Kyle_K_ski
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Everything posted by Kyle_K_ski
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Nothing to be embarrassed about! Redownloaded the mod from GRN. Used 7zip to extract it, its patch, and the Sound fix. Could play default Castle quick mission with no issues. Also could play Blood_Oil's 1st map through the quick mission screen, the one with the huge oil tanker that's located immediately behind the player. The goal was to wipe out approx. 125 enemies. That too posed no issues for me. But once I started up a new campaign... It would CTD every time. The latest Ike.log follows my signature. Good night! Kyle Oct. 29, 2010
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Oh man, I think that I just remembered something that if true would be mighty embarrassing: I think that I extracted the initial mod without using 7.zip. Doing so now, for sure, and reinstalling with the patch & sound file. Will sheepishly report back, especially if I'm correct on making this gaff!
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Y'know Tinker, you're a genius on so many different levels, it almost disgusts me! Great missions. Great mods. Always helpful to others in need, lending advice in a detailed way, and now you just asked the million dollar question, because, it turns out, it was the right one to ask. Here are the results of opening up my Ike.log... ***** User's system configuration ***** CPU: GenuineIntel 2993 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
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I hope that I can get a little help here. Did a clean installation of GR and all of its modules. Installed Blood_Oil v. 2.7, used 7zip to apply Patch v. 1.4b, and then I placed the sound file inside the mod's Sound directory. I then activate the mod (it's the only one installed). The game keeps crashing during the loading of Mission 1. The only item that I have "saved" are my customized keybinds. I haven't even tried a default GR campaign. What's strange is that I can play the default quick firefight of the Keep with the mod on, without experiencing any problems. Yet as soon as
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It's been AGES since I've lasted posted anything, but I could not resist doing so now. AMAZING work. It looks like we'll have the run of the entire island. If so, a brilliant plan. Can't wait!
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P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
mig, Took your advice and sent my boys out on "suppress." WHAT a huge difference that made in their capability to find the OPFOR! I'm mystified at how they missed the OPFOR before, but I DID send them ALLOVER the map in the past, and they didn't find anyone. "Suppress" works, that's for sure. It turned out that there was a guy hiding in a tree in the southwest corner, about 50 m. from where all of the armor was smoldering. There was another man WAY up near the northwest. I didn't bother to check at where exactly he was hiding, I was just happy he finally got waxed. Nice surpris -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
mig & Rocky, Thanks for so promptly replying to my PM last night. The good news is I do know how to open doors that are SUPPOSED to open. The bad news? I can't identify the mission I'm playing! I've attached an image below of the routes I took when playing the Mission P204 (I think that's the mission!). As you can see, my initial thrust was east and south, turning west and then south again. The armor's positioning is just too heavily fortified to do a direct assault, so the best way to get them is to enter the warehouse to the south, work one's way through its guts, and then -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Thanks for the heads up that these doors ARE to be (somehow) opened. Part of the confusion regarding them is that one can complete the cache-inspection objective without ever having to access the cell doors. It would be a stronger indicator to the player that those doors HAVE TO be opened, in my opinion, if some of the cache objectives were behind wherever those doors lead. Now, what would I do to open the cell doors first? (1) Find a key (why is it that the bad guys NEVER have the keys to the doors in the buildings where they frequent?) (2) Find an air duct that leads to whateve -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Help. I can't eliminate all of the OPFOR for Mission 6 (the first mission after the pilot is rescued, with all of the tanks, WMD factory and caches to inspect). I guess that I'm not finding them all. Some of the doors are locked. I try opening them but to no avail. Do I toss frags at them, shoot their locks off...what? Great mission! Just tossed 4 frags at the first locked door, with no results. If the locked doors aren't unlockable/destroyable, where's the most likely place the remaining OPFOR may be? THANKS! -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Thanks gents for the advice as to where the wire cutters were. I guess I needed a spotlight shining right on them to see them! Finished Mission 3. Loved it. The best one so far, and considering how solid the first two were! What I liked about this mission is that the map didn't make me feel like I was being "cheated" by staying on the same map from Mission 2, so nice job on accomplishing that as well. SUGGESTIONS: One of the approaches I took when looking for the wire cutters was done AFTER I rescued the pilot. I was on the north side of the river, patrolling where the Hind -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Could someone PM me with the location of the wire cutters in Mission 3? I honestly believe that I have looked EVERYWHERE. I'm confident that I scoured every bunker, pillbox, nest, hut, and vehicle there is, and no luck. If they end up being available at a vehicle, then the trigger to grab them needs to be made more sensitive, because I searched them big time. Hopefully someone's help will keep my eyes from further bleeding! Please do me another favor though. Would the first person to PM me make a short post in this thread so that the others know that I've been helped. I'm -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Thanks for lending clarity regarding my misinterpretation of there being a .PDF guide for the campaign. Ah well, I guess that means that I'll just copy/paste all the visuals/data here myself then. It's too useful to just end up disappearing in the electronic ether. Yours! -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
