expect it to be? Really we should think about what made OGR, OGR. First and foremost: Community. Time will be the judge as to whether or not the GRW community will ever be akin to the OGR community. I fear that the lack of mod support for this game and the profit producing DLCs were the final nails in the PC Game Community Coffin, also a discussion for a different topic. COOP: Cooperative play was the cornerstone of OGR (did you ever wander into an ADV server? Chaos!), and GRW's utter lack of PvP play shows that Ubisoft still values that in the GR franchise. GRW offers you a wide variety of tools, including a day/night cycle, to let you plan the perfect mission with your friends. In some situations you could have three spotters and one operative where the spotters use drones or other equipment to guide the operative past enemies undetected. Or you can grab a gunship or two and fly on over and just go nuts. Variety: Not only do you have a variety of options in how you want to accomplish your mission, but you have tons of missions to chose from and you can use different means of transportation to get there. You can complete a mission in the frozen peaks in the southwest and head over to your next one in the rain forest of the southeast. While I know it has ZERO impact on gameplay I do love to dress RuinII up depending on climate and terrain because... Customization: Unlock new weapons and accessories, tune your weapon to suit your style and abilities, and then paint it make it look cool! There has to be millions of possible combinations out there when customizing your character and his or her kit. This is why we modded OGR at the very beginning - I made my Ghosts wear black wool for goodness sake! If you get bored with your look or want more accuracy in your rifle, you can change it. Want to dawn El Pulpo's hat? No problem! Once you've unlocked it just hit "I" and then hit "G" and make it so. Dear god hit "I" first. HIT "I" FIRST! DON'T GO STRAIGHT FOR "G" OR YOU'LL KILL PEOPLE. Longevity: Once again, we modded the crap out of OGR. Not only did it make things look super cool, but it kept the game popular and active for several years. Hours and hours of gameplay. I'm 65 hours in and completed 70% of the missions, found 66% of the collectibles, and have killed over 3700 bad guys! And that's just the campaign, I've not even touched Narco Road yet. More DLCs will certainly be on the way if The Division is any indicator. For those of you who shared the OGR battlefield with me some years ago, I hope you enjoy this game as much as I do. While this game looks and plays almost nothing like OGR, it has its soul. It's an appropriate refresh and reboot to our beloved franchise and while it isn't without fault, it is a very fine start, especially for such a massive undertaking. OK, now you go drink a beer, you've earned one. Also, PLEASE add me on Uplay (RuinII if you haven't figure it out yet) and let's get some co-op time in! I have 31 minutes. And with at least four and a half weeks left in this cast, I could use the entertainment. Cheers y'all, Ruin
    11 points
  2. Download Ghost Recon: Heroes Unleashed (Version 1.0.0 Beta 9) Spread the word, folks. Long live Ghost Recon! PS: A huge thanks goes out to Wombat50 for doing weeks of last-minute testing!
    11 points
  3. Happy birthday to me GTX1080.
    8 points
  4. And to give you a better idea how this works...
    8 points
  5. LOL. Well then, you guys asked for it... taken directly from the Beta 9 ReadMe:
    8 points
  6. At last I have another free weekend with some spare time for Ghost Recon modding and checking in with you guys. You have no idea how much I appreciate all of your feedback and encouragement to continue this crazy modding endeavor. Big thanks to all of you! Regarding bullet drop: I actually messed around with this for quite a while, but in the end the drawbacks by far outweighed the advantages. Implementing realistic bullet drop in GR means making all firearms grenade launchers in the "eyes" of the game engine, as this is the only weapons category that allows directly adjusting projectile flight properties through drag coefficient, weight, velocity etc. This, in turn, renders all bullets explosive, which means that any impact is accompanied by an explosion animation of some sort. Even though these animations' visual impact can be minimized to a degree, in the end it tends to look rather strange, to say the least (e.g. characters being thrown off their feet and through the air). Adjusting bullet penetration and lethality properties also becomes another major headache, and frankly doesn't look too promising to ever be anywhere near realistic, no matter how much effort is poured into it. Lastly, the game's AI isn't able to cope with realistic bullet drop achieved this way (the "grenade launcher" ballistics workaround), which leads to both AI characters and vehicles being unable to hit anything at all, unless the target is extremely up close. So with all these drawbacks considered, I decided not to go this route and rather tried to maximize realism though other means. Within the scope of typical Ghost Recon maps where fire exchange usually takes place over comparatively short distances (usually not much more than about 100-200 meters), the significance of bullet drop probably shouldn't be all that dominant, anyhow. Let's just assume characters do the drop compensation of their weapon sights on the fly. After a month of silence (sorry about that) I'd also like to update you on the current Heroes Unleashed development progress. The problems I described before (file number limitations etc.) threw me back quite a bit, so to limit the resulting delay, I've actually cut a couple of corners by postponing to include a number of assets I originally wanted to add for the next release. Don't be too disappointed, though. There'll still be loads and loads of new stuff in beta 9, and I will still add the remainder of maps, weapons etc. at a later time, e.g. for the final 1.0 release. On the bright side, the current to-do list has finally become somewhat manageable, as there's basically "just" a complete kit/kil redo and... drum rolls, please... campaign mission scripting to be done now. As another tidbit of teaser info, I'm planning 40+ campaign missions (single-player and co-op) and over 3,000 equipment kits total (all soldier classes combined). Now, before you start to worry about carpal tunnel syndrome and broken mouse buttons, you will not have to click through all those kits - I've found an easier way for in-game kit selection. Ghost Recon forever!
