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Kyle_K_ski

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Posts posted by Kyle_K_ski

  1. 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

    ***** 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 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\origmiss\map\mp06_castle\mp_castle.map

    RSFILEDATA: FindFile could not find file opposing_force_15.atr

    RSFILEDATA: FindFile could not find file opposing_force_5.kit

    Loading map c:\program files\red storm entertainment\ghost recon\mods\blood_oil\map\bo01\bo01l.map

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    Unable to find c05_intelligence_papers.rsb anywhere.

    RSFILEDATA: FindFile could not find file opposing_force_15.atr

    RSFILEDATA: FindFile could not find file opposing_force_5.kit

    Loading map c:\program files\red storm entertainment\ghost recon\mods\blood_oil\map\bo01\bo01l.map

    RSGameStateMgr::ProcessMessage() duplicate state change request

    RSFILEDATA: FindFile could not find file c:\program files\red storm entertainment\ghost recon\mods\blood_oil\save\game\bo start.csf_bin

    SOUND: Cannot Find: BO _briefing.wav

    Loading map c:\program files\red storm entertainment\ghost recon\mods\blood_oil\map\bo01\bo01l.map

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    Unable to find c05_intelligence_papers.rsb anywhere.

  2. 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 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\origmiss\map\mp06_castle\mp_castle.map

    RSFILEDATA: FindFile could not find file opposing_force_7.atr

    RSFILEDATA: FindFile could not find file opposing_force_5.kit

    Loading map c:\program files\red storm entertainment\ghost recon\mods\origmiss\map\mp06_castle\mp_castle.map

    RSFILEDATA: FindFile could not find file opposing_force_15.atr

    RSFILEDATA: FindFile could not find file opposing_force_5.kit

    RSFILEDATA: FindFile could not find file c:\program files\red storm entertainment\ghost recon\mods\blood_oil\save\game\blood oil start.csf_bin

    SOUND: Cannot Find: BO _briefing.wav

    Loading map c:\program files\red storm entertainment\ghost recon\mods\blood_oil\map\bo01\bo01l.map

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    RSFILEDATA: FindFile could not find file c05_intelligence_papers.rsb

    Unable to find c05_intelligence_papers.rsb anywhere.

    It looks like a whole mess of stuff is missing. So, while I wait for a reply for someone, I'm going to take this bull by the horns, try redownloading the file from the same source you used, and see how it goes.

    Thanks for the tip, as it certainly dug up something!

  3. 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 I quit said firefight, and then try starting up Mission 1 of the campaign, it once again CTDs during loading.

    Any detailed advice would be greatly appreciated!

  4. 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 surprise of the additional (won't spoil here) afterward, and I appreciate you giving us a text-based "heads up!" when it happens. It would've felt like a cheap shot if one of my men would've gotten waxed without the warning.

    The use of the smoke at the EZ was a real nice touch. Very immersive.

    I don't know how much tinkering you want to do to this mission. Perhaps it would be smart just to give a very bold and general warning in the Read Me which states "If you're missing OPFOR that can't be found, they may have FLED and are in the midst of a tree or two..." That's sound advice anyway, so I don't see the harm in just making a general pronouncement about it.

    I am SO happy that I FINALLY finished this mission. Sometime tonight, it's onto the next. Can't wait!

    Thanks for the help!

  5. 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! :unsure:

    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 get the armor from the back when one exits the warehouse's far southwest bunker doors.

    The only things NOT shown in it is that I sent the sniper element on very short jaunts to the south at the first and second valleys, but they did not encounter any OPFOR.

    I hope this helps in some way!

    rutabt.png

    So, any advice on how I can finish this mission and get whatever point promotions are due to my squadmates?

    Thanks, and GOOD LUCK!

  6. 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 whatever's behind the door.

    (3) Locate a cache of explosives somewhere that can do the doors in. But the caches that have been found aren't of plain explosives, or are they?

