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Mp3 (SOAF for GR) by GWDS


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Anyone know where you can still buy SOAF? I actually bought it when it came out but it kinda flopped and i've lost the disks in the mix.

I know what you mean. I bought SOAF at release, it died, and I lost my copy. Then I found a boxed set in a local store. R6, Rogue Spear and SOAF, with R6 and RS updated for XP.

Throw "Tom Clancy's Counter-Terrorism Classics Pack" into your fave search engine.

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nice work. This does give a nice mix of elements to play with. is it possible to import certain engine features, like HB sensor, or stun damage only?. I just wish it was possible to improt certain other SOAF features, like certain ways to comtrol your teams that are suited to indoor areas.

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nice work. This does give a nice mix of elements to play with. is it possible to import certain engine features, like HB sensor, or stun damage only?. I just wish it was possible to improt certain other SOAF features, like certain ways to comtrol your teams that are suited to indoor areas.

No, this is inside the game engine.

QUESTION:

I'm having few problems to import the weapons (they are ok but reproduce worng wavs when firing) so would you to have in the meanwhile a version that make available the playerplatoon wearing the same uniforms as in SOAF?

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QUESTION:

I'm having few problems to import the weapons (they are ok but reproduce worng wavs when firing) so would you to have in the meanwhile a version that make available the playerplatoon wearing the same uniforms as in SOAF?

I have had same issue when trying to import GR weapons to SOAF. Its rather tricky.

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While trying to solve the problem of the weps sounds (and not only weps) I'm concentrating on releasing v1.1 with quite a few enhancements.

It would be possible to have the enemies speaking not Russian but another language. This could be Afrikaans, English, German or Arabic. Any preferences? :)

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  • 2 weeks later...
  • 5 months later...

I've recently installed the Sum of All Fears porting mod, and I'm happy to report that I had no issues with the program doing its job.

But I have had to deactivate the mod due to some very serious sound problems it was causing. Some sounds were completely absent, such as explosions, non-suppressed firearms being discharged, and so on and so forth.

Other sounds became super dominant. Whenever anyone in my squad took a footstep the sound effect was replaced with the sound of a suppressed weapon firing. Very annoying. More annoying was starting up the first mission of the original GR campaign, and hearing an owl endlessly hooting at full blast volume. It's a good thing for that bird that I couldn't locate it! :devil:

These bugs also persist in playing back previously recorded sessions.

Too bad, because I was really looking forward to playing SoAF in GR. I doubt that I'll play it otherwise. My fingers are crossed that some headway is made in fixing this conundrum, and I'd be happy to playtest any future releases. I've had extensive experience in the past as a playtester, particularly for ForceMod III, a robust and worthwhile mod for Jedi Knight Jedi Academy. In fact, I was the only alpha tester for its first year of its extensive development. I guess my hyper-detailed assessments were enough to get the job done.

Thank you for your efforts on this!

Yours,

Kyle

:)

Edited by Kyle_K_ski
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MP3/Sound Folder. Locate the effects.xml file and move it to a safe location out of ghost recon. Should be fine.

:thumbsup:

*Edit*

1: All sounds in the effect folder are non ambient. Tried making all needed to ambient and no luck.

2: Main sounds are luckily named the same as gr1 sounds. Feel free to figure what you need.

;)

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Tinker,

A great BIG "thank you!" for your advice. It worked flawlessly. No more owl hunting for me, and I get a set of great maps to play with as well.

I have to say that without fail, this community has responded to every conundrum I've had with generosity and with enough details to get the job done correctly the first time. It's a terrific place.

Yours,

Kyle

:D

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Tinker,

A great BIG "thank you!" for your advice. It worked flawlessly. No more owl hunting for me, and I get a set of great maps to play with as well.

I have to say that without fail, this community has responded to every conundrum I've had with generosity and with enough details to get the job done correctly the first time. It's a terrific place.

Yours,

Kyle

:D

Unfortunately I can't say the same in regards to the support of the community and this is demonstrated by this very same thread. In fact I asked help to beta-test the version 1.1 in January (nearly 7 months ago) and I got no answer at all. I spent so much time trying to figure out how to add the greatest number of features from SOAF to GR with a result that in my opnion is quite good.

I thank to Tinker who solved the problem of the sound (even if I noticed there was some problems here and there, nobody complained before so I thought it was depending on my rig only)

In the past I developed a version 1.1 and even a 1.2 (although I'm not sure which phase it reached) however for me GR and PC gaming is a closed chapter of my life however Kyle if you like send me a PM with your e-mail address and I will forward it to you. Thanks anyway for your words.

Sincerely

GWDS

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I'm sorry, G. I fault myself for the lack of response. I loved your adaptation, and had the sound bug too.

I really should have given you the feedback you deserved.

But, I didn't. I'm sorry for that.

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  • 3 weeks later...

Mod updated to v1.1

Changes in v1.1

- added Training map (night version)

- Player platoon now is composed by the main characters in SOAF

- new specialists named after the original ones but based on actual characters in SOAF

- Opposition forces in recon/firefight/defend gameplays are composed by SOAF characters

- removed problem of dominant sounds (thanks Tinker)

Download link

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from download instructions:

How to install it:

1) First of all you must install on your HD The Sum Of All Fears

2) Unzip the Mp3.zip file into your Ghost Recon mod folder.

3) go into your Mp3 mod folder and launch (double click) the SOAF_2_GR.vbs. Now the tricky part. The script works perfectly if both Ghost Recon and SOAF are installed in their default installation path that are respectively

"c:\Program Files\Red Storm Entertainment\Ghost Recon"

and

"c:\Program Files\Red Storm Entertainment\The Sum Of All Fears".

Please not also that this is true only for the English version.

Now, it says edit the VBS...mine is installed in d:\ ...so go to Notepad and just change c:\ to d:\????

Super thanks for keeping GR alive

:thumbsup:

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I can't say the same in regards to the support of the community and this is demonstrated by this very same thread. In fact I asked help to beta-test the version 1.1 in January (nearly 7 months ago) and I got no answer at all.

I really must apologize that I haven't tested your mod the way I wanted to. It is an incredible piece of work and I totally salute your dedication to an ideal to use SOAF in a way that does not compromise legal issues. :thumbsup: This perserverence in producing this mod and your dedication to the community will not go unnoticed.

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Now, it says edit the VBS...mine is installed in d:\ ...so go to Notepad and just change c:\ to d:\????

Super thanks for keeping GR alive

:thumbsup:

Yes.

It worked!

Replaying GR all over again...man, I'm getting owned left & right, forgot where my keys & control...especially the part me playing lone-hero...I guess I've forgotten this is a team-based game...curse you COD4! :wall:

Apology to GWD for not being able to beta-test this since I've been away from GR.NET for most of the time. :(

If you still have my email, email me, who knows what free time might come :rolleyes: here and there.

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