Kyle_K_ski
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Posts posted by Kyle_K_ski
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Thanks for answering my question Tinker, and thanks for supplying the link to the MLP missions!
Well, I'd imagine that a hunt of sorts is on to try and find those White Skull Valley missions.
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I just came across this mod due to my system getting smashed by several viruses (one of which actually uninstalled my security hardware!). My system's finally getting its legs back under it, and I've got 4GB of new RAM to replace my 1GB of old RAM, so while my comp won't be "state of the art" it certainly should be "stronger, better, faster" than what it is currently!
So while I was away, this unbelievable endeavor gets released, and I only find out about it from my routine visits to Mod DB. Holy cow, skimming through this thread, it's amazing just how excited the community is over it! It's rare to see such pure joy and excitement over a release, and this mod is "It". The elements of randomization regarding the A.I. is a BIG plus in my book.
Can't wait to try it.
It's also quite wonderful to read the open invite from Apex to assist in any way possible, and to whatever degree possible, in making this potentially "The Mother of all GR Mods." Without question, an individual who has given generously to us, and one who is generous in receiving feedback, input, and support.
I'll be tracking this baby very closely.
My fingers are crossed that the new RAM arrives today! I'll be sure to supply feedback as I test this enormous gift out.
Thank you for your countless hours of hard work!
Yours,
Kyle
Jan. 6, 2009

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Wow. I hadn't heard of this mod till now. I'm grateful that somebody did bump it.
So, in the end, the two files that we see listed here are the most up-to-date versions of these endeavors?
Could someone answer for me what Tinker meant when he said that all that was missing was the "WSV" versions?
Thanks in advance!

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Thanks for your prompt reply and advice.
I don't know why it didn't register yesterday, but your observation regarding Mirr's incorporation of skipping over the intros to missions reminds me of complaints I've read in regards to other mods that sound like they've done something similar.
I'll look inside Mirr's _Options_ directory to see if there's an easy way to disable the intro-skipping features, and I'll do a keyword search for his name to see if there were any reports similar to mine that have solutions listed.
In the meantime, if anybody else knows the answer to this issue, please feel free to post it below.
Again, thanks for your guidance.
Yours,
Kyle

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Hello!
Just received GRAW 1, and I am most eager to play it, but I've run into a major snag with the very first mission... Go figure!
It's been patched to v.1.35, and I have a handful of mods installed.
Here are the mods and the order that I installed them in:
Brettzies_wpnPack_v4.0_GRW
Scar_Mod_BrettziesandDefat (adds a modified Scar that's compatible with Brettzies' mod)
Task_Force_Wraith_v1-0 (adds ACU & MARPAT Desert camos)
Task_Force_Wraith_2_updater (updates ACU & makes MARPAT camo a WOODLAND one)
version151f (Mirr's effects mod without the Over The Shoulder capability; I have my number of potential comrades set to 11, the enemy AI difficulty is set to normal, and I edited the .xml sound file so that Marines 1-3 can have their voices enabled in the game)
I'm pretty sure from carefully reading the Read Me's that there shouldn't be any conflicts with the mods with each other. But if I'm wrong, feel free to correct me.
The version of the game that I received did not come with a manual, nor even with a decent .pdf version, so I'm operating somewhat blindly here.
When the very first mission initially loads, I can see for a split second that I'm on the ground, holding my firearm, and then I'm crouching down inside the Black Hawk, watching my AI comrades spawn into position, and then the door gunners and pilots. The video conversation starts between me and the pilot, the news feed is transmitted to my helmet, and then nothing else happens. Smoke from far below my left still slowly billows up, my men keep moving impatiently, the door gunners scan the turf far below, but the Black Hawk just continues to hover in its position, refusing to deploy us anywhere.
What in the world is going on? Why won't my Black Hawk drop us off instead of just sitting still in the air?
Just so it's known, I have been able to startup a successful solo LAN game. I've spawned in the Shantytown, run around, fired my pistol, slid into stuff, pushed wrecked autos around, and it's all perfectly boring to me because I want to the play a single-player campaign that refuses to have my Black Hawk drop us off.
Any detailed advice would be warmly welcomed, and carefully followed.
Yours,
Kyle

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I hope that my posting a question in this thread isn't considered to be a necro-resurrecting of threads that are too old.
Forgive me in advance if it is.
I have a couple of questions that I hope that I can get some help with.
(1) In the description for this, the AI are described as being able to lean around objects to look. Do the AI do this for the version that isn't Over The Shoulder?
(2) If the the AI don't lean around objects in the "normal view" version of this mod, is it possible for me to disable the third person view in this mod, and if so, how? The more detailed the directions the better.
Thanks!

