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Apex
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      CommentAuthorP@LaD!n
    • CommentTimeApr 10th 2009
      0 points
    Well, I probably deserved it!
    Currently that's the end of the campaign and the last of the actual missions. The rest of the maps' "missions" are basically firefights at the present.

    When I was with the HU dev team my main project was creating actual missions for each of the maps. Since I left, I've still been working on missions for HU along with the other two mods I'm working on. My mission packs for HU will be fully compatible with HU and each 'pack' will include its own campaign using the HU maps. The mission packs will be stackable so that you can do both SP and MP play with the missions. The campaigns will be mission pack specific, and the first pack will include approximately 15 missions with a campaign. I've completed more than 20 missions for HU at this writing, but how many of those will be in one campaign I haven't decided yet. Most likely I'll put all the desert missions together in one pack, jungle missions in another, etc.

    Apex had planned on actual missions for the many maps when I was with the dev team, so he's likely going to continue on that theme at some point. There's many other issues that need to be covered for the next release first though, so missions might not make it until the B6 or B7 release. In the mean time, I'll have the first of my mission packs released shortly after I've released the Centcom mission pack, but likely before I release my GWOT mod at mid-summer.


    P@LaD!n
  1.   0 points
    I have friends in high places!
    Keep it up P@LaD!n...

    Apex - We look forward to seeing you here again = )
    Thankful People: P@LaD!n
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      CommentAuthorSpA
    • CommentTimeMay 30th 2009
      0 points
    Yes! I've made it! I'm in!
    I would like to see more innaccurate weapons! Taking aim with Barrett weighting ~12kg isn't that easy when standing :D
    I have never fired full auto ar-15 or SCAR but my experiences with AK and RK62 say that full auto is really hard to control - especially when you don't have any extra support for a weapon (prone etc). Yes, I know ghosts are elite forces but I would still like to see a drop in accuracy of fire. In stress, maybe after some hard physical activity it is hard for anyone to fire a gun accurately. I also hate that the old GR doesn't really take ballistics (wind, bullet drop etc.) into count. :/

    I have had a lot of crashing when changing kits :/ I have OS X 10.5.7. Once my save game bug'd so that my character appeared "under the ground" and game announces that my team is dead :S

    Otherwise, GREAT WORK! I really love this mod. It's been a long time since I had to watch for every bush for an enemy. I'm feeling paranoid again :D
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      CommentAuthorApex
    • CommentTimeMay 30th 2009 edited
      0 points
    All hail to the King!
    Welcome to the forums, SpA!

    Weapon accuracy and external ballistics are something I'm pretty much constantly working on during the entire development phase. The game doesn't make this job very easy, because just like many other shooters, Ghost Recon uses a "cone system" with randomized deviation for accuracy, and terminal ballistics employ quite a bit of randomness in Ghost Recon, too.

    With the v1.0.0b5 update, I have reworked the entire ballistics system yet again - hopefully with positive results. I dropped the commonly used gun ballistics calculator and created my own - quite complex - formulas. To me, the outcome seems quite an improvement over previous versions, but there certainly is still room for more fine-tuning.

    An important factor is to find a setup that represents the characteristics of each individual weapon while maintaining a common "feel", I think. Something that bothered me in the original game were the sometimes inexplicably huge differences in weapon handling and ballistics between certain weapons. So it is a fine line to work out the individual character of a gun while keeping a common standard.

    All in all, I would not be surprised to be fine-tuning the weapons in Heroes Unleashed for quite a long time in the future. So rest assured, there will still be a lot more work done in this regard.

    The crashing and save file corruption I cannot reproduce - my systems run rock solid with the mod, but they admittedly are quite a bit above minimum system requirements. When I play online or over LAN with my friends, the ones that encounter technical problems usually run their machines at their performance limit - and that is easily reached with Heroes Unleashed.

    The mod requires a LOT more resources (RAM, VRAM, CPU, etc.) than any other Ghost Recon mod I have ever played, due to the increased AI, more complex 3D models, larger textures, etc. - so please make sure your system can handle the workload. As a rule of thump - setting all graphics options to "medium" and disabling all shadows should allow adequate performance (and avoid resource-related crashes) on most modern hardware that fulfills the minimum system requirements as outlined in the ReadMe file.

    Oh, and thanks a lot for the kind words! It is always very much appreciated to hear someone likes Heroes Unleashed! :smile:
    •  
      CommentAuthorSpA
    • CommentTimeMay 31st 2009
      0 points
    Yes! I've made it! I'm in!
    Thanks!

    It's nice to hear that mod is steadily getting better and better.

    I think my iMac passes the system requirements (2.66GHz Intel Core 2 Duo, 2GB DDR2 SDRAM, ATI Radeon HD 2600 Pro...) though compared to new PC's that doesn't sound glorious. I have had some crashes with other mods too. Maybe it's the Island Thunder add-on that my mac doens't like.