So... My wife came downstairs carrying our 10 month old son for the morning routine and asks, "What's that smell?" And I said, "What...um...smell...honey?" "Well, it smells like a loaded diaper." "You do have Liam in your arms..." "No, his diaper's wet... The smell seems strongest by the computer..." My face turns red. Thanks guys for making me mess myself when the you-know-whats come roaring launching their you-know-whats at the chief objective in Mission 2. I don't want to give anything away, but OMG, my heart BURST out of my throat and out my nostrils -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
SPELLING ERROR Mission 2, once one FINALLY figures out how to access the upper levels, when one exits the cave to the first setup of machinegun nests, there is a yellow statement that spells "bunker" as "buMker." I capitalized the "M" so that it stands out better. GREAT mission. And I'm still not done with it! Holy Moley! -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
I'm in the midst of Mission 2, and oh my! The wildlife adds a TON of atmosphere to it! Nice touch! I'm almost expecting to see that wolf pick its leg up and mark its territory. migryder, you mentioned earlier that only the heavier fierearms, the .50 cal on up, have penetrating capabilities. Now, that got me to thinkin' (and this feat, dear folks, is a dangerous thing), is there a way to reassign the penetration capabilities to the 5.56s and 7.62s? Obviously, the 7.62s should be able to bite in more deeply than the 5.56s. Just hoping and wondering! More Suggestions (1) I've n -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
Phlookian, I've always been amazed by the tricks and illusions that are used in game design. The technique that you described for getting the wounded pilot to carry out what he did is pretty amazing. I've contributed to mods in the past, but more often than not, it's been in regards to contributing concept designs, drawings of new types of spacecraft or alien races, for example. I've done some .ini work, and all of it was mind numbingly tedious. I have a ton of respect for you guys, and I always appreciate someone who can take all of the technical jargon and boil it down into plain spee -
P2: Notes - Tips -warnings, suggests and complaints
Kyle_K_ski replied to migryder's topic in GR - General Mod Topics
migryder, Last night was my first foray into your spectacular mod. It's hard for me to say this, because it's hard for me to even believe, but as "late in the game" as Ghost Recon is, it looks like we're just now entering its Golden Age of modding, thanks to the astounding community efforts from contributors such as yourself. THANK YOU for all of your hours of hard work on our behalf. People who haven't yet tried the most recent spate of GR mods don't know what they're missing. I'm playing the campaign in Elite mode, which must mean, after playing the first mission, that I'm a glutto -
The Quick Mission on Caya Lagos (if I got the spelling wrong, it's the map set in Cuba) is also frequently CTD on me. I always save the game within the first couple of seconds of it starting. The crashing seems like it happens after the 5-6th enemy is killed. Awesome map, it'd be great to have it in a stable format.
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Terrific work on the mod. It's been a LONG time since I've posted anything here, been too busy, but I've done some lurking every now and then, and if you visit your listing on Mod DB, you'll notice that I had the first post regarding the latest release, so y'know I still care! BUG(s) Quick Mission, location 124 Vigilant Resolve. One of my favorite maps, and oh my brains, has this map been giving me troubles! Only once has this map loaded up for me after saving it without quickly crashing afterwards. I have no idea why. I think that every time that it has happened it has occurred when
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Sorry to hear that a map was lost during an accident! From the looks of everything I've seen thus far, its loss must be a major letdown for you. Wow. What happened? During testing, did you guys shoot it up too badly to bring it back from the dead? If you cobble something up from other odds and ends that you have lying around, then all's not lost. Keep your chin up! Thanks for doing all of this for us.
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Wow! That video was WAY better than anything Britney Spears has done! Is that a compliment, an insult, or...? I don't want to leave anyone confused, so... GREAT video and it certainly whets the appetite. I'm looking forward to this even more!
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I agree, the writeups are a nice bonus to us who frequent this mod's development. Thank you for them!
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The quality of the models is just topnotch. It's hard to believe that it's GR that I'm looking at! The Joker mask? Priceless! Ohhh, and seeing those old arcade games, man, does that bring back memories. When I was a wee lad, there were three arcades, and each of them gave free tokens based on grades one got on his/her report cards: 4 for As, 3 for Bs (and depending on who you went to) 2 for Cs. BattleZone, Qbert, Defender... And there was that cool sit-down Star Trek one, it had a little dial to turn the enterprise, and wireframe models. Can't remember it now. Anyway... Keep
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Nice! It's getting close. The time and effort you've been putting into this thing is just enormous, and the fruit will surely taste sweet once it's ripened.
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Nice work! I'm asking this in case there's an accidental misspelling that you might want to get rid of. The rebel wearing the "Dead With Shell" shirt, it seems to me that it'd make more sense if it read "Death to Shell" or "Shell is Death", unless , of course, the wearer's English is poor, and is being reflected on the shirt. I'm also happy to see that the earlier shot of the bright white hockey mask wearer has since been aged/yellowed/dirtied up. Is the same going to be done to those wearing the newly bleached white shirts as well? It looks pretty hot and dirty where they're at, s