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Download Ghost Recon: Heroes Unleashed (Version 1.0.0 Beta 9)   Spread the word, folks. Long live Ghost Recon!   PS: A huge thanks goes out to Wombat50 for doing weeks of

LOL. Well then, you guys asked for it... taken directly from the Beta 9 ReadMe:  

Posted Images

Thanks, Shake!

Will be uploading an ultra-highly compressed 7-zip file weighing in at about 7GB for "traditional" download. :)

Torrent would be very welcome, but I have no seed box. So if anyone can help with that...

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Apex 2 years aint too bad lol. We understand. Hell this month I have to testify in court.

Stuff comes up. I almost got mixed up in the Pulse Night Club shooting. I was about a half mile away. 

 

Wish I had known what was going on though I'm always armed. This is usually what I carry around. 

 

12642970_1735017540042977_478169420304232180_n.jpg

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Just had a look at the Beta 9 ReadMe. While the changelog is over 200 lines long, it wouldn't just give everything away, so... maybe? But are you sure you want the dirty little details before release, though? Wouldn't that spoil the surprise?

Thoughts, people? :hi:

Meanwhile, I give you a little nugget of pre-release information: There's an additional 153 new weapons and equipment items in Heroes Unleashed Beta 9, the standard Ghost team has access to 1,120 different equipment kits (all soldier classes combined), and no, you won't have to click through them all until you develop carpal tunnel syndrome. :)

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9 hours ago, ApexMods said:

Just had a look at the Beta 9 ReadMe. While the changelog is over 200 lines long, it wouldn't just give everything away, so... maybe? But are you sure you want the dirty little details before release, though? Wouldn't that spoil the surprise?

Thoughts, people? :hi:

Meanwhile, I give you a little nugget of pre-release information: There's an additional 153 new weapons and equipment items in Heroes Unleashed Beta 9, the standard Ghost team has access to 1,120 different equipment kits (all soldier classes combined), and no, you won't have to click through them all until you develop carpal tunnel syndrome. :)

Please do! And 153 new weapons! I've never been this excited for a game ever. 

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LOL. Well then, you guys asked for it... taken directly from the Beta 9 ReadMe:

Quote

 

RELEASE COMMENTS

After about one and a half decades of GRHU development I've finally finished the (hopefully) last beta version before the 1.0.0 release. I rebuilt nearly the entire mod from scratch and consequently messed around with pretty much everything for this one, so there's probably loads of stuff I forgot to mention in the release details list below. I'm quite happy with the outcome, especially as there's now even more hardcore tactical realism than ever in Ghost Recon: Heroes Unleashed.

First of all, I've spent an insane amount of time tracking down issues that may have caused the dreaded crash to desktop experienced by some players. This new release should be much more stable and e.g. less prone to suffer serious technical issues from conflicting content of third-party mods being used at the same time (please remember though, that complete third-party mod compatibility can never be warranted).

On the gameplay side, opponent and friendly AI is a lot more advanced (it's just jaw-droppingly impressive what Ghost Recon's 15-year-old AI is capable of - I've never seen anything like this in any other game), remaining traces of artificial balancing and predictable scripting are removed (unfettered realism rules!), all user interface elements have received another major well-deserved makeover, with the game feeling a lot less dated now (well, at least to me), and the amount of content slowly approaching a level I'd almost call "sufficient".

All campaign missions have been completely re-scripted from the ground up (yes, I literally started with an empty script on each one) with a unified framework of many new built-in features, e.g. an intricate AI detection and alertness system, AI plan and location randomization, a complex tactical score rating system, automatic game saves, and many other novel elements aimed at maximizing mission realism, optimizing gameplay, and improving replayability at the same time.

This means that the Ghost Recon: Heroes Unleashed campaign is finally in a state of "readiness", as all of the currently included missions now behave in a similar way, and at the same time provide realistic randomness and unpredictability. While I'd call the campaign "ready”, in that all missions are fully playable and use a common foundation, it's still far from being finished. There's still loads of individual changes and refinements to be implemented, and there are probably some bugs remaining that will need to be squashed. Last but not least, I plan to further expand the campaign with several extra missions for the final 1.0 release of Heroes Unleashed.

As we approach the end of the beta stage, implementing a systematic mod structure was a major concern for me. Therefor I have attempted to organize every aspect of the mod in the most logical way, so its inner workings and dependencies should be easier to understand for my fellow mod developers out there. I also wanted all of the content to be as modular as possible, in order to facilitate new Ghost Recon mod development that will be able to build upon Heroes Unleashed to create e.g. new campaigns using GRHU as underlying content framework.

