Kyle_K_ski
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Posts posted by Kyle_K_ski
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Bummer.
Are there any chances of an update, or...?
I hope that you find the files regardless of whether you actually update them to fix the mission or not. Lost assets are always a frustrating experience, especially after all of the time poured into them. Good luck to you on that!
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Holy cow!!
My granpa's been missing for months, and now there's a picture of him held captive on some mysterious and nefarious island!
Boy, when you do a mod, you REALLY deliver!
Looks great! Can't wait!
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I do have a fix for it, but maybe next weekend before I can get it done.
That's very kind and considerate of you Tinker. Can't wait for the fix, as it's a terrific, nail-biting mission. Thanks in advance.
I don't even know if it's possible to reach the individual that one needs to talk to at the village. I spent 15 min. trying to time out the patrols that saturate the area. In the end, it's likely that the strategy I'll try is perching elements B and C on opposite slopes near the village, and just send element A in through that mess of patrols to reach the informant.
Before I go, it IS possible to quick load Mission 5 if one does NOT create a quick save. If a quick save isn't made, and then one hits quick load, the mission will start at the very beginning, but still, this is one of the most heavily enemy-saturated maps I've ever played on, and in light of just how many patrols are around, it's expected that one of the element's is going to get caught sneaking around.
In spite of my statement of "giving up" after three attempts, I still haven't. Once I stumbled upon the "quick load OK if no quick save" feature, I played that mission from scratch easily a dozen times.
Amazing stuff!
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Any chance of seeing a set of the upcoming USMC's M27's or a set of LWRC's?
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Don't hit a single key in replying to the following, but it's more than a little strange to read that it's not possible for an engine to recreate a scene that was created by the very same engine earlier!
I completely believe you, but how bizarre game engines can be. In all of the years that I've contributed to mods for a variety of games, I've come across some pretty weird limitations that seem so obvious that it makes you seriously wonder what the engine designers were thinking when the built it the way they did. This, I guess, is one of them.
Doubtless, you worked up some pretty powerful magic to conjure up those zodiacs the way you did, I just wish that your powers in using the Force were greater!

Time for you to have a one-on-one lesson with Yoda.

