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Ghost Recon: Heroes Unleashed


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Welcome to Ghost Recon: Heroes Unleashed!

 

My fellow Ghost Recon fans,

It is my honor to finally be able to make a contribution to our Ghost Recon family in the form of a new mod. I have been working on this "swiftly, silently, and invisibly" for many years, and now that the time has come for my mod to see the light of day, I am overjoyed to be able to give something back at last.

Ghost Recon: Heroes Unleashed is my tribute to the Ghost Recon community. The mod's aspiration is to honor the makers and fans of this great game, to be a token of appreciation for everyone who helped to expand the ever-growing Ghost Recon universe over the years, with their support, ideas, enthusiasm, and sociability. All of you made our beloved game the timeless classic it is today.

Enjoy the mod!

Apex

 

 

Quote

Introduction

Ghost Recon: Heroes Unleashed offers a ruthlessly unforgiving tactical FPS experience by maximizing realism in every aspect of the game. Weapons match their real-life counterparts in accuracy, effectiveness, and handling. AI displays terrifying acumen in trying to outmaneuver you. Missions take place in open-world locations and are entirely nonlinear, with a minimum of scripted events and utmost randomization, for infinite replayability.

Heroes Unleashed pushes tactical realism to the extreme, setting it light years apart from anything you are accustomed to in today’s ubiquitous action shooters. One shot can kill. There is no magical healing, fantasy gear, sci-fi enemy markers, handholding, or guide towards certain victory. It is just you and your squad, on your own behind enemy lines, with caution as your best bet to survive.

Whether you choose to play online or alone, with friends or AI, Ghost Recon: Heroes Unleashed delivers a rivetingly realistic squad-based military combat you won’t find anywhere else.
 

Features

• Absolute focus on true hardcore tactical realism
• Nonlinear gameplay, real-world physics, ultra smart AI
• Huge single player and cooperative multiplayer campaign
• Infinite replayability with hundreds of maps and missions
• Massive arsenal of authentic weapons and equipment
• Various international special forces multiplayer teams
• Detailed 3D models, hi-res textures, realistic sound
• Included add-on mods for personal customization
• Cross-platform compatible for Mac and PC
 

Requirements

• Mac OS 9.2 – 10.x, Windows 9x/ME/2k/XP/Vista/7/8/10 (x86/64)
• 1.0 GHz processor
• 1 GB RAM
• 128 MB graphics card
• 30 GB available disk space (up to 40 GB during installation)
• TCP/IP connection (for local network / online multiplayer)
• Tom Clancy’s Ghost Recon (2001)
 

Spoiler

KEY FEATURES

• Absolute focus on hardcore tactical realism gameplay
• Closer to real-world bullet penetration and wounding system
• Improved overall opponent and friendly AI capabilities and behavior
• More realistic weapon characteristics, handling, and ballistics
• Intricate AI stealth / enemy detection and alertness routines
• Overhauled realistic map environments (viewing and drawing distance)
• Countless new high-resolution textures and more detailed 3D models
• Boosted audio dynamics and scores of authentic new sounds
• Nonlinear randomized SP / CO-OP mission and game type execution
• Enhanced and extended Ghost Recon trilogy SP / CO-OP campaign
• Novel random mission generator for SP / CO-OP on all maps
• Dynamic mission weather change (precipitation, intensity, direction)
• Comprehensive SP / CO-OP tactical score / rating system
• Huge choice of 300 worldwide maps, available in all SP / MP games
• Loads of authentic weapons and equipment items (more than 400 total)
• Extra characters (more than 1,000 total) with many new attachments
• Supplementary military and civilian vehicles (more than 100 total)
• Added MP teams (Navy SEALs, SAS, Delta Force, KSK, Spetsnaz, etc.)
• Many new and improved game types (100+ total for SP / MP combined)
• Expanded SP team character appearance (varying character skins)
• Additional marksman character for SP Ghost team and all MP teams
• Innovative new weapon sight zoom effect (visible weapon scope)
• Battle Dress Uniform (BDU) updated to Advanced Combat Uniform (ACU)
• Reworked SP kits and MP unit and equipment restrictions setup
• Revamped equipment kit selection menus (quick equipment browsing)
• Cinematic mission intro & outro cutscenes for single player
• Automated save game function for single player missions and games
• Updated user interface (menus, HUD, command map, PDA, sounds etc.)
• Optimized for current 16:9 widescreen aspect ratio HD displays
• Tons of technical and gameplay fixes, adjustments, fine tuning, etc.
• Customizable to personal preference via 50+ included add-on mods
• Included development tools and essential modding information
• Streamlined file / folder naming and structure for easier modding
• Elaborate measures for compatibility and discrete modular content
• Immeasurable treasure in game- and mod-related bonus content
• Cross-platform compatible (same download for Mac and PC)

 

 

FEATURE LISTING


REALISM

• Campaign missions, single missions, and game types are re-scripted
to improve realism, e.g. no reinforcements spawn out of thin air right
in front of you, enemy locations vary each time a mission or game is
played, there are no fixed (and subsequently predictable) scripted
events in order to realistically increase randomness, and so on.

• Game scripts now dynamically adjust the number of AI enemies and
their placement on each map, depending on a map's size and where the
player's (often randomized) starting location will be, in order to
avoid the unrealistic situation of having you (and your squad) infil
in close proximity of hostile forces.

• AI awareness of your presence now takes such things as dead bodies
laying around into account, so enemies will ultimately realize that
they are under attack, if they repeatedly stumble upon dead comrades.
Frequently being seen (or heard) by an opponent will eventually also
spread the news of your arrival, leading to increased enemy alertness.