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I think that I found what the Armor stat does. I read this thread here:
http://www.ghostrecon.net/forums/index.php...19&hl=armor
So, adjusting the Armor value upwards not only visually adds extra gear, but also actually increases the unit's protection from physical harm.
Of course, please feel free to correct me if I'm wrong.
If this is the case, then I'm keeping all of my Armor entries at 3, even if it does alter their appearance (*sigh* I do love the look of boonie hats).
I might make half of the snipers have their default values though. We'll see.
Another thing... I'm encountering a bug where the uniforms defined inside the modified .atr files are being kept no matter what map they're appearing on. They keep wearing the night time black even when the uniform should cycle to something else (such as a desert-based camo for a desert based map, especially during daylight hours).
The text for this portion of the .atr files that I've modified look like this:
<ActorFile>
<VersionNumber>1.000000</VersionNumber>
<ArmorLevel>3</ArmorLevel>
<FolderName>demolitions</FolderName>
<ActorName>Kareem Armstrong</ActorName>
<ClassName>demolitions</ClassName>
<ModelFace>icg_blk_cmo_01.rsb</ModelFace>
<BlinkFaceName>icg_blk_cmo_01_blink.rsb</BlinkFaceName>
<ActionFaceName>aface_demo_blk_cmo_01.rsb</ActionFaceName>
<ShellFaceName>sface_demo_blk_cmo_01.rsb</ShellFaceName>
<KitPath>demolitions</KitPath>
<ModelName>black_team_male.chr</ModelName>
<LOD2>black_team_male_lod1.chr</LOD2>
<LOD3>black_team_male_lod2.chr</LOD3>
<Weapon>7</Weapon>
<Stamina>6</Stamina>
<Stealth>5</Stealth>
<Leadership>6</Leadership>
</ActorFile>
Any way to reenable the cycling of the uniforms based on the daytime and geographical conditions?
Thanks!
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Hey!
I think I've got some pretty good news.
I loaded up GR after I turned my stats-altered .atr's into a mod via Igor. I started up a quick DEA SP mission after restarting the game once the mod was properly prioritized, and the stats that I wanted were there!
Now, I didn't actually launch the quick mission (I'm busy around the house taking care of the kids!), so I can't say with absolute certainty that the characters will function properly once the mission's running, or in all mission types. I hope so though! I'll have to try this later tonight.
I need some advice from you guys, as if I can this thing working, I'll release a version of my work as a mod, because it is a bit of a pain in the butt to alter all of those soldier entries.
Now the Standard troops aren't setup to be perfect. I wanted them to be somewhat fallible, but elevated enough to contend with the enemy AI more competently than what they do when their stats are set to 1's or 2's. For those people who "have to" have their comrades maxed out, I made only the Specialists have 8's in all of their stats. I figure that this would be a good way to maximize flexibility based on the player's tastes. I guess one could mix a perfect 8 Specialist with the not-so-perfect Standards, and strike a balance of sorts.
Anyway, that said, one of the other stats that I altered was the Armor setting. I made every entry a 3, without knowing for sure what it did. Well, I have a better idea now, as all of the Standards and Specialists are wearing the exact same gear and Kevlar helmet (sort of; Specialists all have their masks on). I'm not totally convinced that this look is what I want, but before I go in and make some alterations, I'd like some info from you...
The Armor stat does what exactly? Does it mean that the amount of protection is actually increased, regardless of appearance? In other words, just because a soldier's wearing a boony hat, does that mean that his head has less protection than a soldier wearing Kevlar ("Yes," I know that in real life there's a substantial amount of protection difference, but that doesn't mean that the game has it structured that way). If a sniper is wearing Armor 3, does that mean that if he's not wearing his Guillie suit that he's more visible than if he has it on, or does the game engine automatically disregard what the sniper's wearing because it's been hardcoded that his Stealth skill is better because he's a Sniper?
The overwhelming majority of photographs that I've seen in the last several years of special forces units show them wearing helmets. For myself, I'd rather have the game model current combat practices as closely as possible, so if it's your opinion that it is indeed more plausible to just equip them with helmets, I will certainly do that.
About the only exception that I'd make to having them all helmeted are snipers. These guys are supposed to be used at the furthest distance from harm's reach, so it'd make some sense not to have them always helmeted.
Two more things. What's the best looking and most accurate ACU uniform mod out there? If you could supply me with a link to it, I'd deeply appreciate it.
If the first version of my mod works, then I'll try releasing two versions of it. The first version would have just the stats altered, and the second version would have the same stat changes but it would also require the usage of the most highly lauded ACU uniform mod.
Thanks for all of your time on this guys. What a great community!
Yours,
Kyle