In closing, this new release takes Ghost Recon: Heroes Unleashed a lot further in many different ways, and once any remaining kinks have been ironed out (I'll need your feedback for that!), the mod should finally be ready to move out of beta stage, so it may serve as foundation for an even brighter future of classic Ghost Recon modding.


KEY FEATURES

• Intensified focus on hardcore tactical realism gameplay
• Enhanced and extended Ghost Recon trilogy SP / MP CO-OP campaigns
• Nonlinear randomized SP / MP CO-OP mission and game type execution
• Cinematic mission intro & outro cutscenes for single player
• Automated save game function for single player missions and games
• Huge choice of maps (over 200 total), available in all SP / MP games
• Overhauled realistic map environments (viewing and drawing distance)
• Dynamic mission weather change (precipitation, intensity, direction)
• Novel random mission generator for SP / MP CO-OP on all maps
• Many new and improved game types (100+ total for SP / MP combined)
• Comprehensive SP / MP CO-OP tactical score / rating system
• Intricate AI stealth / enemy detection and alertness routines
• Improved overall opponent and friendly AI capabilities and behavior
• Loads of authentic weapons and equipment items (more than 400 total)
• Revamped equipment kit selection menus (quick equipment browsing)
• More realistic weapon characteristics, handling, and ballistics
• Closer to real-world bullet penetration and wounding system
• Innovative new weapon sight zoom effect (visible weapon scope)
• Reworked SP kits and MP unit and equipment restrictions setup
• Extra characters (more than 1,000 total) with many new attachments
• Expanded SP team character appearance (varying character skins)
• Additional marksman character for SP Ghost team and all MP teams
• Battle Dress Uniform (BDU) updated to Advanced Combat Uniform (ACU)
• Added MP units (Navy SEALs, SAS, Delta Force, KSK, Spetsnaz, etc.)
• Supplementary military and civilian vehicles (more than 100 total)
• Boosted audio dynamics and scores of authentic new sounds
• Countless new high-resolution textures and more detailed 3D models
• 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
• Immeasurable treasure in game- and mod-related bonus content ;)
• Streamlined file / folder naming and structure for easier modding
• Elaborate measures for compatibility and discrete modular content
• Included development tools and essential modding information
• Cross-platform compatible (same download for Mac and PC)


RELEASE DETAILS

• Beta Release / "15th Anniversary Edition"