• New game type scripting allows for dynamic weather conditions, i.e.
by continuously adjusting randomized precipitation intensity on maps
with rain or snow (within realistic parameters for map environment).
Full-scale missions allow for weather conditions to change even more
drastically over time, so rain could slowly turn into a blizzard, or
the weather may improve and clear up altogether, etc.

• Mission environment settings (fog range, color, opacity, as well as
rendering distances etc.) are systematically adjusted and fine tuned
for the most realistic and thereby most immersive visual appearance.

• Spotting distances for AI characters are corrected on all maps and
no longer provide players or their opponents with an unfair advantage.
Just as in reality - if you can see the enemy, they can see you, too.

• All mission locations displayed during briefings are corrected and
shown with proper coordinates on new world maps covering the entire
planet.  Local mission times displayed during briefings now correctly
correspond to the visual environment of their respective map, namely
light conditions, position of the sun, direction of shadows etc.

• Textures are reviewed one-by-one for potential visual inadequacies
and touched-up or, if necessary, recreated or replaced, to achieve the
highest possible level of visual realism (thousands of high-resolution
textures have been implemented already, but this is an ongoing process
that will advance further with each update of the mod).

• Visual effects like weapons' muzzle flash, tracer ammunition, bullet
ricochets, sparks, blood spray, blood puddles, gunshot wounds, fire,
smoke, explosions, debris, rain, water, creeks, rivers, oceans, snow,
lightning, shadows, clouds, lens flare, moon glow, starlight, and so
on, are refined and retextured for most realistic appearance.

• AI characters are adjusted to exhibit more realistic behavior and
capabilities, e.g. on the default "realism" tier there are no longer
any enemies with super-human weapon accuracy to shoot the wings off a
fly at a distance of hundreds of meters with a standard-issue assault
rifle, and your AI team mates display much improved combat skills.

• Enemies carry a much wider and more authentic range of weapons and
equipment (non-player characters may now be equipped from a choice of
several thousand uniquely different equipment kits).

• Non-player characters will now default to firing their weapons in
either full-auto or burst mode (provided that their weapon offers the
corresponding trigger groups) to further alleviate their occasional
display of unrealistically high shooting accuracy.

• Additional new player, enemy, and noncombatant characters provide
a more varied and thereby more realistic and immersive experience
(in total, there are now more than 1,000 individual characters).

• Every character features individual appearance (skins) including
facial features, which means that you will no longer encounter two
characters looking the same (over 1,000 individual faces and skins).

• New weapons and vehicles are added for a broader and more realistic
variety of military materiel encountered in the field (more than 400
authentic weapons and equipment items, over 100 different vehicles).

• Vehicle characteristics are adjusted for more realistic behavior.
Their weapons correspond to real-world armaments with realistic weapon
effectiveness, and vehicle handling allows for realistic movement.

• All weapons are correctly designated, adjusted using their real-life
properties (weight, ammunition capacity, trigger group, rate of fire
etc.), and feature authentic ballistics (range, penetration, stopping
power, recoil, muzzle flash etc.) that take many technical details of
each individual firearm into account (layout type, weight, dimensions,
exact ammunition cartridge type incl. loading information, barrel and
projectile geometry, empirical real-world external as well as terminal
ballistics data), to provide players with the most realistic shooting
experience (within simulation constraints).

• Individual weapon handling is adjusted for realistic weapon control,
e.g. smaller lighter handguns like pistols, SMG's, etc. now feel a lot
more compact, allowing for much quicker target acquisition than larger
and heavier firearms like e.g. assault and battle rifles.  Very bulky
or heavy weapons, like e.g. anti-materiel rifles and general purpose
machine guns, now require the shooter to crouch or even assume a prone
position for their full accuracy potential.  Shooting during slow and
deliberate movement is facilitated to more realistic levels, overall.

• Manual (single shot) rate of fire of all handguns is now limited to
slightly more authentic levels, meaning that e.g. frantically clicking
the mouse button will produce a less ridiculous ROF, and AI characters
can no longer shoot e.g. bolt action sniper rifles at 300 rpm.  Fully
realistic single shot ROF cannot be implemented, because the game ties
muzzle flash duration to current ROF (hard-coded), which in turn would
render its animation even more immersion-breakingly unrealistic.

• Tracer ammunition is limited to realistic applications, i.e. mainly
used in belt-fed or high-capacity (e.g. drum, helical) magazine-fed
machine guns, and loaded four-to-one tracer (i.e. every fifth round,
in e.g. ammunition belts).

• The muzzle flash of each weapon more closely matches its real-life
size and appearance with corresponding firearms and ammunition types.

• All weapons now feature authentic firing sounds which also exactly
reflect the rate of fire for each weapon.  For example, when you fire
an assault rifle with an effective ROF of 750 rounds per minute at
full auto, you hear a staccato with intervals of exactly 0.08 seconds.

• Weapon reloading sounds are reworked (within the severe limitations
hard-coded in the game) to be a bit more realistic than the defaults.

• Weapon models are more detailed and exhibit more authentic overall
appearance.  Every single weapon texture has been manually reworked
and refined for a perfect finish providing realistic visual features.

• Weapon scopes feature accurate magnification levels and realistic
field of view.  Weapons without magnifying optics provide no zoom.

• Weapon optics are represented with more authentic visual appearance
based on their real-life reticles.  Reticle textures have been created
according to the exact design of their real-world counterparts.  Only
weapons with iron sights retain symbolic default reticles.

