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Posts posted by mr.pibb
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Thanks,

Christian
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I think that I was afraid that if people saw a bug here of there in the game and focused on that instead of what the mod offers that the mod would never get tried enough and hence would fall back in the distant archives.
I am beginning to realize that also the imperfections are likely with many mods, hence the updated versions, so people here that download mods from this site must be fairly used to a few glitches in mods.
I am more than willing to make an updated version or patch, so I think I can say with sureness, keep firing away guys, I will be open to your repsonses.
Wilco
Alpha One out.

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Hey
Man, I want to apologize for my reaction. Normally not like that I am, it just seemed as though the issue was being put forward as a major problem with the game.
Please understand that the time invested in this mod makes me a bit emotional about it, but you are right.
I will take criticizm. I should. I thought that I had prepared myself for any criticizm towards the mod before I even put it up here, I might not have.

I know all you guys here at Ghostrecon.net bust yer tails on yer time off to provide the services here, and I appreciate it, without it I would still be waiting for the unknown.
Please accept my apology all.
Christian
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I humbley apologize for my stupidity in my reaction,
Truly sorry,
Christian
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Increasing the weapon skill is definitely one of the major determining factors in how well the enemies can hit things. I have heard that increasing it too much(beyond 8 or so) can cause some odd behaviour, although I use actors in missions where the skill is 15 and they seem very dangerous, which was the point. The weapon they use is another factor, accuraccy of an assault rifle compared to a heavy machine gun is pretty different.
Honestly Matt03 spoke my mind on the subject, I usually find myself having to tone some of the enemies down because they are too deadly.
Spotting distance is a pretty big factor in conjunction with the fog distance. I like to make it so when you can start to see the form of the enemy through the fog(unless the fog is like 350 meters away) at that point he can see you too, so you cant cheat the game by creeping along and killing the enemy before they even have the ability to see you.
Also of course, using the cover command helps too.
The only command I know of for commanding actors to target something is only good for tanks.

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The Env. file name change hasnt corrected it, I will change the mission name and rid it of the spaces, but, I dont think it will either.
I have noticed that the oddity only occurs right after the first mission, if you jump into the second mission after exiting the campaign and returning, the gear-up picture is right.
I dont think this is of any great concern, my primary concern is the quality of the gameplay.
Thanks.

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Thanks again DonMiguel
Although I havent tested the mission, the change worked from within notepad, and it loaded the new env. file fine in Igor.
It impresses me that your able to put all that mission info in raw format like that.
Unfortunately my work has never complemented my computering, so all I have learned was on my own, hence I have to take the rougher road often to get things done on my puter.
The patch thing was something I was scetchy on too, but I see now its not a big deal.
Later.

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Wow. I dont know if the sideways gear-up guy thing is fixable!
I cannot change the enviornment file name because then the mission wont point to it anymore, and I cant select a new Envionment file from the mission in Igor, I think this little annoyance may have to stay.Oh well, just think of it as a reflection of what my mod has done to GR, turned it sideways!

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Hey
To address the problem with the "first mission", it is actually not the first but the second-see what im sayin? The first mission is all cinematics, but it is still a mission where you select team-members. Therefore those selected members will carry on to the next mission as pre-selected, thats all. Those guys were the guys you chose for the previous mission that survived.
Funny. I had originally left the invincibility off for the player platoon during the cinematics, and had the player-actor invincible only. You then get to see at the de-breifing all yer guys dead from the lost battle of Petrovice, but it was too -too real I guess, so I changed it.
AGGHH!!!
The problem is the comma? Jeez. I guess it looks like I will have to get with Rocky at some point after I gather any more bugs from the mode and make an updated version. I really figured it was an imbeded problem with Igor or something, oh well, the excuse worked for a while!
That part in the readme about the sideways problem is now classified and for authorized personel only. 
Should I give you some hints Rocky? OK. Heres one. If you really want to annoy the Russian defenses, just fire a grenade from an m16 grenade launcher in their general direction. The whole dang enemy position ends up strafing your area! That should help.

Thanks


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hey all
WOW. I had no idea what the requirements are for mac mods. hm. I have to change the statement I made earlier from "shouldnt be long" for my mac ready mod to I am not sure when. After discovering file names cant be more than 31 characters long, well, its going to be a big undertaking because of many of my actor files, then I will have to change the names in the missions they are in too. I have a lot of actors(like over fifty in some missions).
Sorry about that. I thought all that was needed was to just zip the mod instead of .exe. I guess I was wrong.


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hey again
One more problem with the .aif conversion I just came across too- the custom sound file is executed in the script in Igor as a .wav file also, although I have the mod WWIII zipped and ready I think I will have to find out more about this before I can release it for mac. Does anyone know if the sound file is indeed still in .wav format, will this cause a crash on a mac system?
Thanks.

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hello
My question is if I were to send a mod out with my custom sound file as .wav, and then a mac user converts it to .aif, how is the new effects entry made with the new .aif ending to the filename?
I know mac users do not have access to Igor, so how is the new effect name entered?
I can only find an .aif converter for mac computers(which my computer is not), and even if I could find one for windows, I cant afford to buy it right now anyhow.
Seems like chances are good I'll be sending my mod out with the .wav file and hopefully the users can convert it, if not then no mission song, oh well.






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Hey,
Not actually sure where to post this, but I cant seem to see how the mac users can convert any custom sounds in a mod from .wav to aif. without having lost the correct name on the 'EFFECTS' listing, which would then be ending in .aif for each entry, not .wav. I have also disovered that mac users cannot use Igor, so how is the new .aif effect entry made?
I can only find an .aif converter that is for a mac computer, and if it involves buying another converter anyhow, I just cant right now.
Oh well, the music may have to be foregone in my mode at worst for the mac guys I guess.
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Working on setting up WWIII Fight For Freedom for Mac users(zip. files).
Shouldnt be too long.