Well, I'm going to really test my endurance on this one. I'll give Mission 5 at least three solid chances before I cheat my way out of it so that I can continue the campaign, but I'm loathe to do it, as even if I'm failing badly on a mission, I'm happy to hit reload till I finally figure out the proper tactics to win it properly.
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Thanks for your advice Tinker. Once I got C element over to the G line, I got the notice that the convoy was on its way.
Hell of a fight. The suppressing fire had to be total. I just wish that the friendly-AI was more advanced. All of the shooting was done in the first 20 sec., and had both of my elements simply and immediately scrambled to where I ordered them, I could've finished the inspection and rendezvoused with them and avoided completely any further engagements. BUT because they took their time to move to the designated locations, the counterattackers were able to engage us twice before we were able to get far enough away to avoid any further detections.
Great mission, nonetheless.
Now I need help with Mission 5. If I try reloading it, it crashes upon loading. I'll see the loading screen, and then hear the sound of the waterfall before it crashes to desktop. If I restart the mission entirely however (repicking the team and gear), there aren't any issues till I want to reload again, then it's another CTD. I'm supplying two Ike logs below, in case they can help.
Ike.log
***** User's system configuration *****CPU: GenuineIntel 2990 MHz Pentium 4
RAM: 2048 MB
O/S: Microsoft Windows 2000 5.1 Service Pack 3 build 2600
Ghost Recon (RELEASE) version = 1.4.0.0(0)
RSDisplayMgr::CreateGameWindow: Creating a 1024x768 window at 0,0 on monitor Plug and Play Monitor attached to Radeon X1950 Pro
RSDisplayMgr::CreateGameWindow: Game running on primary display Plug and Play Monitor attached to Radeon X1950 Pro
HAL (hw vp): Radeon X1950 Pro R5G6B5
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb
Unable to find ike_fx_fire_type2.tga anywhere.
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
Unable to find lighthalo_effect3.rsb anywhere.
RSSoundMgrPC: Selecting sound device SB Audigy 2 Audio [CF00]
driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected
RSSoundMgrPC: Selecting sound device SB Audigy 2 Audio [CF00]
driver is ctaud2k.sys
RSSoundManager: EAX 2.0 Support Detected
Loading map c:\program files\red storm entertainment\ghost recon\mods\blood_oil\map\bo04\bo04_sunup01.map
SimGun: Gun node Weapon MG 01 has no camera offset helper point.
RSFILEDATA: FindFile could not find file 02-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_bacmic04_desert.rsb
RSFILEDATA: FindFile could not find file head_bacmic04_desert.rsb
RSFILEDATA: FindFile could not find file 02-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_bacmic01_desert.rsb
RSFILEDATA: FindFile could not find file head_bacmic01_desert.rsb
RSFILEDATA: FindFile could not find file 02-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 02-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_bacmic05_desert.rsb
RSFILEDATA: FindFile could not find file head_bacmic05_desert.rsb
RSFILEDATA: FindFile could not find file 01-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_capmic04-3_desert.rsb
RSFILEDATA: FindFile could not find file head_capmic04-3_desert.rsb
RSFILEDATA: FindFile could not find file 01-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_capmic05-5_desert.rsb
RSFILEDATA: FindFile could not find file head_capmic05-5_desert.rsb
RSFILEDATA: FindFile could not find file 01-standard grx_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_a_desert.chr
RSFILEDATA: FindFile could not find file 01-standard grx_b_desert.chr
RSFILEDATA: FindFile could not find file head_capmic05-4_desert.rsb
RSFILEDATA: FindFile could not find file head_capmic05-4_desert.rsb
IkeCrash.log
GhostRecon caused an Access Violation in module GhostRecon.exe at 001b:0064c0d8.Exception handler called in Main Thread.
Error occurred at 11/13/2010 16:15:22.
C:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe, run by KYLE 2.
1 processor(s), type 586.
2048 MBytes physical memory.
Read from location 0000000c caused an access violation.
Registers:
EAX=00000000 CS=001b EIP=0064c0d8 EFLGS=00210246
EBX=02225f00 SS=0023 ESP=0012fcf0 EBP=00000150
ECX=019d1278 DS=0023 ESI=12d6f1c0 FS=003b
EDX=c09e1401 ES=0023 EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 40 0c 85 c0 74 3d 8d be cc 04 00 00 8b 0d 1c
Stack trace:
0064C0D8: GhostRecon.exe! <no symbol>, <no file>, <no line>
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe, loaded at 0x00400000 - 6396631 bytes - 3da72199 - file date is 10/11/2002 14:08:34
C:\DOCUME~1\KYLE2~1\LOCALS~1\Temp\~ef8bb8\~df394b.tmp, loaded at 0x011d0000 - 822824 bytes - 3c76503b - file date is 11/13/2010 16:14:38
C:\WINDOWS\system32\ctagent.dll, loaded at 0x02000000 - 8704 bytes - 4864b1e7 - file date is 6/27/2008 17:24:56
C:\WINDOWS\system32\xpsp2res.dll, loaded at 0x02e10000 - 2897920 bytes - 4802454c - file date is 4/13/2008 12:39:24
C:\WINDOWS\system32\MFPlat.DLL, loaded at 0x0bef0000 - 212992 bytes - 45371177 - file date is 10/18/2006 21:47:14
C:\WINDOWS\system32\MPG4DECD.dll, loaded at 0x0d6e0000 - 259072 bytes - 4537118d - file date is 10/18/2006 21:47:14
C:\Program Files\Red Storm Entertainment\Ghost Recon\d3d8.dll, loaded at 0x10000000 - 282624 bytes - 47f4a410 - file date is 4/3/2008 12:32:02
C:\WINDOWS\system32\qasf.dll, loaded at 0x10af0000 - 211456 bytes - 45371164 - file date is 10/18/2006 21:47:18
C:\WINDOWS\system32\WINHTTP.dll, loaded at 0x4d4f0000 - 354816 bytes - 4a93ac27 - file date is 8/25/2009 04:17:28
C:\WINDOWS\system32\netapi32.dll, loaded at 0x5b860000 - 337408 bytes - 48f61b90 - file date is 10/15/2008 11:34:24
C:\WINDOWS\system32\comctl32.dll, loaded at 0x5d090000 - 617472 bytes - 4c729dd4 - file date is 8/23/2010 11:12:04
C:\WINDOWS\system32\mslbui.dll, loaded at 0x605d0000 - 25088 bytes - 4802a166 - file date is 4/13/2008 19:12:00
C:\WINDOWS\system32\rsaenh.dll, loaded at 0x68000000 - 208384 bytes - 47dfd424 - file date is 4/13/2008 12:37:58
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4802a0c5 - file date is 4/13/2008 19:11:54
C:\WINDOWS\system32\DINPUT8.dll, loaded at 0x6ce10000 - 181760 bytes - 4802a0cc - file date is 4/13/2008 19:11:52
C:\PROGRA~1\KASPER~1\KASPER~1\kloehk.dll, loaded at 0x6d4c0000 - 12304 bytes - 4a96310e - file date is 8/27/2009 10:12:40
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 4802a0a8 - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 4802a0a8 - file date is 4/13/2008 19:11:52
C:\WINDOWS\System32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 485bed11 - file date is 6/20/2008 12:46:58
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/13/2008 19:12:10
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/13/2008 19:12:10
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/13/2008 19:12:10
C:\WINDOWS\system32\SensApi.dll, loaded at 0x722b0000 - 7168 bytes - 4802a107 - file date is 4/13/2008 19:12:06
C:\Program Files\Red Storm Entertainment\Ghost Recon\DBGHELP.dll, loaded at 0x72a00000 - 163088 bytes - 3af32067 - file date is 8/10/2001 08:27:10
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 9/3/2002 11:43:48
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/13/2008 20:12:46
C:\WINDOWS\system32\msdmo.dll, loaded at 0x736b0000 - 14336 bytes - 4802a13f - file date is 4/13/2008 19:12:00
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/13/2008 20:11:56