    8 points
  7. Next to each post there is a Like This button, click this if you like the content and reward the poster. The number of positive like's a member gets is displayed on their profile page. Go ahead and like this post to try it out
    8 points
  8. I am making a new mod. It's about a movie "The Hunted". You will fight against guns with your knife. I made a knife and two characters. I plan to make one gametype and some missions. Aaron Hallam L.T. Bonham
    7 points
  9. For anyone who knows me, it's probably not a secret that I deeply disdain later iterations of the game series and hold only Red Storm Entertainment's Ghost Recon from 2001 in highest regard. I've expressed the reasoning for my preference in these forums countless times and in much detail, so I'll try to just briefly sum it up here in a few words. Ghost Recon (2001) is not just any tactical realism squad-based military first person shooter, it is THE KING of tactical realism squad-based military first person shooters. It's the first one, the progenitor of the species. It boldly went where none had dared venturing before. It opened the doors. It set the standards. It laid the course for an entirely new genre. The "sequels" deviated from this course more and more on their frantic pursuit of cash-grabbing "broader market appeal" through "narrowing the player skill gap", and they eventually got completely lost on their way, forever stuck in the nether realms of cheap console-centric cinematic on-rails action, amongst a host of other COD-wannabe also-rans, desolately void of identity, character, and heritage. With Future Soldier and Phantoms, the series had reached a new low, and I simply cannot overstate my absolute contempt for those titles. Not necessarily for the kind of gaming they represent (there's plenty of room for all kinds of flavours out there, and that's probably a good thing), but for their spineless betrayal of heritage, for their coarse abuse of the Ghost Recon name. Just as its recent predecessors, Wildlands once again throws the Ghost Recon name on a package and promises, once again, a return to the series' roots, to its original values. By now I have heard these Sirenes' songs too many times to be lured into false optimism, to take these promises at face value. My hopes have been shattered too many times to be raised by this kind of marketing talk ever again. No more talk. No more promises. Just show me! Show me that you mean it! Show me that you understand, that you grasp the concept of what Ghost Recon used to stand for, that you finally realize what a tactical realism squad-based military first person shooter true to the game's magnificent heritage has to be about! Put your money where your mouth is and take a risk by daring to be different once again! Now, from what I've seen of Wildlands so far, there is potential. (Damn, there's that optimism again!) The nonlinear open-world aspect is the first and most obvious sign of life, and contemporary settings without sci-fi fantasy gear, as well as the lack of a cover system at least hint at an honest realism approach. Cooperative play with and against formidable(!) AI (including squad-control and avatar-switching) is, of course, an absolute must-have, as are realistic ballistics (one-shot-one-kill), severe wound impairment, permadeath, and full selection of character stances, including lean and peek. And there absolutely(!) has to be an option to use first person view exclusively. I know you love showing off your character models, but there simply is no third-person perspective in reality, so there cannot be one in a true tactical realism setting. The same goes for all those overbearing HUD elements. Unless there's an option to turn them all completely off, this is going to be a deal breaker. In conclusion, against all odds I'm willing to give Wildlands the benefit of the doubt at this time. Let's see what the future holds and hope for the best, once more. And if the developers should fail us again, there's always the old King to return to.
    7 points
  10. With 4 days to go to Wildlands release, it's getting really crazy mental with new content etc, but it's also time I can reflect on the journey I've had with Wildlands, starting with the trip to LA for E3 in 2015, followed by 3 or 4 trips to the Paris design studio. One of my favourite photographs in reception area of the studio, with fans and lead GRW devs - Dominic Butler on right and Nouredine Abboud on the left. Great times!
