Jump to content
Ghost Recon.net Forums

mr.pibb

Members
  • Content Count

    360
  • Joined

  • Last visited

Everything posted by mr.pibb

  1. Thank you Ice Man and Rocky for the very informative review and for the good rating. Its nice to finally see some peices of the missions described to show what is really going on with this mod. To address the multiplayer possibility, I have finished converting the 2nd mission for multiplayer and it just needs some testing. As far as the 2 other combat missions, I am debating wether or not to enter into the realm of converting them, because of issues with the cinematics and the helos in MP it looks to be a good bit of work and my time is limited. I intend to soon release the 2nd missio
  2. Thanks el nino, Sent the file in an email Christian
  3. Hey, I have finished converting a mission for WWIIIFFF that I intend to release within the next few days along with a new, and hopefully final version of WWIIIFFF. If someone would be willing to do a few games with me on the MP version mission that would be great, there are only a few alterations and primarily I just want to make sure that there are no shadows or crashes. The mission file is like 1.85 K, and of course you will need WWIIIFFF installed(any version).I can e-mail the mission file to you if thats best. I do run my cable internet through a router so, I beleive whom ever ma
  4. I gotcha guys.Thank you again. I just came back from poking into the script in one of the missions with the cinematics, I see it will require a major overhaul, and it will also reveal the mission before it was ever reached in MP with the added minus of not seeing the cinematics too, therefore decreasing the value of that missions part in the campaign. I have decided if I release any MP missions, it will be only one mission. Its the first playable mission in the campaign so it dosent harm anything by making it usable w/out unlocking. It does seem pretty impossible to be server sided
  5. Thanks Jack, the fresh air is sometimes a little clogged with the smell of burning vehicles though. I really appreciate this info guys, as I can see I will only be adding a few of the missions, due to the fact I just dont have the time or the patience anymore to make more gigantic changes to my mod, but a few missions is better than none and the one mission that I prefer the most has no hiding. H-Hour, I dont even know what Server-Sided means. All I really know is that you can throw on the little check on the Multiplayer option in Igor and your mission is ready to go online. Is the se
  6. WOW I just had an apiffiny, ever play Vietcong? What a neat thing they did with calling in support(one of the few things I DID like about the game). Heck, they got the realistic radio message relays for targetting and then you choose a location, command radios back the confirmation, and a few moments later-blam-kablam-kablam! The selected target area is bombarded. I wonder if you could make reference points in the script where through a console command you could direct fire to one of those locations. The console command would then not merely just implement the bombardment, but would put
  7. Yea, I always thought being able to climb a cliff face or something similar would be neat(maybe with ropes and pitons and such)-heck, turn it into a whole process where you have to select where you grab to make yer next move, if its a bad hold then you slip and slide down to the ground with a new injury or find yerself in a new light .
  8. Hey guys, got a few questions here, I am considering making a few missions in my newly released campaign Multi-player compatable. If I do this, that means that the missions are instantly accessable through Multiplayer in GR without having to unlock those locked missions right? Also I have one mission with a helo insertion that cannot be escaped because of the length of the flight, this poses some possible problems: 1-The helo of course can only accomodate like 6 player-actors, so can you limit the number of players allowed on a mission in MP? 2-Can the helo be used in MP or does it c
  9. Hey mac user, I dont know if you have looked at the web page on this site about mac mods, but if you havent I recommend that you do. As I understand there is some modifications needed to be done to Island Thunder so it can be installed on a mac, that info is provided in a link at the bottom of the mac mod page: Mac Mods Good Luck
  10. May I add one more to the list? Igor2 being similiar to Igor(1) in usage- i.e.-user freindly with its own specialized scripting applications similar to Igor(1). I have 2 favorite games, this one, and Operation Flashpoint. I mod only with GR because with OFP, you have to learn a fifty page booklet of how,when,and where to apply the complex scripting commands in OFP. Basically it looked like having to learn a whole new language, then after you spend X amount of time finally learning it you then can start modding. note:I did come up with a few OFP missions with no script!
  11. Its been so long since the creation of that particular mission that I had forgotten that I had indeed used the Fog On command at first, with of course fog that was set farther back than the default, but because of the neccessity of having the the clipping distance set to an optimum number due to a lot of vehicles moving around in that mission I found the fog was still quite close in, and did not really give the feel of a morning of a new day, therefore I opted to shut off the fog completely. That particular mission actually has no combat situations involving the player, and is more or less a c
  12. Thanks for the info EL_OSO, I will probably stick with Igor for now, at least I am now fairly comfortable with its functions which makes my new projects much less of a headache with not having to figure out what everything does before I can use it.
  13. Hey, I noticed in your post that you left out a very crucial element to being able to play the mod, Island Thunder. If you dont have all of the [Ghost Recon] Mods installed, WWIII absolutely will not work- i.e.-Desert Seige, Island Thunder and the Ghost Recon Version 1.4-all must be installed All of the requirement and installation information is in the ReadMe file within the package folder that also contains the mod seperately. Christian
  14. Hey, I am a scripter, not a modeller so I can only say what comes across my mind, alot of work, but, as you poke around this site you will see that just about anything is indeed possible with the right tools and the will to see it through.
  15. Hey Indeed as en4rcment stated there is no skybox that actually transitions from day to night, and in the script the only things that I know of that WILL change the enviornment abit is the fog switch(turn fog off I think it is, youll see it in the responses listing)and the weather change. The weather change option I beleive also will switch on and off rain and snow. Anyhow I have used the fog option in one mission to make the difference between one day and the next by shutting off the fog for the second day. I thought it really did make it look like a new crisp morning. The major drawbac
  16. DonMiguel, What have you done to me, I find myself compelled now to download everything you put out Thanks Chrstian
  17. Thanks Dilligaf I am sure you noticed, I added the names of the countries to the worldmap, I figured if I was going to make a breifing that referred to countries on the map then I would name the countries on the world map for simplicity and for the many people out there that dont have the many eastern European country locations memorized(like me). Christian
  18. Thanks Jack Just got the new file. Will give it a try soon, taking a break from any work on my puter right now, due to getting back into my regular work schedule and a headache(as soon as i stop thinking modding, it goes right away!) It is nice to see all of us modders joining together for a common cause and because of a few hard workers out there ending up with a few tools we all can use. Cya.
  19. Thanks DonMiguel, nice work. I have absolutely no clue how to use studio max, so hats off to ya, if it wasnt for you making this I would not have been able to pull this off. Christian
  20. Thank you Zecko, got the trial version and was able to open the test-mod. Looks great! Thank you again DonMiguel. Not to be a critic, but I did find the part of the vehicle that has some residual barriers, it seems to be only the front of the vehicle and is a barrier to players only from the inside of the vehicle, so it needs to be tested while being used as a teleported target to the players location. It seems to me that even if it were found that you could occasionaly get player collision, it is no problem, I think everything needed for this to work is in this thread. By combinin
  21. I have downloaded, and I see that the file is in .rar format? I have never seen this, nor do I know where to put it or how to open it. Can someone help me here?
  22. Same here DonMiguel, I gotta give credit where credit is due, thank you for all of this. Christian
  23. Sounds like some hard work put in to the right places.
  24. I implemented the simpleshadow.rsb to the textures in your test mod, and the shadow still shows! I dont know if you are implying that it replace the original simpleshadow.rsb, but I cannot go there. I did prioritize the mod to the highest just to make sure that wasnt the problem, and still the shadow remains. hm. Its still better than what i had before, nothing. I am curious to see the model from Don Miguel, sounds like there is no shadow to it.
×
×
  • Create New...