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*DAMN R6 Community => Cocobolo Mods => Topic started by: Cocobolo on July 31, 2002, 11:58:55 am



Title: IDF Modification BETA report
Post by: Cocobolo on July 31, 2002, 11:58:55 am
  All BETA testers please use this thread to post your findings. Please limit your posts to things that have something to do with the BETA, try to stay on topic guys! (Cake-this means you)
Thanks again,
Coco  


Title: Re: IDF Modification BETA report
Post by: Cobra6 on July 31, 2002, 12:18:18 pm
The Mini Uzi single shot sound is not working properly. I have not checked it with the new version today, but that was the only thing I found last night.


Title: Re: IDF Modification BETA report
Post by: WardenMac on July 31, 2002, 12:50:33 pm
Dont forget about adding coco's files for the para uzi


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on July 31, 2002, 01:05:52 pm
Damn 56K. Still got an hour and a half to go. Comments will come flooding in once I get this baby. ? :)


Title: Re: IDF Modification BETA report
Post by: Cocobolo on July 31, 2002, 02:52:02 pm
I edited the gun file for the para uzi... it should be an SD, I did that last night. The file in the package was referring to the old model also. I'll check on the miniuzi single shot sound. SO tired of this GR sound crap, so much simpler in RS...


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on July 31, 2002, 03:00:58 pm
Ok just finished dling and installing. I looked at all the textures and couldn't stop laughing. "Tavorific", that's just too funny. ?;D

Going to do testing now.

Edit - Just ran through all the kits and stuff in game. One word, WOW! Interface and splash screens are awesome. The unit's skins and weapons look amazing too. The new backround for the actor selection is sweet. This mod seems to have it all. I'm pretty much blown away at this point.

I did find two things that caught my eye.
1) Support kit 13, the one with the 60mm mortar and the M4 appears that the kit icon is reversed. IE the character holds the 60mm mortar but the M4 kit icon is shown first.

2) Tavor SD should be the Tavor-2 SD (ya I know just change the strings, no big deal).

Also I'd suggest replacing the original kit icons that you uesd and made new ones if you have time. RSE's just look like crap compared to the new ones. Also RSE's M249 just doesn't look right, it's too green (I don't want to suggest modeling a new one but...)

I still think it'd be cool to see the Spas 15 and the Optima sight on the Para Uzi too. ? :P


Edit -
Rifleman kit 22 is the Galil Mar SD with extra ammo but the kit icon shows the regular Galil Mar, IE no suppressor.


Title: Re: IDF Modification BETA report
Post by: ISK_Hatchcock on July 31, 2002, 04:10:28 pm
first two hours of non-stop-playing are over now and I?m just (better almost) speechless. This Mod is awesome.
I?m the same opion about what SC wrote about the splashs and backgrounds.
One thing: is it possible that the mortar could be carried in an other way? In my opinion it looks a bit curious (?) the way it?s carried in the game. Note: I haven?t carried a mortar by now, so maybe that?s the way it?s done.
Well, up to now this Mod is what I?ve been waiting for.
I never thought that playing could be that thrilling and be more realistic (the skins and the amount of weapons fitting to the unit)
VGJ to all involved modders!
Hatch

Gone playing---do not disturbe! :-)


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on July 31, 2002, 04:54:55 pm
Just did some actual in-game playtesting. The rets are awesome! I love the LAW reticule.  


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on July 31, 2002, 05:01:31 pm
Just did some testing myself. It's great. Best mod I've played. I did find a sound bug on the M4 Squad support weapon. I get one sound when I fire and another gun shot sound when I stop firing.


Title: Re: IDF Modification BETA report
Post by: kazan on July 31, 2002, 09:58:32 pm
Just played it for a few hours an it kicks ass big time best GR mod ever gunna go play some more then report what i find in full  ;D


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 01, 2002, 12:13:46 am
reticle_reflexar15 has a little speck of yellow in game in the upper right hand corner

no end sound for the negev.


Wow I originally wrote this hours ago but I had to go to the hospital because my best friend flew off of his four wheeler and rolled for 20 feet, all of which happened right next to my house. Least he's ok. ? :(

Edit - Sorry to go off topic. Just got home from ER waiting room and saw this unposted topic due to the above mentioned incident. I will no go off topic again.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 04:35:42 am
Okay, it's been a while since I've played Ghost Recon, and I never played a whole lot of it because I wasn't real impressed with it.