    BTW: The drawing distance makes a huge difference to tactics. I could take the camp forces out of the game in the mission where you have to destroy the bridge with a sniper equipped with a .338 Lapua Magnum. Finally one can take the full advantage of the migty sniper rifle :)


    Here's my thoughts about some of the wishes made on this forum:

    There has been a lot of requests for weapons to be add to mod. I say there is already a huge arsenal! Actually clicking through all the HK416s, M4 and MK16 assault rifles is a pain in the ass :D I would be happy with a single 5.56 with different combinations of real life accurate accessories (M68 or EoTech, ACOG and a 40mm launcher maybe). I would like to see a AK47 or AK74 in the kit list instead of all the futuristic and odd designs. There is always a special place for the old AK47 when the actions on foreign soil have to be deniable by a state.

    ACU would be a welcome addition in some pouches or gear maybe but I bet real life special forces would get their old woodland BDU's back to business when fighting in the forrests of Georgia and Eastern Europe. I would love to see tan or coyte brown boot on the ghosts. The old black boots are really vanishing from the military use. Actually I use desert boots around the year here in Finland. My geardo side would also like to see the ghosts wearing cool boonies instead of helmets :D I belief that adding some cool modern chest rigs (HSGI etc...) would need too much work though...
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      CommentAuthorApex
    • CommentTimeJun 1st 2009 edited
      0 points
    All hail to the King!
    Hmm... looks like your system should be able to handle the work just fine, so I don't think the crashes are resource-related in your case. And the Island Thunder expansion (if properly converted for Mac ->link<- ) should not cause any problems either, so I guess your problem lies elsewhere.

    I'm glad you like the new drawing and viewing distances. After playing around with different setups I think the increased vision ranges are the most realistic solution and also improve the level of tactical freedom.

    The amount of weapons is of course also a matter of personal preference - while some people will always ask for additions, others think it's more than enough already. Meanwhile, I tend to agree with the latter and for the moment adding more weapons is not among my priorities, but that does not mean that there won't be any more additions at some point in the future. BTW - both AK47 and AK74 are available in Heroes Unleashed (the AK47 is called AKM nowadays).

    Yep, ACU and other updates to game characters are certainly on my list for future versions of the mod, but there is still so much else to do that I cannot say when I will get around to that. I'll probably concentrate on scripting for a while to finish the campaign missions first, but you never know...
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      CommentAuthorjohn clark
    • CommentTimeAug 2nd 2009
      0 points
    Yes! I've made it! I'm in!
    First off, this is the best mod or even expansion I've ever played for OGR.

    I have always wanted to see a vault or climb feature to circumvent obstacles such as fences, jersey barriers, logs, etc. It always frustrated me to see an Army green beret thwarted by a tire on the ground. I agree with no jumping, but obstacles waist high or lower should be climbable.

    instead of blacking out the area around the magnified area, i would leave the area around the scope at zero magnification, to simulate keeping both eyes open.

    and how about going into the water for limited time with shooting disabled? Captain willard came out of the water in one of the coolest shots in apocalypse now, and he was a green beret.

    i would like to see the 50 cal have more penetrating power, i.e. able to kill through walls and cars, and have damaging effect on light vehicles.
    •  
      CommentAuthorApex
    • CommentTimeAug 24th 2009
      0 points
    All hail to the King!
    Welcome to the forums and thanks a lot for the kind words - very much appreciated!

    Sadly, most of your suggestions are impossible to implement in Ghost Recon, because the shortcomings you describe are hard-coded into the game and cannot be altered through modding at this time. If RedStorm would ever release the source code of the game (one can still dream) it would be a different story, but for now we will have to live with these issues.

    The 50 cal <could> be altered to damage vehicles through a little 'hack' - but then it would also destroy tanks and there are a number of other issues with ballistics and visuals that pose a problem. Again, I am limited by what the game "allows" to be modded and the current setup is - in my opinion - the best compromise.
    •  
      CommentAuthorApex
    • CommentTimeSep 2nd 2009 edited
      0 points
    All hail to the King!
    First of all, I am sorry that development has stalled for some time due to a total absence of spare time on my part, and as a result I am trailing the original timeline for a finalized release considerably. But it looks like I might soon find some time (keeping my fingers crossed) to finally continue working on Heroes Unleashed. By now there were over 20,000 downloads (all mirrors combined) and the mod even got posted on several "warez" and bittorrent sites, so I presume it is already quite popular in its beta stage.
    :smile:

    Feedback for Heroes Unleashed has been a bit lacking as of late, and I am really interested in what people would like to see implemented next. Of course I will work on fixing any remaining bugs first, but luckily there don't seem to be too many. There are still some minor issues with the new game types introduced in v1.0.0b5, especially the SP/COOP "SAR" and "Random" ones, but I think those should not be too hard to fix.

    So, aside from the obvious bug fixes, what is it you want me to work on next? Here are a couple of options:

    - Packaging the mod in an installer application (like the update patches)
    - Finish re-scripting the remaining campaign missions to provide more realism and randomness
    - Continue fine-tuning weapons (external and terminal ballistics)
    - Continue balancing map zones (insertions, extractions, spawn points etc.)
    - Re-work remaining "less-than-beautiful" textures
    - Add some new full-scale missions to non-campaign maps
    - Add more single and multiplayer game types
    - Add more weapons
    - Add more maps
    - Add more characters/skins
    - Add more Xtras (e.g. more add-on mods)

    Now, I probably won't have enough spare time to work on all of the above for the next release, so please let me know what would be the most important things for you. You are of course welcome to name other requests and suggestions missing from the list. Thank you.
    :good:
    •  
      CommentAuthorshadow
    • CommentTimeSep 20th 2009
      0 points
    Yes! I've made it! I'm in!
    Poor Audio!

