Main Features
    Current News
    Archived News
    Forums
    Downloads
    Links
    Staff Info

  Special Features
    Interviews
    Reviews
    Screenshots
    Replays
    Newbie Guide
    GR Toolkit
    Tech Support
    Dedicated Server
    Mod Making
    Cheat Codes

  GR Series Info
    Series Overview
      Ghost Recon 1
      Desert Siege
      Island Thunder
      Jungle Storm
      Ghost Recon 2
      Summit Strike
      GR:AW 1
      GR:AW 2
    GR1 Bios
    GR1 Weapons
    GR2 Bios
    The Ghosts FAQ

  Hosted Mod Sites
    EL OSO's Lair
    YOTM

  3d Retreat Network
    3d Retreat
    File Retreat
    R6 Retreat
    SC Retreat
    Airsoft Retreat

  Affiliates
  Link to us

  


  Recent Files & Mods (powered by File Retreat)
  >> SOAF for GR v1.0
  >> GR:AW 2 DLC #1 Throwback Pack Ref Maps
  >> GR:AW 2 360 MP Reference Maps
  >> Winter Wilderness
  >> GR:AW BAFTA Win
 
  Recent Forum Posts
  >> Attention all Ghost Recon 2 fans!
  >> Problem on SP map Quaterback
  >> NEW CLAN-TEAM GHOST RECON 3
  >> Are you picking up GRAW?
  >> Summit Strike


Ghost Recon
DEVELOPER'S CHAT LOG #1
Thursday October 25, 2001

<UBI_Scopu> Welcome to Ghost Recon Chat. Attending today's chat session we have
Gary Stelmack (designer),
Diana Stelmack (Engineer),
Greg Stelmack (Engineer),
John Michel (Artist),
Brian Reynolds (Artist),
Jeff Wesevich (Engineer)
Sean McCann (Marketing guy).

<Seanm> Howdy.
<RSE_Gary> Hello
<RSE_Brian> hi
<RSE_JohnM> Yo
<RSE_Diana> greetings
<RSE_JeffW> hi
<RSE_Greg> Hi everybody!
<RSE_JohnM> Yo
<UBI_Scopu>Please submit questions to UBI_scopur

<UBI_Scopu> Q: will u be able to pick up any weapons in the game?
<RSE_Gary> No, you will not be able to pick up other weapons in the game. However, you should find that you have enough ammunition to complete the objectives.

<UBI_Scopu> Q: When is GR being released in Europe?
<Seanm> Keep an eye out for the Euro release date on the European Ghost Recon mirror sites. Right now, their release date is their little secret, but they are working hard to localize Ghost Recon as we speak.

<UBI_Scopu> Q: What type of editing capabilities/tools will come with GR?
<RSE_Gary> We will be shipping the internal tool that we used to script missions, and create some of the content, called Igor. LIke, the UOEditor, Igor is not a supported
tool. Within Igor you can create new missions, new weapons, new actor files, etc. Basically everything except new models, maps and textures can be edited from within Igor.
<Seanm> IGOR,in short, r00lz.
<RSE_JohnM> Yeah.

<UBI_Scopu> Q: Why are there no arm patches included in Ghost Recon?
<RSE_Greg> For Ghost Recon we rewrote most of the engine to overcome some of the limitations present in the Rogue Spear engine. This meant that we did not have time or
resources to implement everything that was present in Rogue. But we are keeping all those features in mind for any future releases.

<UBI_Scopu> Q: We've all seen the minimum requirements for GR. But what will the recommended be as far as a dedicated server goes, as well a client machines?
<RSE_Greg> My Pentium III 800MHz / 256MB RAM / Soundblaster Live! / GeForce 3 runs it at 1600x1200 resolution quite well ;-) The video and sound cards are unimportant for dedicated servers, but you want CPU, RAM, and a fat pipe for that.

<UBI_Scopu> Q: Greg, who is the better programmer: You or your wife?
<Seanm> LOL!
<RSE_Greg> Me!
<RSE_Gary> That is easy, Diana is by far the better and better looking programmer.
<RSE_Diana> Me!
<Seanm> Painted intoa corner, there, buddy.

