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Joint Operations - Mod Compilation


Daimaju
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Hello [GR] Community.

After Years of enjoying and loving Ghost Recon I made the descision to create a own Mod. But due to the problem that I cant skin, map, or model I was "forced" to create a compilation - no whole new Mod.

Actually this Mod was just for me and two Coop friends to enjoy GR the way we like it best. But now the Mod is pretty big and could interest more people, than just me and my friends, so I want to release it.

The Mod is nearly finished. Actually the Mod is finished (V1.0) but of course still a Betaversion...

I send a few Mails/Permission requests to use all the fantastic stuff of other Mods/Modders recently and I wait for answers right now. The Problem is that a few people are no longer available under the mail adresses I have. Like Thumper, Cocobolo and Calum Keen...

If anyone know how I could contact those guys, pls tell me. Otherwise I cant release the Mod... :wall:

But now I want to show you "my" Ghost Recon...

(From the ReadMe)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Joint Operations

A Mod Compilation by Daimaju

Main Features:

- 5th Special Forces SP/MP Characters

- Marine Force Reconnaissance SP/MP Characters

- Kommando Spezialkräfte SP/MP Characters

- Navy Seals SP/MP Characters

- Kilo Team MP Characters (For my Coop friends and me)

++You can switch between the different SP Chars, they are optional Mods++

- New Weapons (List below)

- New Reticles

- New Effects (Blood, Muzzleflash, Tracers...)

- New Menu Screens/Loading Icons/Mousecursors for all Units

- New Sounds (~80% off all Sounds changed!)

- New Vehicles (UH-1D for Marines, New 160th SOAR Black Hawk for other SF Teams)

- New Attachments (Boonies, Radiopacks, Backpacks, Caps, Bandanas, Shemags...)

- New Map environments (Less Fog, except in the Swamp Mission ;o)

- Two retextured Maps (D08, M08)

- New Map ("Desert" from =US= Mappack)

- Enemy Weapons "fixed":

Enemies wont kill you anymore with a "Lucky Hip Shot" from 100m away and longer firefights guaranteed!

- Reticles no longer "Dynamic"

- Map Grids for all GR,DS,IT Maps (SuperGrids)

- Enemies are no longer visible on the Map (From CENTCOM)

- New Vehicles/Objects (6Man Humvee, Black Hawk, Huey, Ammodump)

- New Missions (7 so far - all made by me... at least this is from me...)

- Smaller Changes I forget... (Sorry, but that compiling stuff was chaos!)

Available MP Actors and Kits:

5th Special Forces Group:

18 Alpha: (Boonie, Shemag, Backpack)

- M4 EOTech (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

- M4 M68 Aimpoint (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

- M4 Reflex (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

18 Bravo: (Boonie, Backpack)

- M4 EOTech (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

- M4 M68 Aimpoint (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

- M4 Reflex (SD, M203, Claymore, Frag, Mk23 SOCOM SD)

18 Charlie: (Boonie, Shemag, Backpack)

- M4 EOTech (SD, AT4, Democharge)

- M4 M68 Aimpoint (SD, AT4, Democharge)

- M4 Reflex (SD, AT4, Democharge)

18 Delta: (Boonie, Eagle Backpack)

- M4 M68 Aimpoint (SD, M203, Frag, Mk23 SOCOM SD)

- M4 Reflex (SD, M203, Frag, Mk23 SOCOM SD)

18 Echo: (Boonie, Shemag, Radiopack)

- Mk46 Mod 0 Para (Mk23 SOCOM SD)

- Mk43 Mod 1 (Mk23 SOCOM SD)

18 Foxtrot: (Boonie, Shemag, Backpack)

- M4 TA01 (SD, Claymore, Frag, Sensor)

18 Zulu: (Ghillie)

- M4 TA01 SD (M203)

- M4 TA01 Bipod SD (Claymore, Frag)

- M24 SWS (Mk23 SOCOM SD)

- Mk12 Mod 0 SPR (SD, Mk23 SOCOM SD)

- M82 with different Rounds: FMJ, Raufoss Mk211 AP&Explosive (Mk23 SOCOM SD)

Marine Force Reconaissance:

Team Leader: (Boonie, Shemag, Backpack)

- M4 EOTech (SD, M203, Claymore, Frag, M1911 MEU SOC/SD)

- M4 M68 Aimpoint (SD, M203, Claymore, Frag, M1911 MEU SOC/SD)

- M4 Reflex (SD, M203, Claymore, Frag, M1911 MEU SOC/SD)

Demolitions Expert: (Boonie, Shemag, Backpack)

- M4 EOTech (SD, AT4, Democharge)

- M4 M68 Aimpoint (SD, AT4, Democharge)

- M4 Reflex (SD, AT4, Democharge)

Supporter: (Boonie, Shemag, Radiopack)

- Mk46 Mod 0 Para (M1911 MEU SOC/SD)