C:\WINDOWS\system32\DSOUND.dll, loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/13/2008 19:11:58
C:\WINDOWS\system32\quartz.dll, loaded at 0x74810000 - 1291776 bytes - 4b6c6321 - file date is 2/5/2010 13:27:46
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/13/2008 19:10:06
C:\WINDOWS\system32\cryptnet.dll, loaded at 0x75e60000 - 64512 bytes - 4802a0db - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\devenum.dll, loaded at 0x75f40000 - 59904 bytes - 4802a0bd - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/13/2008 19:11:54
C:\WINDOWS\system32\cryptdll.dll, loaded at 0x76790000 - 33280 bytes - 4802a0d9 - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\userenv.dll, loaded at 0x769c0000 - 727040 bytes - 4802a11c - file date is 4/13/2008 19:12:08
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/13/2008 19:12:10
C:\WINDOWS\system32\PSAPI.DLL, loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/13/2008 19:12:04
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 177664 bytes - 4b33115c - file date is 12/24/2009 01:59:40
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/13/2008 19:11:54
C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d60000 - 94720 bytes - 4802a0d0 - file date is 4/13/2008 19:11:56
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 4802a10f - file date is 4/13/2008 19:12:04
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 4802a103 - file date is 4/13/2008 19:12:04
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 4802a115 - file date is 4/13/2008 19:12:08
C:\WINDOWS\system32\Rasapi32.dll, loaded at 0x76ee0000 - 237056 bytes - 4802a0ff - file date is 4/13/2008 19:12:04
C:\WINDOWS\system32\DNSAPI.dll, loaded at 0x76f20000 - 147968 bytes - 485bed11 - file date is 6/20/2008 12:46:58
C:\WINDOWS\system32\WLDAP32.dll, loaded at 0x76f60000 - 172032 bytes - 4802a12e - file date is 4/13/2008 19:12:10
C:\WINDOWS\System32\winrnr.dll, loaded at 0x76fb0000 - 16896 bytes - 4802a122 - file date is 4/13/2008 19:12:10
C:\WINDOWS\system32\rasadhlp.dll, loaded at 0x76fc0000 - 7680 bytes - 4802a0fe - file date is 4/13/2008 19:12:04
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/13/2008 19:11:50
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 551936 bytes - 4802a112 - file date is 4/13/2008 19:12:02
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4c729dd1 - file date is 8/23/2010 11:12:02
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1288192 bytes - 4c404b23 - file date is 7/16/2010 07:05:56
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 985088 bytes - 4802a10b - file date is 4/14/2008 04:42:06
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/13/2008 19:11:52
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 58880 bytes - 4aa180a8 - file date is 9/4/2009 16:03:36
C:\WINDOWS\system32\Apphelp.dll, loaded at 0x77b40000 - 125952 bytes - 4802a0bf - file date is 4/13/2008 19:11:50
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/13/2008 19:11:58
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/13/2008 19:11:58
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/13/2008 19:12:08
C:\WINDOWS\system32\MSVCRT.dll, loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/13/2008 19:12:02
C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c70000 - 136192 bytes - 4aaa5c3f - file date is 9/11/2009 09:18:40
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 617472 bytes - 49901d48 - file date is 2/9/2009 07:10:48
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 590848 bytes - 4c68fa8c - file date is 8/16/2010 03:45:00
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 07:36:14
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 474112 bytes - 4b1e1b10 - file date is 12/8/2009 04:23:28
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 56832 bytes - 4a433476 - file date is 6/25/2009 03:25:26
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 989696 bytes - 49c4f482 - file date is 3/21/2009 09:06:58
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 714752 bytes - 49901d48 - file date is 2/9/2009 07:10:48
C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8462336 bytes - 4c4e7d0a - file date is 7/27/2010 01:30:36
C:\WINDOWS\system32\USER32.dll, loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/13/2008 19:12:08
Hope that the Ike's can help in some way!
Thanks in advance!
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Need help with Mission 4, the one where you're to recon two regions without getting detected, then setting up an ambush, inspect the supply trucks, and then get out alive.
I have THOROUGHLY explored the two marked areas, and have even set my C team through the enemy-infested village near the shore to see if I need to walk by something. Needless to say, I've had to reload a LOT as a result. I even tried getting to the parked truck there, which didn't trip anything.
Any advice?
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Can't wait to see the sneak previews!
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In regards to finding all of the supply trucks, I did find them all initially. It turns out that I just didn't pump enough rounds to blow out one additional tire on one of them!
And don't feel bad about the village fight. In the end I think I saved two or three of the civilians. Is that still a "village" though?
Some battles, as frustrating as they may be, SHOULD pose a substantial challenge. This, in my book, is one of them.
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I've been away from GR for a bit, stopping here every now and then as a lurker, seeing what was up. If someone could help me answer my question below, it would help me better place Blood Oil in its greatness.
I'm nearly done with Mission 3. I think that I have one more bloody supply truck to disable, but I've yet to find it.
But back to my point... Is there another GR mission that has women and children arming themselves to defend their homes with, let alone in any kind of battle?
That firefight gripped me like no other, and makes me very grateful that I've yet to live through something so awful. I can't imagine. No, hard as I try, I can't.
If I'm not mistaken, Blood Oil is the first mission of its kind to depict such a thing, and it impacted me deeply. Part of why it took me so long to be successful at defending the village was that I continually kept exposing my element more and more from positions of concealment and cover to try and save more women and children from the raiders. In the end, I only succeeded in preserving all of my men and in defending the village by playing very conservatively with my forces. It was very challenging to do, I'm just grateful these women and children were only virtual creations and not The Real Deal--that would send me over a deep edge I think.
Terrific work.
Now if I can only find that last(?) truck...
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What happened is that as soon as the dialogue screen stated that he was ready to see his father, I took off to said father's location. What I needed to do, but didn't realize till after my third replay, is that I need to tarry long enough near the son to take him as "prisoner." Once that was done, he would follow me.
And Tinker, those motor patrols once the dad was reunited with his son, had me messing my shorts. Still, I completed the mission with the only violence being directed at the two towers, which was a nice touch.
I'm in the midst of defending the village in Mission 3. Oh man, what a headache that is!
But don't pass the aspirin...I want to feel this pain!

