RileyFletcher_01 Posted August 23, 2011 Share Posted August 23, 2011 Hey everyone, this is my first mod for Ghost Recon (or any game, I guess), and before I declare the missions complete, I'd like some of you guys to test it and tell me what you think. There are alot of faults in them right now, and I know about some of them, but please tell me if you find any bugs or problems, or things that you think should be changed. It requires Desert Storm and Island Thunder to run, I also recommend using Patch 1.4. INSTALLATION To install, download the base mod and extract the .rar file you get to your ...\Red Storm Entertainment\Ghost Recon\Mods...directory. Once you have extracted the entire base mod folder there, download the seperate mission packs (links shown below) and place all of the downloaded mission files contained in the mission packs in your BASE MOD\MISSION folder within the game files. You can then start Ghost Recon, go to Options\Mods, activate the Beta Mission Base Mod, and run them from Quick Mission. Beta Mission Combo Pack Link to comment Share on other sites More sharing options...
wombat50 Posted August 23, 2011 Share Posted August 23, 2011 D/l'ed and I'll have a play through. Glad you are releasing them 2 at a time. Ten would be too daunting. Link to comment Share on other sites More sharing options...
Tinker Posted August 24, 2011 Share Posted August 24, 2011 Miss 01- Might be best to have the players insert in the vehicle? We ran up to the river then the mission failed, because we did not get in the truck? (Assumed we had just been dropped) No mention in the briefing. Miss 02 - Plays fine SP, and in coop if alone. More than 1 player coop and it crashes all, plus the server, if using a dedi. Hope to have another look at the weekend. In Igor it looks like a good couple of missions, mod set up seems ok. Not sure about the music folder and music.xml? You cannot change the default music names, your files should be named the same as the original, then do not include a music.xml file. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 (edited) NEW LINKS FOR DOWNLOAD HERE. The ones in the first post are incorrect, but it won't let me edit it, any ideas why? Anyway, here's the new links. *Beta Mission Base Mod Beta Five-Mission Combo Pack 1 of 2 Edited September 1, 2011 by rileyfletcher_01 Link to comment Share on other sites More sharing options...
wombat50 Posted August 27, 2011 Share Posted August 27, 2011 I'm getting "Invalid or Deleted File" when clicking on the link for 03 and 04 Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Hey, sorry about that invalid file on the download. I had to take it down to make a few last-minute changes, but it's fixed now. Go ahead and download it. Link to comment Share on other sites More sharing options...
wombat50 Posted August 27, 2011 Share Posted August 27, 2011 Sorry mate, still "Invalid or Deleted File". Sometimes pasting the URL into the reply won't work for me. The forum software seems to abbreviate the URL doing that and it won't work then. Try inserting the URL using the link icon when making a post. When pressing it you'll get a pop-up prompting you for the URL and below that a name(example:Mission 03 and 04) that will show in your post. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 (edited) There's going to be a small delay between now and launching the third beta-test pack. I did a test on A05 and found it to CTD when I reached a certain area. I can't find any problems, so I'm completely restarting it. It should be ready in a week or two. Edited August 27, 2011 by rileyfletcher_01 Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Hey I was wondering, because of my vehicle insertions (which only support 7 human players), will I need to make some edits, because what if nine players are playing it online, won't it mess it up because they can't all get in. It's usually necessary that evereyone is contained in a vehicle, or my scripting could get jacked up. What do you think? Should I have a block in the beginning like this? Trigger: Startup Responses: Continue if (the number of active actors on Player Platoon is greater than 6) Queue a call to (Skip the vehicle insertion block) Trigger: This block has been called directly from the script Responses: Hide Insertion Truck Teleport all members of Player Platoon to Alternative Insertion Think I should do that? Link to comment Share on other sites More sharing options...
Tinker Posted August 27, 2011 Share Posted August 27, 2011 If only 7 can enrter the vehicle, and 9 play, 2 will start at the insertion zone. However there are plenty of vehicles in the download section you can add to your mod that do hold 9 players plus the driver etc. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Hey did anyone get a CTD on A01's end? I skipped objective 1 to clear the outskirts, killed the demolition team, and eliminated the reinforcements. It CTD'd right before the after action screen. Anyone else experienced that problem? Maybe it's the new version of A01 that's doing it. I'm going to try it again. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Nevermind, I fixed the CTD at end. I also made a few other changes to A01 and A02, and I'll update the download link sometime.Hey, how do I incorporate a vehicle pack into my mod? Do I just place the actor, model, and texture files into my Actor, Model, and Texture folders in my mod? Or do I have to do something else? Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Just fixed an error in A02, the convoy trucks get hung up on a rock in the ruins. Also, I replaced the pickup trucks with 6x6s from Hammer's vehicle pack II. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 (edited) New download links for download. Make sure you get the updated versions in my *SECOND* post. Thanks to Hammer for the vehicles. Edited August 31, 2011 by rileyfletcher_01 Link to comment Share on other sites More sharing options...
