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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: JohnBart on 05 Jun 2009, 18:00:32

Title: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]
Post by: JohnBart on 05 Jun 2009, 18:00:32
Name: Everon Vice
Author: JohnBart and Vorty
Version: v1.8

Current version: HERE (http://www.ofpec.com/missions_depot/index.php?action=details&id=269)

Type: Campaign
Number of missions: 16
Player side: West and East
Island: Nogova and Everon
Time of Day: Mixed
Weather: Mixed
Filesize: ~100 MB

Mission requirements:
Game: Operation Flashpoint v1.96 + Resistance

Addons: The required addons are the following:

Airwolf's Mi-2 Nogova Police (http://ofp.gamepark.cz/index.php?showthis=5765)
Deadmeat's Nogova Police (http://ofp.gamepark.cz/index.php?showthis=10334)
MohAx GAZ24 (http://ofp.gamepark.cz/index.php?showthis=4381)
Intruder's Police Cessna and Sports Car (http://ftp://ftp.ofpr.info/ofpd/unofaddons2/INT_Police_Vehicles.rar)
Lester's Invisible Targets (http://www.ofpec.com/addons_depot/index.php?action=details&id=36)
KKB's Animated Gate (http://ofp.gamepark.cz/index.php?showthis=2612)
Lordrenock's Black Humvee (http://ofp.gamepark.eu/unofaddons/LRDBLACKHMMWV.zip)
Martin's BellJet (http://ofp.gamepark.eu/unofaddons/MTYBellJet.zip)
Police & FBI Pack (http://ofp.gamepark.cz/index.php?showthis=4375)
Kegety's Trabant Taxi (http://ofp.gamepark.eu/unofaddons/TrabantTaxi.zip)
AKM74's ZU-23 Static AA (http://ftp://ftp.ofpr.info/ofpd/unofaddons/ZU-23-2_final_v10.exe)

A complete package of the addons above is located here (http://www.gamefront.com/files/20319796/EV_Addons_Rev1.rar).

Summary:
Being a parody of various Hollywood action movies, Everon Vice follows the adventures of a veteran Hungarian colonel as he visits the tourist paradise of Everon during his holiday but quickly finds himself in the middle of an intricate plot, involving a local separatist organization and the most dangerous terrorist group of the Operation Flashpoint universe. :)

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EDIT: Hotfixed version uploaded, mission 11 should now also be English.

EDIT #2: Mission 6 has gone under severe modifications:
a.) Minor typos fixed
b.) New objectives and markers have been added to help navigation in Veteran mode.
c.) GPS enabled in the map
d.) Unnecessary player waypoints have been removed, the remaining ones fully overlap the map markers related to the player's route.

EDIT #3:

New version (v1.5) is up. The major changes include the following:

-Crash to desktop in Mission 14 has been eliminated.
-The funny "Missing BIS_Weaponpack addon" error should not appear anymore.
-English subtitles have been rewritten completely.
-Longer subtitles are now divided to several parts to make reading more comfortable.
-Every mission now has the GPS available in Veteran difficulty.
-The suspected camp locations in Mission Six now appear after each other, only when you managed to check out the previous one.
-In Mission Six, the helicopter of the escapees now also leaves when your squad members are in its vicinity.
-Hungarian marker, waypoint and hint text in Mission 11 has been translated to English.
-Sniper killzones in Mission 15 are now farther from the buildings to give more liberty for the players in approaching the main street.
-End credits now thanks every help I received here. ;)

EDIT #4:

Version 1.6 is up now! The major changes include the following:

Global changes:
a.) Score tweaking to get rid of the red X marks on the debriefing screen (they are still there at 02 and 08, though).
b.) Proofreading done again on all the messages and dialogs of the campaign. Hopefully conversations are easier to understand now.
c.) Added border to pictures.
d.) Slight normalization of speech audio.

Mission specific changes/updates:

03: Airmail
a.) Minor fix on some mission area border triggers.
b.) Final objective altered: both turrets must be destroyed now.

05: Shopping
a.) Fixed the chopper trigger: The helicopter shouldn't appear anymore if the player kills only the truck driver of the first wave of reinforcements.

06: Hide-and-seek
a.) Hints on coordinates added to the mission's major cornerstones.
b.) Slightly changed some messages and the timing of the marker's appearance on the map to make mission progress more straightforward.
c.) An additional temporary mission border has been added to the northern section of the forest to prevent players skipping a mission-critical cutscene and thus the completion of a mission objective.  

07: Deal
Problem with the gun. After hours of experimenting and doing some research on OFPEC and the BI Wiki, I came to the conclusion that if a weapon is added on-the-fly in OFP, it must always be toggled with the "Toggle Weapon" button to be able to use it (Space and RCTRL by default here). It always worked for me, however it wasn't clear for me whether you (I mean SavedbyGrace :)) tried to "toggle" the gun, so I decided to make some small changes in this field as well.
a.) Story device: Jammed Beretta. After shooting the guard, the gun gets jammed, so you have to reload it. New hints and newly recorded dialogs should make clear what the player should do after the cutscene.
b.) Some guards (like the one the player's supposed to talk to) now carry FN-FAL rifles.
c.) Music normalized, it shouldn't be so loud now.
d.) The outro is much shorter now - the players shouldn't wait until everyone gets in the chopper, it takes off and flies away.