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Mission 2
I've met with the informant, who wants his son to come with him. I sent up an element to where the blue square denoted with "Oil Worker" was. Went into the one nearby building there, met with the son, and I was informed to go see the father-informant.
I had another element staying with the informant to protect him. When I switched to said element and approached the informant, nothing happened. So I walked the element that had contact with the son to the informant, and again, nothing happened. The son did not follow me from the building that I found him in...should he?
I don't understand what it is I'm missing. Any clues for me?
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Thanks Tinker.
Got them both and finished Mission 1 without having to use codes.
It looks like Mission 2 was made by you. Can't wait to try it out!
Thanks again!
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Thanks for the feedback.
Here's a link to the Save if someone wants to dissect it.
With my luck, all of the freed hostages will be waiting at the helicopter pad upon being loaded!
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I've already bumped into them when I initially freed them. They then attached themselves to whichever element freed them from their captors.
What I had to do was crisscross the elements all across the map, and back into the control rooms/outdoor generators to ensure that the bombs were deactivated by my engineer. Every time that I went from controlling one element to another to see that these non-combative tasks were done, I saw the freed hostages still traveling with them.
Right at the "end" I simply gave orders for the elements with the hostages to meet me at the extraction point. When they arrived, two of the freed hostages were not with them.
All tangos are dead, and there wasn't a single report of encountering any enemies, or suffering an injury (something that sometimes happens traveling up/down the stairwells to the elevated control rooms).
So...
I have no idea where they are. I spent over half an hour sending my A element out looking around that huge map, while I left the B and C elements at the landing pad extraction point. To the best of my knowledge, the freed hostages attached themselves to the B and C elements.
Maybe they're hung up on doors somewhere? Or did they fall through a mesh somewhere (that would be bad!)...? Don't know. It was very late at night when they disappeared, I was tired, and got even more so doing something this tedious that I was losing track where I had been, so I just quit and wrote up my posting. Is there a code to have them respawn near the team at the extraction point, or...? I hate to even ask such a nerf-like question, but I do know that I've already explored their most likely locations between where they were last seen and the extraction point several times, and to say that this is frustrating is an understatement.
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Quick question: I'm at the extraction point, but only 1 of the 3 hostages that I freed are there, and the mission isn't being yet triggered to end.
Any advice?
And "Yes," I do have the two modules activated.