<UBI_Scopu> Q: In GR, can you strafe while running forward?
<RSE_Gary> yes
<RSE_Diana> yes
<RSE_JohnM> Sho nuff.
<RSE_Greg> Yes.
<RSE_Brian> if you're coordinated enough

<UBI_Scopu> Q: Will stealth play a big part in terms of gameplay in GR?
<RSE_Gary> Stealth is a very vital component to several missions. As always, it is easier to defeat an enemy force if they do not know where you are shooting from. As a result,
everyone has the capability to carry a silenced firearm. Also, one of the dedicated skills is stealth to help you sneak up on any enemies that you see first.
<RSE_Greg> Your stance and movement speed have a big impact on how far away you can be before an enemy spots you. Crawling prone into a good combat spot is a great tactic in the single player and coop missions.

<UBI_Scopu> Q: How does GRs AI match up to previous AIs from Rainbow 6 and Rogue Spear?
<RSE_JohnM> Like night and day.
<RSE_Greg> They actually miss sometimes!
<RSE_JeffW> And they duck for cover if you shoot at them and miss...
<RSE_Diana> its really cool to see...
<Seanm> And they taunt you, too. Weasels.
<RSE_JohnM> The AI enemies in GR are much more responsive and aggressive, making for more of a cat-and-mouse feel to much of the engagements.
<RSE_Gary> It is better about using tactics and terrain for cover. The AI will show a suprising degree of tactical intelligence. In addition, they can flank you and work together very well.
<RSE_JohnM> And they shoot good, too.

<UBI_Scopu> Q: Why isn't Ghost Recon playable on the Zone?
<Seanm> We're using ubi.com for matching. The Zone will still be used for Black Thorn, but Ghost Recon is moving to ubi.com for hosting and matching.
<Seanm> Ghost REcon will still have the other traditional matching protocols - IP to IP, LAN, etc.

<UBI_Scopu> Q: With huge maps, swaying trees and different ways to manipulate the environment, how is it that framerate is not a problem?
<Seanm> l33t programming skilz.
<Seanm> Sorry - I'll let the programmers answer that one.
<RSE_JeffW> I think that says it nicely, Sean. :)
<RSE_Greg> Three things. First, we have options to turn off some of these effects if they impact framerate on you. Second, machines are much faster now than they used to be. Third, we have good programmers and our artists are great at working with low texture memory and low poly counts.
<RSE_Diana> thank you sean

<UBI_Scopu> Q: Will there be a Linux server support?
<RSE_Diana> no
<RSE_JohnM> That was quick.
<RSE_Diana> ;)
<Seanm> Oh, man, at least give 'em a reason. :)
<RSE_Diana> we developed the game on Windows2000...

<UBI_Scopu> Q: As far as sniper rifles go, will there be any that are silenced?
<RSE_Gary> No, none of the sniper rifles in the game are silenced.
<RSE_JohnM> But if there are no witnesses left, it doesn't matter...
<RSE_JeffW> The 50 cal actually has a nice ring to it...

<UBI_Scopu> Q: What will Redstorm do to stop cheating in Ghost Recon, and what steps have they taken?
<RSE_Greg> We would rather not go into details and give the cheaters more ammunition to work with. We are doing what we can without ruining the play experience for our
legitimate players.
<RSE_Gary> And we are not letting Greg play with the server code before we play against him.
<Seanm> Heh.

<UBI_Scopu> Q: When you pull ou rocket launcher and take out gun, vice/versa, do the weapons disappear, or are they still visible?
<RSE_Greg> They will be invisible. Keeping them around adds polygons that the artists would rather spend elsewhere.
<RSE_JohnM> They pretty much vanish. It's like magic, but the game runs faster, and lets us add more trees.
<Seanm> Trees are cool. They stop bullets.
<RSE_JohnM> ???
<Seanm> sometimes.

<UBI_Scopu> Q: How will one find dedicated servers? Is a function integrated, like in Counter Strike, or Unreal Tourney? Or will one have to use ubi.com?
<RSE_Diana> ubi.com is an option. IP Address can be used as well, just like non-dedicated
servers.
<RSE_Diana> LAN search is also available.
<RSE_Gary> There are several methods that can be used. You can go through Ubi.com. Also, people will distribute information on dedicated server IP addresses through ICQ, e-mail, etc. There is no "search" function available. However, once you know of a dedicated server, you can keep its location in an address book, and the game has the capability to ping those sites in your address book.