  • Added actors / characters
  • Added autosave to single player missions and game types
  • Added character attachments
  • Added developer resources and add-on mods (XTRAS)
  • Added expanded secondary equipment options
  • Added game type features
  • Added game types
  • Added impact grenades
  • Added intelligence to AI
  • Added maps and re-ordered map sequence
  • Added mission NPC location randomness
  • Added mission NPC plan randomness
  • Added missions
  • Added mod customization add-on mods (XTRAS)
  • Added modding resources (XTRAS)
  • Added multiplayer team units
  • Added NPC factions
  • Added smoke grenades
  • Added sound effects
  • Added spotting scopes
  • Added stun grenades
  • Added vehicles
  • Added visual hints to option menus
  • Added weapons and equipment
  • Adjusted actor abilities
  • Adjusted actor armor
  • Adjusted actor names
  • Adjusted AI properties
  • Adjusted ammunition loadout
  • Adjusted attachments models
  • Adjusted attachments textures
  • Adjusted binoculars / rangefinder
  • Adjusted blood effects
  • Adjusted campaign missions
  • Adjusted character models
  • Adjusted character textures
  • Adjusted combat model properties
  • Adjusted command map interface
  • Adjusted decorations / medals display
  • Adjusted default opposing force actors
  • Adjusted default opposing force equipment
  • Adjusted default platoon setup for missions
  • Adjusted dynamic enemy AI
  • Adjusted dynamic enemy alertness
  • Adjusted dynamic enemy count for games
  • Adjusted dynamic map size options for games
  • Adjusted dynamic weather for games / missions
  • Adjusted effects textures
  • Adjusted equipment textures
  • Adjusted escort chance for random missions
  • Adjusted firefight chance for random missions
  • Adjusted game types
  • Adjusted grenade blast radii
  • Adjusted HUD (think I got it now)
  • Adjusted in-mission audio-visual feedback
  • Adjusted key bindings
  • Adjusted map clipping distances
  • Adjusted map fog settings, again
  • Adjusted map lighting
  • Adjusted map models
  • Adjusted map names
  • Adjusted map preview images
  • Adjusted map sequence
  • Adjusted map sounds
  • Adjusted map spotting distances
  • Adjusted map textures
  • Adjusted map zones (for the hundreds' time)
  • Adjusted menu screens
  • Adjusted mission briefing images
  • Adjusted mission briefing text
  • Adjusted mission dates
  • Adjusted mission scripts
  • Adjusted multiplayer restriction sets
  • Adjusted my TV channels, finally
  • Adjusted night vision
  • Adjusted NPC AI for game types
  • Adjusted NPC antitank weapons usage
  • Adjusted NPC equipment kits
  • Adjusted NPC grenade usage
  • Adjusted NPC to select full-auto / burst
  • Adjusted NPC weapon accuracy
  • Adjusted NPC weapon ballistics
  • Adjusted NPC weapon handling
  • Adjusted NPC weapon muzzle flash
  • Adjusted NPC weapon recoil
  • Adjusted PDA screen
  • Adjusted projectile properties
  • Adjusted sky models
  • Adjusted sky textures
  • Adjusted sound dynamics
  • Adjusted sound effects
  • Adjusted sound properties
  • Adjusted threat indicator
  • Adjusted tracer ammunition usage
  • Adjusted vehicle animations
  • Adjusted vehicle handling and speed
  • Adjusted vehicle insurance
  • Adjusted vehicle models
  • Adjusted vehicle properties
  • Adjusted vehicle sounds
  • Adjusted vehicle textures
  • Adjusted vehicle weapons
  • Adjusted voice-overs
  • Adjusted weapon accuracy
  • Adjusted weapon ballistics
  • Adjusted weapon designations
  • Adjusted weapon handling
  • Adjusted weapon kit art
  • Adjusted weapon models
  • Adjusted weapon muzzle flash
  • Adjusted weapon names
  • Adjusted weapon recoil
  • Adjusted weapon reticles
  • Adjusted weapon ROF for single shot
  • Adjusted weapon sounds
  • Adjusted weapon textures
  • Adjusted weapon zoom
  • Adjusted wound effects
  • Changed AI system settings
  • Changed combat points system
  • Changed decorations / medals display
  • Changed equipment kit selection
  • Changed file and folder naming and structure
  • Changed HUD message boxes
  • Changed into something more comfortable
  • Changed kit selection menu and enabled fast browsing
  • Changed map order / sequence
  • Changed menu background pictures
  • Changed menu dialogs
  • Changed menu music
  • Changed menu UI
  • Changed mod intro movie
  • Changed multiplayer team roster
  • Changed my relationship status
  • Changed specialists equipment
  • Changed specialists soldier classes
  • Changed this, that, and the other
  • Changed various names and strings
  • Changed weapon zoom effect
  • Disabled player death music
  • Fixed AI aggression and responsiveness in game types
  • Fixed AI intelligence
  • Fixed alpha blending for several textures
  • Fixed animation settings for several textures
  • Fixed antitank weapon reticle symmetry
  • Fixed armor-piercing bullet penetration
  • Fixed ballistics for several firearms
  • Fixed color bit-depth for several textures
  • Fixed corrupted texture files for several maps
  • Fixed dishwasher by kicking it repeatedly
  • Fixed foliage texture properties (bullet penetration)
  • Fixed game saving / loading in game types (I hope)
  • Fixed game zone mixup on mission restart
  • Fixed handling of large and heavy weapons
  • Fixed message box notification sound in game types
  • Fixed mission completion triggers in game types and missions
  • Fixed multiplayer restrictions team roster sequence
  • Fixed my TV chair
  • Fixed non-blinking character faces
  • Fixed objective triggers in game types and missions
  • Fixed potential crash issue with actor names (I think)
  • Fixed potential crash issue with command map HUD (I hope)
  • Fixed potential crash issue with equipment kits
  • Fixed potential crash issue with game saves
  • Fixed potential crash issue with hidden objects
  • Fixed potential crash issue with out-of-bounds objects
  • Fixed potential crash issue with replay recordings
  • Fixed potential crash issue with teleporting objects
  • Fixed potential crash issue with vehicle usage
  • Fixed proximity triggers in game types and missions
  • Fixed quicksaving / quickloading in game types (yes?)
  • Fixed respawn map locations
  • Fixed reticles for several weapons
  • Fixed sniper ghillie suit alpha blending
  • Fixed sound encoding rate for several files
  • Fixed spelling errors for in-game text, again
  • Fixed spelling in mission briefing, again
  • Fixed stationary machine gun sounds, finally!
  • Fixed surface properties for several textures
  • Fixed texture entries for several character files
  • Fixed that dripping sink faucet
  • Fixed tracer ammunition usage
  • Fixed UI text strings
  • Fixed vehicle animation conflicts
  • Fixed vehicle filenames (e.g. sounds work now, duh!)
  • Fixed vehicle handling (e.g. suspension properties)
  • Fixed vehicle model / texture conflicts
  • Fixed weapon accuracy for large / heavy weapons while standing
  • Fixed weapon accuracy while moving
  • Fixed weapon model entries in gun files
  • Fixed weapon motions type for pistols and MP
  • Fixed zone handling in game types and missions
  • Forgot what else I added, adjusted, changed, fixed, removed
  • Happy 15th Birthday, Ghost Recon!
  • Improved AI
  • Improved compatibility with 3rd party mods
  • Improved menu responsiveness
  • Improved multiplayer loading time
  • Improved overall stability
  • Improved resource independence and modularity
  • Improved XL / XXL game stability
  • Remembered something I did, then forgot it again
  • Removed obsolete / deprecated items
  • Removed obsolete Ubi.com online play option
  • Updated (E)XTRAS bonus content
  • Updated AI
  • Updated documentation
  • Did I mention AI?