I need some pointers on working GR.

1)  How do I find the Shayetet 13 skin?  Is it only in multiplayer and on Team 3 or 4 or something?

2)  How do I find the Mitchell AK-22 SD?  I REALLY wanna try that baby out.

Impressions:

1)  Weapons have that usual Ghost Recon "3rd-person" feel to them.  Rarely sounds like the weapon is near your face.  Like I said, that's in keeping with Ghost Recon, so you want them that way.  (One of my complaints about GR.)

2)  I DO get the feeling visually that I am with a bunch of IDF men when I try out the firefights and missions.  I wonder if this could be improved audially(a word?) by having an Israeli speaking the voice files?  Are there many in GR?

3)  Given the default units/skins, this mod must be more for missions that would be based around Israel and surrounding countries, right?  If the missions were outside the Middle East (in some wild scenario like Entebbe) then Sayeret Matkal skins should be used.  Ayana Yacoby of R6/RS was SM before she became RAINBOW.

Bugs, So Far:

1)  Noticed some inappropriate sounds and icons.  Some missing ending sounds, mentioned by others.  I'll try to be more specific, later.  

2)  In the Platoon Setup screen, the Galil Mar shows up as "GAILIL MAR".







Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 07:02:52 am
Boots:

Can we get at least one unit with THESE?

"PALADIUM" COMMANDO BOOTS
Now for the first time available outside Israel (not to be confused with hightop export copies)these are the favoured of Israel's elite forces. Tough polyurethane soles, double layer top sweat absorbing canvas lining and insole make this comfortable boot the choice footwear in warm climates. Sand colour.

http://www.israelmilitary.com/images/a19.jpg

__________________________________________________________

Here are the paratrooper boots, also... (not so pretty)

http://www.israelmilitary.com/images/a31.jpg

And the Black Golani Boots...

http://www.israelmilitary.com/images/a32.jpg

BLACK GOLANI BOOTS
Soles: regular wear conditions - polyurethane exposure to heat chemicals and adverse conditions nitril rubber. Uppers: leather. Insoles: texon or anti-perspirant leather.



Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 07:06:57 am
Possible Issue:

I loaded up GR:Desert Siege from the Play button when you insert the CD into the drive and the menu comes up.

Then I went to Quick Mission, Firefight, to Platoon Setup, and instead of an Israeli demo guy, it had the Desert Siege SF demo guy, but with an Israeli shorty M4.

I backed up a screen, came back, and it was fine.


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 01, 2002, 07:48:19 am
The above issue is just one of the flaky things that DS/GR does...nothing really that can be done about it from inside the mod. I hear ya Uzi on the Hebrew language in the game, but [1]I don't know anybody who speaks it [2] There are some mysterious issues with sounds in GR. I originally had made up a bunch of very realistic gun sounds, bolt action sniper sounds, etc... GR just won't use them. Others work fine, so it's a chance.

As for the canvas commando boots, I can hook them up for a character with untucked pant legs (I.E. S>Matkal #1), but other characters with high boots would not be appropriaate. There are several para units with the reddish boots in the mod, as well as units with the black golani boots.
Check out the specialist list..


Title: redid the m249
Post by: Cocobolo on August 01, 2002, 10:06:02 am
I modelled a new m249 last night, looks similar to the MK46 Mod 0 but without the RAS system and vertical grip, instead it has a standard plastic horizontal grip. Looks good, definitely beter than the RSE one ;D


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 01, 2002, 10:20:28 am

Quote

There are some mysterious issues with sounds in GR. I originally had made up a bunch of very realistic gun sounds, bolt action sniper sounds, etc... GR just won't use them. Others work fine, so it's a chance.


You will have to trust us on this one. I modified most of the speaking sounds in the mod, but for some reason GR does not like it. The sounds would all work fine, however, when you hit reload it would use a any sound it could find rather than the reload sound. The sound modification to this mod was the hardest part, and most time consuming part of this mod.


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 01, 2002, 10:23:57 am
Sweet Coco. Least now all the original weapons are replaced with your own which are way, way better. Can't wait to sse it.  