    (4) Find a secret door.

    (5) Repeatedly smash my head against it till it caves in (my head, I mean, not the door).

    (6) Something REALLY obvious that I haven't yet even mentioned here, and never will because there's crickets eating my brains...

    I'll give it another run tonight.

    I'll PM you later if I need the help, and thanks for the offer!

    Yours,

    Kyle

    June 23, 2009

  7. 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!

  8. 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! :lol:

    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 was at the end of Mission 2. I encountered approximately 10 rebels there, who stayed mostly stationary, and they were extremely easy pickings considering that I was facing them directly when I ran into them. Was their AI hindered by a trigger not being activated at an earlier time? Were they supposed to charge us after we took on the pilot and after we disabled the C-4 charges, or...?

    It was strange not seeing the Hind wreckage; can it be placed there at the start of Mission 3 for wanderers such as I? Otherwise, we're forced to conclude that the rebels are REALLY into recycling and waging Green Warfare. :)

    I then headed south at the waterfall, and crossed over to the south bank of the river. There I encountered two more very stationary rebels. I came at them from behind, but again, it made me think that they were supposed to have been triggered by something, but weren't.

    After I got the tips regarding where to find the wire cutters, I restarted from an earlier save that I made right after the pilot was added to our list of goals. It took me some time to head north towards the bridge, and the wave of 5-7 rebels that charge that portion of the bridge seem to be approaching from the north bank of the river. They hugged the north shore of the river, and I can't imagine how they didn't see us (we were standing out in the open on the frozen ice patch just southeast of their approach), but we took them out, located the wire cutters, took care of the C-4, and then finished the mission. What I would like to suggest is that this wave of rebels who are triggered after the pilot is added to the player's element, is that their starting point should perhaps be from the south/southeast end of the map, so that as they head northwards towards the bridge that they will, for sure, encounter and engage the player's element if they're still near the bridge's supports.

    Perhaps the rebels could be a set of two elements, one from the southwest and one from the southeast. How big these elements should be I'll leave up to you to decide. :)

    Again, I suspect that the large contingent of forces near the waterfall that weren't triggered before were perhaps supposed to be part of the assault on the helicopter after its reached by the Ghosts, but I don't know for certain.

    THANKS again, and I can't wait till Mission 4!

    Yours!

    :)

  9. Could someone PM me with the location of the wire cutters in Mission 3? :ermm:

    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. :wall:

    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 just trying to avoid an overstuffed mailbox.

    Thanks!

    :D

  10. 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?" 0:)

    "Well, it smells like a loaded diaper." :blink:

    "You do have Liam in your arms..."

    "No, his diaper's wet... The smell seems strongest by the computer..."

    My face turns red. :blush:

    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!

    Just remember, your mod won't get good word of mouth if it kills those who try it.

    Thanks for the terror of the event! I've never had a game do that to me!

    You ROCK!

    Any idea when your highly illustrated text might be done? If you'd like some feedback on it, and proofreading, I'd be happy to volunteer. I'd love to contribute something to this superb mod. I've contributed to tons of other mods in the past, mostly in designing science fiction stuff, but I also translated from German-English the editing manual for using a dynamic mission system for Operation Flashpoint. PM if you wish!

    Now on to Mission 3!

  11. 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 noticed that the non-alert AI like to do two things when it comes to their fallen comrades:

    (A) If their buddy is slightly behind them when they're killed, they just keep on cooly walking. For some reason, they can't hear their buddy's 200+ body adorned with all kinds of noisy things falling to the ground like a sack of potatoes with pots and pans attached to it. Hmm...strange that.

    (B) If they see a corpse in front of them, they're like, "What funny looking snow! It's kinda shaped like a body with red stains all over and around it... Stupid snow! I almost tripped on it!"

    In both cases, is there any way to heighten the AIs behavior so that they're actually reacting to something that should be alarming and alerting them?

