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Everything posted by ApexMods

  1. So, as I’m going through hundreds and hundreds of weapon sounds - redoing them one by one, I’ve still discovered a couple if errors (luckily just very few), which will be fixed, of course. Very happy with the outcome of the sound overhaul, so far. Every single gun sound in Heroes Unleashed gets some new love, and I think you folks will like the result. 🙂 I’ve also experimented with third person recordings (for that hollywood sound add-on talked about earlier), but I just cannot bring myself to like it enough, especially for the efforts involved. Feel there’s more important stuff to spend time on. A little background info on the subject: Ghost Recon’s 3d audio system allows for a broad variety of sound environments that can be set up for different map areas, e.g. “carpeted hallway”, “concert hall”, “hangar”, “cave”, “forrest”, “plain” etc., and they all offer different sound characteristics like echo, reverb, roll, and so on. Admittedly, these are not yet used all that heavily in most maps, but the potential for improvements in future versions of HU is there, and those sound environments only work well with first person weapon sound recordings, as the effects they add were made specifically for this kind of audio.
  2. Fixed now. Sorry, apparently Dropbox changed their link system (again).
  3. RSB Editor also requires some .Net framework and a VB runtime, IIRC.
  4. There’s a sizable scene of Russian Ghost Recon players. Sadly they tend to mainly stick to their own sites and forums and rarely come to visit us here at GhostRecon.net. Maybe you can get them involved? Used to have a number of bookmarks but can’t find them.
  5. I hope this doesn’t mean you give up? Remember: Ghosts never surrender! 🙂
  6. Chudy, I have to tell you that I cannot wait to see this mod! Please give us some teasers on the way, something to make the mouths water even more while we wait. I have a hunch that this thing is going to be absolutely awesome! I’m excited like a kid before Christmas! 😊
  7. They just keep on coming. “This game is still my favorite hardcore tactical shooter. Nothing has come close to beating it, not even ARMA. Yes, ARMA may have some extra gadgets and a few extra bits of immersion, but GR just has the soul it needs to keep it realistic yet fun and not overly realistic to where you might as well push a button to tie your boots. A recommendation right of the bat before I get to the review: The Heroes Unleashed mod really completes the package and definitely makes it close to real. If you do get this game, definitely download it. Close quarters battle is always anxiety inducing and keeps you on your toes. Long range action is always testing your patience, figuring out when to take the best shots. Every action requires planning and you must use your team to win. If you run and gun, you WILL die. Even though the enemies can die in one shot, so can you. Every time your plan succeeds, it's extremely rewarding. Every time a plan fails, it makes you rethink your strategy and figure out what you can do to make sure you do succeed finally. Nearly all the missions have variety to them and will almost always have different objectives (with a few repeats here and there but there is only so much you can do in the realm of possibility with variety) The multiplayer is surprisingly not dead and there is still a small but ripe community on this game and is actually quite fun to play. Like in the single player, one shot depending on where it hits will kill you. Unfortunately, the game has no natural voice chat. If you can use teamspeak with people, do it. Otherwise, there's a text chat that you can use as well to communicate which gets the job done. There is both Co-Op and competitive multiplayer available so there is something for everyone in this game. I do have some issues with the game though (which some of these may just be bad luck on my end). First issue is that sometimes the friendly AI won't shoot at enemies or the enemies can sometimes be brain dead. This is uncommon but it does happen. Another issue is that if you restart too much or quick load too much for one mission, the game may crash at the end of the mission and you may have to start that mission all over again (but that may either be bad luck or a mod I'm using so this issue may or may not be subjective). The final issue that I have (which is very minor) is that there is no limit to quick saving. You can quick save as much as you want with no penalty. This might just be a personal gripe, but I try to limit my quick saves as much as possible but hey, everyone is different and might enjoy quick saving all the time. All in all, I do feel this game is definitely worth the purchase. It is an extremely challenging and rewarding experience and really gives you a sense of how tough and gritty being in a spec ops team can be. Don't expect god level graphics, but definitely expect fantastic gameplay that will keep you on your toes and keep your brain engaged.“
  8. Many thanks for your feedback and nice words. I very much appreciate this, and it always puts a smile on my face to see how much the game and mod are enjoyed by members of the military. That is the biggest compliment one can hope for when developing / modding a tactical realism shooter.
  9. Nuff said. (You should know who John Romero is.)
  10. Figured you might like this, Jack. 🙂 I will not go the same route as you with DeCENT. I’ll try to maintain the original sound design, first person recording with very little echo / roll, to keep it more suitable for both indoor / CQB and outdoor / long range engagements. Will probably just add a little more snap and punch. Thinking about doing a separate “hollywood” sound add-on with more bombastic firefight effects that may be right up your alley, though. 😉
  11. Meanwhile, it looks like we’ll cross the 35 GB mark for installed size, and HU keeps growing fast. We’re still a long way from Call of Duty: Modern Warfare’s 200 GB, though. 🙂
  12. Visual effects overhaul done (for now). Weapon sounds overhaul underway. Over 1,200 sounds to go, so this may take a while. Next stop: other sound effects. Guess the helicopters will have to wait. 🙂
  13. It’s been more than a month. Fair warning, folks! 🧐
  14. An oldie but goldie, not to be missed for the brilliant commentary alone...
  15. Yeah, turning everything off helped me, too. In fact, I turned off the entire game, launched good old Ghost Recon from 2001, and never looked back. What a blast! Sorry, couldn’t help myself. 🤣
  16. But if the bullet travels faster than sound, hence “supersonic”, shouldn’t the physical impact be felt (and heard) before the sound arrives?
  17. Finally got around to try your Supersonic Bullet Sound mod. Just a thought, but shouldn’t the supersonic crack be heard AFTER bullet impact? When I listened (and looked) at your sounds, impact and crack appear to be simultaneous.
  18. Just noticed that none of the characters blink. Thought it might be a file name problem, but there are no blink textures at all. 🤔
  19. Got side-tracked from heli scripting (thank god) and did a quick manual section for add-on mod descriptions, as suggested by die7 (thanks mate). There’s over 80 add-ons currently, and I just created a couple more and jotted down a few ideas for new ones. BTW, while I implemented an add-on mod to restore a faster single shot / semi-auto rate of fire for all player weapons (as some people voiced their problem e.g. with CQB), I wanted to give you guys this little nugget of info on HU’s standard RoF, especially for those who think it is unrealistic: HU’s (v1.0) default weapon trigger response lies between 0.15 seconds (e.g. pistols) and 0.63 seconds (e.g bolt-action anti-materiel sniper rifles), with a median for all firearms of about 0.2 seconds, which means that proper trigger control allows you to shoot six to seven times per second(!) with a pistol, five times per second(!) on average with most other weapons (e.g. M4A1, M16A4). I only left those values so unrealistically high because of a hard-coded engine restriction (details in the manual).
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