09: Full Metal Jacket:
a.) Some additional objects and two more allies were added to give cover for the player and his squad
b.) Briefing modified slightly in accordance to a.)
c.) Removed most of the grenades from enemy troops to minimize the chance of eliminating the whole squad of the player with a well-thrown grenade at the very beginning of the mission.
d.) Reworked truck disembarkment. Allies now leave automatically and join the player only when all of them left the vehicle.

10: Ambush
a.) The chopper should be slightly more dangerous now.

11: Lamentin
a.) Combat music replaced with instrumental version due to explicit language.
b.) False subtitles removed from mission cinematic.

13: The Heist
a.) Added some dead civilians to the town battlefield to reinforce the Jackal's cruelty.
b.) Tweaks on the mission outro: the rag-tag allies should exit the Praga truck much faster now.

15: High Noon
a.) The chopper should be slightly more dangerous now.

EDIT #5

Version 1.7 can be downloaded from the appropriate link. Major changes include:

General changes:

-Removed Mehanic's VAZ 2101 and Peugeot Boxer from the campaign. Former is replaced by vanilla BIS Skoda, the latter by BRDMs. A couple of mission selector images and strings have been modified accordingly.

Mission changes:

a.) 09: Full Metal Jacket
-Increased end trigger radius to remedy a reportedly rare showstopper (reported by OFP_F3d3).

b.) 12: Regina
- Allied tanks should not stop before the village anymore, and should attempt to neutralize enemy armor by flanking them.
- Added a derelict repair station to Regina along with a slightly damaged T55 to give the player a chance to participate in the fight against enemy armor.

c.) 13: The Heist

- Increased zoom on destroyed black Volga in the mission intro to minimize the chance of seeing how the fake convoy vehicles are teleported to town.

d.) 14: Intermezzo and 15: High Noon

- The fade-out at the end of the cutscenes should be faster now.
EDIT #6:

Version 1.8 is up now! The change includes the following:
e.) Last-minute fix by Savedbygrace:

-The pesky "No entry..." error after completing the campaign is now eliminated. Thanks for the help!

Thanks again for the continuing help! Enjoy! ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice - Please Review
Post by: firegraphite on 05 Jun 2009, 19:20:36
Unbelievable!!! Yeah, I played this campaign a couple of years ago.. This is so cool!! But I can't believe this got posted here just only now. A really great set of missions and it follows like a movie parody of sorts. Very challenging and yet I couldn't help laugh every step of the way. I especially like the part where a cop was shot and karoly and the shopkeeper guy got into a shootout with some rebels. Also when they tried to assassinate karoly and you gotta hold off a bunch of enemies including a chopper. And the ending was superb. Although I'd just not spoil that just yet.. LoL.  :D

There was one thing I noticed that didn't seem to sit right though, that part where wolf(?) and karoly's nemesis were talking, the language changed. Also in the part where they interrogated a captured rebel and pointed a tank cannon to make him talk. I was playing with english version but the language suddenly changed.. i couldn't make it out, maybe polish or czech or something. But I'm pretty sure if it was played in its original language its pretty much bug-free.  :good:
 
Other than the language, everything rocks! Cool. Very cool campaign.  :clap:
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice - Please Review
Post by: JohnBart on 05 Jun 2009, 21:10:21
Firegraphite, thank you for the kind words and thank you especially for the bug report. I'm puzzled why the reviewers at Levels4You did not warn me about this serious issue back then. I just did the translation of the briefing and description.ext files of mission 11 now (it was in Hungarian, by the way), pbo'd the campaign file again and uploaded the whole hotfixed package to the FTP again. It should be OK now. The link of course have been updated in the first post. :)

As far as I remember, the reason why I did not upload the campaign to OFPEC back then was that the server collapsed under the portal right at that time... Later, I simply forgot about it. Today I was digging through my hard drive, and thought why not to give it a shot, especially because OFPEC is very much alive and kickin'. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice - Please Review
Post by: firegraphite on 06 Jun 2009, 04:13:25
Well, what can I say? I'm a big fan.. Oh and also I forgot to mention the music videos.. LoL. Absolutely priceless.  And yeah, you you're right. Ofpec was down during that time. I was wondering what happened to Barton and Barton Corporation.. 

Anyways at the moment it seems everyone here's busy with ArmA 2.. But I do hope a reviewer checks this campaign soon. Once again, Great Work!