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 01, 2002, 11:10:07 am
The only one RSE standard weapon left that hasn't been replaced, the camo'd M24 sniper rifle... Although the mod adds a M24 and a M24sd, I was thinking of doing a camo version of the m24 as well...


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 01, 2002, 11:15:18 am
Oh yeah that's right, forgot about that one. Well I think you guys know my stance on your teams models and RSE's originals. I'm all for a new one. ?;D

Oh and as for sounds I think each has to be 44mhz , 16bit. You guys used Igor for the effects.xml too right?


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 01, 2002, 01:31:03 pm

Quote

Oh and as for sounds I think each has to be 44mhz , 16bit. You guys used Igor for the effects.xml too right?


Yep, all working sounds are in the effects file, and we tried everything we could but some just would not cooperate. Cobra lost some hair over it, now he looks scarier, heh heh


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 01, 2002, 01:55:08 pm
Hmm,that's weird. I myself have never used the sound editor but it looks like it's a pain in the ass.


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on August 01, 2002, 02:22:24 pm
Another sound bug. the AK-47S that the S-13 guy has makes a bird sound when you shoot not a gun sound.


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 01, 2002, 02:39:20 pm
That's strange, I was using it last night with no troubles. There's something I should have said earlier, and that is, if you don't have Desert Seige installed (not necessarily active, but installed) then go to RSE's site and download the DS updates. These fix some bugs in GR and allow mods to work better. I couldn't even play GR with the mod active untill I installed the updates.


Title: Re: IDF Modification BETA report
Post by: WardenMac on August 01, 2002, 04:15:50 pm
a bird sound? LMAO. I didnt catch that one, what rate of fire? or is it both semi and full?


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on August 01, 2002, 04:33:39 pm
After further testing this is what I found.

I tested it with Desert Siege activated. The AK47S gave me a bird sound in single shot only. Not in full auto. When I deactivated Desert Siege shut down GR and restarted it, the single shot worked fine. I then thought it was just a GR glitch so I tried it again with Desert Siege activated shut down GR and restarted, and the same thing happened

I've found that if I deactivated the IDF mod then reactivated it as the secondary mod under Desert Siege where I didn't have the IDF splash screens I found the AK sound worked fine. I then deactivated both IDF and Desert Siege restarted GR, reactivated both IDF and Desert Siege with the IDF mod as the primary mod so I have the splash screens and the bird sound went away. Not sure if it was just a GR goof up or what.

I will try to replicate the bird sound if I can. It was there twice but has since gone away. Will let you know if I can recreate it and how I did it


Title: Re: IDF Modification BETA report
Post by: ISK_Hatchcock on August 01, 2002, 04:45:52 pm
We?ve tested the mod now for several hours playing multiplayer and it worked absolutely fine. Nothing to complain about. The bird sounds mentioned earlier can be heard in mp,too. But it came up from time to time, but not while shooting (nice, a feeling of being out in nature).

My resumee up to now: a perfect mod for (many) hours, it doesn?t matter if you play single or multiplayer! The weapon-pros have mentioned some things I don?t even realize (lol) but I think I tested it in the sense of fun.
I even found a new girl-friend: she calls herself Luger 10/22! I love this gun!
So far from my side
Hatch


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on August 01, 2002, 06:03:14 pm
Did you have any problems in MP with changing to demo kits. On my computer each time I switch to demo kit 5 it crashes back to desktop. Also find that the micro uzi for me didn't have any sound in MP.
That's the only things I've found. Great mod. It'd be even better if you'd put the specialist IDF skins for the other teams in MP and put all of the specialist kits in as well  8) Great job!!


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 01, 2002, 06:19:48 pm
I need to know what is in he kit that crashed the game in M/P, and wa the micro UZi sound not present only on single fire.


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on August 01, 2002, 06:58:11 pm
Ok kit that crashed was Demo kit 5. IMI Tavor SD + Claymore
The micro uzi with no single shot sound is
Sniper Kit 6 M16 SWS + IMI Micro Uzi


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 01, 2002, 07:00:47 pm
Ok, if its the Micro Uzi SS sound that is being fixed. The kit that is crashing the game I wil look at tonight.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 08:11:23 pm

Quote


Oh and as for sounds I think each has to be 44mhz , 16bit. You guys used Igor for the effects.xml too right?


Is it 44hz, 16bit, or
22hz, 16bit, Mono, like in R6 and RS?