    7 points
  11. my biggest "holy ######" moment in GR:WL so far, thanks to easyco for recording
    7 points
  12. We had 2 or 3 attempts at this mission before a proper plan emerged lol.
    7 points
  13. Anyone who has been an active member of GR.Net for the last decade should get one automatically....we are the original Ghosts godamnit. All those in favour say "Aye".
    7 points
  14. This is the map called Needle's eye. I have it 3/4 done. I have been doing Unreal for years now. I am not worried at FPS. Most pc's can handle this. I am helping my father do these maps. Here are some images. Enjoy!
    7 points
  15. Here's a sneak peak early access for you forum regulars - Mr Moon Interview It'll go live this weekend, you guys can enjoy it now thanks to Mr Moon!
    7 points
  16. LONG LIVE GHOST RECON! Ghost Recon has provided me with so many amazing memories, whether it be the competitive games, the community, this website, the mods, the players, new friends, meeting the dev team, so many highs! For me it still remains what it was always meant to be, a fantastic gaming experience. To celebrate this amazing anniversary we are running a month of features right through November and into December so keep checking the news page for exclusive Ghost Recon interviews, competitions and prizes. We've already kicked off with a massive update to Heroes Unleashed and a brand new 64Gb mod collection on USB flash drive for anyone that cannot download this 15Gb monster of a mod! What is your prevailing memory of Ghost Recon?!
    6 points
  17. Hi all! Separating this off from GR2 DVDExtras for brevity. Been working on a model converter as you're all likely aware because I don't shut up about it in that thread. The GR2 models are almost ready for general release as modder resources for any would-be peeps wanting to rejeuvenate the game. There's also a few little extras and a few model tweaks by myself at the suggestion of @Jack Wachter some preview renders: Modified MICH2000 to MICH2001 with IR strobe and counterweight pouch. TO DO: - Create universal texture templates for characters - Fix missing polies - Set up models into "tactical barbie dolls" with all possible pouches and headgear combinations
    6 points
  18. Hi all, after years and years of playing and studding OGR and all available mods, and scripting work of some great ppl (see bellow) I came to idea to create one by my own, and here I am just to give you a info about "The Ghost" which is currently under development. The Ghost will be a veteran mod which is oriented on the realism in every aspect of the military sim and the war, and I will try to get best out of the igor. Your ghost team will fight in mountains, villages and city's of Bosnia and will take warlords down, /rescue civilians etc. Some of missions are pure fictional, some unfortunately truth. The ghost has also one additional mission by (re)using great work of other great modders to honour and to thank them for keeping this great game alive like: ApexMods Zeealex Tinker Streinger, Black Sabbath & Stealth-Mods team Lisac Viper-6 Rocky Eisenhauer sixpence Testers are more as welcome I will keep you up to date
    6 points
  19. Sorry for the very late entry. This is a nearly impossible list to narrow to one person. Every single one on this list contributed in incredible ways that were not only enjoyed by others but they inspired the rest to something new and creative. Their mods were beloved by countless people over these years. However for me it is simple. Without this individual I would not have been able to start modding anything beyond IGOR and kit tweaking when GR first came out. Because of him I was able to see my imagination come to life in game. That him was Mike Schell.
    6 points
  20. The download section is currently unavailable due to an ongoing security incident. Rocky is working tirelessly to get the download section up and running as soon as possible. In the interim please place a request here for a mod to download and I will attempt to seek it out and upload it to my google drive for you I have all Ghost Recon Mods (including GRAW/GRAW2) up til 2015 on an external drive. Any later mods I will attempt to contact mod authors as they may still be active in the community. I will edit this post continually with frequently requested mods. 1. Ghost Recon: Heroes Unleashed - By ApexMods 2. DeCENT by Jack Wachter 3. Richard's FPWV Mod Jack57 Mods Ghost Recon & Island Thunder Xbox Conversion by C419 Ghost Recon HD Sounds Standalone by C419 Dangerous Babes by Monolith & Bajabravo Gangland by Monolith P2: A Cold Day In Hell Operation: Stabilise Many thanks Zee
    6 points
  21. I'm back kindof. Whilst Ive been doing some limited work on thanatos Ive also been wanting to playthrough and finaly complete thumpers brilliant capd 2 mod. Unfortuneately I keep wanting to go through the mod and change some of the more ugly skins but I had a better idea. A complete overhaul of all actors in the mod, updating the skins to look more modern and realistic, some changes to the maps to make them look a little prettier and the addition of sounds and effects donated to thanatos by wombat will also try to include a couple of bonus missions. Here's a little bit of what I have so far. Zetas Sicarios Mexican Infantry Two of the new ghost skins going for a wildlands/FS blend. For higher resolution pics visit the moddb page. http://www.moddb.com/mods/capd2-ghost-legacy Thanks guys.