Cheers!  :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice - Please Review
Post by: savedbygrace on 06 Jun 2009, 04:15:50
Hey John,
Thanks for bringing your project to our site, it's always great to have more mission authors lingering around our pages. Regarding the review process? I am not debating your flawless campaign but it is simply, a policy, that we test each and every mission before actually reviewing it to ensure for ourselves that we release a working(not necessarily flawless) completable mission to the members and guests who frequent our site. SO I hope we don't offend you but we'll give it a few test runs by the beta testers around here to try and iron out the quirks that may exist such as the language problem mentioned b firegraphite. I have to ask...since this is an old mission, do you plan on correcting any showstoppers that may arise?(Not that any would be found, but better safe than sorry) I'm going to remove the review please until we have had a few test of it, so please don't get offended.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice - Please Review
Post by: JohnBart on 06 Jun 2009, 13:17:07
Hey savedbygrace,

No, of course you won't offend me. :)
I read through the submission policy, so it is perfectly OK to follow the testing protocols and go through it as a beta. :)

In the meantime, I'm going to betatest some ARMA missions, as the guidelines recommended (I don't have OFP installed at the moment, this is why I don't test OFP missions :)) just to thank the assistance of the community. :)

Err... I haven't encountered the word so far, but is showstopper the kind of error that makes a mission/campaign unstoppable?


#EDIT: No need to quote the entire previous post you're replying to..   h-
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 06 Jun 2009, 19:28:29
Showstopper = anything preventing mission from being completed
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Rellikki on 07 Jun 2009, 05:17:52
Hello JohnBart,
It's a really nice campaign, as I told you in the e-mail. :) Only one thing that bothers me, is the mission where you had to clear the forest as the police forces. You were assigned to follow your waypoints, but what about if the player plays in Veteran mode? He won't be able to see the waypoints then, and this is what happened to me too... The mission kept failing for me because I blindly went to wrong directions.
I'm sure that some older OFP veterans might prefer to play in Veteran mode, so I was thinking if there's an alternative solution to that. Perhaps it's possible to force the waypoints being displayed despite the difficulty setting? Or you could give player the coordinates of the waypoints so he can navigate using the map...
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 07 Jun 2009, 11:27:52
I started this one and encountered that very problem. There is no gps in that mission so there is no way for the player to know his coordinates. I cleared the two camps on one side and then the mission failed as I was trying t get to the other side. Tried again and this time I attempted to follow the green dot path as best as I could, I tried approaching from several directions but continually got that follow your waypoint hint.

Concerning the 2 missions before this one and loads of cinema?
The missions were good, challenging and yet not impossible. Although I did not understand a word being heard, I could read along just fine with the exception of a few that would disappear before I was finished reading them. The cinema is brimming with comic relief. I received the waypoint hint in the very first mission as well when I attempted to flank the approaching response parties toward the West.

MIssion 2 was okay but with the objective to keep Hades alive seemed unnecessary as I think he was captive the whole time. He would run around like a mad man and shoot the enemy while I was forced to take cover and wait for them to round corners or peek out where I could pick em off. I found that if I stayed in the open, there were just too many to cover every direction.

I'm also not sure if it's something that you have done but I have attempted several times to pick up a PKM but to no avail. It never even appears in my action menu as an option.

Anyways, Despite it all, Mission 3 contains the only real problem in regards to the waypoints.

I noticed a lot of English text grammar and spelling errors as well but I won't evevn go there.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 07 Jun 2009, 12:44:01
I started this one and encountered that very problem. There is no gps in that mission so there is no way for the player to know his coordinates. I cleared the two camps on one side and then the mission failed as I was trying t get to the other side. Tried again and this time I attempted to follow the green dot path as best as I could, I tried approaching from several directions but continually got that follow your waypoint hint.
OK, I guess that I have to update the briefing.html with the coordinates of the major events too... :)
The missing GPS is strange, though. I am pretty sure that I did not disable it. I will have to take a closer look at it. :)

Quote
MIssion 2 was okay but with the objective to keep Hades alive seemed unnecessary as I think he was captive the whole time.
Wherever the player has to fight alongside with story characters, I included a passage like that in the briefing to make those characters recognized and remind the player of them. Clearly, it has no practical use as those characters die only if the player kills them (I even removed the handgrenades of the enemies to prevent the sudden death of these characters as much as I can), but storywise I thought it would be a required addition, as the player would know in this way which story characters he would encounter in the given mission.

Quote
I'm also not sure if it's something that you have done but I have attempted several times to pick up a PKM but to no avail. It never even appears in my action menu as an option.
I was actually surprised on this back then, and thought that it was hardcoded in the game that civilians cannot pick up heavier weapons: machineguns, rocket launchers, etc. Therefore, I did not deal with it afterwards.

Quote
I noticed a lot of English text grammar and spelling errors as well but I won't evevn go there.
The majority of work on the campaign took place 3-4 years ago. Clearly, my English was not the best at that time. I will of course give a thorough proofreading of the text.

Thank you for all the constructive criticism, and thank you for recommending the beta rounds - clearly, it seems that more people plays in Veteran than I thought, which creates challanges for the campaign, as it is strongly waypoint-based. I am going to address all the issues you and Relikki have mentioned and will also go through all the missions to check whether there are any missions left that are impossible to accomplish without waypoints. :) I will update the first post accordingly. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 07 Jun 2009, 22:32:57
Hmm, I never realized that civy's couldn't use heavy weapons... :dunno: All this time and still continually learning  :D

The setcaptive is a great idea for the other civy's then, When I first seen that I had to ensure he stayed alive, it caused me to instantly dred the mission because AI just naturally ruin your intentions and plans. But keeping it safe and story related is a good idea.