Maybe you already looked into this, but did you guys make sure that all of the custom sound files' properties showed the same format (e.g., 22hz, 16bit, Mono)?

As for voice files, I didn't mean actual Hebrew, but only English lines spoken by a Hebrew speaker who lives in Israel.  That's something that the IDF squad could probably provide.

ISSUE #1:  You say "check the specialists list", but I don't have any specialists listed.

ISSUE #2:  I'm not seeing certain pictured unis and weapons showing at your site.  Are they only in the specialists list that I don't have?  Is this where my beloved S'13 and AK-22 SD are?  Even when I tried to use an "unlock specialists" mod in the early GR days, it didn't seem to have any effect.

ISSUE #3:  In multiplayer, when cycling through the Demo Man's kits, I often crash to desktop.  Is one of those kits causing this?

ISSUE #4:  Can we have more time for testing?  I'm not getting the opportunity I would like.  (The Sabbath starts Friday night 'til Saturday night.)

It was said that you guys don't play multiplayer much... Has the mod gotten good multiplayer testing, yet?  



Title: Soldier Movement Speeds?
Post by: Uziyahu_IDF on August 01, 2002, 08:14:33 pm
Yeah, it would be very nice to have the specialist skins and weapons available to other teams in multiplayer.

>>> Regarding, soldier movement speed.  Is it possible to tweak these?  If so, S'13 should have the fastest, as they regularly win the big run up a mountain in Israel each year.  


Title: Re: IDF Modification BETA report
Post by: IDF_Lavi on August 01, 2002, 10:24:53 pm
I know this may sound cheap but I think it would be ok if you just used the Default M4 and M16 sound for the different variants of these weapons in the game. Some people may complain that they are just the same as the GR ones. Oh well guess that's why i'm not a mod maker  ;D Great job again guys. Haven't found anything new.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 11:02:27 pm
WoW!  IDF_Lavi sent me the file that unlocks the specialists!  

WoW!  VERY impressive.  I LOVE LOVE LOVE the S'13 skins!  They are so dangerous looking!  And the Israeli Police chick is cool, too!  It's all cool, but we have our preferences, right?

The Mitchell AK-22 looks great, but it needs to be SD and have a silencer... a Ciener silencer, if you have picks of that.  And why not trick it out with some kind of updated close-range tactical sight?  Also, it should sound like a pretty quiet airhose when it fires full-auto.  And it should have very little recoil, as it is said to gently push in full-auto.  (This will counter the weak ballistics... which will probably be weaker with silenced .22 LR rounds)  However, to counter this weakness, it has a blazingly high rate of fire because of the short length of the round used.

http://www.biggerhammer.net/ has videos of gun shoots, and one of the more recent ones has video of at least a couple of .22 full-auto firearms.  You can get an idea of the rate of fire from that.

Please, please, please make these changes.  It is looking SO COOL, so far.  I'd really like to see at least the silencer, if nothing else.

Also, for the Uzi-SD's were you able to use that genuine Papa Uzi SD sound?


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 11:04:23 pm
Oh, also, in figuring out the damage potential of a round, are the tangos thought to have body armor on or not, 'cause I was wailing on a tango in full-auto with the Mitchell AK-22 from about 100 meters away and it wasn't phasing him.

I should think it would hurt at least as much as being hit by a paintball.



Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 01, 2002, 11:05:35 pm
By the way, this mod REALLY is a very professional portrayal of Israel forces...

You've done well, DTD!


Title: Re: IDF Modification BETA report
Post by: {E}LuSiVe on August 01, 2002, 11:25:48 pm
about desert siege uni's appearing instead of the mods's, coco make sure the _Des extention at the end of the rsb's is a capital 'D' and that there is a _desert extention to all the .chr's u use. u must both a set of non-ds-extention files and a set WITH the ds extentions. the _Des thing threw me off and i got the same problem someone mentioned b4 about ds's uni using coco's gun.


Title: Re: IDF Modification BETA report
Post by: kazan on August 02, 2002, 07:54:21 am
Well i've played the mod 2 days allmost an it runs fine apart from support kit 13 pics being back to front the 60mm mortar pics needs to be the m4 is and the sound on the colt m4 squad fireing twice.Apart form that it's great  ;D


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 02, 2002, 07:57:59 am
Gotcha. The Des extensions are all there, but I'll have to double check to see if it's a capitol or not. As for the specialists, they don't use the same chr's like the allied, they are all renamed to the unit in question, and based on various different chr's that aren't normally playable..