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Thanks
Hmmm. Looks like I will have to add what you have stated here to the requirements. I think for now to be safe though I will leave the requirements themselves as is.
Reason that I put those requirements down was becuase during the making of two of the missions there were some crashes due to too many things happening at once, so I optimized the events to eliminate the crashes and keep it as smooth as possible. I sort of assumed(assumption is the mother of all you know whats) that much less than what I have therefore may very well bring about these old problems again, I certainly dont want to jip anyone out of the mod cause of the requirements, but more importantly I dont want a bunch of people across the globe crashing their computers becuase of my mode.
Thank you for the update backshooter.
Thanks again

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Thanks
If I had the capabilites the radio messages would be speech, and in fact the mod is really set up to where it would be a simple application, but being that the messages are not too frequent I didnt think it to be a great concern. Maybe someday when I have the time I will make a newer version of the first chapter with speech implemented.
To a veteran GR player, if you really bust yer butt on the missions, yes, five missions can go by kinda quick. Funny though, I still get creamed occasionaly on the second mission and I made the darn thing!
Part of the concept behind the action in the missions was to make them challenging and real, but not "setup". Basically I beleive that too many missions in many games are made where you HAVE to play the mission fifteen times over before you win it because of certain situations setup where you almost have to have been there to know what to do. Through playing the mission for the tenth time you start to feel like your in re-run mode, and the only goal becomes winning the darn thing, not being immersed in the expereince. I try to make my missions difficult, but very realistic. I would rather the seasoned player win the mission for the first or second time through hard work and effort, just as it is in real life, unless of course your meant to lose the battle!!! Not to say that it will be common to win after a few tries, just to say it IS possible.
The second chapter is slowly moving ahead, the city is already in the works.
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Thanks,
Hope this brings the mod into a brighter light.

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Thanks San for that info on getting the teams ID'ed.
That kinda info is on a need to know basis, and someday I may need to know it!!!!
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Hey
Funny, I just spent about 4 hours altering and working with a new enviornment file for a mission.
As far as the map shots and the map size, I have never had a problem with either, wether there is nothing for the map shots or no change to the map size.
I will just quickly run through the steps I go through, and maybe youll see what ya mighta missed.
First I always use a custom Enviornemnt file, no matter wether I am altering it or just using it as is for another map. This way if you ever want to alter anything in the Env. file you can without harming the original. No need to have any mission loaded yet, just open the Enviornment editor, find the Enviornment file you want to use which will be located under maps, and then within the map file that yer using and there is the env. file. Open it with the env.editor. Select the new skybox from the models files in a particular mod. Then save it with a different name to a location within GR, I suggest saving it under maps, I dont know if it will be used if in a different folder. Just as a check you may want to make sure the env. file is not read-only, if so I would uncheck that selection. Lastly, before you can use the new Enviornment file for a new mission you need to exit Igor and then re-start Igor so the new Env. file is recognized(at least this is true on my puter). Then it should be all gravy, just select New Mission, Cancel on using a template, then select your Env.file from the location you saved it to.
The extra step in saving a new Env. file is worth it, you can now change any of the settings within it as you might see fit later on without messing up the original GR Env. file.
Hope I have helped.

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Hey all,
I have just put up some pictures from my mod WWIII Fight For Freedom.
Too see them please go to the topic: World War 3 mod.. within General Mod Topics, or just click WWIII Info
and then scroll down
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Hello all again
Being that I never advertised for this mod during its creation and the only information I have for it is in writing, I feel the need to do a little advertising. In about an hour i will a have a good number of quality photos, right out of the game. Some will be action shots right from the front. I hope this helps in convincing some out there that this is truly a unique and well done mod and its worth its weight in mega bytes!
Thanks.

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Thanks all
I feel, I must add one more thing regarding the "short" comment about the mod, not to be offensive, just to be honest. I really dont think the mod is truly short, when you look at the other mods out there that have very unique and high quality missions(example-jacks saving pilot ryan), you dont see 20 mission mods. The missions take much longer to build and the process of testing becomes more times taking also, especially when you do it all yourself, like me!!!
I do want to follow up on the mod with second chapter, who knows, maybe even a thrid.
Just like most the other modders out there, I am pretty sure if this was our actual job, well, this whole story of mine would be scripted and sent out by now and guys like Chems would have very own individualized games out there with just the Ghost Recon engine to show for what was left of the original game. Heh.
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Alright. I have broken. I figure most games out there do reveal number of mission avaliable. There are a total of 5, I repeat 5. I will also add that one of these missions is actually a 100% movie.
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Not sure I completely understand, your saying that the map in the command map mode during gameplay actually extends out beyond the borders, out of view?
I have not come across this problem, but I know that the swamp map is big, I would try changing the map size in the Map Options(in Igor) to small, or meduim if small makes the command map too small. I have never actually changed the map size, never needed to, but this seems like it may be the problem.
World War 3 Mod..
in GR - General Mod Topics
Posted
Thank you talib_killa34,
Hopefully the second chapter dosent take too long, I have finished the altering the new Enviornment file for the city, going to have some work to do on the events though, I think it may get a bit complicated here and there, but it is moving forward. I thought about releasing a picture of the city map with the new enviornment and some effects I added, but I dont want to spoil it either so it will probably be best to just wait.
Thanks