The english errors were no big deal really. It was the timing of the text that began to get frustrating(not alot of it, just some of it) as it would disappear before I was through reading it and I would miss some comical saying or something that was important.

I have to also say that the guys singing to the music is comical as well, only because the voices and language sound very funny to me.

So far, it's very obvious that you sunk tons of hours into cinema alone and I know as well as anyone who loves to create cinematics that they take just as long and are just as complex as building a mission itself. So, kudos for all the hard work so far.

I'm looking forward to playing the rest of this campaign as it is not at all boring or anticipated as some are.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 21 Jun 2009, 01:30:55
Thank you, savedbygrace! :)

Finally, I had a little time to take a closer look at the mission in question... (this pesky exam session takes away all my time that I could otherwise spend on studying the ArmA editor... :))

Now, I don't know how could I missed that, but I realized that a set of cutscene triggers (which would otherwise be activated by the player) has been placed OUT OF the mission area for some reason...  ??? :whistle:

Besides fixing that obvious showstopper, I also removed most of the player waypoints, made some new markers and mission objectives (popping up dynamically through the course of the mission), updated the briefing according to these changes and added the GPS. :)

I went through the mission after this thrice (once in Cadet, twice in Veteran). I hope these changes will help them' OFP-veterans completing the mission. ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 21 Jun 2009, 09:09:21
I attempted this one again and was able to get through mission 6 but those follow your waypoint hints are still there, although they are not failing the mission for straying off course, atleast not that I could see. I was able to clear the two south camps, meet the guys in the north respond to the two masacre meeting points, clear the northwest part and tried to take down the chopper with my finfal but it got away. It showed that I beat the mission but rather than continue on to the next mission, it returned to the main menu. Did you forget to do something?
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 21 Jun 2009, 12:10:33
I'll be damned...   :blink:

Just loaded up the campaign, jumped to the mission and completed it. It transferred to the next mission flawlessly. I checked the campaign description.ext, it seems to be OK (it is basically very simple because of the campaign's linearity, all six endings lead to the next mission, while dying or Losing repeats the current mission).

I guess it must be the final objective that causes the problem (and which is supposed to be "failed" by the player), though I don't understand why did it work for me and not for you... Anyway, I'll see what happens if I rephrase Obj 6 and set it to "completed" rather than failed.

EDIT: OK, new archive is up on the FTP. Filename is the same. Objective 6 is modified, minimum+average+maximum number of points in description.ext have been significantly increased - who knows, maybe that causes the problem; after all, even though the policemen are set to be WEST and Resistance is friendly to nobody, the DMX Police Units were originally defined as Civilian... So maybe the program reduces the player's points upon shooting a separatist.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 27 Jun 2009, 11:26:51
Hmm, I'll see about continuing on through this one again this weekend.

EDIT: Hey John, How about seperating your addons from your mission so that folks don't have to continue downloading the whole thing to play each version? Also, If you intend for this to reach the review stage, you'll have to list each addon seperately on your first post at the least. If you have a link to a download for each, that would be great(we could help you find them if not) but this way folks can see what version addons are used and not download those that they have already.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 29 Jun 2009, 01:35:16
Done and done... :)

The campaign link in the first post now does not contain the addons - those are situated in a separate RAR archive.

I also made up a list of the addons used - however, I was unable to find Mehanic's VAZ2101; I remember that I downloaded it from ofpr.info, but it is not available there anymore. Nevertheless it is mentioned in the list (and is present in the addon archive).

Thank you for your continuing help... :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 29 Jun 2009, 20:43:05
Finally got through this one today. The gameplay was fun and challenging but not too easy nor too difficult. It seemed as though there were more cinematics then there was play time, and I found myself struggling to keep up with some of the rather long text remarks. I enjoyed the humor that you infused into each character. The Story carried an unexpectant twist followed by a rather hillarious ending and though I could not understand the speech and missed some of the text, It was not hard to keep up to speed on unfolding events. The gameplay was fresh from one mission to the next, not repeating objective types too often  and keeping it interesting. I received a missing BIS weapon error just before having to shoot the first holiday chopper down. I then received an error missing lost13.intro at the end of one of the closing cinematics.(I can't remember where and when that occured. I also experienced a CTD after clearing regina(I think) ALthough I am not sure if that was the mission or something else. The english text could use a thorough proofreading. The mission where the player had to rescue the dude from prison, I was given a gun with no ammo. I didnt quite like the baoundaries you forced with the single loud gunshot toward the end as I was trying to circle around the rear of a building and got shot(but not by any of the enemy weapons). I'll have to play through it again and pay better attention to each mission as I go so that I can help pin down those errors for removal.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 30 Jun 2009, 23:11:54
Thank you savedbygrace, I really appreciate your help! I am going to install OFP to my home computer too, so I can start bugfixing... :)

Quote
though I could not understand the speech and missed some of the text, It was not hard to keep up to speed on unfolding events...
Yep, unfortunately I was unable to figure out how to increase text showing time - this usually make longer texts disappear before one would have the chance to thoroughly read it over.

Quote
I also experienced a CTD after clearing regina.
Uh, what is a CTD? Sorry for the noobish question, but the Search at the top of the site gave me no results for this word.