• Weapon scopes, night vision goggles, binoculars, rangefinders, and
spotting scopes more closely match the appearance, field of view, and
visual characteristics of their real-life counterparts.

• HUD, command map, and compass / threat indicator are changed, with
some elements removed, for a cleaner and less obtrusive look, and to
allow a less restricted field of view.  Direction of incoming fire and
enemy positions are no longer shown to improve realism and suspense.
Hostiles in close proximity (within 40 meters) are still displayed via
nondirectional threat indicator (optional).

• NPCs (Non-Player Characters) and vehicles are no longer shown on the
command map, and sensors are removed from the equipment selection to
facilitate more realistic tactical play.

• Nonessential UI elements like symbolic animations representing e.g.
reloading, weapon switching, or opening doors, are removed to limit
distraction and to maintain a higher level of realism and immersion.

• Some audio-visual feedback (e.g. on-screen text messages and voice
confirmation of kills) is removed / randomized to limit diversion,
raise immersion, and to improve overall suspense and realism (e.g.
without kill confirmation you can never be sure whether a distant
threat has been eliminated unless you confirm the kill yourself).

• In-mission text chat functionality is severely limited, and other
text feedback during missions is kept to a bare minimum, for a further
increase in realism and immersion, through even less of those annoying
superfluous visual distractions.

• Rangefinders are no longer available by default to improve realism
in unit equipment (in real life not every soldier carries an AN/GVS-5
laser rangefinder).  The corresponding keyboard shortcut is renamed
and now simply holsters your weapon.  Rangefinders are still available
via the equipment selection menu.

• The body damage model provides more authentic wound lethality (e.g.
shots to the head are more likely to kill, while hitting arms, legs or
abdomen has a higher probability to result in non-lethal wounds) and
body armor more closely reflects real-life NIJ Standard 0101.04 Type I,
II, and IIIA armor levels, e.g. characters wearing Type IIIA ballistic
resistant vests (like most support experts) enjoy at least single hit
chest protection against high-velocity 9mm FMJ RN and similar threats.

This may sound like relatively weak body armor for special forces, but
considering that all game characters (including non-player actors like
civilians, rebels, militia, regular soldiers from various more or less
developed countries) share the same damage model (that allows for only
three different types of body armor to be defined), its setup is bound
to be a compromise, with this being the most realistic one, overall.

• Body armor is adjusted for each individual in-game character, e.g.
an irregular wearing a t-shirt no longer exhibits any unusual bullet
resistance, while a soldier with a bulky vest and / or combat uniform
is very likely to carry some body armor.  In general, the bulkier the
vest / uniform a character wears, the higher the type of body armor.

• Combat loadout is altered to realistic levels for mission parameters
and corresponds to Special Forces unit agility requirements, with TAT
ABL and equipment weight approximating FORSCOM regulations to maintain
total fighting load of up to 25 kg wherever possible.  Real-life load
distribution across squad members (e.g. chain-linked LMG ammunition,
anti-materiel sniper rifle rounds etc.) is taken into account through
compromising individual load to compensate for simulation limitations.

• Military units present in the game use authentic materiel fielded by
their real-life counterparts, meaning all NPC and player characters in
both single player and multiplayer mode feature a true-to-life range
of authentic weapons, vehicles, and other equipment.

• Overlap in equipment kits between soldier classes is increased (e.g.
anti-armor weapons can be found in non-demolitions kits etc.) for more
realistic unit variety and flexibility, extending tactical options in
team setup, i.e. team size and composition.

• Original (and obsolete) U.S. Army BDU (Battle Dress Uniform) and DCU
(Desert Camouflage Uniform) are replaced with correct contemporary ACU
(Army Combat Uniform) with UCP (Universal Camouflage Pattern) of 2008,
the year in which the game's campaign is taking place.  However, some
individual characters, e.g. several unlockable Specialists retain the
classic style BDU / DCU, and the old uniforms are still available via
multiplayer restrictions, as well as through add-on mods included in
the "XTRAS" folder located within the mod's main folder (please see
the BONUS CONTENT section of this document for details).

• The sniper class now offers two different characters in distinctive
roles: A sniper with ghillie suit camouflage for solitary work and
rural surroundings, and a marksman with standard issue uniform for
teamwork and in urban environments to avoid the unrealistic employment
of ghillie-suited snipers in team roles or urban areas, and to reflect
real-world distinction of sniper and designated marksman roles.

• All soldier classes feature additional character skins to provide
more realistic varied team selection, e.g. so not all riflemen in your
team look almost exactly alike, anymore (there are now more than 1,500
different textures for over 250 individual player team characters).

• Difficulty tiers and IFF (Identify Friend or Foe) settings have been
renamed to underline their significant effect on simulation realism.

• Many other small technical and cosmetic fixes and improvements are
implemented to maximize authenticity and realism throughout.

 

GAMEPLAY

• The mod's campaign contains all missions of Ghost Recon and both
official expansion packs combined into a trilogy campaign sequence,
featuring all Specialists (except Desert-Siege-only Jodit Haile) as
unlockable characters, each with appropriate uniforms and camouflage
for all mission locations.

• Every Specialist can be unlocked in more than one campaign mission,
so if a player does not succeed at first try, there is still a chance
to unlock the same Specialist at a later point in the campaign.

• Specialists already unlocked prior to installation of the mod are
unlocked within the mod as well (the mod uses the same database for
unlocked characters as the original game).

