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spdyvkng

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Everything posted by spdyvkng

  1. Since quite a few modders and players from GR are moving over, I'm wondering if there will be any mods of the GR quality; ie with new skins etc. With such mods wouldn't the need for the add-on packs be lessened to a certain degree? 150 for the core simulation seems steep just there, and if one needs two-three extra packs to go online to meet people it certainly begins to looks steep...
  2. A for effort, at least... Man placing out more than a 1000? Damn...
  3. I've done some cinematics scripting, I haven't released any of it, but if you're still looking I could send you a samle and discuss ideas with you.
  4. Agree. There are simple and pretty easy ways to limit cheaters. I found that TacticalGamer servers have a pretty sweet way to include/exclude people (but there it is used to include those paying vs others). You register as a user, and when you log into their server you can say "open game server for this IP", and then you can play. Ie. the web site is sending messages to a dynamic firewall. Very sweet idea. Add to that other wrappers, like dedicated launchers which could implement security around the game, for example checking signatures between server mods, dlls and exes vs the launched
  5. I guess it can't be used to paste in new code... @work, no IGOR to test with
  6. I've been browsing a few threads and see some people posting what amounts to a screen or two of scripting commands when they have problems. My question is, how on earth do you do it? Do you type them in for hand? Or is there something I've missed? And if you don't type them in, where on earth do you get the output from?
  7. I agree that they are cool, but just as fox said they are irritating when playing with no respawns, or with braindead players who get spotted every other game... One problem with the lenghts is that the individual scenes are long, often lingering on no particular interesting action. I tried to make my own intro, which worked well, but now, a month or two later I notice that they are too static as well. Problem is that having vehicles going down rugged terrain move correctly is hard. They slide and slip and changing the speed on a vehicle will often lead to new paths (and a truck behaves
  8. It should be possible to hack the code; if you look into a gtf file you'll see that it is an XML file, but the juicy part is some kind of shorthand for the code itself. Unfortunately the shorthand needs to be decoded. It is a possible to do, but with GR2 around the corner, and many modders leaving for VBS1 and other simulations/games, I think that no-one would care to do it right now; me neither; I'm just modding for fun until I get the money to buy into VBS1 or GR2.
  9. Problem is that "importing" a GTF means replacing the existing code. I plan to do the same thing as you do; make a script generic enough to take care of the drudge work, for example I have a lot of counters assignements etc which is used in all scripts in my main.gtf file, and then I expand on each of those to work for different types of game types or missions. The point is that I have that random block you mention: But when you start on the next random group, not to say the third and fourth, you kind of get ###### at the limitation of not having at least a dreadful copy and past
  10. Hi all, I've been working on a mission for a while and have a few random elements in it. The trouble is that I would like to use those random elements again. A couple of the blocks I have are pretty large, and with the point and click interface of Igor it takes a while to create similar blocks. And since GR/Igor doesn't have scripting which is so flexible, the only way to do it is to create different, almost exactly like script blocks (except the teams and calls which are different). And no, i can't queue the calls, because I want some timing between each call. So, the question is, is t
  11. I think you missed my first post and parts of my second post where I said about the same as you are saying, so many cool GR modders have moved over, it must be good
  12. A lot of the GR maps feel very large, you're right. The size in VBS1 seems awesome, that said, I'm going to look more into the maps available, not least trying to find more woodland maps etc. Though, when I come to think of it, urban combat is my favourite, and the Embassy and IGT Downtown are my fav maps... Thanks for taking the time to read through it. The planning part was inspired by what I've seen of some VBS1 images and from the missing parts in GR (like not seeing the map properly). As for the broadness, it is a first draft, I need to split it up into different areas (which the
  13. I guess sunset if you're on the northern hemisphere facing west. The sun goes up in the east, and follows a southern (clockwise movement, to your right if facing east) over the sky. So, when you see the sun to your left towards the horizon when facing west, and you're on the northern hemisphere, then it should be sunset. Unfortunately I can't see which direction you're facing... No anthills, no moss on trees, nothing to give me a hint of where south is At least that's as far as it looks from how I see the world. One question: VBS looks a bit barren, at least when compared to Ghost
  14. Harntrox 5 + DA4.9 + Frostbite seems to be most popular. If you like the team play/tactical part of Ghost Recon then Tactical Gamer 3.0 is recommended, but you'll be hard pressed to find games using TG3.0.
  15. At my own blog I have posted my ideas for a mod or game called "Tactical Squad Operations". This is loosly based on ideas from Ghost Recon, CounterStrike and Operation Flashpoint (I know little about the last two games, except from what I've read and a little CounterStrike playing at lans). To whet your appetite, so that you can decide if it is worth reading the whole article I've written, here are some points: Encourages teamplay Encourages good communications skills Encourages teamplay Every squad based tactical game will boast this, and I don't blame them. But look at Ghost Recon, ther
  16. It seems that CS was a mod/add on to half-life which got a life of its own; recently I've been thinking that it should be possible to create a GR-like tactical mod for Half-Life2, using the gorgeous 3d engine and have the unsurpassed tactical game play of GR. Does any of the mod guys know if such and undertaking is a) possible and if so b) feasible?
  17. If UBI/RSE owes its users anything is questionable. They provide a product, we buy it. That doesn't give either party any right to order the other around. By that token we ex-Amiga guys should ##### and moan because DiCE produces BF1942 for the PC and not Amiga, given we all bought their Pinball games back then... If I don't like GR2 I'll go to another game, or gods forbid: stay with current GR. The one thing I get out of GR are cool people to play with, people who know how to work as a team and not run and gun (which is fun to do sometimes) only. I don't feel like defending UBI/RSE, I j
  18. These things were seen from the video: - More interactive environment, at least some cans got shot down, on the other hand I saw grenades exploding right beside boxes in the hangar without the cargo boxes being bruised. - Destructible environment. - No more intelligent chatter from the Ghosts yet, those times where someone gave directions about danger it seemed scripted. Seems just as dull and unintelligent as before. - 3rd persion view... - A bit better graphics from GR, but the video were so poor, that it was hard to get any details. Especially it didn't seem as impressive as
  19. I also have a couple of questions with regard to scripting missions: 1. A lot of modders like to add intro movies. Those get very boring when replaying the map. Will it be possible to send arguments to the missions so that the scripts can do more for the users? For example turn off intro/annoying music, add more options to difficulty. 2. Scripting with GR is fun, but a lot of stuff have had to be invented by the modders, and sometimes it hasn't been working well. Will Igor2 support more placeable objects? Especially non-moving objects, so that scripters can create more or less clutter to
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