ApexMods Posted July 27, 2020 Author Share Posted July 27, 2020 15 minutes ago, Jack Wachter said: Does removing the HUD also mean removing the top left text? I know I use that for my missions somewhat, including my copy of the HU exfil timer. I just want names in MP to not show up for kills. I know we can make our names blank, but that is far from ideal since it becomes hard to tell who has joined and what slots everyone is in. Not part of my plan. Again, at the moment this is just an idea in my head, and I think there‘s a way to realize it. Could still turn out undoable. If it works how I think it works, that message log would not be affected. Getting rid of player names popping up would require to eliminate the log altogether. I think with HU’s faster scrolling it’s not so bad as to remove it completely. HU 1.0 uses it for very little messaging in MP, and the next version will use it even less. Some people still use the log for in-game messaging in MP (I do), so I have no plans to do away with it yet. Quote Link to comment Share on other sites More sharing options...
ApexMods Posted July 27, 2020 Author Share Posted July 27, 2020 6 minutes ago, nyleken said: I personally wouldn't bother with it. HUD elements exist for a reason, and the current one is pretty minimalistic already. You’re right. There are more worthwhile things to work on. I always get carried away modding Ghost Recon. There is just so much I still want to do with Heroes Unleashed. 🙂 1 Quote Link to comment Share on other sites More sharing options...
nyleken Posted July 27, 2020 Share Posted July 27, 2020 3 minutes ago, ApexMods said: I always get carried away modding Ghost Recon. Impossible. 😉 I suppose I could ask whether you've made any changes to your mission script framework. 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 27, 2020 Share Posted July 27, 2020 (edited) I'm with nyleken, better things to work on. Most know what f9 does but I haven't seen f11 or f12 mentioned. f11 toggles health icon lower LH corner f12 toggles weapon icons lower RH corner. Edited July 27, 2020 by wombat50 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted July 27, 2020 Author Share Posted July 27, 2020 1 hour ago, wombat50 said: Most know what f9 does but I haven't seen f11 or f12 mentioned. f11 toggles health icon lower LH corner f12 toggles weapon icons lower RH corner. Yep, IIRC F9 also toggles the weapon reticle, so F11 and F12 are preferable. 1 hour ago, nyleken said: I suppose I could ask whether you've made any changes to your mission script framework. Will have to look at my notes, but IIRC, I only made changes to SP GTF scripts and the default random mission (fixed e.g. an erroneous dialog pop up), while the mission template for campaign missions is unaltered. I’m using it for the new campaign missions. Adversarial MP scripts where thoroughly overhauled and expanded, though. Quote Link to comment Share on other sites More sharing options...
ApexMods Posted July 28, 2020 Author Share Posted July 28, 2020 I’ll try to get the finished weapon sounds to Jack Wachter as soon as they’re done (hopefully by tomorrow), so he can do a “before and after” comparison video. Skipped on the HUD idea for now, manual almost done (approaching 50,000 words). Back to campaign mission scripting (and retexturing of corresponding maps) soon. I’d really love to see more feedback to get a better sense of what’s most wanted by all of you folks, especially if you’ve encountered any bugs, errors, or other shortcomings. There’s over 100,000 people out there who’ve downloaded Heroes Unleashed. Make your voices heard! 🙂 1 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted July 28, 2020 Share Posted July 28, 2020 Adversarial game modes where there is an AI company hostile to all players that just patrols around and/or civilians. Something that makes hunting other players more interesting. Most of my PvP experience seems to boil down to "whoever moves against a stationary target dies." 1 Quote Link to comment Share on other sites More sharing options...