Dec. 6, 2008
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Thanks for the prompt feedback guys.
Wombat50, I've already edited all of the four pools of soldiers' stats to the ones that I quoted above (except for snipers, who I gave an extra skill point for their Weapons and Stealth categories), but none of them are showing up in game with their skill stats adjusted to my settings. Somehow, they're still showing up with the default settings.
My concern with the "Read only" properties that I deactivated before modifying the files is that I didn't restore them to the .atr files after I edited them to my liking. Is GR setup to ignore reading files that aren't set to "Read only"?
Now, there's another game that I've played, Combat Mission, where I backed up the default files inside the directory where they were stored (this made them a lot easier to find should I have to restore them). Even though I had modified the files, the default ones were still showing up in game. It turns out that Combat Mission is setup to read mods and all of their directories alphabetically. The last-read mod's settings gets the highest priority (similar to GR). So, here's why the default settings in CM were showing up in the game in spite of my mod: the game did install my modifications, but then overwrote them with the backups because the backed up files were located in a directory that was loaded last due to it being read alphabetically. In case I'm not clear enough, look below...
Combat Mission reads and places content alphabetically, so...
Mod directory (these contents are read and applied first)
My altered files (game puts them in first)
Backup directory (these contents are read and applied after its parent directory is read)
Backed up files (game puts them in after the modified content was applied)
Since the "Backup" directory was inside the mod's directory, it was alphabetically read after the mod directory's content was applied, thus overwriting the earlier applied content.
I hope that I explained this concept well enough. The solution, then, was for me to move the backed up default files to a directory outside of the game's installation location. And it worked.
So, the question is, does GR read and apply all of the files it finds within itself? Is it reading my "backup" directory and then applying its contents after my modified ones are applied? If so, then the approach I would take is to move the backups outside of GR's structure.
If this isn't the case, then the only thing that I can think of is to bundle up my adjustments via Igor, and place my newly made mod in the highest priority (listed last inside GR's GUI) per your suggestions.
And thank you for your highly detailed directions. That should assist me greatly should I end up using Igor.
Alright, that's it for now. I'm off to help a friend move into his new home. And what lovely weather we have for today, it's snowing with ice on the ground. I just hope that the next time you guys hear from me it's not by me having to keyboard with a cast on my arm!

Have a great day!
Kyle

Dec. 6, 2008
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I've combed through various forums, trying to locate an explanation as to why my alterations of the .atr files didn't work in the game. Specifically, I'm trying to boost the A.I.'s initial skill stats at the start of each mission.
Perhaps I'm altering the wrong .atr files? The path I took to get to the documents I altered in Notepad is:
C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Mp3\Actor\specialty type (demolitions, heavy-weapons, hero, rifleman and sniper). If the above mentioned path is taken, are these the correct .atr's to adjust in Notepad?
Also, is there any possibility that the game is loading up my backups of the unaltered documents? What I did was that before I opened up a single .atr file, I copied/pasted the original .atr's into a a folder called "backup".
Most of the .atr's that I opened were designated as being "Read Only," so I disabled this feature from before I edited a single letter or number inside the supplied .atr's.
All I want to do, is bump up all of the Ghosts' armor levels to 3, and adjust their skill stances so that the following data is put into effect in the game:
<Weapon>7</Weapon>
<Stamina>6</Stamina>
<Stealth>5</Stealth>
<Leadership>6</Leadership>
Any detailed advice on this would be greatly appreciated.
Thank you in advance!
Kyle
Dec. 6, 2008
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Is there any chance of us seeing a list of the new equipment and weaponry that's added by this mod?
I downloaded the "e" version, and I couldn't locate a Read Me.
Thanks,
Kyle

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This looks VERY promising.
I'm looking forward to giving this one a run.
Thanks for making it for us!
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Those screenshots give me chills. Terrific work.
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Hey, a robust "thank you" is the least I can do! You're welcome and I'm grateful that you're grateful!

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thales100,
THANK YOU for releasing the "single-player patch" for your DEA release. Since my last post, I've had just a bit of time to dip my toe in the "take out the drug lord" mission, and the mission's failure as we rounded the wall was quite frustrating because it was only then that I could see just a hint at the devotion towards detail that you poured into it.
Now I'll finally have the chance to see everything up close, and thank you repeatedly in my head as a mantra.
I wish that I had been a member of this community for longer than I have. As I've combed older threads, I've noticed one trait displayed over and over again, and that's generosity and consideration to the community. And your added work is just another excellent example of that.
Again, thank you for yet another gift to us.
Yours,
Kyle
Sept. 17, 2008

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Real Life's keeping me too busy to have tried out all of what's been included in your recent release, but I have had the honor to play the oil refinery level, and while I enjoyed it immensely, losing one of my comrades put me on the fast track to instant end. Is there any possibility of releasing an alternate version of this mod, for those of us who don't play coop, so that we can suffer more losses if we're playing all on our own?
The refinery just looked stupendous and played extremely well.
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Lightspeed,
Randomizing key elements for missions is a critical means of keeping the player on his toes, especially since some of the AI behavior (or lack thereof) is quite predictable. By adding randomness to your maps you'll "makeup" for some of the AI's lack of capabilities and you'll help ensure that no matter what, the player must rely on good tactics.
I'm really looking forward to this.
Thanks in advance!
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Can't wait for that link!