Tinker Posted August 27, 2011 Share Posted August 27, 2011 Too many links turning up in this topic. I would suggest editing your posts and removing any old links. It would also be a lot easier for others, if the latest download was held in the first post. So I just downloaded 2 mods, the only difference is the missions? You need to make only 1 mod available, then have others download new files and put them into the mod. Or until the mod starts to get large in filesize, just upload a new full mod for all to grab. Right now you have 2 identical mod setups. This is causing a conflict with the sound files. You can only reference 1 single sound file once in any xml file in the ghost recon directory. As you have the same sounds and xml files in the 2 mods, we have strange sound issues in game at random. Good choice of vehicles. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 (edited) Hey Tinker, Thanks for the information. I took out the old links, added the new ones in the begining post. I'll also post a single mod and post independent mission packs to decrease the overall size of things. Vehicles are great, I believe you designed the headlights and a few other things, correct? Anyway, you and Hammer did a great job on it, and I love how many people the M1078B holds, it's got great capacity. I'm about to fix those download files. Thanks for telling me, Tink. Edited August 27, 2011 by rileyfletcher_01 Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 27, 2011 Author Share Posted August 27, 2011 Hey, just so you know, I changed the download method, so now you need to simply download the base mod (link in first post) and then download the separate independent mission packs which contain just mission files. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 28, 2011 Author Share Posted August 28, 2011 Hey, I'm thinking about shortening my campaign to eight missions. Think that's a good idea, or should I stick with the original ten-mission idea? What length do you find most enjoyable? 8 seems almost a bit short, 12 is definitely too much for me and I think it gets a little old. Ten sounds pretty good. Just give me your opinion. Link to comment Share on other sites More sharing options...
Tinker Posted August 28, 2011 Share Posted August 28, 2011 You can make a 4 or 24 mission campaign, if the missions are good, they will play. Most seem to want to play the next mission because they enjoyed the last mission. Keeping the campaign to a smaller amount can give you more attention to work on the other side of the mod. Making lot of missions is good if there is not much else to do. If you can change the title of the topic to the name of the mod. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 29, 2011 Author Share Posted August 29, 2011 Hey I have a question that's probably obvious, but how do I change the name of this topic? Also, please post suggestions for the next mission here, I'm kind of out of ideas. I mean, I have ideas but they're not phenomenal or anything, so if you could, could you provide me with some mission ideas that run along with the storyline. Doesn't have to have some six paragraph storyline or anything, just something like e.g. "A mission where you have to rescue a group of US soldiers shot down while on patrol in Russia" or whatever. Thanks. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 29, 2011 Author Share Posted August 29, 2011 I have a question. When I finish my campaign, do I have to require DS and IT, or can I just include any DS or IT assets in my mod? What I mean is, could I just include the vehicles and maps from the expansion packs or do people have to have it? Link to comment Share on other sites More sharing options...
wombat50 Posted August 29, 2011 Share Posted August 29, 2011 It would be by far the easiest to require DS and IT to play it. Much smaller d/l for the campaign too. Might be a issue if you included DS or IT material in your mod so someone without those titles could play it. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 29, 2011 Author Share Posted August 29, 2011 Any mission requests? Just maybe some ideas for a map to use, or whatever. Just make sure your ideas follow the storyline of my campaign. Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 30, 2011 Author Share Posted August 30, 2011 (edited) I've about finished with A05 Steel Tomahawk. It's going to be a bit shorter than my last ones, but that doesn't mean worse than my last ones. It's on M06 Castle which represents the Balga Castle in Russia. Wombat, could you get me a good map of Russia for the briefing and the coords of Balga Castle, Russia? Thanks. Edited August 31, 2011 by rileyfletcher_01 Link to comment Share on other sites More sharing options...
wombat50 Posted August 30, 2011 Share Posted August 30, 2011 Balga Castle is found in Kaliningrad Oblast, the Russian exclave between Poland and Lithuania on the Baltic Sea. The territory, the northern part of the former East Prussia, borders on NATO and EU members Poland and Lithuania, and is geographically separated from the rest of Russia. Balga Castle, Kaliningrad Oblast, Russia Map coordinates: [url=http://www.panoramio.com/map/#lt=54.552360&ln=19.969765&z=4&k=2]54° 33' 11.70"N, 19° 58' 8.46"E My question is how do you find these places? Working on a map. Link to comment Share on other sites More sharing options...
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