• Some Specialists' soldier classes are changed and adapted for a more
versatile team setup, i.e. to provide a broader choice of personnel as
well as weapons and equipment e.g. for demolitions objectives.

• Campaign missions are re-scripted to provide a more demanding game
experience with a maximum of realism and complete nonlinearity (which
also means that original scripted events are removed for the sake of
replayability / non-predictability and realism), as well as adjusted
for unified look'n'feel, e.g. objective triggers and response messages
are consistent throughout.  Additionally, any errors and glitches in
the game's original missions have been fixed.

• Participation in campaign missions no longer results in additional
combat points for individual soldiers, and no extra combat points are
given out in quick missions anymore, either.  All soldier stats are
completely reworked for improved character abilities and AI behavior,
so the combat point system would no longer have any effect.

• All missions, as well as single and co-operastive multiplayer game
types now feature a rating system to assess your tactical performance.
Its multifaceted percentage-based score takes various aspects of your
mission execution into account (completed objectives, team health and
survival, stealth / detection by enemies), thus providing additional
replayability through the incentive to maximize each score component.

• Both missions and game types feature sequential auto-saving of game
progress throughout single player gameplay, to save players from the
immersion-breaking practice of spamming the quick-save key.

• The in-game movie sequence is adapted for the new trilogy campaign
(and the final campaign victory movie features a little bonus clip).

• All in-game movies have been re-cut and re-encoded with corrected
common widescreen aspect ratio for an overall more unified look.

• Intro and / or outro cinematics are added to all missions depending
on mission circumstances, i.e. if the briefing context calls for or
allows insertion and / or extraction by e.g. boat, helicopter, etc.

• In-game text is corrected with proper English title capitalization
and modified for homogeneous sentence spacing, as well as a much more
consistent wording style.

• Difficulty tiers and IFF (Identify Friend or Foe) settings have been
renamed to underline their significant effect on simulation realism.

• Maps and missions are renamed and reordered for a more consistent
naming convention and to provide logical sequence for single and in
multiplayer mode.  The map sequence is the same for all game types,
both single and multiplayer, and maps have the same numbering as
their corresponding missions.

• Single missions outside of the campaign are in a shuffled order by
default to provide varying environments for all map sequence options.

• Map names feature S / M / L (Small / Medium / Large) labels as extra
information during map selection.  Multiplayer server setup features
additional map information on the map selection screen.  In addition
to map size and recommended number of players, the map summary now
provides a variety of combat environment information (e.g. default,
desert, or jungle territory; rural or urban setting; CQB situation;
day or night; time of day; weather conditions).

• An abundance of new maps, missions, and game types are added for
both single and multi-player to maximize variation and replayability.

• All game types for both single and multi-player games are completely
re-scripted for improved gameplay and replayability, and to provide
ideal compatibility with the mod's wide range of map sizes - from its
smallest CQB locations up to its vast long range outdoor scenarios.

• Among the new game types is Black Ops, a random mission generator
representing classified military operations with countless possible
combinations of mission objectives.  The Black Ops game type takes the
game's scripting capability to its absolute limit to provide realistic
random mission parameters for infinite replayability.

• All missions and maps are unlocked for single player quick missions
by default, to allow easy access to the full variety of the game.

• All maps feature completely reworked map scripting that makes them
available in all single and multiplayer game types.  Every map script
is also modified to allow an increased number of enemies and a greater
variety of enemy locations in all game types.

• Many maps feature newly created UI elements like snapshots, briefing
world maps, command maps, and command map briefing images, as well as
mission briefing text.

• All UI elements like menus, PDA, loading screens, HUD including the
command map interface, mouse pointer, credits screens, etc. are fully
redesigned for a fresh game look that not only offers an updated
appearance while staying close to the base game's unique visual style,
but also offers several usability and functionality improvements.

• The command map interface is modified to display all other human and
computer team members with authentic military rank insignia next to
their names.  The player's character is identified as Captain, other
human players as Master Sergeants, and computer players as Sergeants.

• All command maps are recreated to feature a more homogeneous design
and tactical grid coordinates that facilitate strategic team play.

• As all Ubi.com online services have been shut down by Ubisoft, the
"Play on Ubi.com" option for online multiplayer is removed from the
game's interface.  You can still play online multiplayer via (manual)
direct IP connection or through popular third-party gaming networks
like GameRanger (please see the LOCAL & ONLINE MULTIPLAYER section of
this document for details).

• Multiplayer server setup now allows selecting the availability of
both equipment and military units through restriction sets, so the
"AVAILABLE KITS" option is renamed to "CONFIGURATION" to reflect its
influence on available military units as well as their equipment.

• New military units are made available as multiplayer characters to
improve balancing between teams through competitive camouflage on all
types of map terrain.

• The four standard multiplayer teams are U.S. and Russian special
forces: U.S. Army, Company D, 1st Battalion, 5th Special Forces Group
(5th SFG) a.k.a. "Ghost Recon" (Blue Team), Russian Federal Security
Service (FSB), Alpha Group, a.k.a. "Spetsgruppa Alfa" (Red Team), U.S.
Marine Corps (USMC), 1st Force Reconnaissance Company, a.k.a. "Marine
Force Recon" (Gold Team), and Russian Federal Security Service (FSB),
Vega Group, a.k.a. "Spetsgruppa Vympel" (Green Team), each available
in woodland, desert, and jungle camouflage combat uniform to even the
odds of being spotted and approximately equalize body armor levels for
Team-vs-Team and Player-vs-Player battles.