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Tinker and Wombat,
You're both being far too kind, and I deeply appreciate it.

I felt pretty bad while writing that last post , but felt even worse after playing through most of Mission 1.
What an amazing start!
My arms and shoulders literally ache this morning from the tension that I felt throughout the session.
I'm happy that I went with three teams of two men apiece, as the chaos of all of the industrial equipment and buildings demanded that every angle be covered at all times. I think that I probably dropped only 6 tangos so far, while the rest was done by my squadmates. Typically when I play GR I'm the one eliminating 70-75% of the opposition, but last night I just kept hearing the suppressed discharges from my digital comrades and their whispered "Tango down" over and over and over again. The overwhelming majority of the time I had no clue as to where they were shooting, till 5-10 min. later when I'd come across a corpse(s) that I know weren't dropped by me or my element-mate.
What was strange about that is having my pixel-troopen doing most of the mystery killing actually made it more stressful for me because it dramatically increased my awareness that far more was going on than what I could perceive. Now I could've just jumped into control of their avatars but I don't like playing that way. To try and simulate reality as much as possible, I just focus on commanding the elements into regions that seem the most advantageous to me, and then wait to hear what happens.
In short: brilliant designing! And dreadfully immersive!
The only time that my arms and shoulders have ever hurt this bad was from struggling with "Die by the Sword" and its overly ambitious and crappy melee design, and "Mount & Blade" with its superb melee design and can't-stop-playing gameplay. So yeah, what I just wrote is a compliment too!
I'm sorry that I ate up so much of your time trying to help me with the obvious, when that time would've been much better spent creating more awesome campaigns for me!

