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Apollo

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Posts posted by Apollo

  1. Ok....here's the deal. I can get this thing released in a day ... but it won't have everything I want to put in it. It's gonna take more time to do the new "unlimited" kit restriction since there are kit icons and .kit files that need to be created and associated. I also have started on a new multiplayer game type to follow up on the popularity of Command & Conquer. It's loosely based on the Behemoth single player gametype. ( I have a sweet name for it too)

    So tell me which direction I should go. I'm leaning toward delaying for a Friday night release, January 31.

  2. It seems the multiplayer testing wasn't so successful. I spent all day reworking the scripts. I really despise RSE now. Had I not been out of the modding loop, I might have known how difficult the task would be. But I'm almost done with the rework. More testing....

  3. Work on the last patch for FL-AVA is almost done. Here's what it will change/add:

    • Adjusted combat model making it 100% less likely to kill with a shot to the lower arm or lower leg. DONE
    • Added one complete never released BONUS mission. You are the bomb disposal unit on the Docks at night. DONE
    • SuperGrid command map overlays DONE
    • Moved enemy spawn positions to reduce chance of spontaneous generation in view of the player. DONE
    • Changed objective in mission 7 so that killing prisoners doesn't cause mission failure. DONE
    • Reset default uniform for woodland maps back to originals. DONE
    • Changed default uniforms for jungle maps to the AV Tigerstripe. DONE
    • Removed binoc kits that showed in single player. DONE
    • Scripting bugs from the Ghost Recon patch. DONE
    • Kit restriction added to allow equiping any primary with any secondary. This will become the "no restrictions" setting. The old "no restrictions" setting is renamed "balanced kits". MIGHT NOT GET DONE :(
    • Kit restriction added to allow only hand thrown grenades. This will be named "No Projectile Explosives". DONE
    • NEW multiplayer gametype loosely based on Behemoth solo gametype. WORKING ON IT :)

  4. Wait a minute...if there is no sound embedded in the raft, then what's the problem? Don't use a sound emitter at all. Use the PlaySound3D script response. You can specify a vehicle and have it loop forever. Just don't start the sound until the criteria is met.

    Now if the sound IS embedded, then you should just put the thing somewhere the player won't notice the sound, hide it. When the criteria are met, teleport it where you want and unhide it. You will need to place something at the location (zone, effect, etc.) and send that as a parameter to the teleport script response.

  5. The only issue with TeamSpeak 1.5 is a 15 to 20 minute disconnect bug. This usually only affects users who are behind a hardware firewall. For some reason, I cannot stay connected to a server when I run my connection from the cable modem -> firewall -> PC NIC. A straight connection from modem -> PC NIC yields drastically different results. No drops even after hours of connect time.

    I don't recommend any other voice comms despite this bug. Roger Wilcoisn't clear enough and hogs bandwidth. Ventrilo's latency is unacceptably high. TeamSpeak 2.0 RC??, the release candidate that everyone can dowload :wacko: , just plain sucks ######. It works great before the game starts. In game, you'll only hear choppy conversations if anything at all.

  6. You can find this mod in an easily accessible location...up Dark Angel's Moderator edit. Don't use symbols to bypass swear filter's, this is your one warning. After all, that's where he pulled it from to begin with.

  7. The crash in mission 5 wasn't there before RSE patched Ghost Recon to 1.3 ( and then again to 1.4 ). I've fixed it and it will be in the patch. I've also fixed mission 7 to not fail when you kill too many prisoners.

    Additionally, I've included a BONUS single player/coop mission. I made it for a DRAG mod that was never released. I can't stand for no one to see it, since it puts your demo Ghosts in the role of a bomb disposal unit. I had fun putting this one together. Thanks to el oso for letting me use his bomb crate model.

  8. They can still make uninstallers. Most install makers do not bundle the start menu items with the uninstaller option. The modders can specify the creation of an uninstaller WITHOUT adding items to the start menu ( in most cases ).

    For any modders looking for a simple, feature rich install builder, check out Sfx Factory by e-Merge (the makers of WinAce). It's all I ever need.

  9. Just so you don't think I'm still slacking....

    I've been working on the missions and fixed a few bugs (thanks for the bogus scripting changes, Red Storm :wall: ). I'm gonna try to give the mod even more replay value by changing the locations of enemy units.

  10. Originally, I planned to work on an update for FL-AVA over the Christmas holidays. That didn't happen due to work and family considerations. Sorry about that. I'll get crackin' this weekend and have it ready ASAP.

    Thanks for everyone's interest and support for the mod. As always, players with integrity make modding worthwhile.

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