• Further available multiplayer units are U.S. Army 1st Special Forces
Operational Detachment Delta (1st SFOD-D) a.k.a. "Delta Force", German
Bundeswehr Kommando Spezialkraefte (KSK), British Army 22nd Special
Air Service (SAS) Regiment, and U.S. Naval Special Warfare Development
Group (NSWDG), a.k.a. "DEVGRU" or "SEAL Team Six".

• All multiplayer teams feature a new marksman character in the sniper
class with standard uniform (woodland, desert, and jungle) for better
visual integration into teams and for urban environments.

• New multiplayer restrictions / configurations feature more authentic
compilations of equipment based on both individual soldier class and
selected military unit, which means that e.g. Delta Force demolitions
experts have a different range of weapons and equipment available than
Navy SEALs of the same soldier class.

• Original multiplayer restrictions are renamed and labeled "Legacy"
to be easily discernible from the new restrictions system.  They offer
team and equipment selections more closely based on the original game,
yet are significantly updated / expanded.

• Several aspects of the UI are changed for ease of use and improved
functionality, e.g. to fully display longer names of maps, missions,
game saves, game types, multiplayer restriction sets, etc.

• Many interface strings are adjusted to streamline miscellaneous UI
elements and to reflect a variety of changes introduced by the mod,
e.g. the existence of anti-armor weapons other than the M136 and their
availability outside of the demolitions soldier class, etc.

• The equipment selection screens are adjusted to correctly display
up to 4-digit kit numbers and slightly longer weapon names.  It is now
possible to quickly browse kits by click-and-holding selector arrows.

• All equipment outline textures for equipment selection screens were
completely reworked to reflect weapons and their attachments with more
detail.  Additionally, all weapons with magnifying optics are marked
with crosshairs symbols, and all grenade launchers, antitank weapons,
shotguns, and demo charges are identified by corresponding symbols.

• Symbolic iron sight reticle design generally differs between western
(e.g. NATO) and eastern (e.g. former Warsaw Pact) weapons, as well as
between (an expanded variety of) different weapon classes.  Additional
weapon class reticles are implemented for anti-material sniper rifles,
general purpose machine guns, full-power battle rifles, designated
marksman rifles, light support weapons, compact designated marksman
rifles, personal defense weapons, submachine guns with high-capacity
magazines, standard submachine guns, machine pistols, and shotguns.

• All used files have been reviewed one-by-one for possible conflicts
with any other files in the mod, the original game and both official
expansion packs, and - if necessary - adjusted, to ensure the perfect
compatibility of all components.

• Many other small technical and cosmetic fixes and improvements are
implemented to achieve the best possible gaming experience.
 

 

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Congratulations on the public release!

Thanks, Rocky - and all you guys - for the warm welcome! This is indeed my pleasure and I hope you all enjoy the mod! I "moved Christmas" a bit so there is plenty of time for the (admittedly massive) download, but nobody forces you to unwrap the present now - feel free to wait until the 24th. ;)

Everyone is of course invited to post any feedback here and discuss the mod in general!

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dld, congrats again Apex'..the presentation is nice..have not played a mission yert though just had a good look around the folder and did open the game...I like the unit stuff in the PDA...good for a Quick Mission mod..

as I'm busy with another large mod ay this time I'll have to wait awhile on playing through any for now...

BTW - the dl is not bad at all.I started it and went to take care of a few minor chores, came back and it was almost finished - this at 308 Kbps..

thanks for your efforts!

mig :ph34r:

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No save of campaign or mission? Getting instant desktop...

lesterribles, I am unable to reproduce your issue. Every quick mission I try saves just fine - the same for the campaign missions. Quick-save and normal saving both work without any problems here, so please provide us with more information.

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So any ~ details on what it contains?
    - "1990 Delta Force" by Eskwaad and Ceptico
    - "22nd SAS Equipment" by El Patricio
    - "AK47 Mini Mod" by Dekela
    - "Ares Shrike" by SnowFella a.k.a. Johan Olsson
    - "Armenia SCARed" by Cobaka, Streinger, GiWeDa a.k.a. GWDS, Janie42
    - "BajaBravo's Skin Packs" by Thom "BajaBravo" MacDonald
    - "Black Sun" by Harntrox and DRAG Modworks
    - "Blue Ivan" by Phlookian a.k.a. Ian Millard
    - "Bravo 2-5" by Sixpence
    - "Canadian Operatives" by Thom "BajaBravo" MacDonald
    - "DAMN BL Final Map Pack" by the DAMN Development Team
    - "December" by Sleeper
    - "Deks Weps" by Dekela
    - "Demon Rage" by Sixpence
    - "DOG-ZEBRA" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "Eagle Claw" by Sixpence
    - "Even Uniforms Range" by EUR.RedDust
    - "Frostbite" by the Frostbite Development Team
    - "G8 Special Forces" by Thom "BajaBravo" MacDonald
    - "Geisterspaehtrupp" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "GRPA Mod" by Punisher, Monoman, RoeM
    - "HX5 Red Sun" by Harntrox and DRAG Modworks
    - "Ingeloop's ACOG Reticles" by Ingeloop
    - "KSK - Kommando Spezial Kraefte" by Sixpence
    - "Life in the Game" by Frank L. Fox and Fling Films
    - "M4 SOPMOD Mod" by Prozac and Jay
    - "Mission HX" by Harntrox
    - "MLP Map Pack" by Low Profile a.k.a. MLP
    - "MVD Osnaz" by Ingeloop
    - "Navy Seals" by Sixpence
    - "OPCOM" by DOG-ZEBRA a.k.a. Matthew A. Turner and Mike Oakes
    - "Realism Update" by V2_Bloodline
    - "Red Five" by Bitshot and Dead0n
    - "Sabre Teams" by Thom "BajaBravo" MacDonald
    - "Spetsgruppa Vympel" by Earl Laamanen and Andrew Mack
    - "Standard Upgrade" by Earl Laamanen
    - "SupWounds" by Sup
    - "Tage des Zorns (Days of Anger)" by Sixpence
    - "TG Map 1" by H-Hour, Sarc, and El Oso
    - "The Dam" by Neutron and Right-Hand a.k.a. Aaron Stone
    - "The General" by DOG-ZEBRA a.k.a. Matthew A. Turner
    - "The Mosque" by El Oso
    - "Trainride" by Deleyt
    - "Trilogy" by Rebar
    - "Udmurtia Spetsnaz" by Ingeloop
    - "Under the Blood Sun" by Sixpence
    - "USMC 24th MEU" by Sixpence
    - "White-Skull Valley" by Deleyt and Zeko / Red Sector
    - "Wildcat's Wrinkles" by Wildcat
    - "Winter Wilderness" by El Oso
    - "WytchDokta's CamoPack" by WytchDokta
    - "XM8 Armory" by SnowFella a.k.a. Johan Olsson
    - "Year of the Monkey" by the YOTM Development Team