die7 Posted July 28, 2020 Share Posted July 28, 2020 (edited) We are all happy with your work so far, especially about accumulated knowledge and experience over all the years, which result is really great, and we all can learn from it (I love XTRAS folder) If I can be free to say what changes I would like to see , then is next: - increase enemy actor skill (weapon, stamina,stealth, leadership) since 0.125 vs 200 for ghosts is quite unbalanced - decrease ghosts skills (I like good soldiers but not superheroes) and bring scoring system back - remove detection of the enemies (voice alarm once enemy is near, or ghost was spotted, at least when playing just with one soldier) - Improve damage (armor) values - Enemy can use also better weapons, (in the missions) not that in 2008 Russia army had just ak47 and rpg7 for example, same for DS,IT - weapon/ammo reloading times (even in my six Y in the army I was not able to reload/replace mag of m16a1 under 4,8sec in stand, prone 5,4sec , taking from the vest, not drooping old one to the earth but back to vest..I would say in combat will be faster since you normally would drop it) take look to example of this guy which have optimum conditions need 3 sec https://www.youtube.com/watch?v=te_HNXIxDZ8 - aimed rate of fire...for my felling need to be reduced for 50% - decrease number of the ghost weapon kits (many of the kits do not make much sense (at least the combination of it) but also it is definitely to much and probably 90% not used - add all existing or missing maps which has been ever made for GR - collect and add all customized items, vehicles, etc - create more missions with more story and diff scenarios - hd textures - replace ghosts skins (take example of jack or centcom) - improve night vision (the one from Project Novo is great) - clean cm, no enemy detection at all - increase m136 or rpg or javelin to 2 prj tbc Edited July 28, 2020 by die7 1 Quote Link to comment Share on other sites More sharing options...
Hammer Posted July 28, 2020 Share Posted July 28, 2020 Just a quick note about number 13 - replace ghosts skins (take example of jack or centcom) The Ghosts in Delta Force, Centcom and Blood oil were not Redstorm model's and there for are skinned in a different way to the original ghost models. You would have to replace all the files associated with the the original Ghosts with the ones for the highers characters, in every mission. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted July 29, 2020 Author Share Posted July 29, 2020 11 hours ago, Jack Wachter said: Adversarial game modes where there is an AI company hostile to all players that just patrols around and/or civilians. Something that makes hunting other players more interesting. Most of my PvP experience seems to boil down to "whoever moves against a stationary target dies." The MP game type overhaul will alleviate camping a bit. And yes, there are AI hostiles in the new MP games. 10 hours ago, die7 said: 1) increase enemy actor skill (weapon, stamina,stealth, leadership) since 0.125 vs 200 for ghosts is quite unbalanced 2) decrease ghosts skills (I like good soldiers but not superheroes) and bring scoring system back 3) remove detection of the enemies (voice alarm once enemy is near, or ghost was spotted, at least when playing just with one soldier) 4) Improve damage (armor) values 5) Enemy can use also better weapons, (in the missions) not that in 2008 Russia army had just ak47 and rpg7 for example, same for DS,IT 6) weapon/ammo reloading times (even in my six Y in the army I was not able to reload/replace mag of m16a1 under 4,8sec in stand, prone 5,4sec , taking from the vest, not drooping old one to the earth but back to vest..I would say in combat will be faster since you normally would drop it) take look to example of this guy which have optimum conditions need 3 sec https://www.youtube.com/watch?v=te_HNXIxDZ8 7) aimed rate of fire...for my felling need to be reduced for 50% 😎 decrease number of the ghost weapon kits (many of the kits do not make much sense (at least the combination of it) but also it is definitely to much and probably 90% not used 9) add all existing or missing maps which has been ever made for GR 10) collect and add all customized items, vehicles, etc 11) create more missions with more story and diff scenarios 12) hd textures 13) replace ghosts skins (take example of jack or centcom) 14) improve night vision (the one from Project Novo is great) 15) clean cm, no enemy detection at all 16) increase m136 or rpg or javelin to 2 prj First of all a huge thank you for the feedback! Very much appreciated. 1) The huge difference between enemy and player skill is that the enemy is a computer. The discrepancy in skill value is for weapons control only, which aims to compensate the obvious advantages a computer has over a human e.g. reacting and aiming, and it was the result of lots of in-game testing. Giving AI comparable skill values ends up with the pin point accuracy of vanilla enemies. The new add-on to restore stat progression (see 2) will take player stats back to vanilla. 2) The stat progression / scoring system will be restorable via add-on mod, which is already completed. 3) I had this implemented in the scripts, but had to remove it (and loads of other features) due to script size constraints (64K source limit). 4) Already done. 5) Good point. Will do. 6) I think I looked into this, but IIRC it's hard coded and cannot be changed. 7) Please elaborate. I'm not sure I understand what exactly it is you mean. 😎 Nope. No way. 9) Underway. 10) Dito, but not that high on my list. 11) Underway. 12) Underway. 13) Underway. 14) IIRC Novo uses NV from an old version of HU. Will check. 15) Please elaborate. 16) AT4 is a one-shot disposable launcher, and the Javelin weighs a ton as it is. But I hear you. Will revisit the idea. 1 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted July 29, 2020 Author Share Posted July 29, 2020 Sent the new weapon sounds to Jack. Off to a short vacation with the folks, so I got to run. 🙂 3 Quote Link to comment Share on other sites More sharing options...