    :bad: I'm really not a big fan of the audio in the Ghost recon set. The only thing it really has going for it is the EAX/surround sound support which is great on my 5.1 system.

    There are quite a few issues. The first is the mix down. A lot of the sounds such as the atmosphere and wind between the trees or valleys is simply just much too loud when compared to a lot of the sounds like footsteps etc :blink:. Furthermore, there is an inherent lack of sound stage in a lot of the audio, particularly again in a lot of the atmospheric audio.

    Furthermore, there is issues of monotony and lack of variation in some of the audio. For example, lets say I'm popping off rounds whilst standing on a metal surface. I can hear the clang of the empty shells hitting the metal staircase, but its far too cold and sterile:dry:. To make it more realistic a really simple solution could be applied, but I don't know if the game's hard coding would allow it.

    The solution would be simply to grab the old audio sample, and run through some basic editing by increasing/reducing pitch, and increasing/reducing the speed/length of the recording. So for example, for that 1 sound of the shell hitting the metallic staircase, you can have a range of pitch increases from -10% to -20%, in 1% increments, giving you 20 new sounds, and another set of speed/length increases ranging from -10% to -20% in 1% increments. The game would then have to be coded to randomly play the 40 audio samples of the shell hitting the metal surface, instead of the same sound over and over. This would give the audio a life-like variation in quality and would sound way more realistic.

    The same thing could be done to a lot of other sounds, such as say the bullet landing in the soil or rocks around you.

    IF I could, i would do all this myself, but it comes down to a matter of whether or not it's possible to do so according to the game's coding and how to actually open up the sounds and covert them into wave, and back from wave into the original format.

    It'd also be good if I could mix down the sounds in the "effects" category a lot better. This would allow for much loud gunshots, and more realistic relativity in the sound in general. IT would be a lot more like the sound and audio in COD, which is a lot more appealing.

    ALl this in mind, it's important to remember that Ghost Recon is an old game. For it's time the audio was acceptable, though nothing too fantastic.

    :biggrin:

    Just some ideas... hope the help and i don' sound annoying and whiney!
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      CommentAuthorApex
    • CommentTimeSep 22nd 2009
      0 points
    All hail to the King!
    Welcome to the forum, shadow - and thanks for the feedback! :good:

    Personally, I don't think GR's original sounds aren't all that bad. The game even won awards for it's audio at the time, and today there are still a couple of 'modern' games that could probably learn a thing or two from good ole Ghost Recon when it comes to audio ambience.

    But of course it could be improved in many ways, e.g. additional variations in those repetitive sound patterns you mentioned. Sadly, as you already correctly feared, many of those limitations are indeed hard-coded into the game, so for example the empty shells hitting the metal staircase you mentioned only have one static base sound effect assigned to them which cannot be altered to provide the sound variations you're looking for. I agree that a solution to this would be trivial and could even be batch-processed for almost all sound effects - if the sound engine allowed this, which is sadly not the case.

    Sound staging for ambient sound / audio atmosphere as well as relative sound volume for different effects can be worked on though, and especially on many of the new third-party maps there is still plenty of room for improvements. Sound effects for the original game / RSE maps and missions was done in collaboration with SounDeluxe DMG Music Group ( ->link<- ) at the time, quite a respected heavyweight in the sound design industry. So to get all maps to or above that level of sound ambience quality would be worthwhile goal for future versions of Heroes Unleashed.

    For the next update I will probably focus mainly on mission scripting though, as additional full-scale missions are the most frequent feature request I hear e.g. over at the GhostRecon.net forums ( ->link<- ). But sound work has always been on my to-do list, so rest assured that it won't be forgotten.

    Thanks again for your input. I hope you enjoy Heroes Unleashed. :smile:
    •  
      CommentAuthorIVAN_G
    • CommentTimeJun 29th 2010
      0 points
    Yes! I've made it! I'm in!
    Hey Apex! so great works!
    my wishlist here:
    1, enhance the enemy's AI,especially the reaction when they are shot or suppressed(the ambush .etc)! , sometimes the AI has no feeling of the teamate being killed nearby although they "see" or "hear" the killing and keep walking along........they should spread as quickly as they can and find some cover to shoot back.
    2, increase the frequency of availability of the grenede or rifle grenade the AI use especially when they are assaulting or being assaulted. They need heavy fire for surface suppress ,not the single shot back and waiting for death.
    3, Can AI has some sense about some essential tactical point in the map (highest point in region, good shooting view place,some hardcore cover place, etc),eveytime we are fighting in a "plat surface" and the AI never has the sense that they should firstly take and occupy the main point or the region in the gun fighting.
    4 IF they are flanking, pls run faster and more far,pls dont only walk some steps away and suddenly staydown in the uncovered place when they are being shot.