    (2) Any way to assign more noises to the player's avatar's and all combatants' body movements? I know that they're supposed to be all sneaky and ninja-stuffy, but they are carrying a ton of gear that makes noise when it's jostled. The level of silence surrounding the body movements of these guys is more than a little weird to me, especially having played Operation Flashpoint with a number of mods that made all soldiers' body noise movements believable. It'd be nice such features were folded into GR.

    Thanks again for the hard work. Terrific stuff all.

    Now, time for dinner and to catch my nephew's baseball game.

    Yours!

    :)

  12. 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 speech for everybody else to understand.

    migryder,

    Somehow I forgot all about the reason WHY we're up in that building, and "Yes," that's an excellent reason for why the Russians wouldn't want to blow us all to pieces. Smart writing on your part.

    I didn't realize that the tanks were so "brain dead" AI wise. But man, if you could code one up to react like a real tank would, that would be a fearsome opponent. I'd be happy if you "faked" it, such as having to ambush a column of tanks, and once the rockets start flying, the tanks would be popping smoke and zigzagging like crazy. But the path they took and where they end up settling at would be a randomized selection of 5-7 different spots, some choices better than others.

    If you ever played Combat Mission Shock Force then you'd know what a heart thumping experience it is to have contend with tank AI that's truly designed to deal with an open environment. Scary stuff, but I have no doubts that if anyone could pull it off from a first person perspective, it's you guys.

    And thanks for reminding me about all of the Russian specialists. I'd forgotten about them, but not to sound demanding, but I want my regular Ghosts to be able to use stuff like that too. :D

    Keep up the good work guys, in half an hour I'm on my way to Mission 2.

    Yours!

  13. 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 glutton for punishment! :D

    Brutally hard is not the word for it. It took me seventeen saves and two hours to get out of the house alone with all of my team intact! Wow!

    What I Deeply Appreciated (more please!)

    1. Round penetration. I'm assuming that the large tracer rounds were mostly from the tanks, and they just kept continuously hosing us down. It added a whole new level of realistic tension and sheer terror to the game. Those of you who keep track of my personal tastes might recall what a huge fan I am of the Infiltration total conversion for Unreal Tournament, and that was the very first game that I ever played that had deeply real round penetration and ballistics in it. In a sense, the features in that game "ruined" first person shooters for me, and my chief complaint about GR has been its extremely limited modeling of ballistics, but you've changed that.

    Now, is there anyway to carry the penetration capabilities more fully, for all of the small arms? I can't imagine the coding involved, as every material would need a ballistics rating that's modified by its thickness, something that the Infiltration team smartly assigned to their textures right from the get go. Any chance of carrying out something similar?

    Rounds & penetration

    m1.jpg

    2. Great plot. Seriously and depressingly believable. I could tell right from the start of the briefing that the buildup is going to be tight and engrossing, because the mission objectives nicely fit the overall thrust of the story arc. I can't wait to start Mission 2...

    3. The kits that are available are plausible even though quite a few of them still feel as being something we'll see in real life 3-5 years down the road. Nice job on balancing this out. I feel that too often the GR titles carry out the "high tech future weapons" in a manner that's more than likely not going to happen than happen. You've avoided this assessment from me with your kits, and I'm happy for that.

    4. Great skinning and modeling!

    5. I'm happy to see that a highly illustrated supporting document is coming out with the next upgrade. That'll be a very useful tool.

    Suggestions

    1. While the opening house battle was deeply engrossing (hey, I toughed it out for two HOURS), it was deeply frustrating as well, and I'm confident that it would still be frustrating even if it wasn't set to the Elite level of difficulty. Three quarters of my way through the house battle it crept up on me the plausibility of the encounter unfolding as it does in the game. I've played a lot of Combat Mission Shock Force, which is a deep strategy simulator of MOUT warfare, and, especially after watching some real life recordings from Fallujah on Youtube, I'm pretty confident how the Red forces would've approached dealing with the Blue forces in the house.