<UBI_Scopu> Q: Would you ever consider removing the cd check for dedicated servers?
<Seanm> Well, it's really not that much of a hassle. After the ded. server starts, you can remove the CD. So if you need a CD for your LAN party, it's all good. We just want
to make sure you own the game before it starts. :)

<UBI_Scopu>Q: Will ghillie suits be available and, if so, will they have an advantage over standard uniforms?
<RSE_Brian> yes, ghillie suits are available and the do provide a slight visual advantage
<Seanm> <drools over ghillie suit>

<UBI_Scopu> Q: Will there be an option to turn on/off environmental features and if so, to what degree?
<RSE_JeffW> ?? Which specifically?
<RSE_Greg> I don't remember all of them, but you can adjust tree lods, whether or not the trees sway, what type of shadows, and a bunch of others
<RSE_JohnM> There are selectable levels of detail for trees, shadows, characters, weather detail...
<RSE_Brian> so yeah, you have a good amount of control over the features
<RSE_JohnM> Da.

<UBI_Scopu> Q: Will patches come out periodically?
<RSE_JohnM> Who says we'll need patches? :)
<Seanm> Good asnwer. Next question? :)
<RSE_Greg> The frequency of patch updates depends on the success of the product, volume of tech support calls, issues raised in public forums, and their impact on gameplay.

<UBI_Scopu> Q: Would you say GR is structured more for sniping attacks or more for assaulting attacks?
<RSE_JeffW> Both...you have to choose the right method at the right time to be effective.
<RSE_JohnM> I've played both strategies, and sometimes, one will work better than the other depending on the situation.
<RSE_Diana> you can have fun playing in both modes...
<RSE_Brian> you can play the game successfully both ways
<RSE_Gary> There are different tactical solutions for each situation. In the best case, you have assaulters rushing a position while your snipers are attacking from range to
help clear the way. It is all up to the way you want to play.
<RSE_JohnM> The great thing is that you have that choice.
<RSE_Greg> I run into a corner and hide. That keeps me alive until the end usually ;-)
<RSE_Gary> Yeah, when I eliminate him
<RSE_JohnM> Thank you threat indicator...

<UBI_Scopu> Q: Will the AI be able to distinguish between targets of greater or lesser value/threat?
<RSE_Gary> The AI recognizes the threat level of different targets. They will even respond with grenades if you are sniping from a well-hidden area.
<RSE_JohnM> The way they shoot at me, I must be quite a threat.
<RSE_Diana> i hate it when they do that... ;)
<RSE_JohnM> ... when I let them see me, that is... :)
<RSE_Greg> The AI is also good at using suppression for questionable threats.

<UBI_Scopu> Q: Will camping be a good strategy with GR with no show enemies and only the threat indicator?
<Seanm> Camping, BTW, is the survival method preferred by 9 out of 10 marketers.
<RSE_Gary> You do not want to sit still in the game. When someone gets close to you, it is hard to tell where they come from. Movement from place to place is the best way to avoid incoming grenade and grenade launcher fire. Always remember that in War, anything you do can get you killed, especially nothing.
<RSE_Greg> The OICW semi-auto grenade launcher is a great anti-camper weapon (especially when I send Gary out in front to draw fire ;-)
<RSE_JohnM> And lying prone makes you very vulnerable from behind.

<UBI_Scopu> Q: Will friendly AI work together with the team or individually?
<RSE_Greg> Either depending on the case. When you run into small groups, some will
suppress you while others try to flank you. They show a lot more teamwork than the R6/RS
AIs.
<RSE_Greg> The friendly AIs do that, too ;-)
<RSE_Diana> how about the friendlies
<RSE_JohnM> Except for the surpressing you part.
<RSE_Gary> and the flanking you part
<RSE_Brian> um, yeah
<RSE_Greg> I am going to be quiet now

<UBI_Scopu> Q: You mention the threat indicator... Can you tell us how it works and responds?
<RSE_Gary> At long ranges, the threat indicator points out the general location of enemy forces. It lights up a 90 degree arc. When people get closer, it just lets you know
that someone is close. In addition, it will light up to let you know in what direction people are shooting from.

