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Samz707

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Samz707 last won the day on November 10

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  1. I've started playing Jungle Storm and noticed the following: Some of the kits have been replaced, instead of the 9MM SD, Riflemen get the 9MM SA as their pistol and machine gunners take the regular M9 now, Riflemen can also take Hand Greandes instead of the M203. Not sure if you can unlock more (I Hear you can in the original Ghost Recon on PS2) but you now have at least one alternative weapon kit for all Classes even in the campaign mode. (All Riflemen can select the MP5SD, all Machine Gunners can select the M240, All Snipers can select The Barrett M98 and all Demo soldiers from the start can select the Z84 as a primary weapon.) It seems the chance to be instantly killed when shot is either removed, highly decreased, or only applies to the enemy, Ghosts can consistently survive getting shot once or twice but your vision will get blurry when hit making returning fire more difficult. (Honestly if we got a GR remake, having the "die instantly" chance be something optional might be a neat feature for those less experienced with tactical shooters since you can only survive 1-2 shots anyway.) EDIT: I did die instantly once, I can't say for sure but I think maybe instant kills are now only a thing if you're actually hit in the head. Enemy AI is less accurate, they still seem somewhat accurate but standing up doesn't make you a bullet magnet. You cannot "Run and Scope" anymore, moving anything faster than a very slow walk will force you to descope, even with the M16, also being injured will cause your aim to "wobble" as the reticle indicating accuracy will actually increase and decrease a bit when at maximum accuracy. (so you'll always be a bit inaccurate when injured instead of just taking longer to aim.) There's no ability to change firemodes and the M16 is now full-auto, the M16 has a new model with a Acog scope even with the M203 equipped. There's new dialogue, I've noticed the new dialogue for the "Tactical Exercise" tutorials (GR1 MP only maps but with AI) maps is actually the HRT Briefing guy from Sum of All Fears. Enemy dialogue is much louder, in GR1 PC you had to be pretty close to be able to hear the enemy dialogue, now their dialogue can be heard clearly from further away. Split-Screen is now a playable mode, sadly Split-screen only allows for no AI backup, there's no option to have Player 1 lead Alpha Team and Player 2 lead Bravo Team, they can only be a single soldier each. More CG Cutscenes, all of the maps I've played so far have new "outro" cutscenes. (Such as the Ghosts driving away the crates from the first mission of Island Thunder or Ariel Priego watching the Ghosts secure the camp from the second level with a pair of binoculars.
  2. From what I've seen, it's probably new code. (like the Restrictive SP Squad-based kits, 4 items in a kit or the Heart Beat sensor and Rainbow Six-style map.) There is a post I found awhile back, where someone made "Flashbangs" in GR1 via a mod, where they were Frag Grenades with the SOAF Flashbang model that did no damage but the AI would still treat them as dangerous grenades, so you'd throw them into a building with a Hostage/Civilian then shoot the AI while it's more focused on running away from the grenade.
  3. As far as I can see, none of the cut weapons have .gun files aside from the OICW. (Which other than a HUD Icon, is identical to it's GR1 version) and the "MP5Case" which is a Briefcase held as a pistol with 10 rounds that instant kills everything. (So a meme dev weapon and/or maybe a cut very unfinished MP5 SMG in a suitcase, since those are a real thing.) I've changed the model with SOAF's mod tools when changing weapon models, I didn't specificly tick that the weapon was a pistol or bullpup. Interesting to see "Shotgun" as a weapon catagory in GR1 though, since there's no official shotguns in that game. (Aside from cutscenes/artwork for Island Thunder.) I did find alot of Ghost Recon left-overs in SOAF's files, (including Tank/APC Sound effects despite SOAF having none), seems Red Storm didn't properly get rid of a good amount of unused GR assets, there's technically more unused weapons in SOAF's files such as the RPK but they're just the same as their GR1 models.
  4. Thanks for that. I'll see if I can find the other required files for anyone wanting to mod these weapons into GR1 proper. (Such as the texture files and such since I wasn't sure if they were included with the model or not since the animations seemed to be, no idea how GR1 handles it, but for SOAF, if I replaced the MP5SD model with a Beretta Model, it would automatically use Beretta animations.) I have added the texture files (and shotgun SFX since GR1 doesn't have any shotguns) to the download, alot of the weapons in SOAF share sounds from GR1 and it doesn't seem like any of the cut weapons had unique sound effects.
  5. I ment to make an edit but accidently quoted: I have found out how to make a simple model swap mod for SAOF so I'll do that for these, (but am not experienced with all new weapons) which should be a good in-between until someone more experienced makes actual new weapons out of the models. That said one of the unused weapons is a RPG7 (New model, not the one from Desert Siege.) so I can't use that since SOAF doesn't have any launchers. EDIT: Added 2 new weapons I found to the folder, there is actually a new improved 1911 model in SOAF's game files but it isn't used by default, instead the Ghost Recon 1 1911 model is used, as well as the AKSU (Some AK version without a stock.)
  6. I have discovered that the Ghost Recon 1 engine game "The Sum of All Fears" has alot of unused firearms, such as a Spas12, G3A2, SA80LSW and a bunch of extra versions of the MP5K. I have decided to collect all these unused models and stick them in a folder so anyone interested can perhaps mod these into finished weapons for either GR or SOAF as they only have models in SOAF. (and my modding skills are limited as I'm new to it, so simple model swaps that don't have new stats/sounds are all I can do.) https://drive.google.com/drive/folders/1500yctF1G-h8wV-f5tN8ofp1aP3ZrorA?usp=share_link EDIT: https://www.moddb.com/mods/the-sum-of-all-fears-unused-weapon-model-swaps/downloads I have now released my Model Swap mod, keep in mind it's just a model swap, no new sounds or stats for any of the weapons.
  7. So the Console versions of GR1 added Smoke Grenades? (or are you referring to later Console GR games.) I checked the Gamecube version of SOAF and it also has alot more music in-game (When completing objectives for instance) compared to the PC version being music-less when in missions similar to GR1, on the PC version of SOAF, the Threat Indicator is only Red while on Gamecube it'll display a Yellow colour if the target is further away like the GR1 Threat Indicator. I saw footage of the Xbox version of Island Thunder and it had more weapons. (Such as the G36 or "5.56m Carbine" from SOAF being in GR.) I wonder if there's any more, I plan to play the PS2 Jungle Strike sometime so I'll keep an eye out for any new guns when I get around to that.
  8. While a few old forum posts direct towards "AGR-S.com" that site is now gone, since SOAF is a Ghost Recon-Engine game, is it okay if I ask for modding help? (Mostly looking to make new loadouts for SP/quick-mission mode.) Since I'm unsure how to make the game load new Kits for Quick-Mission. (as well as the issue of seemingly not being able to make new outfits in a Mod folder.)
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