    They would've blown apart the building with their tanks.

    Now, I don't want to "bring down" this mission in any way, as it's apparent that a TON of time was put into it, but, if you'll bear with me, I think that there's a way to really pull off the terribleness of the situation while keeping its believability high.

    If I was a Ghost, and I saw/had reported to me that four pieces of main battle armor was rolling towards my twig of an abode with hordes of infantry leading the advance, I sure wouldn't stay up on the second story, especially if there's no plausible way to take out all of the armor from the windows, most of which are closed shut with shutters. Opening the shutters would be a clear flag of "here we are!", and I wouldn't stay on the main floor either. Unless, of course, I could fit all of my men inside a unlit fireplace with REALLY thick brick/stone work. :)

    If the game engine can implement it, I might be tempted to very quickly take out a few of the infantry from whatever windows are already available, as the glare on them would disguise our location from those looking in from the outside. But this would be a very fast action before I made a beeline down the stairwell.

    That said, I'd be just as tempted not to fire a single round off, because it could draw enough attention to our location for the tank commanders to be informed of where we're at, and then all we are is kindling.

    I'd head for the basement.

    First, even if the above scenario is doable, the enemy will have some difficulty initially assessing where we are (they'd have to find exit holes from our rounds passing through the glass), and they certainly wouldn't know who we are. They'd start assaulting buildings, and if I was surrounded by hordes of infantry outside, with tanks in support, then my chief concern is to make sure that the tanks wouldn't fire on our location. Having Red infantry crashing into buildings would ensure that.

    The basement is the most hardened portion of a house. I'd wait for as long as possible to have the area saturated with infantry, again, to keep the MBTs from firing. I'd have my team camp down there and then, after enough of a buildup, let loose on any pair of boots that appeared outside the windows and/or came down the stairwell. Now, the fancier the abode, perhaps the bigger the basement windows would be. Perhaps these could even be large enough to get rocket shots off at a tank, and a plausible reaction from the other tanks (if they're close, and more importantly, confused enough), is to pop smoke and pull back from where they think the zone of "rocket danger" is. The life of the smoke clouds would actually buy the Ghosts time to mop up the infantry, and get into a new and sounder position to take out the MBTs. They could then take a shot from one structure and scoot over to another till all are gone.

    If coding the above scenario would be too daunting, I'd work up and down from the basement for as long as possible, and once the infantry was thinned enough then I'd take potshots with the SMAW/Javelin at any nearby armor. As soon as I could, I'd make like a dagger for the next building to wash/rinse/repeat these tactics till the armor/infantry was thinned out enough that it would be sounder to start working outside of the local structures.

    Now, as impossible as my strategy might seem, it still seems more plausible than mostly staying on the second story of a building, miraculously blasting out half of the tank platoon that won't defensively pop smoke/zigzag out of The Danger Zone, and then not having the Red forces give the order to stop trying to assault our location, and just have one of the two remaining MBTs parked right outside the only open door simply blow us off of the map with its cannon. I feel that my tactical approach becomes all the more believable if the tank commanders are coded so that they can become confused, and smartly pop smoke to cover their zigzagging repositioning to what they think is a more advantageous position. Like tracer rounds, smoke works both ways. Let the Ghosts have a chance to exploit this. In my mind, it'd be totally convincing.

    Unfortunately, as beefed up as the AI has become, it's still pretty lousy in regards to fighting from the inside towards the outside of a building. They get way too close to the openings, and instead of taking a pot shot or two, and then ducking/dropping to the side, they stay stationary, and they then get toasted. The losses, or course, are amplified with the incoming and penetrating rounds. But, whatever you do, DON'T remove the penetrating rounds.

