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Tom Clancy's Ghost Recon: Blood Oil


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The River Rig Mission where you free the oil workers, the corridors really made me nauseas, sorry couldn't play it.

the Swamp Map is dense, I could only imagine the kind of firefight in there.

the house inside, the stairs got my character jammed in there, I couldn't get him out with crouch, prone or whatever.

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Still having good fun with Blood Oil    

Finally finished another old mod.Started this when it came out a few years back but quit playing because of the Waterfall day mission. That's one screwed up and buggy mission not to mention saves caus

Really enjoying Blood Oil so far. I'm on M5, but something's bothering me. My riflemen and demos for the current playthrough are almost all non-M4 actors, and something odd occurs when I equip any

The River Rig Mission where you free the oil workers, the corridors really made me nauseas, sorry couldn't play it.

:unsure:

Not sure what you mean, but, there is no need to go in any corridors to complete that mission.

the Swamp Map is dense, I could only imagine the kind of firefight in there.

the house inside, the stairs got my character jammed in there, I couldn't get him out with crouch, prone or whatever.

From the Notes:

* River ride map (BO M 19) is primarily a TvT map, it is set up for all game modes, but you map experience a few issues with the AI as it has not been set up correct with working levels etc.

I will remove the use of all game modes on that map, it also causes random CTD on a firefight. I can only assume the engine has issues randomly placing the AI.

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Loved the campaign! Missions 1, 10, and 11 were amazing and the gas plant and trainyard maps are top-notch. The m4 and m14 series of weapons are amazingly detailed, beautiful, and well-balanced. The pistols are a joy to use as well. I'm currently playing through the M and Z series of quick missions for some additional fun and to be ready for some co-op action. A few things struck me as odd while playing:

-The haybales on the fishing village map don't really work out. They should be penetrable by bullets. It's a shame that an otherwise great map has such a major problem.

-The lack of aiming feedback is interesting, but I prefer the way the reticles were done in centcom. It's nice to have the depth of play that this adds (getting to know the weapon's characteristics without being shown them visually), but overall I found it frustrating as I ended up having to browse through the .gun files in order to figure out most of the defining characteristics.

-Ruger 10-22 has a ridiculously low stabilization time and effective range; is this intentional?

-The mk16/mk17 series of weapons seem quite inferior in performance to the m4/m14 series.

-AW Covert has a stabilization time of 1.0...? Super-slow :(

-C-mags on the CBJ and m14 are overpowered because they don't change the handling characteristics of those weapons.

-I didn't care for the scripting of the "defend the village"-type missions. I am sure, however, that these are a blast to play co-op where you don't have to babysit the AI.

-In some of the missions I thought the enemy perception and linking seemed abit overdone. For example in mission 10, after the first two guards are killed and objective 4 is completed, the next kill (no matter the location, distance, or weapon used) always draws the majority of the tangos in the trainyard area to the spot of the kill.

-AI teammates obey ROE inconsistently throughout the campaign. When set to recon, sometimes they will open fire while undetected and when set to assault sometimes they will allow tangos to walk right up to them as if they were on recon mode.

Overall this mod is fantastic; I can't believe I'm still playing ghost recon (and loving it) after 8 years! I can't wait to try some of the missions in co-op :)

Edited by Burawura
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Thnx Burawura

KNOWN ISSUES:

* Fishing village you may notice not being able to shoot anyone when hiding around the grass stacks, I don`t think there is any contact with the map creator, you will need to be aware of this and not TK your whole team trying to throw a frag like I did.

Yes it is a shame, TBH we only noticed it recently too. The map was added very late on, otherwise this may of been fixed, but it is what it is. I decided to include it and script some missions on it anyhow because it is a very nice map to play on.

****************

The weapons you mention I believe are as there would be in there own form. Whoever built those kits originally, set those up as they are, we just put them straight in there.

Defend are coop based indeed. Not being a SP person, you sometimes overlook the obvious when scripting. We should of took someone on board to properly play and feedback them... Is noted for next mod to come.