<UBI_Scopu> Q: In multiplayer you said that there can be up to 9 players on 4 seperate teams. Can these four teams be populated with all human players?
<RSE_Diana> yes, in the team mode, you can have 36 human players at once. Also, in coop there is only 1 platoon of 9 players
<RSE_Greg> And of course the total number of players is highly dependent on the server's available bandwidth and the quality of their connection to the 'net.
<RSE_Gary> Except, no one wants to be on Greg's team.
<RSE_Brian> also dependant on how many friends you have
<RSE_Diana> but we vote him off... ;)

<UBI_Scopu> Q: Will nightvision work in fog?
<RSE_Greg> Yes, but only for short distances.
<RSE_Diana> yes. it nice big green dot...
<RSE_Diana> me like code
<RSE_JohnM> Night vision always works, but like in real life, don't use it in the sun.
<RSE_Gary> Night vision simply lights things up a bit more, it is not thermal or IR vision. So, you will still see the fog.
<RSE_Greg> (notes that Diana needs her English lesson tonight...)
<RSE_JohnM> Or thick fog.

<UBI_Scopu> Q: In a head-to-head match-up of GR, who would win, Ubi Soft or Red Storm?
<RSE_Greg> After I hack the server, I promise you RSE would...
<RSE_Gary> Whoever does not have Greg on their team.
<RSE_Diana> RSE all the way
<RSE_JohnM> I would. Duh.
<Seanm> what? WAIT a minute...
<RSE_JohnM> Sounds like a challenge to me.
<RSE_Greg> That was a great Rogue Spear story...\
<Seanm> heh
<RSE_Greg> After we put the server back we STILL wiped them out!
<RSE_JeffW> Hmmm...I seem to remember an engineering team that had trouble beating the AI in Embassy in 6 player coop...
<RSE_JohnM> Even if I lose, I'll definitely take them in Tetris!
<RSE_Diana> well...

<UBI_Scopu> Q: Any talk of an expansion set?
<RSE_Gary> ...
<RSE_Greg> I'm working on a contraction set
<Seanm> LOL
<RSE_Diana> how about a lego set...
<RSE_Gary> We are not allowed to comment at this time about any possible future projects that may or may not possibly occur.
<RSE_JohnM> Or not.
<Seanm> Gary used to work for the government - like that answer?
<RSE_Brian> useful
<RSE_JeffW> Which govt?
<RSE_Diana> yeah, Army

<RSE_Greg> bye all! enjoy the game, and see you online!
<RSE_Diana> bye, all...
<RSE_Gary> Goodbye all, look forward to meeting you online in Ghost Recon
<RSE_JohnM> Later on, everybody! Have fun with GR, please enjoy it!!!
<RSE_Brian> bye
<RSE_Brian> :)
<Seanm> Big thanks for everybody tuning in, big hand to RSE for going GOLD!

*** UBI_Scopu changes topic to 'Thanks to everyone at Red Storm for participating in Ghost Recon chat. Enjoy the game!'
<Seanm> nobody asked Jeff a question about sound. Oh well.
<RSE_JeffW> hehe
<Seanm> Which is absolutely the coolest thing in GR.

<UBI_Scopu> sorry Jeff :(
<RSE_JeffW> Oh, I'm sure all that will change once people realize how much more effectively they'll play with better sound cards and headphones/speakers.
<Seanm> Yep.
<Seanm> My sound card is due for an upgrade because of GR. The bullets-whizzing-over-your-head sound always makes me shiver.
<RSE_JeffW> It's funny to watch people in the office play with headphones, and duck from time to time.
<Seanm> We actually captured it pretty well in the "Making of Ghost Recon" CD during the gameplay sequence
<Seanm> I showed that part of the CD to people today and elicited the shakes ina few.
<RSE_JeffW> Super Sean! I haven't had a chance to see the CD yet.
<Seanm> Really - it's included in Black Thorn. :) $29.99, in stores on November 1.
<RSE_JeffW> :-)
<RSE_JeffW> have a good one all!
<Seanm> later.

 

  Rainbow Six News
BFS Newsletter #1
Exclusive Interview With BlackFoot Studios
BlackFoot Studios Announces Ground Branch
Rogue Spear Modder bigbluesoul Hired by GRIN
BlackFoot Studios Teaser Images (Updated)


  Splinter Cell News
Splinter Cell Novel #4: Fallout
Interview with Central Clancy Writer
Conviction Delayed Until 2008
Conviction Q&A
Conviction Video Interview & Dev Blog


 



© 2001 Ghost Recon Retreat, part of the 3d Retreat. Design by Alvin 'vaxc3' Hu.
Tom Clancy's Ghost Recon is Copyright of Red Storm Entertainment.