    As Mission 1 now starts, the player's forced to start on the second story, but why not start them from a basement? In the opening film, we could see the shocking opening assault, cut the camera into the second story of where the Ghosts are at. The camera snakes to look over the shoulder of one Ghost who sees a tank charging in from one side of the house, the camera rotates so that we're peering over the helmet of another Ghost who is looking out a window on a different side of the house, where we see a couple of more tanks charging in. Of course leading the way for the tanks are the Red force's infantry, and the point of this scene is to establish how "hopeless" the Ghosts' tactical situation is from the second floor. The camera could pivot again, as we see the first two or three Ghosts start racing down the stairwell towards the ground floor. The scene could fade to black as we witness a Ghost start entering into the basement. When we next see light, our avatar is at the foot of the basement stairwell looking up, with the rest of the Ghost team surrounding him. Within 5-10 seconds of the mission's start, we'd hear the main floor door(s) getting kicked in (imagine the jump in the player's heart rate upon hearing that sound; oftentimes, things are scarier when not seen), with the Red forces shouting towards one another. The AIs starting orders would be to recon, and with the order to hold one's fire. The player would pick it up from there...

    Is this approach appealing to anybody else?

    2. The AIs capabilities to assault a building are also limited. All too often, if they're to the side of a door frame, they walk forward till they're centered in the doorway, and then they rotate to enter. That means that they're a sitting duck while sideways and while they pivot. Any chance of having them try to enter the structure by having two lines assault simultaneously? One that's close to the building, and another 4-5 meters back? The second line would cover the first line's entrance. As the mission is now written, sometimes they already do this, but it'd be nice to see it occur more frequently.

    3. Broaden weapon kits to include more Red force's small arms. As I stated in another thread, I'm continually surprised by the real life photos of SOF on a mission. It's not all that uncommon to see them carrying an AK or an AK derivative, and they're modified to use Western scopes/adjustable stocks.

    4. Remove tracer rounds from the Ghosts' small arms. If the only way to do this is by removing tracers entirely (from the Red forces as well), then so be it. It's far more believable to have firefights without tracers than with.

    Again, thanks for all of the hard work. I'm really looking forward to the next missions. This one already tops anything that came with the default game.

    Yours!

    Kyle

    June 14, 2009

    :D

  14. 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.

  15. 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 my team has been spawned by the emplaced machineguns. Anyone else having such issues?

    SUGGESTION(s)

    Any chance that we could have tracer rounds from the Ghosts' small arms entirely removed, or, save the tracers for just the last 5 rounds (a technique that informs them that their magazine is about to go empty)? It's hard for me to imagine that they'd be using them in a normal fashion. In fact, if it's not possible to just remove/modify the Ghosts' tracer rounds, then I'd be perfectly happy to see tracers removed from EVERYBODY's small arms, a scenario that would be more accurate than not. Perhaps replace the small arms tracer with an invisible one?

    Remove the Rounds Remaining counter from the display. It's acceptable to me to leave the Magazines/Grenades Remaining counter, but having the individual rounds counted for you takes a chunk of suspense out of the game. If the last five rounds of every magazine were tracers, then we really wouldn't need such a meticulous counter.

    Is it possible to broaden the range of weaponry available to the Ghosts to include more from the Red forces? I deeply appreciate the suppressed AKS74u along with its suppressed grenade launcher, but it's surprising to me how often I'll see photographs of American SOF on patrol/in the midst of a mission, and they're carrying AKs. I've even seen photos of SOF using AKs that have been modified to be able to use Aimpoints, Reflex sites, and Western-made scopes of all sorts. In my mind, the frequency of such photos seems to indicate that such options should be more varied and available than they currently are, even in this superb mod.

    Keep up the great work. And thank you for it.

  16. 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.

  17. 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 up the great work! And thanks for the sneak peeks!

  18. 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, so I'd imagine we'd see some yellow sweat stains around the armpits, neck collar and down the middle of the back.

    These guys really look threatening, and I was impressed by the source photo for the one guy who has his winter hat pulled entirely over his face. Such research sure adds a ton of credibility to what you're trying to accomplish here.

    :)

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