    - "BattleBorne Ossetian Woods" by the BattleBorne Gang
    - "BlakOps - OpFor Vehicles" by Mike "Blakarion" Nelson
    - "BlakOps - US Vehicles" by Mike "Blakarion" Nelson
    - "De_Dust" by RipperR6
    - "DS Cinematic" by GiWeDa a.k.a. GWDS a.k.a Giwex
    - "GR Gun Ballistics Calculator" by Don Miguel and Parabellum
    - "GR Symphony of Destruction" by Payback
    - "Great Wall" by The Worm
    - "GRS MapPack 1" by Iso6, Ken "The Judge", and Nami
    - "IG Downtown" by Nami
    - "Jodit Haile's Full Biography" by GiWeDa a.k.a. GWDS a.k.a Giwex
    - "Mike Schell's Wrinkles" by Mike Schell
    - "MYTOAN Sniper" by K1ller
    - "Operation Redlight" a.k.a. "Rocky's Birthday Mod" by Cobaka
    - "R02 Industrial" by Rawker

    - "10 mm Auto Mappack 2" by 10 mm Auto a.k.a. Franck Idelot
    - "7.62 mm" by Thumper1518
    - "British Infantry" by Chems
    - "Caribbean Missile Crisis" by Ausiguy (Peter)
    - "Downtown" by Ausiguy (Peter)
    - "Enemy/General Realism" by Droopy a.k.a. Alfa FSB
    - "Hammer to Fall" by Alpha|Nexxus
    - "Mappacks S1,S2,S3" by Guignol
    - "Navy SEALs" by Piccolo
    - "NMM GR Weapon Mod" by Nishi a.k.a. Nishi@NMM
    - "Operation Stabilize" by AUS_Viper
    - "Operation: Dark Star" by Mike "Blakarion" Nelson
    - "Shallow Creek" by XcaL Renegade
    - "Sniper Armoury" by Projectile-Systems / Blade
    - "Swamp Maze" by TRT_BornToKill
    - "The Farm" by Biro / Alpha Squad
    - "The Park" by Jujuman
    - "Thumper Weapons" by Thumper1518
    - "Traffic Colombie" by Tof a.k.a. Christophe Gloaguen

but it's so much more than "just a compilation":

The mod makes more than 100 maps and missions available in single and

multiplayer mode and offers over 200 different weapons to choose from.

All additions have been carefully integrated and balanced to provide

a homogeneous level of professional audio-visual and technical finish.

Heroes Unleashed is aiming to improve and expand many aspects of the

original game to increase its already highly addictive replayability,

while remaining true to Ghost Recon's unique character and concept.

It also tries to intensify the realistic feel and immersive qualities

of the game, making it more challenging and emphasizing the atypical

Ghost Recon game style: Tactical team play rather than the "solo, run

and shoot, wanna-live-forever" style found in many other FPS games.

MOD FEATURES

============

REALISM

-------

- Original campaign missions are re-scripted to improve scenario

realism, e.g. "No resistance remains" triggers are changed to allow

mission time without enemies showing on the threat indicator, so the

player realistically never knows if or when hostile reinforcements are

on their way. Also, reinforcements do not spawn out of thin air in

front of your eyes and the location of some enemies varies each time a

mission is done.

- Mission environment settings (fog range, color, and opacity, as well

as overall rendering distances etc.) are adjusted for a more realistic

visual appearance.

- Spotting distances for AI characters are corrected on all maps - if

you can see the enemy, he can see you, too.

- All mission locations displayed during briefings are corrected and

shown with proper coordinates on new world maps covering the entire

planet. Mission times displayed during briefings correspond to visual

environments in their respective maps.

- All map textures have been reviewed one-by-one for potential visual

inadequacies and touched-up or recreated if necessary to achieve the

best possible level of visual realism.

- Many visual effects like muzzle flash, tracer ammunition, ricochets,

blood, gunshot wounds, fire, explosions, debris, smoke, rain, snow,

lightning, shadows, clouds, lens flare etc. are retextured for a more

realistic appearance.