This is one of the freaking things about GR that I hate, the stupid way it prioritizes the data. I feel like all mod data should be top priority, but GR has things built in that make the standard info stay on top. For instance, you can edit a standard .gun file and change sounds, model, but if you try to change the reticule, nothing shows up.


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 10:44:34 am

Quote

Oh, also, in figuring out the damage potential of a round, are the tangos thought to have body armor on or not, 'cause I was wailing on a tango in full-auto with the Mitchell AK-22 from about 100 meters away and it wasn't phasing him. I should think it would hurt at least as much as being hit by a paintball.


Yes, I am assuming the tangos have at least some sort of "flak" jacket on, so at 100 meters the .22 round will have a difficult time penetrating the torso area. Try for head shots. The Ruger 10/22 has close to the same properties.

While we are talking ballistics: I did something a little different this time. I made all the weapons that fire 5.56, 7.62 etc.. have the same ballistic qualities. I did this mainly for M/P games so no weapon has a real distinct advantage over another.


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 02, 2002, 10:49:24 am
Weekend work:

Hooking up the MP actor files to put some specialists in there. Adding some more DS compatibility, and double checking all kits in MP. Other things, final tweaks, and after that, a final Beta will be released, then the gold.



Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 02, 2002, 10:51:51 am

Quote

Ok kit that crashed was Demo kit 5. IMI Tavor SD + Claymore
The micro uzi with no single shot sound is
Sniper Kit 6 M16 SWS + IMI Micro Uzi


I squared away the uzi sound, kit will be checked.


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 02, 2002, 10:59:00 am

Quote


The Mitchell AK-22 looks great, but it needs to be SD and have a silencer... a Ciener silencer, if you have picks of that. ?And why not trick it out with some kind of updated close-range tactical sight? ?Also, it should sound like a pretty quiet airhose when it fires full-auto. ?And it should have very little recoil, as it is said to gently push in full-auto. ?

Also, for the Uzi-SD's were you able to use that genuine Papa Uzi SD sound?


I was unable to find any pics of a suppressed version of the AK-22... I can easily add one but since I've never seen one (rarely ever see one on any AK) I am wary of just going ahead and doing it. I'll mull this over in my head this weekend and see what we come back with.. There was no reference of a suppressed version with the Mitchell arms info..I'll look some more.

As for the sound, that's one of the sounds that would not work... I chopped it and prepared an excellent set of sounds for single, burst, etc.. but they were useless in GR, it just wouldn't use them.


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 11:07:18 am

Quote



I squared away the uzi sound, kit will be checked.


I could not figure out why it is crashing the game, but it is the fifth kit for M/P so I am assuming it is this one
</Actor>
     <Actor Name="mp_plt1_dem.atr">
           <Kit Name="0clay-tavsd-01.kit"/>
           <Kit Name="0dclay-tav-01.kit"/>
           <Kit Name="0tavor2-9-02.kit"/>
           <Kit Name="0tavor2-9-03.kit"/>
          <Kit Name="0tavor2-9-04kit"/>
           <Kit Name="2mar-01.kit"/>
           <Kit Name="2mar-02.kit"/>

I may need some help with this one Coco.
         


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 01:02:17 pm
Cob that's easy. It's just missing the . before the "kit"


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 01:50:25 pm

Quote

Cob that's easy. It's just missing the . before the "kit"


Yup...that was it. Sometimes you just need someone else to look at something to see what the problem is. I looked at that thing for an hour at least. 8)


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 02:25:02 pm
Great, glad I could help. ?:)

Another thing I noticed when playing today was that when I loaded a saved game most of the reload sounds was that of a gunshot. Personally I'd just take them out altogether as GR currently doesn't let you specify your own custom reload sounds. Hopefully RSE will address this in the next mission pack.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 02, 2002, 05:12:18 pm

Quote

While we are talking ballistics: I did something a little different this time. I made all the weapons that fire 5.56, 7.62 etc.. have the same ballistic qualities. I did this mainly for M/P games so no weapon has a real distinct advantage over another.


*incredulous*  Why?  What's the point in having different weapons if they aren't different?