 

 

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its funny, i see a lot people on other sites using beta8. and they don't realize its just a beta version, it's just so well done they assume it's a final release. now here comes beta9 that just looks better than a AAA ghost recon game would. 

question, is the new auto save feature optional? or at least implemented in a minimal way? ive never liked autosave, its useful yes but it destroys immersion along with allowing the player to make dumb mistakes and be bailed out by a quick f7 press. 

 

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Well, to be fair, an open beta phase lasting for over 8 years would probably somewhat stretch the limits of commercial viability for a AAA game. That's the beauty of modding, there are no commercial or time restraints, and I'm certain that's one of the main reasons why gamers are able to enjoy a plethora of highest quality mods that can basically stand shoulder to shoulder with AAA titles, and in some cases even surpass them.

Now I'm not saying that's the case with Heroes Unleashed, let's not lose touch with reality here, but just look at mods like Counter-Strike, Team Fortress, Insurgency, Black Mesa, DayZ, Project Reality, to name but a few of the most shining examples of game mods. Luckily, some of the brighter developers realized early on that mods play an important role in the commercial success of games, especially longterm, and id Software, Valve Corporation, Firaxis, Crytek, Epic Games, Bohemia Interactive etc. don't necessarily act all that selfless in providing extensive tools and support for modding their games.

These developers are simply smart enough to understand that empowering their customers' creativity is an indubitable win-win situation. I guess I could write books about the importance of individual freedom of creative expression, about how the inventive spirit grows exponentially in a non-restrictive environment, and how that is especially true in a field like gaming, where the importance of personal fantasy, imagination, and enjoyment should always have unequivocal precedence before anything else.

But I digress. :)

Good point about auto-saving. You know what? Personally, I don't like that feature... at all! I added it solely because, when I watch Ghost Recon gameplay videos on YouTube, I more often than not notice people spamming the quick-save and quick-load keys, and that is an absolute immersion breaker in my book! So, I implemented the auto-save in GRHU as a background process, completely unnoticeable during gameplay, and just as a last resort to alleviate that constant quick-saving going on. It's not optional, as that would require some way to toggle it on or off, which neither the game's UI nor its underlying scripting technology provides. A workaround may be possible, but also requires another boatload of work, which I wouldn't consider worthwhile at this time.

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Great, I've been perpetuating immersion-breaking by savescumming!

Honestly though, I only do it because I have a personal rule of no Ghosts dying until the last few missions of a campaign.

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18 minutes ago, nyleken said:

Great, I've been perpetuating immersion-breaking by savescumming!

Oh yes, you have! :)

18 minutes ago, nyleken said:

Honestly though, I only do it because I have a personal rule of no Ghosts dying until the last few missions of a campaign.

Yeh, yeh. That's what they all say! Of course(!) we can't allow any team members to die during any(!) mission, not even "the last few"!

But seriously, one is no excuse for the other. Having your entire team survive without loading any game saves must be the rule of conduct, here. That's what the "Restart Mission" button is for. :P

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Clearly the best alternative is an ironmode challenge, where we'll have to go through the Heroes Unleashed campaign without having a team member die, otherwise it's back to square one. As in having to redo the entire combined campaign. 