- OPFOR characters are adjusted to exhibit more realistic behavior and

capabilities (e.g. there are no more enemies with super-human weapon

accuracy that lets them shoot the wings off a fly at a distance of

hundreds of meters with a standard-issue assault rifle).

- Enemies carry a wider more authentic range of weapons and equipment.

- Player and friendly AI characters' abilities are slightly increased

to make them act a bit more like the elite soldiers they are supposed

to represent.

- New allied and OPFOR weapons and vehicles are added for a broader

and more realistic variety of military materiel.

- All weapons are correctly designated and adjusted using real-life

properties (weights, magazine capacities, trigger groups, fire rates

etc.) and ballistics (range, stopping power, recoil etc.).

- Weapon handling is adjusted for more realistic weapon control, e.g.

to facilitate improved shooting while moving slowly, and smaller guns

like pistols, SMG's etc. "feel" more compact and allow for quicker

target acquisition than larger weapons.

- All weapons feature authentic sounds which also exactly reflect the

rate of fire of each individual weapon. For example, when you fire an

assault rifle with an effective rate of fire of 750 rounds per minute

you hear a staccato with intervals of exactly 0.08 seconds.

- Weapon models are more detailed and exhibit more authentic overall

appearance. Every single weapon texture has been manually reworked

and refined for a perfect finish providing realistic visual features,

including homogeneous color saturation and optical contrast across

all weapons.

- Weapon scopes provide accurate magnification levels and realistic

field of view (circular zoom). Weapons without magnifying optics

feature a minimal full screen zoom to simulate distance-focussing of

the human eye.

- Weapon optics are represented with more realistic visual appearance

based on their real-life reticles. All reticle textures have been

completely recreated from real-life weapon optic photographs.

- Night vision and binoculars more closely match the field of view

and appearance of their real-life counterparts.

- HUD and Threat Indicator are changed for a slightly less restricted

field of view.

- The body damage model provides more authentic wound lethality (e.g.

shots to the head are more likely to kill, while hitting arms, legs or

abdomen has a higher probability to result in non-lethal wounds) and

body armor more closely reflects real-life (NIJ Standard 0101.04)

Type II, III, and IV armor levels, e.g. characters wearing NIJ Type IV

bullet resistant vests - like support experts - have at least single

hit protection for the chest against most ammunition types.

- Loads for all soldiers are re-balanced to range from 25 to 45 kg

(including clothing, body armor and equipment) for the four different

soldier classes, with about 10 to 30 kg TAT load for equipment to

approximate FORSCOM regulations. Compromises are made to comply with

mission objectives and for a more balanced gameplay.

- Overlap in equipment kits between soldier classes is increased for

real-life unit flexibility (e.g. the four different soldier classes

share more primary weapons, anti-armor secondary weapons can be found

in non-demolitions kits etc.).

- Weapons originating from, or in use by, NATO and the former Soviet

Union (Warsaw Pact) are presented in separate equipment kits for more

authenticity and to provide a more realistic "Cold War" environment.

- Due to lack of realism in the game's hard-coded system for awarding

decorations, these are no longer displayed in the mission debriefing

and platoon setup screens (although decorations that have been earned

by a soldier more than once will still be shown in the platoon setup

screen as bronze and silver pins during campaigns).

GAME

----

- The mod's campaign consists of all 31 missions of Ghost Recon and

both of its official expansion packs (Desert Siege and Island Thunder)

combined into one trilogy sequence. It features all of the original

specialists (except Jodit Haile) as unlockable characters in proper

woodland, desert and jungle camouflage uniforms appropriate for all

possible mission locations. Specialist models that originally did

not feature all camouflage types have been completely retextured.

- Every specialist can be unlocked in two different campaign missions,

so if a player does not succeed at first try, there is still another

chance to unlock the same specialist later on in the campaign.

- Specialists of the original game that are already unlocked before

installation of the mod are unlocked within the mod as well (the mod

uses the same database for unlocked specialists as the original game).

- Campaign missions are re-scripted to provide a more demanding game

experience and increased non-linearity, and adjusted for a unified

"look'n'feel", e.g. objective triggers and their response messages are

more consistent. Additionally, several script errors and glitches are

fixed, and hidden enemies no longer appear as shadows in multiplayer.

- Movie sequences are adapted for the new campaign (and the final

movie features a little special bonus).

- All movie sequences are re-cut and re-encoded with corrected common

widescreen aspect ratio.

- Intro and/or outro cinematics are added to many missions depending

on the mission circumstances, e.g. if the mission's briefing context

calls for or allows insertion and/or extraction by helicopter etc.

- In-game text is corrected with proper English title capitalization

and modified for homogeneous sentence spacing, as well as a more

consistent wording style.

- Maps and missions are renamed and reordered for a more consistent

naming convention and to provide logical sequence for single and

multiplayer mode. The map sequence is the same for all game types

in both single- and multiplayer, and maps have the same numbering as

their corresponding missions. Consequently, once the "In Order" map

selection option is activated in multiplayer setup, players can go

through the entire campaign in correct mission sequence without the

need to enter the server setup screen again. So it is not required

to create a customized server scripts to play through the campaign.

Single missions outside of the campaign are in a "shuffled" order by

default to provide varying environments for all map sequence options.

- All game types for both single and multi-player games are completely

re-scripted for improved gameplay and replayability, and to provide

better compatibility with a wider range of maps from very small indoor

CQB locations up to huge outdoor scenarios.

- Several new maps, missions and game types are added for both single

and multi-player to increase the game's variation and replayability.