    6 points
  22. I think that's Migryder boating his way to heaven. So long good buddy!
    6 points
  23. Ansel is amazing, hope it appears in more games 3440x1440 3440x1440 spot the sniper :
    6 points
  24. Ghost Recon: Heroes Unleashed 1.0.0
    6 points
  25. hey all thought i'd share these photos i took last year on my canon 700D. Hope you like...
    6 points
  26. Intro Okay, so I’ve been putting this off for a while because I don’t know, I guess it’s just going to be a long one, you might lose interest and who the hell cares about my opinion anyway? Nevertheless, I thought I’d share my views, open up discussion, feel free to disagree with me on any point but keep it civil. Ghost Recon has had a pretty up and down past, with the GRAW games and GRFS not being too great, the latter having a very rocky start on the PC and many considered it as the forgettable outcast of the series. 4 years of development in, we get Ghost Recon: Wildlands, so what’s my opinion of the game as one of the sceptics. I’m willing to bet a lot of us were sceptical about this game I bet even Rocky had his initial doubts, and some probably still are, especially with the relative hit/miss nature of ubi games at the moment. I put my money where my mouth is after the open beta was over, even after the beta was over and I found myself enjoying it, I still didn’t quite trust Ubi. But I bought the game anyway, I got a massive reduction on it and after the nice man in the game store took off all my unclaimed pre-orders the game was £7.99, so I’m not moaning. My opinion, simply put, is that it made me look and feel like an idiot. To all of the people I got hacked off at, to all the people I started heated debates with, and to the devs, I’m sorry. But to the people who remain sceptical and distrustful of the game, I respect your opinion. I’m going to try and keep this brief as un-technical as possible and structured, apologies if I ramble, I’m a woman, that happens. I've also added some recommendations, just on the off chance a dev does catch wind of it, but they're kinda just what I personally would do, and may not necessarily work. Pros -Have You seen It Recently?!- The game looks fantastic, the best entries in the screenshot competition are testament to that, the work that had to be done to pull off the procedural terrain, the new engine features to handle that terrain, is just genius, that in itself warrants my utmost respect. The characters, while some criticise them and I can see some faults which I’ll talk about later, look fantastic, and it’s inspired me so much that I’ve wanted to de-construct their workflow to see how they did it. If I as an artist feel inspired to do such a thing from playing a game, it’s usually in receipt of a lot of gratitude and respect from me. I’ve kind of cracked it, I’ll detail it in my gigglepit soon. -It Did Open World Right- The environment not only looks fantastic, but feels alive; armadillos scuttling about the place, birds flying off as you approach, falling silent as you shoot. The people talking to each other and responding to you walking by, the lack of restriction as to where you could go, nothing was locked off to you. Seamless blending from one ecosystem to the next, the wildlife is everywhere, from llamas in Inca Camina, to deer in Ocoro, to sheep in Pucara, to Flamingoes in the lake at montuyoc, the fact that the world around you isn’t ‘perfect’; things are on fire, some towns are burned out entirely, ancient ruins are seen all across the region seamlessly integrated with their surroundings distant gunshots can be heard on occasion, flares go off if unidad are in a spot of trouble, and Santa Blanca presence is all over the place, often doing despicable deeds in the process. And one thing I rarely see in these games; Children, it’s amazing how much more alive the world feels when it has children in it, it feels more natural, less artificial, I can understand the controversy behind adding them in but Wildlands seems to have attracted little on that front. -They Nailed the Playstyles- This was one thing I was worried about prior to release, is the ‘play how you want’ gameplay, with no consequences attached a majority of the time, I thought it would play out similar to a run and gun and it came across that way often in the gameplay videos. I was pleased to see this wasn’t a thing, I was also pleased to see I could literally approach the objective in whatever way I wanted, because of the open world nature of the game, if I wanted to take a potshot at a guy from 500 meters away, I could. I found myself in the end adopting the very guerilla style hit-and run tactic, taking out the alarm, then deliberately putting them on alert and make them search for me, before I moved to another position then picked off any pillock who isolated himself from the party. It rewarded stealth tactics by making the enemy relatively easy to kill if they weren’t jacked up and hunting for you. Not only that, but if Santa Blanca and Unidad were in the same area, shoot one of them, they start exchanging bullets with each other thinking it was one of the opposing factions, a nice touch I found, that made clearing certain mission areas very simple. While they still forced the no detection allowed playstyle in some parts, it wasn’t overtly silly to have it, and it didn’t force you into compromising situations if you didn’t want do it, you weren’t following a given path most of the time, so keeping your distance and remaining undetected wasn’t an issue. -Gunsmith... I needn't say much more- Gunsmith was probably one of the redeeming features of GRFS, while the gunsmith in GR:WL is more limited, it’s really great to see it back! -Character Customization- Something that was woefully missing in virtually every Ghost Recon game except maybe GRAW-2 on the Xbox 360 and the original if you count mods. Wildlands’ customization is a welcome