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 05:41:43 pm

Quote
*incredulous* ?Why? ?What's the point in having different weapons if they aren't different?


If you could really tell the difference between a M16 and a M4 in the game maybe it would be worth it, but the truth is you really can't. I made the ballistics of each calibre the same for each rifle i.e. an M16 has the same ballistics qualities as an M4, a 9mm Uzi has the same ballistics qualities as a 9mm Tavor. This makes M/P games a little more challenging and keeps the "uber" weapons from taking over a mod (like BSW for UO). IMHO the only people who would have noticed this is perhaps Piccolo and a few other real gun nuts (meant with all respect) like me.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 02, 2002, 05:55:11 pm

Quote
I was unable to find any pics of a suppressed version of the AK-22... I can easily add one but since I've never seen one (rarely ever see one on any AK) I am wary of just going ahead and doing it. I'll mull this over in my head this weekend and see what we come back with.. There was no reference of a suppressed version with the Mitchell arms info..I'll look some more.


Well, the Mitchell isn't ordinarily select-fire, either.  The specific weapon that the Israelis were said (in the article) to be looking into was this suppressed, select-fire (no burst mode) conversion of a Mitchell AK-22.  The name Ciener was specifically used in the article.  Maybe it was only a Ciener silencer.  Maybe he did the whole conversion.  (Though his assistants deny it, now, and say they've never heard of this weapon that the article had pictures of in operation.)  Whatever the case, Ciener is known for his .22 conversions ( http://www.22lrconversions.com/ ) and also for a select-fire M-16 .22

http://www.tecinfo.net/~jayhawk/ciener.html

and for a belt-fed M16, so he has been known to dabble in unusual conversions...

http://www.cornerstone-computing.com/scott/equipment/e_beltfeed.html

Quote
As for the sound, that's one of the sounds that would not work... I chopped it and prepared an excellent set of sounds for single, burst, etc.. but they were useless in GR, it just wouldn't use them.


Damn.

Anyway, if you WANT, you can even remove the name "Mitchell" from the AK22 and just call it CT Ops AK22-SD.

Believe me, I saw it in a reputable gun magazine in the mid-80's, and was totally impressed, badly wanting one, but not so much that I'd get a license for it.  I specifically remember that the Israelis were looking into it for CT Ops because 1 stray .22 round was not likely to kill a hostage, while a barrage of suppressed .22 lead would tear anyone up.

I wish the internet had everything, but when things were created back when there was no widely-used internet, curiosities like what I mention died with the paper they were printed on.

Please add a suppressor and weaken the round more, if you want, but also increase the rate of fire to at least 1200 rpm-1400rpm (it might be a lot more!).

I'll ask around and see if anyone remembers the thing.

Apparently Vektor Arms makes .22 conversion kits for its Uzis.

http://www.machinegunbooks.com/cgibin/ikonboard/topic.cgi?forum=1&topic=572


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 02, 2002, 05:56:54 pm

Quote



If you could really tell the difference between a M16 and a M4 in the game maybe it would be worth it,


Ohhhhhh!  LOL!  I thought you meant that you made the 5.56mm's the same as 7.62mm's.  What you've done is understandable.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 02, 2002, 05:57:54 pm
Playing MP with IDF_Lavi, I kept hearing a bolt-action reloading sound as one of the ambient nature sound effects.  I thought there was a tango around with obsessive compulsive disorder, or something.



Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 06:41:01 pm

Quote

Playing MP with IDF_Lavi, I kept hearing a bolt-action reloading sound as one of the ambient nature sound effects. ?I thought there was a tango around with obsessive compulsive disorder, or something.


Is this only in M/P. I have been playing non-stop in S/P and there have only been two bugs, the Micro Uzi and that "kit" file. If it is happening in S/P I am just wondering if you are using the same version as Coco and I.


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 02, 2002, 06:42:40 pm

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Ohhhhhh! ?LOL! ?I thought you meant that you made the 5.56mm's the same as 7.62mm's. ?What you've done is understandable.


I guess I should have been clearer in my first post ;) Like I said I don't think very many people will notice. I just have to hang on because I am starting to feel the wrath of Piccolo ;D


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 06:52:34 pm

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I guess I should have been clearer in my first post ;) Like I said I don't think very many people will notice. I just have to hang on because I am starting to feel the wrath of Piccolo ;D


lol, fearsome ain't he.   ;D


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 07:14:10 pm
load_icon.rsb - No "." after the F in I.D.F.