Quote
The english text could use a thorough proofreading.
This will happen as soon as possible.

Quote
The mission where the player had to rescue the dude from prison, I was given a gun with no ammo.
It seems that I have to give the ammunition to the player character first, and the weapon afterwards... :)

Quote
I didnt quite like the boundaries you forced with the single loud gunshot toward the end...
Well, yes. The final mission was the one which went through the most iterations. :) The problem was that I wanted the players to really clear the whole city by progressing from the west to the beach at the east, giving them the sense that they actually get closer to their archenemy after every autosavegame. The autodead can really be annoying, I admit... But with my not-so-professional mission-building-skills, this was the only way I could ensure that the players really secure the hostages FIRST, and locate the main enemy indeed at the very end. Rest assured, the maps always contain these deadzones, and disappear when they have to.

Quote
I'll have to play through it again and pay better attention to each mission as I go so that I can help pin down those errors for removal.
Again, I really appreciate the attention that the campaign receives. Thank you. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 01 Jul 2009, 02:26:56
I would offer to help you correct your translations but I'm afraid I found myself at times struggling to do understand what exactly each character's intended meaning was behind his words. I also noticed that you did not use a stringtable but rather attached each line to the sound configuration in the Description. This is the underlying cause of the text disappearing so quickly. There would be far too much work in seperating the text in order to form a stringtable proper but it may be worth it to do this for the long text. My next run through this one, I'll pay close attention to those particular text and help you in getting that matter ironed out. It may take some time but I'll also sift through and do what I can to correct the english text as best as I can understand.
One way to seperate the text is to find the script that prints that text and then use the cuttext command to print them in two sections.(I'll demonstrate how in one of your scripts and then send it to you if you don't understand)

CTD = Crash to desktop. Once I play through it again, I'll see if it repeats.

Yes, one magazine before the weapon is necessary. But the trouble was that the ammo did not consistently appear for my reloading. (I'll explain what happened) Once the guy got shot, I ducked behind the concrete mg nest while my buddy stepped out and got shot. I was able to reload once but only after several moments into the firefight. The other times I played it through(which had to have been nearly ten times) I waited until my blackops appeared and then dashed for the van to grab an AK.

The out of bounds was not so bad and is understandable really. What I found wanting was that my men could run behind the buildings but I could not without the gun shot; so, I would recommend making that trigger just a wee bit bigger(not much).

One thing that I forgot to mention was that during the mission where the blackops hijack the gold trucks, you setpos the trucks while the camera is still in view and though it was not bad, I thought it worth mentioning.

ANother little thing was during the intro of the mission where the player is at the police headquarters and the song "Summer in the city" was playing, the slowdown time seemed to engage a fraction late as the bulk of the explosion had occured already. I think it would be more effective if you slowed the time a fraction before the explosion went off. Just a thought.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 03 Jul 2009, 22:55:40
Quote from: savedbygrace
I would offer to help you correct your translations but I'm afraid I found myself at times struggling to do understand what exactly each character's intended meaning was behind his words.
Correction won't be a problem, my English has improved a lot since then... ;)

Quote from: savedbygrace
I also noticed that you did not use a stringtable but rather attached each line to the sound configuration in the Description. This is the underlying cause of the text disappearing so quickly. There would be far too much work in seperating the text in order to form a stringtable proper but it may be worth it to do this for the long text. My next run through this one, I'll pay close attention to those particular text and help you in getting that matter ironed out.
Thank you. My problem with stringtable.csv was that I simply did not know how to create one. I always tried making them by using Excel - it was only a couple of weeks ago (looking for ArmA tutorials) when I learnt that they must be created simply with Notepad... :)
Quote from: savedbygrace
CTD = Crash to desktop. Once I play through it again, I'll see if it repeats.
I am also going to go through the campaign again and look for the most critical errors. :)

Quote
Yes, one magazine before the weapon is necessary. But the trouble was that the ammo did not consistently appear for my reloading... The other times I played it through(which had to have been nearly ten times) I waited until my blackops appeared and then dashed for the van to grab an AK.
I will take a closer look on the player character's weapon settings.

Quote
The out of bounds was not so bad and is understandable really. What I found wanting was that my men could run behind the buildings but I could not without the gun shot; so, I would recommend making that trigger just a wee bit bigger(not much).
Sure. I will try to reposition them to make it more user-friendly. :)

Quote
One thing that I forgot to mention was that during the mission where the blackops hijack the gold trucks, you setpos the trucks while the camera is still in view and though it was not bad, I thought it worth mentioning... Aother little thing was... the slowdown time seemed to engage a fraction late as the bulk of the explosion had occured already.
Now this is really interesting, because I remember that I spent an awful lot of time with these two, setting them up "correctly". They looked alright on my rig, but since my system changed considerably since then, I'll see whether they went wrong here too.

EDIT (July 6 2009): Unfortunately I won't be able to use the Internet for a week's time. I'm just writing this to assure you that I won't abandon the campaign - I am far from it, actually. :)
Correction of the text is almost completed, and hopefully I can start (and finish) fixing the bugs you have mentioned this week. :)
Thank you again for all the help I received. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 16 Aug 2009, 22:47:26
Okay, I finally managed to solve (hopefully) all the problems mentioned above.