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Check your PM.
I'm happy to check out the latest build!

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I have quickly come to appreciate the finer points of GR. I must admit, that having played Infiltration for so long has created a nearly insurmountable level of low-level frustration with what GR didn't/can't do, which is fine tune kits and firearms to one's desires, have round penetration, visible weapons, stamina system, and the like. Infiltration is just leaps and bounds beyond GR in regards to these features. But Infiltration is missing one major feature that GR does have, and that's semi-sensible AI. I can't express just how large a bummer it is to have a fantastic infantry simulator at one fingertips, and then get stuck with pretty much default Unreal Tournament AI that's still engaging far too often in bunny hopping, "instant proning", "instant turning" and the like.
Whenever I play(ed) Infiltration offline, the only way it was challenging was to max out the AI, and then the game became deadly because in Infiltration, the rounds do penetrate materials, and the AI, while not using true suppressing fire, would semi-frequently spray and pray, and oh boy, when they did...!
Occasionally, one encountered AI tactics that were surprisingly believable, like retreating, reorganizing, and flanking, but this was so rare (maybe twice an hour) that all it did was leave me wanting more.
GR makes up for INF's AI, and as much fun as I'm having with it now, and while I would certainly purchase a version of GR with a face lift, I feel that the short term future of tactical shooters lies in the hands of those crafting Ground Branch. We'll see, but it certainly sounds like they're focusing on all the right things.
What I would like to see is AI that's a perfect blend between what we have in GR and the SWAT series. I still have SWAT 3 installed, as its AI is pretty commendable in its CQB urban tactics. They peek around corners, hose when necessary (frequently leaning around cover while doing so), and are quite cunning about retreating and flanking. Even with mods, SWAT 4's AI just seems inferior to SWAT 3's, I don't know why this seems this way to me, but I'm almost willing to bet money that SWAT 3's AI could kick SWAT 4's butt.
Please oh please make Ground Branch rule!

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Nope, I haven't tried making any Machinima, but I do respect those who do and actually end up with a respectable product.
I was just hoping to have a clearer angle on all the goings on. All well...
Thanks for your input!
Yours,
Kyle

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I have to agree with the general consensus here that this community has created a ton of great mods. Reading their descriptions and the feedback from those who've played with them makes it all the harder as to which ones I should install, make active, and then prioritize. I don't want to miss out on anything good, nor do I want to needlessly duplicate data, for example, the number of HK416s and HK417s kits I have is bewildering. They have the same display icons, and the exact same amounts of ammo, so I assume that they're the same kits being listed twice or more because they're used by more than one mod. Of course, some things might be different, such as aiming reticules and weapon stats, but something I can't experience till I select the kit and try them out in game, but what a chore trying to compare kits this way.
Not something really worth griping about since the mods are good anyway.
Kyle

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Thanks for more of your feedback, Rocky.
Ever kind, as usual.
Yours,
Kyle

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Buehgler_AS,
Thanks for your detailed reply on this. I don't know if I'll have the time to fire up a game editor and make the adjustments, especially one that I've had zero exposure to. Operation Flashpoint was highly regarded for its robust and easy to use editor, and the handful of missions that I made for it, never released (and for good reason too!), were an absolute chore to create, and required an agonizing number of hours to make. I have a ton of respect for those individuals who not only earnestly try to use an editor to useful ends, but are also able to create something that's truly "worth playing."
Plus I have another child due to born by the end of the month, so...
Now's the time to play, while I still can.
Yours,
Kyle

Ghost Recon: Heroes Unleashed
in GR - General Mod Topics
Posted · Edited by Kyle_K_ski
Apex,
From what I've read, you've more than earned the accolades that you're receiving, so don't be shy about it!
As I've said earlier, I haven't had the chance to even try it out, and I am just tossing this idea out there to be considered, but if the community stays consistently "hooked" on your mod, then perhaps the proposed Ghost Recon "11 year celebratory mod" first proposed here ( 11 year discussion ) can be folded into the enormous amount of work that you've already done.
Maybe a name change as well, such as "The Legacy Mod"?
Again, I'm not trying to step on anybody's toes, I'm just throwing ideas out into the water to see what kind of ripples they make.