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Ghost Recon: Heroes Unleashed


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Added a post about it on our site as well here:

huad01.jpg

a few of us did some test runs and we had a few issues with the Intel missions not being anywhere near where they should have been. We had a couple missions where we would get to the intel location only to not find it and not able to finish the missions. Also we played a couple other missions (i wish i had done some more writing and less playing) where when we died it crashed the game. I remember HU having issues before that it wasn't viable as a MP mod are those issues still present Apex?

Edited by twcrash
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If the intel location gets messed up this may be caused by wrong mod priorities, e.g. running MP2 above HU, or having another mod on top. All game types in Heroes Unleashed are confirmed to work with HU maps, using them on 3rd-party or unaltered original maps may in some extreme cases not work at all, since the game types depend on many map features originally not found on every map out there.

Provided that your installation(s) is(are) intact and none of the players has mod/version conflicts, the only thing that still could/should be able to crash the game is playing XL/XXL game types on XL/XXL maps, as mentioned in the ReadMe and multiplayer menus. That's because you can have no more than 256 dynamic objects on a map at any given time. Those game types spawn a huge amount of enemies (= dynamic objects), so if you run those game types on huge maps with loads of dynamic map objects (e.g. windows, doors, gates, or even birds or a waterfall) you quickly pass that limit and the game will crash.

Hardware insufficiencies (not enough oomph) could probably still cause a crash, but it would have to be a really old PC by now. For the rest there should be no crashing, whether in SP or MP. During testing of this version my friends never had a crash or major issue, but then GR sometimes has a mind of its own. For example, we had CENTCOM crashing on us again and again for some time and never found out why.

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I have problem with Heroes Unleashed mod and couple of others(Blood Oil, CENTCOM). My issue is that some weapons textures( about 50%) are m issing. Guns in the selection screen and in game appears "white" or have only half of textures on them. Am I missing something? My mods priority is as follows: Desert Siege, Island Thunder, Heroes Unleashed. Someone help please!

New thing! The crosshair is a big yellow square in middle of the screen.

Edited by Grenadier85
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Hey Apex, do you know how do I unlock specialists for the campaigns in HU ?

I started a new Island Thunder campaign using HU, but the specialists dont show (Ive even edited the unlockedheroes.xms in the root folder and added all actors).

Thanks,

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@wombat50 Thank you for helping out, much appreciated! :thumbsup:

@Grenadier85 Glad it worked out for you.

@silva During the campaign you unlock specialists which will subsequently also be available in quick missions. The corresponding files for GR, DS, and IT are unlocked_heroes.xml, d_unlockedheroes.xml, and c_unlockedhero.xml (HU uses unlocked_heroes.xml). Whenever you begin a new campaign you start out without any specialists though, the unlocked database is just for quick missions.

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  • 1 month later...
  • 3 weeks later...

While I was testing Heroes Unleashed on the Ghost Recon Forever server I noticed there is a major issue with its game types that allows multiplayer games to run with no players in the server, meaning that if the dedicated server is set to auto-start a game, it will not go back to the player lobby if nobody is actually in-game. This probably has to do with GR recognizing the dedicated server as a valid player (the dedicated server counts as 1 player connected), so the NoPlayersLeft switch is never thrown in the game scripts.

I'm working on a solution to this bug (completely forgot it existed), and will try to offer a patch update to GRHU as soon as possible. Meanwhile the only workaround is to not set the dedicated server to auto-start games with GRHU active. I'm sorry for the inconvenience and hope to get this sorted out in time for our "Mods & Co-Op Weekends".

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Not necessarily. I think we may want to use a smaller mod to begin with, as that also means less to download e.g. for those unfamiliar with mods. Plus there's that empty server issue I mentioned above, which I would rather have fixed before we use GRHU on the server. So maybe we should either opt for one of the all-time classics like Frostbite, Year of the Monkey, CENTCOM etc. or pick one of the newer additions like e.g. Blood Oil, Rockall, or Texas Militia. Maybe someone (you?) wants to start a poll about it? :)

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Had a closer look at the NoPlayersLeft issue and it turns out that it is all my fault. Had the trigger embedded in a script block that does not even activate when there are no players around at game start. Pretty sloppy on my part. My penalty for this negligence is that now I'll have to fix over 100 game types and 175 missions to properly work on a dedicated server when there are no players around.

:wall:

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I'll have to fix over 100 game types and 175 missions

Sorry to hear that.

A overdose of drudgery for sure.

Yep. Could think of nicer things to do with that time. :)

Sounds like that RileyFletcher guy who decided to remove forty ambient sounds from his mod the day before release day because he noticed they might be copyrighted.

Yeah, don't you just love those little oversights that throw you back what feels like lightyears?

Anyhow, Team and Solo game types done. Now for the real headache - SP, Co-Op, and... 175 Missions. As those scripts are at the very size limit of the compiler, I'll really have to shuffle things around to fit the fix in there somewhere. I sense insanity waiting right around the corner... :wacko:

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Found a way to save enough space in the scripts, although it means I have to throw out some debug functionality. :(

Anyhow, I'll be working on fixing the dedicated server auto-launch issue in SP/COOP game types and missions next. Hope to be ready by next weekend. :)

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I mean that Heroes Unleashed only has co-op for 9 people. I may change that at some point, but for the moment that's it.

And yes, I understand Texas Militia now supports 27 player co-op play, but on the GR Forever server with so many new people coming in all the time it can get quite frustrating. People don't know which teams to join, the mission breaks, and nobody knows what's going on. More often than not it just leads to chaos on the server.

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