Thank you! I can't wait till later tonight to wrap up the first mission, and dive into the second one.

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Man, do I NOT want to do this. :no:
I'm going to go ahead and tell you what I know, even though I'm risking a lot doing so.
No doubt you're wondering what could be SO bad that I wouldn't want to share it with you.

First, eject the chambered round from your firearms, and remove the magazines, and place them in this portable vault of mine.
Yes, that's right.
Good.
Uh-unh, "Mr. Big Guy Ninja Fancy Pants," hand me that .45 from underneath your keypad. Yeah, you polished it a bit too much and I could see it. You'll know better next time, won't you?
Alright. Since we're all in a "Safe Place" now, I'm going to come right out and say it...
All of these hours devoted to help me, all of them, were due to me not...
...activating Desert Siege nor Island Thunder.


:'(

I am so, so, SO sorry for this gaff of epic proportions.
Please, oh please forgive me!

Honestly, I was so tempted to say that it just started working with the latest re-installation, but...
You deserve better, and I certainly wouldn't blame you for wishing me worse.

I hope that you can find it in your hearts to forgive me for my oversight. Let's stay friends...okay?
Now, here's your guns back.
I'll hold on to the rounds for a few minutes more though, okay?

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Deleted, and reinstalled everything strictly according to all of the advice I've gotten here, and no luck. Another damned CTD when firing up the campaign!

So...I can't believe that I'm doing this, but I am absolutely committed to playing this campaign. I'm doing a complete and total uninstall of GR and all of the addons, erasing any remaining files, and then running CCleaner twice to ensure that every crumb has been removed. And then I'll reinstall everything allover again.
If THAT doesn't work, I give up.
Is there any chance that my version of GR might be influencing how the mod executes? I can't tell exactly which version I have by looking at the disks, but I believe it's the "Gold" one. Two discs, and with no need to patch--once installed it's already at v. 1.40. Could that be an issue, or...?
Here I go. See you in an hour or so.

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The version of Ghost Recon I have is v. 1.40.
Opened up Blood_Oil's modscont.txt and its version listing is 1.04. Is this a typo? Or was the original release of Blood_Oil listed as v. 1.04 to be patched to v. 1.40 at a later time? Or, again, a typo? Just to be sure, in Blood_Oil's directory I'll Extract Here the patch one more time using 7zip.
When I startup GR after Blood_Oil's been activated, it clearly states in the lower right corner v. 1.40.
Now, the one thing that was strange with this reinstallation of GR was that I didn't have to put a single code in during/after the installation process. The last time I had installed GR was a couple of years ago, so I can't recall exactly when the player was prompted to enter the code, but in any case, I know for a fact that I wasn't asked to do so this time. I can't say for sure whether or not I deleted all of the remaining GR files after I uninstalled it a while ago, but I'm pretty sure I did. I'm also pretty sure that I ran CCleaner a couple of times since I uninstalled it, and had I done so, I'm pretty sure that I would've cleared any remaining bits of registries dealing with GR. But since I can't say for sure whether I did that or not I can't say whether I should be surprised that I wasn't prompted to enter a code. Maybe the new installation found it somewhere during the process, but who knows?
I only bring it up, because it was the only bit of strangeness (well, it was weird to me) to occur prior to my installing Blood_Oil. That said, the default campaign started up and operated fine, and so has the default Quick Missions, so I can only assume that the installation went fine, whether or not I had to enter the code this time around.
Feel free to send more advice my way. If there's anything new to develop on my end, you can count on my relaying it your way.
Yours!
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wombat,
Did as you advised. Just to be clear, I didn't delete the Save file itself, but rather all of its contents.
There was data inside the Saves of Origmiss, Blood_Oil, the Data file, and there weren't any Saves to delete from either of the two MP files.
Started up the campaign, and got a CTD during loading.
Is there something missing from the original installation from the discs? Or...?
Thank you too for your help!
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Tinker,
Thank you for your very robust efforts to assist me.
I installed your Campaign save, entitled something like BO 00:01:14 on the screen. but just as before, a minute into the loading endeavor, and it CTD.
I've never had an antivirus program do this before, but is it possible that Kaspersky would so specificly intercept a particular game execution, thinking that it's a virus doing something malicious? I'm grasping at straws here, but I'm putting it out anyway.
Do you want me to do another completely fresh install of the game (eep!), or delete/reinstallation of the mod with all of its patches, or...?
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Yes, removing the Save file results in an exact matching of the numbers as you provided them.
Started a normal GR campaign, and it worked fine.
Played a Quick Mission in Firefight mode on the first map with the giant tanker. Worked fine, and as I neglected to mention it before, looked wonderful and was entirely immersive. My only observation regarding said map is that the burnoff stacks should be tremendously loud. I would say that one would certainly hear them by the time one got off of the dock that one starts out on, if not earlier. There would be no question that the roaring from those stacks would certainly make the map more challenging, as one's ability to detect the direction or the emission of other sounds would be substantially reduced as one got closer to a stack. Still, visually this map is some extremely fine work.
Then I tried playing a Quick Mission in Mission mode, and after a minute's worth of loading up the first mission, it CTD, just as if I was playing it through the regular Campaign mode.

