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About VeLocityChaos

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  • Birthday 26/06/1982

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  1. Third Sound Pack: http://www67.zippyshare.com/v/37550528/file.html Contains the 2075 friendly voices.
  2. Here's the second pack: http://www5.zippyshare.com/v/81013800/file.html Contains 291 enemy voices.
  3. I was VERY curious about those AI commands - so I couldn't help myself. I opened up the GR executable and scanned for every referenced string and many of those AI commands and\or similar ones are in the code. In theory, you CAN change the AI behavior in GR using something like what I pasted on page 1. Just some of the things I see that you can change are: Fire LOS radius (I'm assuming this is the Radius of the default firing "spot-n-shoot" cone) Conditions based on 'how' suppressed the enemy can be or will be. (For example: How suppression affects a recruit, vet, or elite enemi
  4. Here's the first pack: http://www3.zippyshare.com/v/83087591/file.html This is 141 of the Command field update, intel, objective, alert, etc sounds. I just mass-named them "Command_1" "Command_2" etc.. (Original filenames could not be recovered) They are all converted and should be ready to go for GR1. Personally, I think these will be really great for GR missions or gametypes. Again, if you give me a few days i`ll try to get them all done.
  5. I'll organize and zip up some of the sound effect files for you to play with. Give me a little time and i`ll do it. What I've have to do with GR2 sounds is convert them to a .WAV that GR will play. And, I have all of them in at least a workable WAV format now. After I get them extracted they are a 'unique' version of an ADPCM WAV (4b 44khz 2ch) You have to have a codec to hear them - even VLC won't play them. There's probably an easier way to do some of the things I do. But, what I had been doing was dropping them in Audacity, splitting the stereo track into a mono downsample, fix
  6. I'm getting really interested in this again now that i've looked at all this: Now, remember -the engine used on ALL XBOX original Ghost Recon titles (GR through Summit Strike) is the same engine with "obviously various changes" that is used on our PC version. Same ol' IKE RSE engine. Now look at this: <AIParams> <FragScatterTimeMin>2.000000</FragScatterTimeMin> <FragScatterTimeMax>4.000000</FragScatterTimeMax> <InvestigationTriggerRange>150.000000</InvestigationTriggerRange> <InvestigationTriggerTimeout>20.000000&l
  7. Zeealex, The models for the Xbox versions of Ghost Recon are in .xqob format instead of qob format. I would bet the only difference is in header. I haven't looked into doing that though. I`ll tell you this - here is a snippet from a gun file from Summit Strike: <GunFile> <VersionNumber>1.000000</VersionNumber> <ModelFileName>pw_mg4_saw.qob</ModelFileName> <NameToken>WPN_SAW_MG4</NameToken> <InfoToken>IN_SAW_MG4</InfoToken> <MagazineCapacity>200</MagazineCapacity> <MaxRange>475.000000<
  8. I have and found all of my Xbox IT files - I have all of the textures (Already in RSB), models, sounds, mission files, etc. When I messed with this back then, I primarily just worked on the sounds. There are quite a bit more sounds available to the IT version of GR on Xbox than there were released on PC. I have all of them converted back to the original WAV format. The naming scheme used for these files makes it to where you need to manually identify each one. I have never really started on that. They are named like "Base_fx 1.wav" "Speech_1.wav" - etc.. All of the texture files are in the
  9. Wow, thank you so much for doing this. I've considered doing this project for many years now and never got around to it. You rock! If you need help with anything, let me know. I've had the entire thing ripped to a drive for years now and have time and time again started on it only to get distracted by something else. I wish we could get the shaders to work on the PC version. I remember spending many hours at one point with that. The sounds on the Xbox IT version are much better than those on PC.
  10. Anyone had the chance to try this mod yet? Some feedback, even negative, would be appreciated. I've probably played about 30 hours or so with this mod now with just a very limited number of other people. I've taken notes from their suggestions and most of them are just things they want me to add. However, it seems the general consensus is that everything is about right in terms of volume except for the grass. (I'm using the default volume on everything as it is though, I haven't changed anything in that regard. The footstep sound is the stock one that comes with GR - the only difference is the
  11. Here ya go Rocky: http://crosshair2.net/evo_downloads/GRAW/GRAWScripting.pdf
  12. You could make an external launcher that had this stuff in it if you wanted to. Take something like the Canadian Operatives 2 or WOI launcher as an example and build something off of those ideas - where you have bio profiles, weapon stats, etc all in one GUI. Be kinda cool, actually..
  13. It's probably been seven years since i've messed with this file -- but try these values and you should notice that they are a bit slower to react to you. <RecruitEnemyDelayFactor>5.000000</RecruitEnemyDelayFactor><VeteranEnemyDelayFactor>4.000000</VeteranEnemyDelayFactor> <EliteEnemyDelayFactor>3.000000</EliteEnemyDelayFactor> I've got a few of these configs built and stored in some folders somewhere - we used to use them a lot in conjunction with custom ATR's & Hantrox Mods to make the AI a bit tougher.
  14. Here are all of the extra ones that I know about: <ArcadeModeKillChanceFactor>0.500000</ArcadeModeKillChanceFactor><RecruitFriendlyKillChanceFactor>0.500000</RecruitFriendlyKillChanceFactor><RecruitFriendlySkillAdjustment>2</RecruitFriendlySkillAdjustment> <RecruitEnemySkillAdjustment>-3</RecruitEnemySkillAdjustment> <EliteFriendlySkillAdjustment>-2</EliteFriendlySkillAdjustment> <EliteEnemySkillAdjustment>2</EliteEnemySkillAdjustment> <RecruitEnemyDelayFactor>1.250000</RecruitEnemyDelayFactor><Veter
  15. Probably due to the version number in the file. IIRC if the version number is higher, it won't matter if it's in a folder belonging to a mod that's on a lower priority or not - the engine will still prefer it.
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