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5 hours ago, nyleken said:

Clearly the best alternative is an ironmode challenge, where we'll have to go through the Heroes Unleashed campaign without having a team member die, otherwise it's back to square one. As in having to redo the entire combined campaign. 

Either that, or if a Ghost dies, a Ghost died, sad and everything, then you continue the mission like nothing bad happened.

Quick question Apex: Is the M4 with a suppressor on as quiet (as in AI detection range) as the MP5SD on b9? I find no real reason to use the MP5SD, when the M4 is more effective and equally quiet (My soldiers with 8 weapon points don't care about recovery anymore).

Also:

Quote

Good point about auto-saving. You know what? Personally, I don't like that feature... at all! I added it solely because, when I watch Ghost Recon gameplay videos on YouTube, I more often than not notice people spamming the quick-save and quick-load keys, and that is an absolute immersion breaker in my book! So, I implemented the auto-save in GRHU as a background process, completely unnoticeable during gameplay, and just as a last resort to alleviate that constant quick-saving going on. It's not optional, as that would require some way to toggle it on or off, which neither the game's UI nor its underlying scripting technology provides. A workaround may be possible, but also requires another boatload of work, which I wouldn't consider worthwhile at this time.

Can you script it so that Elite doesn't have auto saving?

Edited by Jose21crisis
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22 minutes ago, Jose21crisis said:

Quick question Apex: Is the M4 with a suppressor on as quiet (as in AI detection range) as the MP5SD on b9? I find no real reason to use the MP5SD, when the M4 is more effective and equally quiet (My soldiers with 8 weapon points don't care about recovery anymore).

Good question, as it touches on a regrettable shortcoming of the game engine. All MP5SD5/MP5SD6 etc. (the ones with integral suppressor) reduce the muzzle velocity (even of supersonic ammunition) to subsonic speed (less than ~330m/s), thereby avoiding the sonic boom of supersonic rounds, effectively causing less of an audible signature. Most firearms with a separate suppressor using supersonic ammunition (as e.g. the MP5N SD or M4/M4A1 SD) do not lower muzzle velocity, so even though they significantly decrease a weapon's sound signature, the very audible sonic boom still remains. To put it short, in reality the MP5SD6 is one of the most silent firearms around and barely audible just a stone throw away, while an M4A1 with e.g. KAC's quick-detach sound suppressor (QDSS, as part of the SOPMOD kit) will be much louder and can be heard over hundreds if not thousands of meters.

But here's the tricky part. The locational source of a sonic boom is often impossible to determine, meaning that even though you may hear the shot being fired, you may still have no idea where it is coming from. Ideally, the sound properties of each weapon in Ghost Recon should be set up reflecting the subtle differences between the various suppressed subsonic and supersonic weapons, but alas, AI shot detection is coupled to a single value in the sound database, the "rolloff" distance of a sound, and after much experimentation I've set that to the same basic range of values for all suppressed firearms. As a result, AI will indeed detect an MP5SD6 being fired in the same way they'd detect a suppressed M4.

However, sound signature and AI detection range should certainly not be the only factors to consider when picking the right weapon for a mission. Compared to a suppressed M4A1 fully decked-out with various attachments, a compact bare bones MP5SD6 with iron sights can offer a huge advantage in CQB situations, and this will be much more noticeable in GRHU beta 9.

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That's from the Key Features listing, which is a basically just a short summary of what the mod offers at this point, and listed items are not necessarily changes from the previous version. In this case, beta 9 indeed retains the ACU with UCP pattern from before, albeit with more variations in each soldier class for both the player team as well as affected NPC (e.g. US Army soldiers). As a side note, among the 50+ customization add-on mods included with GRHU beta 9 are several that let you switch back to the old BDU/DCU (which many, quite understandably, prefer).

Furthermore, I'm happy to say that a very talented 3DSM modeller has just recently offered to re-model and re-texture all player character models for future versions of Heroes Unleashed, so I'm quite optimistic that we'll see a considerable visual upgrade in this regard in the not too distant future. :)

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3 hours ago, ApexMods said:

Furthermore, I'm happy to say that a very talented 3DSM modeller has just recently offered to re-model and re-texture all player character models for future versions of Heroes Unleashed, so I'm quite optimistic that we'll see a considerable visual upgrade in this regard in the not too distant future. :)

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