Enemy perception is as you say in some missions. Good call for example mission 10, I even thought about that when I scripted it. Get lazy sometimes, some extra scripting could be used for a few. May get time to fix that up, but will try to make less obvious in future.

I have no idea how the SP team-mates work, when given ROE. Or why they would obey ROE inconsistently. Would be interesting to know though.

Ledanek:

The River Rig Mission where you free the oil workers, the corridors really made me nauseas, sorry couldn't play it.

Any chance of some info of the problem? I would like to fix it.

:thumbsup:

Notes:

Unable to open Snatch rear door in some versions, will crash anyone who has working model if someone else tries to open it, who has bad model file, otherwise does not cause issue, have included in P_1.4.

Night enviroments showing white/grey fog changed to black as should be.

Various mission tweaks ongoing, pls PM any problems, suggestions etc.

:)

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I need some help about INSTALLATION INSTRUCTIONS:Place Blood_Oil_v2.7z into your mods directory, right click the file and extract here yes and then? I've put and extracted the zip into the "mods" directory launched the game but unable to find the missions do I have to modify or add something or what. Thanks for any help.

Edited by sick1
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I need some help about INSTALLATION INSTRUCTIONS:Place Blood_Oil_v2.7z into your mods directory, right click the file and extract here yes and then? I've put and extracted the zip into the "mods" directory launched the game but unable to find the missions do I have to modify or add something or what. Thanks for any help.

Welcome to the forum sick1

Just to make sure :thumbsup:

(A) put zip file into mods directory, (B) right click and select "extract here"

help1.jpg

You should then have a folder named "Blood_Oil" C

help2.jpg

then close down the GR directory. Start the game up and go to "options" then select the mods tab at the top. You should then see a list of mods on the right side :thumbsup:

help3.jpg

you should see "Blood Oil" listed there. Select it and then click the "Activate" tab in the centre of the screen, you should now see it in the box on the right side of the sreen, under desert siege and island thunder, click the accept tab bottom right of screen and its ready to play :thumbsup:

Edited by Hammer
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I have played parts (I say parts because they keep whoppin my butt) of the first 3 missions and I love it, EXCELLENT job!!! I am looking forward to playing some rounds with friends here as soon as they get it. Once again thank you for your dedication to a game we love.

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I just downloaded the mod tonight and it looks excellent. So far I've only been doing a bit of training on the Advanced Training Map, but between the skins, sounds, and weapon models...this looks like a helluva job.

One thing I noticed though is the M23 reload time should be from 2-3x longer than it is. I know that if you've only fired half of your rounds, it's not gonna take as long as replacing all 6, but to have emptied the weapon and then to be able to reload as fast as a clip on a rifle is not right either. So maybe if the difference could be split and the reload time could be doubled? That is, if this is simple to do. I only mention it because I see there are still patches being created and this would be a kinda cool addition IMO. Thanks. :)

HELP!

I have the codes, control room 1 bomb disarmed, the other two are not working. Can someone help me pls?

What blows, is after an hour and a half of a kick ass mission, I did all the work necessary... yet the bombs 2 and 3 did not disarm, I wanted the damn Mission Complete bubble!

I patched the mod to 1.3 when I downloaded it last night. So I dunno what the deal is, but can anyone tell me if there are other known issues in the subsequent missions for coop? I haven't come across a bug list yet and it would be nice to be prepared.

What a great map though. Unbelievable work. Pretty damn good script as well, minus the bug.

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you have to clear all the rooms with the bombs in but after the first one is disarmed the others don,t register as being disarmed then go outside and check the generators I think there are four of them and there is another bomb up above on what looks like some pipes once this is all done collect all the hostages and go to the extraction point.

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you have to clear all the rooms with the bombs in but after the first one is disarmed the others don,t register as being disarmed then go outside and check the generators I think there are four of them and there is another bomb up above on what looks like some pipes once this is all done collect all the hostages and go to the extraction point.