sight for me, it makes contextual sense; I see a lot of people, including myself changing their gear to match their environment, some just play operator Barbie, some just want something a little more personal. The thought that has gone into this is incredible as well, the fact that your vest loadout changes based on your character class (what primary you have equipped) is a really great touch that they didn’t have to do, but did because it was a neat feature, it was a great consideration that I picked up on back in the open beta, and still makes me grin to this day. I like that Nomad’s gender can be switched, as a gamer that happens to be female, it’s nice to play as a female character when possible. Now obviously I have some critiques for later, and I’m hoping someone out there in Ubi-land is listening. But I really like the character customization and would like to see more in the future. -The Setting and Story – Okay so some bits are a little high brow, but it’s otherwise a believable setting and the story is actually quite intriguing, especially Sandoval’s internal conflict that highlights itself along the way. Nomad and his/her team feel very natural, they’re not overly burly soldier guys who follow every order to the tee and are all dramatic in everything they say (*coughs* Mitchell*coughs*), the camaraderie feels natural, the jokes exchanged are cheesy, the friendship shows itself with little to no exposition at all, and that to me is commendable. Even Bowman is believable and occasionally has some bits that had me grinning. ’m not sure if any of you do either, but I get myself absorbed in the story, and I still to this second don’t trust Bowman a damn bit, they’ve developed her character in such a way that she comes across very much as the stereotypical CIA agent, every word from her mouth seems to have at least some malice attached to it, her actions are questionable, even though she may not actually be the stereotypical CIA agent (I don’t know, I haven’t completed the game yet) she has me distrusting her a lot. It’s the same with Katari, I’m still not doing any rebel missions because I’m half expecting them to turn against me once I’ve taken out Sueno. The antagonists, the Buchones and the underbosses are very diverse, they don’t follow the typical stereotypes you usually see in shooters, I particularly give a thumbs up to whoever developed El Pozolero as a character, he was a very interesting one, and it almost humanized him, he wasn’t an evil mastermind who wants you dead, he just had poor mental development, with the mind of a child. And these humanizing traits can be seen in a lot of other characters too, they’re not all inherently evil, except for maybe La Plaga, La Yuri y El Polito, and a few others. El Boquita is another that really had me questioning whether or not what I’m doing is moral, he has a kid, you hear him on the phone with that kid before the mission gets under way, and if you get yourself absorbed into the story like I do, you stop and realise that you are killing the father of an innocent child. I even feel sorry for Emilio, the runaway sicario you pick up when you’re taking down Lockheart, it makes you realise that every sicario went through that, and a good bunch of them would have found it equally as traumatic as Emilio I guess as a woman I’m perhaps more emotionally tuned in to this, and as a woman, my natural maternal instinct, that I can’t deny I have, no matter how much I try to reject it, has me being more ‘protective’ of children like Valeria and child like figures, such as El Pozolero. It’s a really great story with some really great character development, I only really wanted a handful of them dead. Another one is, it’s not overtly futuristic, it’s very down to earth, I think the most technologically advanced it gets is the AR system if you play with the HUD, and the Drone. -Mitchell’s not in it - PRAISE JEBUS, did I not tell you how much I hated that guy? -Llamas– I’ve said enough. Cons -The AI – It’s goes without saying it needs some fine tuning, the friendly AI have a tendency of freezing in the presence of an enemy, despite me ordering them to move away to avoid detection, when coming up against unidad, this is particularly annoying, because patrols are upped and it messes up my flow, or gets me killed, or both, not great. Adding on to this, the enemy AI has some bugs, they blow something up, they go on alert and somehow know where I am. I noticed this when a truck they were in bugged out and blew up, they all came swarming towards me, even though I didn’t fire a shot. Some AI seem to lack a self preservation instinct too, looking at you, El Pulpo. -My Recommended Fixes/Tweaks – -Add back “recon” and “assault” modes from previous games that dictate what behaviour tree the team will use, if on Recon and they are being detected, they will move to hide quickly and avoid contact. If on Assault mode, they will remove all detecting contacts by force. -Add an ‘instigator’ variable for explosions, if the instigator is known they will either set their detection level to ‘engaged’ and attack the instigator if hostile or do nothing if friendly. If the instigator is unknown, they will set their detection level to ‘suspected’ (NOT hunted as it currently is) and inspect the explosion and the surrounding area. Having the detection level at hunted can be frustrating, especially if the explosion was not instigated by the player and they are on a forced stealth mission. -Add ‘is on foot?’ and ‘Are enemies close?’ booleans to El Pulpo’s mission that, if true will force him to take cover if he’s on foot, until the player has eliminated the hostiles along the path to a car. -Mission Context - I couldn’t find a better name for this, but I noticed, due to the procedural nature of the game, things regenerate when you go about 500m away from the area. I was doing the El Muro mission, and there was a Unidad base nearby, with a buttload of SAM sites around that I didn’t want to deal with, I wanted a relatively safe and incident free extraction, so I did what any logical minded person would do, and tried to take out the SAM sites around the base, I did this only to find that the SAM’s had all respawned as I moved back to the helicopter. Along side this, taking out Security seems to have very little effect on the number of Sicarios on the ground in the region, it would make sense that SB presence is reduced throughout the game at least story mission wise, and that Unidad are more likely to instigate attacks on Santa Blanca following full destabilization of security, it would be good if the world around you changed as time goes on, more than just more rebel cars on the road. It would be nice if the player was rewarded for tactical decisions and destabilization of a cartel branch aside from stat boosts. - My Recommended Tweaks – -Add an “is on mission?” boolean in which if the value is true, will prevent the proximity based respawning of nearby Hostiles and emplacements while on a mission, if the player fails or dies, force the respawn. -Add a “security Destabilized?” boolean in which depending on the value will dictate the level of hostile presence and their difficulty on missions. If security has been destabilized completely, reduce hostile presence by half to three quarters on missions, and add random unidad engagements with Santa Blanca -It’s a little Buggy – This will fix itself over time, but presently I can’t complete a mission due to my scope crashing the game in a certain area. The Helicopter controls – I think everyone will unanimously agree that the Helo controls could do with some serious tweaking. Just to allow more control over pitch and yaw. -Low quality camo swatches and other character issues – One of the things that bugs me greatly is the quality of some of the camo swatches, the M81 particularly has off colour and poor resolution. While the quality of the models and textures is generally nice, these lower quality swatches really let it down, it would be great if the artists could go through the texture sets and just check the colour values of the gear to make them more consistent too. I know for a fact the brightness of the camo on the opscore is far too high and needs bringing down a lot. Along with this, some character options appear too cliché and also a little too outlandish, it would be nice for instance if we could just have a little bit of a facial scuff, maybe a scar on the jawline or something similar, nothing too overt, just something that paints the canvas a little. A MICH and a few more vest options would be great as DLC too as well as some lower profile headsets like the Liberator III. The Shemagh should also not have a skin weight to the head, it looks a bit weird as is at the moment, some more colours would be nice too. Along with this, the most fundamental thing I want to see is being able to change your teammates’ gear, I’m a tactical Barbie, my teammates? Not so much. It would be good if I could bring them in line with me so they don’t stick out like a sore thumb so much. -Nomad gives him/herself away- Credit is failure right? so why does nomad, at a party with dozens of people around yell into Carzita's ear that he/she works for the US government? pretty big tip off to anyone in audible range -The Loadout System is Illogical – you can change your weapons whenever you want, if I’m a sniper and suddenly get hit with helos I can go into the loadout menu and magic up an LSAT. It would be better if this loadout system was only available at the rally points of the area. -No Barrett M107 – just… how dare you?! Notes The one thing I want to note very quickly before I move on is people have a problem with the weapon collection thing going on, but to me it actually makes sense, government issue weapons and weapons sold in the US can be traced, in the interests of plausible deniability it would be better to use the enemy’s weapons against them, and make it harder for the enemy to fully know that the Ghosts are affiliated with the US government should they be KIA or otherwise, it doesn’t take an idiot to figure it out, but in the interests of evidence, there would generally be none. Conclusion I have thoroughly enjoyed playing Ghost Recon Wildlands, and I’ll probably continue to do so for a while longer, I’m hoping that Ubi will continue to support the title for a little while longer too, it’s too good of an engine and environment to treat it as disposable. In my honest unadultered opinion, Wildlands has come, experience wise, very close to the original game, it isn’t the original game, no, but does that deem it ‘not ghost recon’? No absolutely not. Ghost Recon Wildlands has done what other games have found it difficult to do prior, it has seamlessly blended multiple playstyles into one game and allowed the player almost full control over how they approach their missions. The environment is a beautiful, living, breathing open world and has been a breath of Mitchell-free fresh air… Ubisoft have shown me that they are listening, and that they are learning from their mistakes. They’ve taken their time, they haven’t rushed, they’ve ensured as smooth a release as possible and their effort for this past 4 years has paid off. It has inspired me to better myself as an artist, to de construct their methods, and has given me faith in the publisher again, my message to Ubi, if any of your employees are reading this right now, for the love of god don’t drop the ball, you have a GOTY worthy game here. My scepticism was misplaced, and I’m seriously glad I chose this over Mass Effect Andromeda given the mess that game is right now. Please, for the love of god make this game moddable, it would be the icing on the cake at this point... Discuss as you please, but as i said, keep it civil and love eachother!
