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Everything posted by ApexMods

  1. Got caught up in overhauling HU’s manual. 45,000+ words and counting. Looks like soon the development notes won’t be that far behind, either.
  2. This is weird. Tried the wrapper again on another macOS Catalina MacBook Air without issues. Maybe it’s your MacBook Pro switching from integrated to discrete graphics card the wrapper doesn’t recognize or handle right. You can force which card to use with this: https://github.com/CodySchrank/gSwitch Maybe that helps.
  3. Gun sounds almost ready. Jack, if you would like to do a before and after comparison vid, I could send the files your way. 🙂
  4. I think I may know what’s going wrong there. It has something to do with the intro movies. You could fix that by either installing Perian (which is probably no longer supported), or disable the quartz override in Wineskin > Advanced > Wine Config (not trivial). I’ll try to work an easier solution.
  5. These are the guys that did Ghost Recon’s sound design. I don’t think they did the recordings in their garage at home with a handheld mono microphone. “This standard of excellence earned Soundelux the highest honors given by the Film and TV industries, including 51 Academy Award Nominations, winning on 22 occasions; 112 Emmy Award Nominations, winning on 41 occasions; and many BAFTA and CAS Nominations and Awards. Credits include features films and TV shows such as: Skyfall, Game of Thrones, Fast & Furious, Iron Man, CSI: NY, Django Unchained, Drive, Unstoppable, The Pacific, Inglourious Basterds, Star Trek, Wanted, The Bourne Ultimatum, Blood Diamond, Memoirs of a Geisha, Ray, The Life and Death of Peter Sellers, Kill Bill, Live from Baghdad, Road to Perdition, Black Hawk Down, Shrek, Almost Famous, Gladiator, The Perfect Storm, American Beauty, Buffy the Vampire Slayer, The Sopranos, Prison Break, Beauty and the Beast, Braveheart, and many more. In November 2014 Sounddogs.com acquired the Soundelux trademark and massive Sound Effects Library, arguably the loudest and greatest sound effects library on the planet.”
  7. Dang, we really need new weapon models. Especially Russian firearms are underrepresented. Time to dust off 3ds Max and look for tutorials.
  8. Lol, I dunno. It’s a matter of preference, I guess. Ghost Recon sure doesn’t give you that over-the-top hollywood action sound spectacle, but with good headphones it is very close to the real thing. Watch some real world combat footage (helmet cam) for comparison.
  9. I currently can’t record video, and gun sounds work best in-game (stereo / 3d positional audio), rather than just raw files (mono). Only so much: Very few weapons get entirely new sounds, most are only remixed slightly, emphasizing “mechanics” (sounds created by a firearm’s “action”, its moving parts), and adding a bit of extra snap and punch to muzzle blast and sonic boom (where appropriate). This will probably be most noticeable for fire bursts / full auto and suppressed weapons. BTW, something often forgotten when discussing sound modding is that Ghost Recon’s sound effect files are mono recordings because the game’s 3d positional audio system dynamically creates “stereo” for each player. The game won all those “Best Sound” awards for a good reason, back in the day.
  10. You can also make them move about. 🙂
  11. Progress update: After three days of nearly non-stop weapon sounds editing... I’m halfway there. 🙂
  12. And another new Ghost Recon modder is born. I love it. 😊
  13. You will need to place new sounds through the Igor game editor, otherwise there may arise script ID conflicts when just manually adding them in mission files. That’s why there are IgorIDs for each entry. The File name is sufficient here, because sound files also need to be added to e.g. the effects.xml sound database. Volume allows individual adjustment to how loud the sound is played. Min an MaxPeriod set min and max pause between repeated playbacks (-1 sets infinite looping). Height is the physical height (meters) of placement, e.g. to put a bird sound atop a tree, a flyover plane hundreds of meters up, etc. MaxPlays limits amount of repetitions (usually not necessary or advisable). DisableProp turns off 3d propagation. Grounded (0/1) sets whether Height (see above) is in relation to the ground at location of placement or an absolute value. Pos defines the 3d coordinates of the sound origin. All these are generated automatically and easily adjustable in Igor.
  14. For example, there are still maps that are almost “dead”, meaning they have little or no sound effects placed in them. Even just placing e.g. a couple of birds chirping, some flies buzzing about etc. can bring a dull map to live.
  15. The wave files are (mostly) already there. What’s needed is the editing of each map’s mission file (*.mis) in Igor, placing the appropriate sounds in the right places, adjusting their timings, volume, propagation etc. Then there’s the subject of map room sound attributes, as I mentioned earlier. Individual areas of a map can be set to different sound characteristics, although that is probably something for later.