Title: Re: IDF Modification BETA report
Post by: kazan on August 02, 2002, 07:23:01 pm
I was playing last night an i found that unit yamag riflemans face fall off when she was in my team her face would go white when running around at times  ???


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 07:42:16 pm
Hmm not sure on this one. The Actor files model face and blink face are correct though the rsb's are the same. However yamag.chr has "head.rsb" specified while the lod's have "yamag_grey_head.rsb" which apparently is not in the character folder.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 02, 2002, 07:52:41 pm
Specialist Stats:

YAMAM Vs. YAMAG:  YAMAM is probably the best CQB unit in Israel... could their stealth be increased a bit?  And right now, YAMAG chick has higher Endurance and Leadership than them, but is otherwise the same?

I assume these stats are meant to represent the average operator in those units, not to represent unique characters at home in those units?

MATILAN has a leadership of 8 but the paratroopers of Tzanhanim have such a low leadership score?  Quite a number of Israel's recent political leaders have come from Sayeret Matkal and the paratroopers, I believe.

STANDARD character NAMES:

Can these be changed?  If so, would you like some Jewish names to replace them?

MEDALS:

Can the medals be changed to make them Israeli?  (These are easy enough to find.  I can point you to them, if need be.)

SOAF character models?

Can the HRT chick character model in SOAF be used in this mod?  

How many characters can you make before you max out in Standard and Specialist?



Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 11:29:09 pm
Hey guys whats the DTD_Sako? The .gun file and models there but not the texture.


Title: Re: IDF Modification BETA report
Post by: WardenMac on August 02, 2002, 11:35:13 pm
Its a green sniper rifle I made, didnt fit the theme.


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 02, 2002, 11:53:21 pm
Ah ok so you guys just forgot to take out the files then?


Title: Re: IDF Modification BETA report
Post by: WardenMac on August 03, 2002, 12:01:14 am
not for sure, I know we didnt have plans to use it shortly after I made it


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 03, 2002, 05:55:11 pm
Yeah, the sako was not an IDF gun as far as I could find out. The file is just sitting there to throw people off, heh heh. There's a bunch of "dormant" stuff in there...


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 03, 2002, 06:23:13 pm
Ah ok well then it works in it's intended purpose.  ;D I'd have liked to see one of the Mauser sniper rifles in the mod but tis no biggie.


Title: Re: IDF Modification BETA report
Post by: Rocky on August 03, 2002, 06:23:50 pm
Hey guys - awesome job, loved the weapon models. Found one or two inactive kit items, but I think you know about them already.

I posted some screenies at gr.net, I think they go some way to doing the models justice - ?hope you like them!

(http://www.ghostrecon.net/images_news/ind07.jpg)


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 03, 2002, 06:37:53 pm
Rocky...thanks for posting those screenshots. I know alot of people in the GR community may not have heard of us, but we have been modding Urban Ops together for over a year now. I think our trademark which has always been quality will be recognized in the GR community.


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 03, 2002, 08:52:20 pm
Didn't Israel use Mauser rifles for a while?  Also, how about the FN-FAL with the Israeli wooden foregrip?


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 03, 2002, 09:26:08 pm
The FAL's been out of service in the Israeli army for a long time now. The Mauser 66SP and 86SR are supposedly being phased out as of 2002 in favor of the SR25 but I'm sure it's going to be used for some time to come.

Rocky those shots you took on Rawkers map look great.  ;D


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 04, 2002, 09:36:47 pm
Hey Coco, is there any GR-peculiar reason some of the weapons have ejection ports on both sides?

Does it flip one texture to use it on both sides?


Title: Re: IDF Modification BETA report
Post by: Cobra6 on August 04, 2002, 09:54:16 pm
Yup...that is exactly why


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 05, 2002, 05:07:09 am
Blech  : P

DF:BHD mp demo has an M4 with no ejection port.  Just the bolt catch release lever on both sides.  I guess they perfected that caseless technology, after all.



Title: Re: IDF Modification BETA report
Post by: PEGASUS [IDF] on August 05, 2002, 08:39:49 am
Coc,

I played the mod, and i have to say thats a damn good work you've done.  Could not find any bugs.  