What in the world is going on? How is it that I can use this tremendously creative mod in the regular GR campaign with no issues, play it on one of the customized maps in a Firefight, and have no issues, yet when I try to experience the campaign through either the main Campaign interface or through the Quick Mission interface, it fails? Weird!
Maybe these extra details will give just enough info to figure out what's going on. I hope so, yes indeed I do!

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I'm wondering if I'm doing something wrong with the additional compressed files that are sitting inside the Blood_Oil folder when it's first installed.
Specifically, I'm speaking of the following files:
bo_full.7z
bo_reduced.7z
I haven't found a Read Me that describes exactly what they do. And, in hindsight, it might've been helpful had I mentioned what I did in an earlier post. Here's the step that I forgot to mention. After installing the initial Blood_Oil mod, I then use 7zip to "Extract Here" the bo_full.7z file, assuming that it installs improved graphics, models, textures, and whatnot. I leave the bo_reduced.7z file alone. I then "Extract Here" the BO_Patch_1_4_b.7z file within the Blood_Oil directory, and then install the sound fix into sound file within the Blood_Oil directory.
I'll try starting a default GR campaign later, following the advice that you recommended above.
At this point in time, when I check Blood_Oil's properties, I get the following info:
Size: 1.39 GB
Size on disk: 1.41 GB
Contains: 3,791 Files, 119 Folders I'm assuming that the larger numbers are due to leaving the above-mentioned .7z files still sitting in the structure. Should I remove them?
Attributes: the Read-only box is CHECKED. Should it be? I wonder if that's preventing the patch from overwriting necessary files?
I'll check back here later in the day just before I set out to follow through on your advice.
Thanks again for your help.
CENTCOM MOD
in GR - General Mod Topics
Posted
A week ago or so, I started up Centcom, since I was awaiting a fix for a Blood Oil mission.
Anyway, I'm playing the prison mission, and I'm encountering a graphical error whenever I enter structures near the building where the CIA agent is being held (the building with the flag pole). Prior to entering said building, whenever I entered a stairwell to access the guard posts that are part of the prison's wall, I had no issues. But once I entered the flag-pole-building I could see right through the building's interior walls. The textures are "gone" yet the mesh is still there, although it too is invisible. I'm confined within the mesh, but can see the exterior scenery without any issues.
Somehow, I managed to blunder my way up the invisible steps, kill the invisible enemy, and free the invisible CIA agent. And without any reloading ! As soon as we exited the building, I could see the agent.
When I then proceeded to the next nearest guard tower (heading south and slightly west, I believe), the invisible textures/mesh are also in effect.
I did a keyword search for this issue, but didn't come up with anything that seems related. And I don't have time to plow through 24 pages' worth of this thread, so any advice would be greatly appreciated. Thanks in advance!