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Everything posted by ApexMods

  1. Thanks for the feedback, Wombat. 🙂 For me, watching GR gameplay vids sure beats TV (which I never watch, anyhow). There‘s almost always something to learn from them, especially for a modder, as everyone tends to play differently, and you get to see the game from yet another angle, so I often find myself jotting down a few notes for my HU todo list. The same goes for commentary, shining a light on different player perspectives. Sorry to hear about your hardware mishaps. Hope you get the new PC sorted.
  2. Honestly, I cannot even see how anything after (maybe) GR2 could be part of a reasonably believable story arc, at least one that would honor Tom Clancy’s iconic fact based and science driven style.
  3. “The faces of Ubisoft: Ashraf Ismail, accused of extramarital affairs with fans; Maxime Béland, accused of choking a co-worker; Stone Chin, accused of systematically preying on women for over a decade; Andrien Gbinigie, accused of rape.” Source
  4. Geez... Ubisoft Investigation: 100+ Cases From Psychological Harassment To Rape and... Ubisoft stock crashes after top execs resign over toxic company culture all that after... Ubisoft Reports Operating Income Down 93% Guess Karma does exist, after all.
  5. No DRM, offline single player, built-in local and online peer-to-peer multiplayer and dedicated server, full mod support (for absolutely anything, incl. complete user interface and gameplay mechanics, physics, AI, character and equipment models, level design, mission scripting, etc.) with open source editing tools. There. You’re done. The modding community would take care of the rest. But Ubisoft will never do it. They are just too greedy (and evil) to allow anything but online-only DRM and micro transactions ridden bugfests to leave their doors. Their corporate “culture” doesn’
  6. There’s also a wiki as a good starting point for upscaling.
  7. Sent the new weapon sounds to Jack. Off to a short vacation with the folks, so I got to run. 🙂
  8. The MP game type overhaul will alleviate camping a bit. And yes, there are AI hostiles in the new MP games. First of all a huge thank you for the feedback! Very much appreciated. 1) The huge difference between enemy and player skill is that the enemy is a computer. The discrepancy in skill value is for weapons control only, which aims to compensate the obvious advantages a computer has over a human e.g. reacting and aiming, and it was the result of lots of in-game testing. Giving AI comparable skill values ends up with the pin point accuracy of vanilla enemies. The new add-on to
  9. My bad, the four team bases are “Base 0” to “Base 3”. With “safe zone” you mean places without enemies nearby? For vanilla game types, enemy actors are spawned at “Point 0” to “Point 35” in Firefight, Recon etc., for Defend they are spawned in points or zones tagged with “Assault Platoon (0-3)”. A good map setup should have little to no enemy spawn locations near SP/COOP Base and Recon Insertion, a very good map setup has all points and zones a fair distance from each other, or at least out of line of sight. Proper balance in placement of map points and zones is a cornerstone of
  10. Open a vanilla mission file (*.mis) in Igor and look at the zones tab. You’ll find the team bases and their properties. Play around with the Igor game editor a bit. You’ll learn a lot from just looking around in original missions.
  11. I believe Harntrox implemented random insertion zones for his HX5 game types, although I’m not sure, especially for firefight. In vanilla firefight, the insertion zone is usually one of the four team bases defined in a map’s MIS file, marked as “SP / CO-OP BASE” in Igor. With a mod you can then easily change which base to use, either in Igor or with a text editor, by changing this zone attribute.
  12. No, I don’t think so. What you can do, if you want to spend the time, is to video capture the replay (e.g. with Fraps), so you have it in movie form. The big disadvantage is the lack of character and camera switching options, which obviously are only available for in-game replays.
  13. “MMEditing is an open source image and video editing toolbox based on PyTorch. It is a part of the OpenMMLab project.” This offers e.g. GPU based image upscaling via advanced AI routines, allowing to increase texture detail at the push of a button. Technology like this opens the door to complete visual game remakes through batch processing their entire texture catalog. Amazing stuff. Have a look at their site and search the web for examples of amazing visual overhaul mods done with these tools.
  14. Beautiful. “Ghost Recon (as well its expansions Desert Siege & Island Thunder, and stunning mods like Heroes Unleashed) is and remains the definitive tactical realism game. Ghost Recon not only defined the genre, it has game design and features not offered or surpassed in tactical realism games before or since, and remains the high watermark for 'tactical realism' -- that is game designed and intended to require you to use realistic squad maneuver fire tactics like (but not limited to): bounding, flanking, fire-support, suppression, cover, fall-back, stealth and concealment. Ghost
  15. I’ll try to get the finished weapon sounds to Jack Wachter as soon as they’re done (hopefully by tomorrow), so he can do a “before and after” comparison video. Skipped on the HUD idea for now, manual almost done (approaching 50,000 words). Back to campaign mission scripting (and retexturing of corresponding maps) soon. I’d really love to see more feedback to get a better sense of what’s most wanted by all of you folks, especially if you’ve encountered any bugs, errors, or other shortcomings. There’s over 100,000 people out there who’ve downloaded Heroes Unleashed. Make your voic
  16. Hammer, so sorry I completely forgot to express how thrilled (!) I am to see you still frequenting GR.net. Hope you stick around some, Ghost Recon modding needs you, and I sure would like to pick your brain about 3dsm modeling one of these days. 🙂
  17. Nicely done, die7. Especially knowing what a pain those intros are to script.
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