Thanks, too bad about the incomplete mission. I was playing in coop when I posted about the problem, hoping for a lucky quick reply. I'm not big on replays. TBH their was a lot in the briefing and I forgot about the order to check the pipes, though I got the 3 generators. I wanted to check the briefing while in game, is there a way to do this? I suppose possibly through IGOR. It would be nice to have access to the full briefing in complex missions. What a great map and experience that was, however I'm not big on replaying scripted missions on memory so I'll be moving on.

That is if Mission 2 didn't crash GR at launch. Has anyone else seen this? In coop mission 2 won't launch, it just crashes my game. Oh well, onto mission 3 for now.

Edit:

Mission 3 complete, though with the remaining 4 ghosts in the smoke, the mission doesn't end. Dunno if this is cause I am using respawns along with ai backup, but I'm pretty sure that's not the reason.

Mission 4, I made it to north and south recon objective markers and nothing. Neither objective says complete let alone the main objective of completing both. Kinda sucks, all that fine work. Recon without being spotted once is not my favorite type of objective, so this sucks to have to complete them only to find out I can't continue with the mission.

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Be nice to have access to the brief while in game.

Only way I would know how is to the open the mission file with notepad. Then you can alt + tab out to view it as needed.

About mis 2 crashing. Replicate it again and then post the ike.log [in main directory for GR] here.

The ikeCrash.log is of little value.

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Be nice to have access to the brief while in game.

Only way I would know how is to the open the mission file with notepad. Then you can alt + tab out to view it as needed.

About mis 2 crashing. Replicate it again and then post the ike.log [in main directory for GR] here.

The ikeCrash.log is of little value.

RSDisplayMgr::CreateGameWindow: Creating a 1680x1050 window at 0,0 on monitor SyncMaster 2220WM/G22PW/220WM(Digital) attached to ATI Radeon HD 2600 XT

RSDisplayMgr::CreateGameWindow: Game running on primary display SyncMaster 2220WM/G22PW/220WM(Digital) attached to ATI Radeon HD 2600 XT

HAL (hw vp): ATI Radeon HD 2600 XT R5G6B5

RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga

RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb

Unable to find ike_fx_fire_type2.tga anywhere.

RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb

RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb

Unable to find lighthalo_effect3.rsb anywhere.

RSSoundMgrPC: Selecting sound device Speakers (Realtek High Definition Audio)

driver is {0.0.0.00000000}.{ee5c6ec3-0f37-4b01-ad79-4ac7cfea9b8d}

Loading map c:\red storm entertainment\ghost recon\mods\blood_oil\map\bo02\bo02_v_10-lit2.map

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Specialist should be included in an upcoming patch.

Nice to know! Any SAfrican specialists (SADF Recces) on mind, maybe ? :D

:unsure: Sorry no, all specialists have been recruited buy the CIA's special activites division from personel serving in other specialist units :yes:

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I'll have to get on my old machine and see what you are referring to about the bombs in the control rooms...they should all work after the last time I rescripted that mission and sent it to ingeloop last year...anyway...give me some time to go through my script and see what I can find, if repairs are needed I 'll try and fix it...BTW scripted maybe but there are elements in that script that give it a randomness...several patrols share large patrol areas and so may be in different places next time as well as reacting differently to your movements/actions...

mig :ph34r:

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Be nice to have access to the brief while in game.

Only way I would know how is to the open the mission file with notepad. Then you can alt + tab out to view it as needed.

A thought about briefing text access... perhaps have a re-activating trigger for player actor in the insertion zone that would pop up a dialog box with the basic, vital info from the briefing text. Set it to display for 10-20 seconds or so.

Yea, it would suck to have to run back to the insertion in sp mode if you forgot; but in co-op, you would be respawning there once in a while.

I might start including this in some mods to see how handy it would be...

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Be nice to have access to the brief while in game.

Only way I would know how is to the open the mission file with notepad. Then you can alt + tab out to view it as needed.

