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Author Topic: IDF Modification BETA report  (Read 14010 times)
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Cocobolo
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« 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  
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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Cobra6
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« Reply #1 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.
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« Reply #2 on: July 31, 2002, 12:50:33 pm »

Dont forget about adding coco's files for the para uzi
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Suicide_Commando
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« Reply #3 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. ? Smiley
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Cocobolo
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« Reply #4 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...
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« Reply #5 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. ?Grin

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. ? Tongue


Edit -
Rifleman kit 22 is the Galil Mar SD with extra ammo but the kit icon shows the regular Galil Mar, IE no suppressor.
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« Reply #6 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! :-)
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« Reply #7 on: July 31, 2002, 04:54:55 pm »

Just did some actual in-game playtesting. The rets are awesome! I love the LAW reticule.  
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« Reply #8 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.
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« Reply #9 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  Grin
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« Reply #10 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. ? Sad

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.
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Uziyahu_IDF
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« Reply #11 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".





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« Reply #12 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.

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« Reply #13 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.
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Cocobolo
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« Reply #14 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..
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« Reply #15 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 Grin
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Cobra6
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« Reply #16 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.
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« Reply #17 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.  
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Cocobolo
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« Reply #18 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...
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« Reply #19 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. ?Grin

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