The subtitles have been completely rewritten, longer dialogs are now cut into 2-3 subtitle parts, Mission Six received some additional treatment, the GPS is now available in every mission and the showstoppers have hopefully been eliminated.

Why the 'hopefully'? Simply because I realized that sometimes Amalfi's MakePBOv1.1 screws up either the mission.sqm files or the OGG files of the campaign.

The CTD was caused by the corruption of the sound file which was to be loaded at that particular moment of the mission (thankfully I still had the Hungarian version of the campaign and could replace the OGG file with the working one easily), however the BIS_Weaponpack addon error was caused by the mere fact that PBO compression sometimes erases the vanilla addon from the addonlist of the mission.sqm file.

I realized all this when I completed the campaign on Veteran difficulty the day before yesterday, solved the showstoppers, then rebuilt the PBO file, replayed the campaign again yesterday, and received NEW showstoppers in missions which worked flawlessly so far.

My solution was simply making all the files write-protected, then making the PBO file write-protected as well. In this current version, I have no showstoppers neither in Cadet, nor in Veteran difficulty - I hope you won't experience anything like this too. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 17 Aug 2009, 21:40:51
Great! I'll put it on my extensive list of things to do. Glad you updated.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: RKurtzDmitriyev on 18 Dec 2009, 23:29:32
This campaign looks interesting, but some of the addons links seem to be broken. Googling for them now...

EDIT: I was able to find every one except for Mehanic's VAZ 2101. Does anyone have it or know where to find it?
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Walter_E_Kurtz on 19 Dec 2009, 00:17:19
You could have taken the easy route ...  :whistle:
A complete package of the addons above is located here (http://team.enterprise-tcw.com/JohnBart/EV_Addons.rar).

Mehanic's Page (http://ofp.gamepark.cz/_hosted/mehanic/downloads.htm) at GamePark, but the links are incorrect, instead try: _ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/lada/lada175.zip
(Copy and paste the link in a browser window, omitting the underscore).
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: RKurtzDmitriyev on 19 Dec 2009, 00:47:26
LOL, thanks.  :D >:( :o :cool2: :good: ::) :whistle: :P
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 09 Jan 2010, 15:10:58
This campaign looks interesting, but some of the addons links seem to be broken. Googling for them now...

EDIT: I was able to find every one except for Mehanic's VAZ 2101. Does anyone have it or know where to find it?

Sorry for the inconvenience, I remember that when I updated my first post, every link worked fine. Mehanic's VAZ proved to be a real pain for me too, as I was unable to download it from Gamepark anymore when I looked for its Internet availability... :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Krieg on 11 Jan 2010, 21:25:07
I played the campaign, and it has very interesting plot as well as funny moments!
Good campaign, I personally give it well deserved 7/10.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 12 Jan 2010, 14:09:06
Thank you, Krieg! :)

Any bugs and/or glitches that you've encountered?
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Krieg on 12 Jan 2010, 18:36:45
None of what I know.
I will check further for bugs this weekend, though.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 12 Jan 2010, 20:29:16
Thanks in advance... ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 23 Feb 2010, 19:05:13
Sorry for the long overdue replay but I tested 1.5 today and here are a few things of note.

It seems that all mission debriefs credit the player with a very low score(red X's) while all objectives are complete. I'm sure that is a result of your score tweaking.

Hide and Seek mission...The objective to investigate all suspect areas was clear enough and after doing so, there is no hint of where to go from there other than the hints to not leave the southern part of the forest. (perhaps you could add a seperate objective to return to the Eastern section of the forest when the first three areas are cleared?)

In the mission entitled "Deal" Also known as the Prison break, I am still having problems with the added pistol.
I can not interact with it at all. I have tried to reload it, place it on my back and even droppped and picked it up with no results. I ended up running to the hillside, lyingdown and hiding while the blackops took out the main force. I then made my way back up the hill and grabbed an AK47 but by then there was only one cop left to kill. (maybe you could give the weapon to the player at the mission start and just end the mission if he kills a cop before you want him to?)

Lamentin...The cinema of the towns activity just prior to the explosion kept printing text from the previous cinematic of the wolf and goodmayer meeting. I have a hunch that its because you have some civilians saying some of the sound files that are not heard but since you have the text attached to the sounds in the description.ext it prints the associated text with it.

I also encountered a showstopper after defeating the second wave. The mission would not end. All enemy units were dead, armor was destroyed completely and I drove the tank around every nook and cranny, flattening trees and bushes before getting out and running on foot to draw fire from any hiding enemy but nothing ever happened,after about 5 minutes of running around, I broke the mission area and failed it. I'll try again later on the same mission but I wanted to fill you in so far of my progress.

I'll also note again that the text is much improved but still fast in many areas.