    6 points
  27. these environments continue to amaze me. love this
    6 points
  28. Been a while since there have been any posts in here, but CoH is still my guilty please and if I am not playing Wildlands, I am sneaking in a game of CoH most nights. Just had to share this Rage Quit game I had last night! I was playing against a random and off the bat I could tell the guy knew what he was doing, I got off to a decent start through so was still quietly confident I could win this game... Early in the mid-game he was getting the upper hand, and even threw me some advice about what he had just done.... he seemed nice enough so I made a joke and played on... Then MID WAY through the game he's like "GG". Uhm, at this point the game was 70/30 in his favour, but I was not for giving up yet! Again, with the GG comment soon after. True enough he was winning, and he knew what he was doing so at this point he was prolly 80/20 to win. Then I won a couple of skirmishes Then he started RETREATING his troops. I said "retreating" ? No response Heh Heh 15 minutes later his final comment "Cheater" and then he rage quit!!!!!!!!!!!!!! I was pumped LOL!!! Love that game.
    6 points
  29. 15th Anniversary Mod (Version .2) Okay... I am submitting it as is. It is a work in progress and will continue as a work in progress for sometime. I stripped all the weapons so it will be mostly a UI mod at this point. Features: New intro movie, new menus, new sounds, new music, new reticules, and more. If I find another definitive release state before December 20th I'll update my entry. Check it out and please let me know what you think. Download: https://drive.google.com/file/d/0BxJp32zg1hdSNktQdzFNS2FLLW8/view?usp=drivesdk
    6 points
  30. Happy belated birthday rocky I missed it all was away we had massive party plans Thanks for all the work you continue to put in to support great games and keep like minded people in tough I imagine it may come at some personal cost at times, but we all very very much appreciate it (also goes for the rest of the team and modders). Cheers!
    6 points
  31. Happy Birthday Rocky!
    6 points
  32. Happy Birthday Rocky ... !!!
    6 points
  33. Okay, I'm not done yet, but the general consensus of it is there, so. (Ultra High Res) from this concept: Development Gallery Here I highly recommend checking it out, it's not comprehensive but enough to get the idea. and every image has little tidbits of info in them, worth a read if you want to know more about the thought process NO LAUGHING!