Just a question:  Is it possible to add to a mission more then 2 members of a team. Like now if i want to play a mission with specialist, i have to choose 2 S13 operators, 2 Matkal , 2 yamam and on.  Isn't it possible to have the operators as normal soldiers?  i don't want to play only with golani soldiers !

And its not possible to play the specialist from the beginning. Only when you finished the campaign you can choose them when you play single player mission. This is definetly not good, cause i don't want to wait till the last 3 missions of the campagin till i can use all specialist !

How about a few new areas,missions ?  


Pegasus [IDF]


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 05, 2002, 02:40:11 pm
I hooked up the MP platoon rosters as follows:

>1 full Shayetet 13 team with 4 different characters, 2 not available in SP

>1 full Sayeret Matkal team with 4 different characters, 2 not available in SP

>1 full Police Units team with 4 different characters, Matilan, Yamam, Yamag, and the MP-Only Lotar Eilat character (HOT)

>Last team is made up of Golani, Givaty, soldiers.

I also added about 10 MP restriction kits, see post ;)


Title: Re: IDF Modification BETA report
Post by: Uziyahu_IDF on August 05, 2002, 05:24:00 pm
woot!  Sounds good!

Can you implement Israeli military medals and awards, too?

That would be a nice touch.

Also, I was playing S'13, both armed with Kalashnikovas.  I kept hearing the single shot sound for the AK as an ambient map noise.  Made me think my buddy was taking pot shots at targets he wasn't hitting.

Oh, and I'm not sure, but it seemed like this happened A LOT *AFTER* the radio message announcing a tango had been taken down.

"Tango Down" BAM!
"Got Another One"  BAM!
"Got 'im!"  BAM!  etc.


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 05, 2002, 07:53:03 pm
AV Apollo posted this on GR.net's forums. Thought it might help.

"All sounds must be in the following format: 8 or 16 bit, mono or stereo, 22,050 Hz, and as a PCM wave file.

All sounds must be accounted for in one of the following .xml files: effects.xml, briefings.xml, or music.xml.  If you account for a sound in either of the last two xml files, these sounds should be placed in their respective subfolders within the Sounds folder of the mod: Music, Briefings."


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 06, 2002, 09:16:07 am
Yeah we have the xml file thing covered, I'll check for any new ambient or non-weapon sounds in the final beta, a few of you will be recieving. For those of you who get it, post as soon as possible!


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 06, 2002, 03:11:53 pm
Just finished dl'in it. Testing will commence shortly and I'll try really hard not to get shitfaced, lol. ? ;D

Ok tried it out. Some of the things I mentioned still apparently aren't fixed.

Negev still has no endsound.

reticle_reflexar15.rsb still show one speck of yellow in game. I'll take a ss and mail it to Cobra.

Also I'm also still occasionally hearing a gunshot as the reload sound.

HTH


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 07, 2002, 08:19:43 am
OK good, no problem there, I have those things taken care of now.


Title: Re: IDF Modification BETA report
Post by: ISK_Hatchcock on August 07, 2002, 02:12:23 pm
Hi everybody, came back earlier from my fishing trip today due of rain (lots of rain :-(). I start dll the file right now and hope I find some of my clanbuddies to check it. I?ll have a post as soon as possible.
Hatch


Title: Re: IDF Modification BETA report
Post by: Suicide_Commando on August 07, 2002, 07:48:08 pm
yamag_a.chr and b.chr also still have the file yamag_grey_head.rsb which isn't in the new beta. yamag.chr has head.rsb Did this get fixed too?


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 08, 2002, 08:56:00 am
Yep, the first .chr file only references "head", the other ones reference the actual texture, but regardless the actor file will override these references and use what it's told to. I played around with it last night, today I have sent all of you the pre release final version. Hopefully all problems are solved!


Title: Re: IDF Modification BETA report
Post by: Rocky on August 08, 2002, 12:17:29 pm
Quote

Rocky those shots you took on Rawkers map look great. ?;D


Heh, thanks. The shots were meant to showcase the map and the weapons, but for some reason the guns got the glory shots heh.


Title: Re: IDF Modification BETA report
Post by: Cocobolo on August 08, 2002, 01:49:11 pm
Hey let's not forget the skins, lol