- Mk43 Mod 1 (M1911 MEU SOC/SD)

Sniper: (Ghillie)

- Mk12 Mod 0 SPR (SD, M1911 MEU SOC/SD)

- M82 with different Rounds: AP, Raufoss Mk211 (M1911 MEU SOC/SD)

- M40 A3 (M1911 MEU SOC/SD)

- M14 DMR (M1911 MEU SOC/SD)

Spotter: (Ghillie)

- Mk12 Mod 0 SPR SD (Spotting Scope)

Scout: (Bandana, Boonie, BaseCap, Eagle Backpack)

- M4 TA01 Bipod SD (M1911 MEU SOC/SD)

- M4 EOTech (SD, M203, Claymore, Frag, M1911 MEU SOC/SD)

- M4 M68 Aimpoint (SD, M203, Claymore, Frag, M1911 MEU SOC/SD)

NOTE: I will list Seals and KSK stuff later. Seals have pretty the same stuff like the other US forces. Except they use the Mk23 SOCOM, not the MEU SOc etc...)

Kilo Team:

Kilo 1.1 (Helmet, NV Goggles, Balaclava)

Kilo 1.2 (Helmet, NV Goggles, Balaclava)

Kilo 1.3 (Helmet, NV Goggles, Balaclava)

- Kit Mix from all Classes

- Door Breaching Charges (CENTCOM ;o)

Weapons and available Equipment:

USA:

- Colt M4 SOPMOD

- M68 Red Dot

- Reflex

- Eotech 550

- TA01

- Suppressor

- Harris Bipod

- M203

- Knight´s Armament Mk 12 Mod 0 SPR

- Suppressor

- Harris Bipod

- Springfield Armory M14 DMR (Designated Marksman Rifle)

- M68 Aimpoint

- Harris Bipod

- Remington M24 Sniper Weapon System

- Harris Bipod

- Black or Concealed

- Barrett Firearms M82A1 LRSR

- 24x Scope

- Standard Ammunition

- Raufoss Mk211 Armor Piercing and Explosive Ammunition

- FN M249 Elcan

- FN M249 Para

- FN Mk46 Mod 0

- FN Mk43 Mod 1

- H&K MP5

- Suppressor

- M68 Aimpoint

- Iron sight

FAQ:

Why Sniper and Spotter? The Characters look the same!

Because in Real Life there are Sniper/Spotter Teams.

To simulate this I have cloned the Sniper, named him Spotter and giving him a Mk12 Mod 0 SD with a Spotting Scope and the other Sniper Kits...

Why so less and restricted kits?

To force the Player(s) to choose their Character wisely and to match the function of the Soldier.

You dont need Frags for the Demoman, you can take the 18 Alpha/Team Leader for this.

The Scout and Spotter, for an Example, are the only Actors with the M4 TA01 with SD and Bipod.

Scout had Sensors before but they dont work anymore because you dont see the enemy on the map now.

Why so less weapons?

Personally I HATE Mods which provide 300.000 Kits and 900.000.000 different Weapons. For what?

1. I want to simulate the actual gear of the units, no SciFi Weapons those Units dont use anyway.

2. It would take hours to find the weapon youre searching for in the Menu, thats annoying.

This Mod Compilation provides all the weapons you need, but there are of course a few "Extras"

Mods used and Credits:

No Easy Day 1.5 (by Cocobolo Ops: DTD Pro Mod Team)

CENTCOM 1.0 (Created By The CENTCOM Mod Team)

Force Recon I, Force Recon II and Fashion Upgrade (by CommandoCrazy)

Map Grids ("SuperGrids")

SOF (by Calum Keen)

M4 Sopmod (by Prozac and Jay)

Most Sounds (by Kafee and Beerbelly)

Marines Bell UH1 (by SnowFella?)

Various Stuff from unknown Authors (like Blood...) - Thank you, whoever you are...

If I used some of youre work and didnt list it, please contact me: Daimaju@gmx.net

I hope you enjoy this Compilation, made possible by all those fantastic Modders!

Greetings,

Daimaju aka Kilo 1.1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The ReadMe is not 100% up to date (KSK/Seals Kits, MP5 Variants added etc.) but I will change it later.

I will post Screenshots later and more Screens on request - if anyone is interested in this Mod...

Remember - I WONT release this Mod until I have all the permissions I need...

Comments welcome!

Last but not least. A big thank you to all the big (ans small) Modders out there who are keeping [GR] still alive after more than 6 Years! Thats awesome!

Regards,

Daimaju

First Screens of the new Standard SP Ghosts (5th Special Forces)

ghostrecon2007061222071mt2.th.jpg

ghostrecon2007061222132nx2.th.jpg

ghostrecon2007061222142go3.th.jpg

ghostrecon2007061222134xb3.th.jpg

ghostrecon2007061222135qw2.th.jpg

ghostrecon2007061222141ju5.th.jpg

Edited by Daimaju
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Hi Daimaju

I`m not 1 to bash anyone who has put in all the work that you have to accomplish this. I know how long it takes to put all that stuff together.