  16. Short but to the point. “The best tactical shooter in the history of video games. If you like tactical gameplay, you will like this game. Great AI, great weapon mechanics. Every mission feels like a mini roguelike, with permadeath and risk vs reward plays. Too bad the lootbox ridden ADHD insta-respawn multiplayer focused babymode FPS games are now the norm in the triple A industry. This is the real gamer's game.“
  17. Average user score for Breakpoint on Metacritic is a whopping 2.5 of 10, with about 90% rating the game 0 to 1 points, and a few “completely honest and in no way related to Ubisoft” reviewers granting it a 10/10. How low can one sink? https://www.metacritic.com/game/pc/tom-clancys-ghost-recon-breakpoint/user-reviews
  18. Jeremy Peele of Video Games 24/7 wrote an excellent article that outlines what would need to be done for the Ghost Recon franchise to rediscover its identity. It is, of course, just wishful thinking on the author’s part, as Ubisoft sadly has neither will, vision, nor competence to create a tactical realism shooter true to Ghost Recon’s roots and legacy. Still, a highly recommended read, even if only for the melancholic sentiment of Ghost Recon nostalgia. “... Like its environment, Ghost Recon is cold and cruel. There’s no damage indicator, because if you’ve already taken damage, you’re dead. Victory is decided entirely by which combatant gets the drop on the other. You’ll spend long, tense missions crawling on your belly, sending your squads forwards as spotters. In contrast to the drone-filled adventures to come, the original game doesn’t fill your pockets with gadgets designed to detect the temperature change caused by a bead of sweat on a terrorist’s forehead a mile away ...“ Link to full article: How can Ghost Recon get back to its original vision?
  19. For inspiration, take a long walk e.g. in the nearest park or forest, and just listen. Take (mental) notes of every little sound you hear. There’s a lot more sound environment than you may have thought. Ghost Recon allows to replicate this to perfection, if you are willing to spend enough time on a map. The results can be breathtaking.
  20. If you can spare the time (and it requires LOADS of it), there’s still hundreds of maps in HU that need much better sound effects and environment setups. I return to this whenever I need a break from other stuff, and the potential for further improvement is nearly endless.
  21. Thanks a lot, Jack. We need more video tutorials, especially for newcomers. I keep getting PMs and emails about this.
  22. More. “TL;DR Go to last paragraph. When I was about seven I was introduced to this game when my mom would play it while my dad was at work. I'd watch and sort of engross myself in the experience with her as she explained her meticulous point selection and how Jacob and Cohen were the best of the game due to their insane amount of grenade launcher ammo. Originally I picked up this game for the nostalgia of playing through it and I'm in similar circumstances right now where there's a large amount of time I have to myself at the moment. I know it won't be forever, but I'll explain some of the mechanics that I like about this game and what you need to do to enjoy it. 1. Save a lot. The missions are not too long in themselves (5min-15min max) however based on difficulty setting, your choice of soldiers and how familiar you are with the maps you're going to be dying a lot. Unlike newer shooters, your soldiers will die with one shot and if you're lucky, 1-2 more. You can save as much as you like and reloading a save doesn't change enemy placement. This is useful for players who want to run a mission methodically and a certain way. 2. As a suggestion, I'd actually suggest having less people at a time in your first playthrough of the game, regardless of the difficulty. If you go in with the full six at mission one, The major difference between you taking out a target and your ally attempting to will become crystal clear. I guarantee you'll become discouraged after you lose most of your team from not understanding how to utilize them. Furthermore, once you lose someone, that person is gone for good for that campaign run. If you're using less, you'll be more apt to survive. My suggestion is a 3 man team. Once you have that down, you can start adding more people and learning how to employ your troops so they can effectively by themselves. With those tips in mind, I can start talking about what the game offers. Every mission you complete in campaign mode is a map that is unlocked for 4 modes: Mission, Firefight, Recon, Defend. Mission is simply the campaign mission on that map. Firefight is to kill every enemy on the map. Recon is to make it to the extraction point and Defend is to eliminate everyone, but doing so without the enemy reaching the point you spawn in. I like the extra game modes because the enemy spawns in at different places and with 16 maps to do it. That's 64 different games to play, and if you get the other two games that act as add-ons (Desert Siege and Island Thunder) That's another 16 maps at your disposal. What I personally like about the campaign's story is that it doesn't hold your hand or tries explaining in numb terms what's going on. Every mission you're given a brief summary of events that have happened since your last mission and the situation of whatever crisis you are involved in. It makes me feel like I'm among troops who are cut off from news other than the CO giving our briefs and orders. Every mission has three main objectives and, until the final missions, a fourth optional objective that if completed, will give you a specialist. A specialist is a unique character that often has a unique weapon and a more upgraded character. Unlike the usual roster, when a specialist dies, they aren't replaced with someone else. They're dead for that campaign run. Some of these weapons have downright advantages, such as the sniper specialists Ibraham and Galinsky who have semi-autmatic sniper rifles, or Jacob and Cohen's six-round grenade launcher. On top of unlocking them for the campaign, the specialist and weapons will also be unlocked for every soldier on Quick-Mission for any of the four modes. To sum up, I know I've basically be incoherently babbling for most of this, but what I need to say is that its not like shooters out today and actions matter in this game. Consequences are felt and you aren't babied like many of the games today. It's unbelievable to think Wildlands comes from this, and often I don't know if that's a good thing. This is a methodical shooter where your decisions hold weight. You'll want to keep playing to get those perfect runs. If you absolutely need the game to show your weapon on your screen and for it to be more realistic, there's actually a mod people made for it that you can find in these reviews, but regardless this is a game where you'll appreciate the time you put into it.“
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