EDIT: I replayed the Lamentin mission and all worked fine that go around. I have no idea what caused the mission to not end last time. The rest of the campaign played out well enough. There are still many areas where the grammar could use some major proofreading but since there is so much dialogue and cinema, I dont think anyone could fault you for having imperfect grammar.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 25 Feb 2010, 20:09:36
It seems that all mission debriefs credit the player with a very low score(red X's) while all objectives are complete. I'm sure that is a result of your score tweaking.
To be frank, I'm out of ideas how to tweak further the scoring... So if this doesn't hinder the completion of the campaign, I'd rather not change that.

Hide and Seek mission...The objective to investigate all suspect areas was clear enough and after doing so, there is no hint of where to go from there other than the hints to not leave the southern part of the forest. (perhaps you could add a seperate objective to return to the Eastern section of the forest when the first three areas are cleared?)
Correct me if I'm wrong, but as far as I know, an arrow pointing to a rendezvous point appears as soon as all three areas are cleared (and both terrorist camps are eliminated). I think that should do the trick.

In the mission entitled "Deal" Also known as the Prison break, I am still having problems with the added pistol.
I can not interact with it at all. I have tried to reload it, place it on my back and even droppped and picked it up with no results. I ended up running to the hillside, lyingdown and hiding while the blackops took out the main force. I then made my way back up the hill and grabbed an AK47 but by then there was only one cop left to kill. (maybe you could give the weapon to the player at the mission start and just end the mission if he kills a cop before you want him to?)
I just can't understand how this is possible... The weapon works without problem on both computers I used to test the campaign. Actually, script-wise the situation is not in the least complicated - the player character receives some magazines and the Scorpion at the end of the conversation with the guard, then it should be ready to use... Have you pressed Space and tried to change the rate of fire before using the gun?

Lamentin...The cinema of the towns activity just prior to the explosion kept printing text from the previous cinematic of the wolf and goodmayer meeting. I have a hunch that its because you have some civilians saying some of the sound files that are not heard but since you have the text attached to the sounds in the description.ext it prints the associated text with it.
Now this is again a bug I can't understand. I haven't encountered with it so far, and I don't have any civilians copied over from the intro part of the mission... I guess it is caused by some corruption of the mission.sqs by the constant DePbo'ing and UnPbo'ing...

As for the texts, well, I don't think I'm able to make them displayed any better. It's been almost two years now that I seriously was into editing, and while I wasn't an expert even at that time, my knowledge just diminished since then. Anyway, I'll look into the rest of the bugs and will post an update as soon as I can.

Thank you for your help! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 26 Feb 2010, 14:44:38
My apologies,
I didn't mean to discourage you at all. I know you have put a lot of time and effort into this campaign and it does not go unnoticed one bit. In fact, all of the above with the exception of that lamentin mission failing to complete could be ignored really. I'll explain to you how I played it the first time when it would not end and you'll have an idea where I was at.

Actually, I did not go far from the compound. I jumped into the t55, pulled out and to the right next to another building in the yard adjacent to the compound and waited for the enemy tank to drive down the road. I took it out and then moved over slightly so that I had a view of the incoming BMP's between two buildings. I took out one, then inched to the edge of the building where there were several police cars(in the compound) and took out the other while it was stopped in the middle of town. I then drove out and picked off soldiers as they moved toward the police compound. All went silent but the chopper with the paratroopers never arrived.

Other than that, the campaign was bearable.
I do remember pressing every button I could think of out of frustration when that pistol did not function.

I had seen some civilians inside a building moving there lips while the summer in the city song was playing. At the same time, the last text from the previous mission was being printed. Probably associated with that lip file. (BUT it doesnt matter as it has no bearing on the mission)

There could have been an arrow appear in the hide and seek mission but I must have overlooked it since I wasn't expecting it.

The red X's are no big deal. Campaign completion is more than enough of a reward.


Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 26 Feb 2010, 18:57:28
My apologies,
I didn't mean to discourage you at all. I know you have put a lot of time and effort into this campaign and it does not go unnoticed one bit. In fact, all of the above with the exception of that lamentin mission failing to complete could be ignored really. I'll explain to you how I played it the first time when it would not end and you'll have an idea where I was at.
There's absolutely no need to apologize, as beta testing is all about mentioning every issue. :D
I'm grateful for every minute you put into playing and re-playing the campaign... ;)

I'm just puzzled. You know it's a bit frustrating that whenever I make the necessary fixes and DePbo the campaign files, there are always new, previously unseen errors popping up. It's like a vicious circle. You solve the problems, but they're immediately replaced with new ones when you check the new version. :)

Actually, I did not go far from the compound. I jumped into the t55, pulled out and to the right next to another building in the yard adjacent to the compound and waited for the enemy tank to drive down the road. I took it out and then moved over slightly so that I had a view of the incoming BMP's between two buildings. I took out one, then inched to the edge of the building where there were several police cars(in the compound) and took out the other while it was stopped in the middle of town. I then drove out and picked off soldiers as they moved toward the police compound. All went silent but the chopper with the paratroopers never arrived.
I don't know what caused this. Maybe some of the enemy fled the mission area, even though I set allowfleeing 0. I'll take an extra look on this mission when I fire up the editor, and try to minimize the possibility of this along with the elimination of those lines popping up. Hide n' Seek will also receive additional treatment, and I'll try to come up with something for gun issue too.