- Menus, PDA, loading screens, HUD, command map interface, mouse

pointer, credits screens etc. are redesigned for a "fresh" game look

that offers an updated overall appearance while staying close to the

original game's unique visual style.

- The command map interface is modified to display all other human and

computer team members with authentic military rank insignia next to

their names. The player's character is identified as Captain, other

human players as Master Sergeants, and computer players as Sergeants.

- All command maps are recreated to feature a more homogeneous design

and tactical grid coordinates that facilitate strategic team play.

- All missions and maps are unlocked for single player quick missions

by default.

- All maps feature completely reworked map scripting that makes them

available in all single and multiplayer game types. Every map script

is also modified to allow an increased number of enemies and a greater

variety of enemy locations in all game types.

- Many maps feature newly created UI elements like snapshots, briefing

world maps, command maps, and command map briefing images, as well as

mission briefing texts.

- Multiplayer server setup now allows selecting the availability of

both equipment and military units through restriction sets, so the

"Available Kits" option is renamed to "Units and Kits" to reflect

its influence on available team units as well as their kits.

- New military units are made available as multiplayer characters to

improve balancing between teams through competitive camouflage on all

types of map terrain. The additional military units feature character

models that are retextured to fit in with the original characters as

closely as possible while maintaing a high level of authenticity.

- All standard multiplayer teams are represented by U.S. and Russian

military special forces units in full camouflage battle dress uniforms

suitable for all possible terrain types - woodland, desert and jungle.

The default multiplayer teams 1 through 4 are represented by the U.S.

Army Special Forces "Ghosts" (Blue Team), Russian Spetsgruppa Alfa

(Red Team), U.S. Army Special Forces Delta (Green Team), and Russian

Spetsgruppa Vympel (Gold Team), respectively, all in appropriate

woodland, desert, and jungle camouflage for all types of terrain.

- Many newly created multiplayer restriction sets provide a more

adjustable kit and unit selection for all teams. For example, there

are now several settings especially designed to offer a wider choice

of AI Backup equipment, and some restrictions sets - mainly aimed at

Co-Op and Solo games - allow simultaneous access to all available

military units plus all specialists for all teams. These Co-Op and

Solo game multiplayer restrictions also provide an additional military

unit - the U.S. Marine Corps - to choose from, equally featuring new

retextured characters with camouflage uniforms for all terrain types.

- Several new multiplayer restrictions feature sorting of equipment

kits based on the selected military unit, e.g. a demo expert of the

U.S. Army Special Forces Delta will have a different default weapon

than a U.S. Marine of the same soldier class, and all U.S. soldiers

will have American equipment displayed before Russian equipment when

scrolling through available kits and vice versa.

- Some original multiplayer restriction sets are renamed to reflect

the changes in kit and unit selection.

- All equipment outline textures for equipment selection screens were

completely reworked to reflect weapons and their attachments with more

detail. Additionally, all weapons with magnifying optics are marked

with crosshairs symbols, and all grenade launchers, anti-tank weapons,

and demolition charges are identified by corresponding symbols.

- All weapons and equipment are made available in single player quick

missions and multiplayer games. In the single player campaign the

selection of equipment is limited to military materiel that is in

actual real-life use by the U.S. Army Special Forces represented in

the game's campaign.

- The equipment selection screens are adjusted to correctly display

3-digit kit numbers.

- Interface dialog strings are adjusted to reflect the existence of

anti-armor weapons other than the M136 and also their availability

outside of the demolitions soldier class.

- All used files have been reviewed one-by-one for possible conflicts

with any other files in the mod, the original game and both official

expansion packs, and - if necessary - adjusted, to ensure a perfect

compatibility of all components.

- Many other little technical and cosmetic fixes and improvements are

implemented to achieve the best possible gaming experience.

Phew, now that's a lot of GR goodness in anyone's book ^_^

Should keep us going till next Christmas :santa::lol:

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[...] it's so much more than "just a compilation"[...]

Phew, now that's a lot of GR goodness in anyone's book ^_^

Should keep us going till next Christmas :santa::lol:

Thanks a lot, Pave Low! :thumbsup:

I have edited the opening post to include the feature overview. Please excuse me for not doing so from the beginning, but I feared it might have been too much to be tolerable. :unsure:

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Wow... And you did ALL this all by yourself (except modeling weapons)? Balancing hundreds of weapons, balancing MANY more kits, bug fixes, realism enhancements, optic reticles, reworked sounds, video editing, interface modification, effects reworked, new mission environments, etc. etc. etc... Wow.... I didn't realize how much work you put into this...

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Wow... And you did ALL this all by yourself?

Yep. But then again, I started working on this mod pretty much the same time I started playing Ghost Recon - almost exactly six years ago - December 24, 2002. So I had plenty of time... :)

Of course, none of this would have been possible without the work of all the other great modders I had the privilege of implementing in Heroes Unleashed.

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Downloaded this last night, read the readme, this is honestly an inspiration man -- i'm as negative and whiny as hell about the gr community in general but it seems like you've really done something with merit. Almost makes me want to find time to make some real mods for Ghost Recon, seeing as it's one of my favorite games and i've never made more than a little wounds patch. You're honestly a real example of how the gaming community should show interest in a title, way to go man. :thumbsup:

The mod plays excellently, way better than any compilations i've played before it. It comes across very coherent and cohesive, as if all of this content was made originally to fit together. Weapons are all balanced great, there's none of the awkwardness normally associated with compilations where half the guns are balanced entirely differently. It's great to have a single mod full of content i can point new people i introduce to GR to, too.

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