A thought about briefing text access... perhaps have a re-activating trigger for player actor in the insertion zone that would pop up a dialog box with the basic, vital info from the briefing text. Set it to display for 10-20 seconds or so.

Yea, it would suck to have to run back to the insertion in sp mode if you forgot; but in co-op, you would be respawning there once in a while.

I might start including this in some mods to see how handy it would be...

I tried opening it with notepad, kind of a pain to go and get out of the mods folder, but I'll definitely be utilizing this option in the future.

Objectives have always worked on mission 01 throughout. Both SP and Coop. Confusion over were the 2nd bomb is hiding, I see. :shifty:

I dunno, the briefing says to disarm 3 bombs in the control rooms, it only says one is being disarmed in control room one. The others had no box saying they're taken care of, so it was easy to become fixated on the other two bombs. The bomb on the pipe never resurfaced in my memory with the rest of the situation filling my attention. However, now I know I can access the briefing during a mission with notepad and that might have saved the whole situation.

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Its been almost a year since I looked, but as far as I can remember each bomb had a sequence that takes you through entering the code and ending with bomb disarmed...and in P2 when that happened there was even a sound associated with that I designed those the same way but can't remember if I provided Tinker with a sound or not...BTW play it straight up first, but save game just before you disarm any bombs, then after you win, go back to that save and destroy one with something and play the alternate ending...

mig :ph34r:

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I dunno, the briefing says to disarm 3 bombs in the control rooms...

Mission has not been altered in any way to effect this, is what it was when sent. Secure 3 control rooms, find 2 bombs.

Straight from the briefing:

2. Secure control rooms/disarm bombs. The rebels have people in all three control rooms and threaten to damage these critical components of the plant. Seize and secure these three targets. They have placed C4 in one control room and on one connector.

:)

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2. Secure control rooms/disarm bombs. The rebels have people in all three control rooms and threaten to damage these critical components of the plant. Seize and secure these three targets. They have placed C4 in one control room and on one connector.

:)

Yes, I see your point. Though there are C4 bombs on the panels of all 3 control rooms. So it's easy to get your wires crossed between the time of reading the briefing and getting immersed in all the work of the mission.

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I dunno, the briefing says to disarm 3 bombs in the control rooms...

Mission has not been altered in any way to effect this, is what it was when sent. Secure 3 control rooms, find 2 bombs.

First, never meant to imply mission script has been changed Tinker...

I finally got a look at this last night and the first thing that jumped out at me is that the map version is different from the one I scripted this mis file on, this seems to be the point of confusion...the most recent version I ever ultilized had those generator bombs for instance but there was no destruction animation for the generators and the engine would not recognize their destruction so I nixed that and just kept it as check the generators..because of that I decided it was best to go with an earlier version of the map if the mission ever saw the light of day...this all went down before Tinker picked up the gauntlet and pulled this mod back from darkness... frankly I cannot remember if there was only one bomb in the control rooms in the earlier map version or not...soooo I agree MarkAm_I - it is odd to have those there and not addressed in some way, either with the same script as the one control room bomb that you can disarm or by some clever twist in the briefing(which is a crap shoot since many players, including yours truly, suffer from briefing attention disorder) ...same for the generator bombs[bTW guys I like the destruction ani that was used for those generators, nice.]. Last night I tried to hide one of those generator bombs at preaction and at start up but had no luck with that so far..Today I will try and hide the other control room bombs but do not expect any better results there...not sure why either...should be a simple matter of defining a string...the only real solution will likely be what I mentioned above...keeping in mind that those disarm sequences take alot of script to produce and this seems to have an effect on the script - in P2 the Big Docks mission I tried to script ten bombs on the train cars on docks map but every time I tried that it would cease to work after about seven...so that must of hit some barrier in the script...if I script this scenario for all remaining bombs it may fail to work out, but I guess I owe it to the BO team members and players to try and do that...or come up with a briefing that explains why those bombs do not have to be disarmed....or maybe explained when you get the info from a hostage...something. It seems to me the current mission situation is not good for player though.

mig :ph34r:

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