    6 points
  34. And castle re imagine in the campaign looks glorious:
    6 points
  35. On another note... less than 24 hours until release! Uploading is underway, so keep your fingers crossed it works.
    6 points
  36. SCROLL DOWN THREAD FOR DOWNLOAD LINKS!!! Welcome to Island Thunder 2: Operation Powder Burn. Situation: Tanoa, the world's fifth poorest country, has become a textbook example of a Pacific Island "narco-state." Situated on the west coast of South America, its relative proximity to Colombia, its unpatrolled coastline, islands and islets, and the fact that the majority of the natives speak Portuguese, Tanoa has been increasingly targeted by South American drug lords as a preferred traffic hub for North American and European-bound cocaine, according to the United Nations Office on Drugs and Crime (UNODC). Increased U.S. drug enforcement protecting U.S border and interdiction in Latin America along with a falling dollar and a surging demand for cocaine on the streets of America and Europe, is leading to political and economic chaos across the Pacific Islands, where international narco-traffickers have established their most recent, and lucrative, staging grounds. In fact, the drug trade is fast turning large parts of the region into areas that are all but ungovernable with major implications for international security. The problem is so severe that it is threatening to bring about the collapse of Tanoa where weak and corrupt governments have been vulnerable to the corrosive influence of drug money. Part of the problem, is that the value of the drug trade entering the country, where about 6 grams of cocaine is roughly equal to the average annual salary, is far higher than its entire national income. Though cocaine has been smuggled through the Pacific Islands for most of the last decade, the trade has increased sharply in recent years, as a result of high unemployment and a largely corrupt law enforcement. In June 2014, Jose Mario Vaz took over as caretaker for the presidential office, and at great risk to his life, has vowed to bring about changes to the country starting with democratic elections in 2016 and ridding the government and island nation of crime and corruption. He has called on the United Nations to provide support. Campaign: Viper One, consisting of an international coalition of special forces predominantly from Europe and the US, have been deployed to help safeguard the first democratic elections that Tanoa has seen since Jose Mario Vaz took over as caretaker president in June 2014. After a decade of coups and corruption, the President has vowed to clean up the government and give the nation a prosperous and peaceful future. That won't be easy given foreign interests in the cocaine trade, however, elections are going to occur in December 2016 and the Ghosts primary objectives are, firstly, to make sure that they go off without a hitch, and secondly, to put an end to the narcotics trade. Execution: The Ghosts will be stationed at an unknown location within Tanoa Isles and conduct a series of missions aimed at neutralizing Tanoan militia backed by the Colombian drug cartel involved in the drugs trade, destroying narcotics infrastructure, seizing contraband including weapons and narcotics and providing support and protection to the interim government. Administration / Logistics: Terrain: Tanoa consists low coastal plains, swamps and mangroves rising to rocky formations and savannah plains. Tanoa is surrounded by a number of smaller islets better known as Tanoa Isles again made up of low lying plains and mangroves ideal for shipping in cocaine. Climate: The climate has a predominantly monsoon-like rainy season alternating with periods of hot, dry winds. Friendly Forces: 8 man special forces squad comprised of specialist roles: Squad Leader; Grenadier; Assault Rifleman; Demolitions; Anti-Tank; Corpsman; Marksman; UAV OperatorEnemy Forces: Tanoan militiaTechnical / Light ArmorMod Addons: (links to be added later) CUP UnitsCUP WeaponsCUP VehiclesCUP Terrains CoreRHS USFRHS AFRFCommand and Communications: Call-signs: Silverback: CommandViper One: Ghost TeamDragonfly: Chopper Insertion/Evac TeamGreystoke: BaseMissions: found in my Ghost Recon collection on Steam Workshop - http://steamcommunit...s/?id=723000195 Mission 1 - Harvest Moon - Secure contraband supply drops at an abandoned plantation Mission 2 - Emerald Angel - Seize a cartel airfield and knock out two guard towers Mission 3 - Ivory Serpent - Secure a cocaine shipment dropped in the mangroves and secure a militia outpost Mission 4 - Obsidian Edge - Seize a village overrun by cartel militia and clear roadblocks Mission 5 - Hammer Blade - Conduct a search and rescue for a downed patrol chopper and take out SAM site Mission 6 - Jagged Flame - Rescue helicopter pilots from a compound while creating a diversion through vehicle depot demolitions
    6 points
  37. I have done some recent work to this mod. Changed the sounds for the default OPFOR weapons. Changed many of the sound files for the Russian voice folder. Enlarged the muzzle flash for the OPFOR weapons. Made the OPFOR weapons full auto only. Changed the debris.rsb. See photos.
    6 points
  38. oooh thank you I recently added a wee bit of texture onto it:
    6 points
  39. Retextured Vilnius map "M10 Dakovica". Air strike sounds are very effective, so play this video with big sound.
    6 points
  40. If I could just hop in here for a quickie. To be fair, assuming it's going to be a letdown is just as misguided as assuming it's going to be awesome. So we probably should all tone it down a bit till we see more. Some of us had hands on and loved it and think it's going somewhere great and some of us are a little more reserved. That's totally ok to feel either way. But let's keep it in perspective and so far, even those of us that did go hands on don't know what will come next. Assumptions and all, well we know that saying right?
    6 points
  41. Thanks wombat time for moaaaar! Milita now in winter klmk. Stone bell remake hind attack showcasing some of the awesome effects found in wombats mig fest!
    6 points
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