die7 Posted July 29, 2020 Share Posted July 29, 2020 woo, thank you for update ...it feels like Christmas is coming sooner as expected I can not wait to get it under my fingers 7) aimed rate of fire...hmm ok, my bad ...let me try to explain better ..aiming at self is happening to fast..in the fact for my felling coil control, recoil stabilization, and aiming stability is way to fast and gives unrealistic felling having super skills and weapons but also to much advantage over enemies ai opponents but also is a issue in mp or pvp. 15)removing red dots from command maps for enemies as well for vehicles, hostage position... etc..so really clean 1 Quote Link to comment Share on other sites More sharing options...
die7 Posted July 29, 2020 Share Posted July 29, 2020 7 hours ago, ApexMods said: Sent the new weapon sounds to Jack. Off to a short vacation with the folks, so I got to run. 🙂 how about shells sound? this could be also a big improvement since they are missing if I am correct Quote Link to comment Share on other sites More sharing options...
die7 Posted July 29, 2020 Share Posted July 29, 2020 7 minutes ago, die7 said: how about shells sound? this could be also a big improvement since they are missing if I am correct ohh my bad..have nice vacation 1 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted July 29, 2020 Share Posted July 29, 2020 Got the sounds and tried them out. Overall an improvement. Let me get a good recording so I can post a video. 1 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted July 29, 2020 Share Posted July 29, 2020 Here we go 5 Quote Link to comment Share on other sites More sharing options...
die7 Posted July 29, 2020 Share Posted July 29, 2020 very nice, improvement, it is hearable, ofc. it will need personal test to recognize all the diff and details, can not wait .. .. how about shells sound ? are they complete removed? 1 Quote Link to comment Share on other sites More sharing options...
Jeza Posted August 2, 2020 Share Posted August 2, 2020 Glorious, ready for this ❤️ 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 8, 2020 Author Share Posted August 8, 2020 Thanks for the vid, Jack. 👍 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 16, 2020 Author Share Posted August 16, 2020 Vacation almost over. Back to modding soon. 🙂 2 2 Quote Link to comment Share on other sites More sharing options...
die7 Posted August 17, 2020 Share Posted August 17, 2020 On 16/08/2020 at 17:35, ApexMods said: Vacation almost over. Back to modding soon. 🙂 I hope you have good time, now back to business ..my vacation start in 4 days same as modding break 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 25, 2020 Author Share Posted August 25, 2020 Progress update. 86 customization add-on mods done so far. Go wild! 🙂 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 26, 2020 Author Share Posted August 26, 2020 Currently adapting new maps for HU and in the process of fixing skyboxes etc. to fit the light setup / shadow angle and so on. I’ve always wondered why almost all maps get this wrong, including quite a few original ones. If you model a new map, why would you end up using a light solution that’s different from the one used during initial darkmap and grounddm creation? I think from all the maps in HU, originally there have been only a handful with correct light/shadow direction. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 27, 2020 Author Share Posted August 27, 2020 Looks like the HU update will take a lot longer than I thought (what a surprise, right?), but I’ll try to make the longer wait worth it. Also got a little caught up in the manual, which stands at almost 60,000 words now, and the developer notes have grown further, too (in hope they may help fellow modders). Installed size will likely pass 40 GB, and the download itself could end up well over 20 GB, so it might be about time to look for a torrent solution, in addition to the standard web downloads. 1 Quote Link to comment Share on other sites More sharing options...
die7 Posted August 27, 2020 Share Posted August 27, 2020 quality work requires time, keep rocking 1 Quote Link to comment Share on other sites More sharing options...
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