Still, some thoughts:

1: You wrote: If anyone know how I could contact those guys, pls tell me. Otherwise I cant release the Mod...

You could of posted, asking if anyone knows how to contact them first. I know I can contact nearly all if really needed.

You can contact most right here with a PM. Most are active.

2: You wrote: If I used some of your work and didnt list it, please contact me

That is a bad way to start out. If you are compiling, you MUST keep a note of what you have added. Saves any future conflicts.

3: You wrote: Why so less weapons? Personally I HATE Mods which provide 300.000 Kits and 900.000.000 different Weapons. For what?

Learn to create more characters, each having there own special kit layout, does not envolve must work.

4: You wrote: Remember - I WONT release this Mod until I have all the permissions I need...

That is a good statement.

END

Anyhow i hope you get the permissions, if not, don`t be down hearted, maybe start looking at how to do some of that stuff yourself.

There are still enough people around here to help you along.

Good Luck

Tinker

;)

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Ditto what Tinker wrote.

Fantastic idea Daimaju. I hope you get all the permissions, I'd like to try your mod out.

If I remember correctly, you are using PSP 7 as your photo editor. WytchDokta has PSP 7 and has had good luck with it too include working with alpha channnels. He has had some issues with PSP 8. I have PSP 9 and had allot of trouble just saving an .rsb. Anyways I finally got PS and that has worked fine for me.

I include a couple of links for texturing and making sound files.

https://wiki.secondlife.com/wiki/Texture_Tools

http://en.wikipedia.org/wiki/Sound_effect

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I agree you should have tryed to get premisons first before publishing a list :unsure:

CS2 or CS3 if you can afford a copy are good to go with .RSB files as long as you size them to the power of 2

eg:- 64, 128, 256, 512 or if your brave 1024 pixes :thumbsup:

CS3 extended version also opens .3DS files that can be rotated and painted on :yes:

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First: Thank you to everyone for your replies! :thumbsup:

@Tinker

1: You wrote: If anyone know how I could contact those guys, pls tell me. Otherwise I cant release the Mod...

You could of posted, asking if anyone knows how to contact them first. I know I can contact nearly all if really needed.

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4: You wrote: Remember - I WONT release this Mod until I have all the permissions I need...

That is a good statement.

Lol, yeah of course I wont release this until Ive got all the permissions. I dont want the whole Gr.Net Community in front of my house trying to kill me :rofl:

I hope this answers your questions.

Have a nice day...

:ph34r: there is already a sniper somewhere around your house......just in case. :ph34r:

LOL!!!!

just kidding :D

best of luck to ya with this compilation m8.

/ingeloop

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Thx for the Sniper Ingeloop! ;o) *takingcover*

EDIT:

Ok Im off for a week so work is on ice for that time. but I have the most permissions I need, just waiting for 2-3 others, than the Mod (with a few changes) is good to go public. ;o)

Cu soon and thx for the help...

Edited by Daimaju
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Best of luck Daimaju, hope your get your permissions :thumbsup:
x 2

Great news... :D

Also, I'm really liking your descriptions of how carefully you've made a small choice of realistic weapons for each character depending on his job, etc. as I do not enjoy having to spend a really long time searching through "300.000 Kits and 900.000.000 different Weapons." :rofl: (It can take so long to select weapons in such Mods that I can be too tired at the finish of selecting to actually play!)

Looking forward to your release... Seen any snipers lately? ;)

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Best of luck Daimaju, hope your get your permissions :thumbsup:
x 2

Great news... :D

Also, I'm really liking your descriptions of how carefully you've made a small choice of realistic weapons for each character depending on his job, etc. as I do not enjoy having to spend a really long time searching through "300.000 Kits and 900.000.000 different Weapons." :rofl: (It can take so long to select weapons in such Mods that I can be too tired at the finish of selecting to actually play!)

Looking forward to your release... Seen any snipers lately? ;)

Hehe, no Snipers so far - but Im not at home so... hey was this a reflection coming from hat hill?!?

anyway, I plan to add more weapon kits. more different ones. a few MP variants, more (L)MGs etc. Sniper rifles are enough I think. M24, M40, Mk12 SPR and the Barrett in two variants. one with standard .50projectiles and the other with the Mk211 projectile (AT+explosive) ;o)

Im home again at monday, maybe... then we will see :o)

stay tuned...

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BTW: You find the correct Credits in all my Mods (have a Look on: Backpacks, Radios, Attachments like Patrol Cap and so on...)

Would be nice if the "older Modders" noted <_<

I know, I askedthem for permission etc... and they will be noted in the final credits/readme...

Release of JO will be later. I will stay another week, maybe even two weeks, so I cant work on the mod for this time...

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