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A Real Fave of Ours?
Posted: 04 Nov 2003, 16:50
by KODIAK
Below is the link to the latest Harntrox mod HX 5 - Red Sun. We, I am aware, are great fans of the Harntrox mod series - shall we get together and have a blast of this one?
http://www.locogamer.com/modules.php?na ... rch&query=
And you can get a quick run-down on it (and link) here;
http://www.ghostrecon.net
Posted: 04 Nov 2003, 17:14
by Madrus
Got it, installed it, ready to go.
Posted: 04 Nov 2003, 18:18
by KODIAK
Bar Steward! By the time I get this downloaded you guys will be finished playing with it . . . . :roll:
Posted: 04 Nov 2003, 18:29
by KODIAK
Okay, peeps - here's another link for those who may have trouble with the first. I don't think the other one supports resuming, for those internet speed challenged of us out there!
http://www.fileplanet.com/dl.aspx?/plan ... _setup.exe
Posted: 04 Nov 2003, 18:43
by Madrus
I have tried to play four missions so far, and my initial impressions are:
1. I was not a great fan of Harntrox 4 - spawn points in the middle of enemy fire, getting hit before you could even find cover, and getting hit by enemy you could not even see were problems with that mod, IMHO.
2. This one is even worse. You get the crap shot out of you even more than HX4.
3. Now, you insert in helos or boats. For some, you can shoot out of the helo, but others cannot see out of the CH47 or CH53 to shoot anyone. You can shoot out of the boats, but in most cases you cannot see anyone.
4. This seems to be another mod that is setup to allow the AI to see you while you cannot see them. I tried nightvision during the day and still could not pick them up.
5. Maps and missions are different, so that is a plus, but I am disappointed so far. Maybe it will be different in MP. I just tested this in SP.
Posted: 04 Nov 2003, 18:59
by KODIAK
A disappointing initial review mate.
However, if this is all that keeps us from enjoying the mod, I wonder if we can mod the spawn points in some way. Maybe Gator can help in some way there - isn't he our resident guru on map modding for G-R.
Posted: 05 Nov 2003, 13:24
by Gator
depends on what we need to fix. If it's mission objectives, i won't mess with it, but I can fix easily spawn points and even ability of the AI to see you.
I can DL this and tweak a little if you tell me what you want.
-B
Posted: 05 Nov 2003, 14:34
by KODIAK
Initially, I think we should only look at the spawn points mate. We can take it from there regarding the AI ability to see you, unless Madrus feels that there is a definitive unrealistic ability to be seen, even if we are being stealthy in our approach to the enemy AI / using silenced weapons. Madrus please give us your views since you have already been getting stuck-in so to speak.
Posted: 05 Nov 2003, 15:50
by Madrus
i did not have a clue to at least half of the hits I took. I could not see any tangos but was taking fire. And we are not talking about a jungle environment here; some of these areas were out in the open and I was taking hits from enemy in a foglike horizon.
When i was in the chopper, I moved from team member to team member. some of the guys had open shots from the door or window. others had no vision out of the chopper. and you could not move inside the chopper.
Same with the boats. no movement allowed. some guys had no vision out of the boat. Then you would take fire from the approaching shoreline without seeing any tangos.
Fog
Posted: 05 Nov 2003, 16:38
by Softball
"....taking hits from a foglike horizon".
This is exactly what it was like to play Americas Army,
. Sounds unrealistic if you ask me. If you can't see them through the "fog", they shouldn't be able to see you, right?
I will have to DL this mod and check it out myself. Thanks for the heads up.
Posted: 05 Nov 2003, 21:53
by KODIAK
Gentlemen, I can guarantee you that 75 - 80% of all personnel killed in combat, never knew what hit them! So please don't be alarmed at that. Having said that, I do appreciate what you are getting at, and It can make the game unplayable too. I have had a go at the first mission, and found exactly that which you state - taking fire from unknown/un-seen enemy. However, you will find in multiplayer that SA is much better, simply because each individual has a smaller area of responsibility to scan separate from his other colleagues - it really does make things easier, I think we'll have an easier time in multiplayer as long as we work as a team.
Posted: 06 Nov 2003, 05:42
by Gator
I can still check to see if the visibility is set unreasonably. There is a "fog distance" which is the player visibility to see the ai and there is also a "spotting" distance that the ai can see you. I'll make sure they are comparable.
-B
Posted: 06 Nov 2003, 16:16
by KODIAK
Sounds good to me - that would be a fair compromise at least to be going on with. Thanx again Gator.