I'll keep you posted, and thanks again for your continuing help! ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 27 Feb 2010, 05:58:52
You could simply add a gun to the officer that gets killed during the scene for the player to take if he chooses. I found switching guns made it possible to interact with them.

A simple hint once all three camps are cleared would suffice for hide and seek. Something like..."Meet this team at these coordinates."

I understand your frustration. I've been working on mine for a year now. The more detail you put into something, the more people seem to become critical of it. I don't know why that is really...perhaps they see something that stands out from the rest and think that the author is looking to make it perfect. The truth is...we just want to put together a collection of the best that we have seen in other author's projects into one project but it tends to be overdone. Mine is a fine example.

Anyhow, your campaign is far from perfect and at times difficult to follow the dialogue but it is a great turn from the usual soviet vs US story and the characters are full of personality and wit. It is also fun to play.

I will say this though...there was one song that began paying during the Lamentin battle that mentioned something along the lines of a grandmother sucking her grandsons apendage and I couldn't help but freeze and say..."Did I just hear what I think I heard?" That was a bit tasteless.

Hopefully that mission will play through without problems and we can get it reviewed for you.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 27 Feb 2010, 23:19:31
You could simply add a gun to the officer that gets killed during the scene for the player to take if he chooses. I found switching guns made it possible to interact with them.
Will do that, though as far as I remember he already has a pistol.

A simple hint once all three camps are cleared would suffice for hide and seek. Something like..."Meet this team at these coordinates."
Okay, I'll put it onto the to-do list. :)

I understand your frustration. I've been working on mine for a year now. The more detail you put into something, the more people seem to become critical of it. I don't know why that is really...perhaps they see something that stands out from the rest and think that the author is looking to make it perfect. The truth is...we just want to put together a collection of the best that we have seen in other author's projects into one project but it tends to be overdone. Mine is a fine example.
I think you slightly misunderstand me. There is absolutely no problem if the betatesters (who sacrifice their precious time by playing my campaign to make it better) voice critical opinion - after all, this is what betatesting is for. :D

The frustrating part of the editing process comes from the bugs themselves. To be more precise, the new bugs I had to deal with after every bugreport and depbo'ing, and which many times simply did not exist beforehand, but surfaced with the new version of the campaign. Just let me give you an example... A couple of months ago you reported a showstopper that popped up at the final mission: the game just CTD's with seemingly no apparent reason. Upon looking into the problem, I realized that an .ogg file (which worked perfectly before) just got corrupted somehow. With the previous versions of the campaign, I had no such problems. After you reported it, I checked the mission on my compy too, and the problem of course appeared here as well. Thankfully, it was easy to fix.

I will say this though...there was one song that began paying during the Lamentin battle that mentioned something along the lines of a grandmother sucking her grandsons apendage and I couldn't help but freeze and say..."Did I just hear what I think I heard?" That was a bit tasteless.
I guess that's the D12 rap song. I apologize for that. In my defense, understanding lyrics was never my forte so I didn't know that the song had such violently explicit content. As far as I know I have the instrumental version of the song too - I can easily change the soundtrack to that if needed.

I'll keep you posted on my progress! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 28 Feb 2010, 07:45:51
Maybe you should not depbo your project.
Just pbo it and keep the original in your user missions folder for future fixes. Once you make the fixes just delete the old pbo that was sent to the mission folder and export another.
Just a thought.

The song is okay....I ended up lowering the music volume anyhow since I don't care for music when there is any chance of enemy engagement.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: GW on 23 Apr 2010, 12:04:08
@ johnbart
i have played this campaign last year, very good,thanks for making this,
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 20 May 2010, 00:56:36
How are you doing on this project John? Need any help?
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 19 Aug 2010, 14:01:01
Hey,

Sorry for being inactive in the last couple of months. I'm through a graduation and finding a job, so I simply did not have the time to polish the campaign. Rest assured, I'm far from abandoning the project - I just need a couple of free weekends in my schedule to make the final touches. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 20 Aug 2010, 04:44:24
Okay, great to hear. I'd hate to see this one drift away.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Walter_E_Kurtz on 20 Aug 2010, 23:05:35
I've completed a couple of the missions and only have two real suggestions (well, three: I didn't quite understand the Jackal's scene - some tiny base being attacked?!).

OK, getting over the disappointment that this has nothing to do with Miami Vice ...

1. Named speakers
   It would aid comprehension if each line of text was preceded by the speakers name. I think it would also aid recalling which character is which.

2. Non-civilian enemies
   At the moment, missions usually end with a negative score since many enemies are civilians. You could try to balance this out by using the addRating (http://www.ofpec.com/COMREF/index.php?action=details&id=11&game=All) command.

   Alternatively, consider using more addons:
      an editor update such as Mikero's (http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP) allows you to place more objects and units (eg. two civilian militia on the Resistance side).
      STT Resistance Civilians (http://operationflashpoint.filefront.com/file/Resistance_Civilian_Clothing_Pack;35273) are more units in new outfits available both as Resistance and Civilians, including a couple of women.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 26 Aug 2010, 16:19:04
Thanks for your ideas Kurtz! :)

Quote
I've completed a couple of the missions and only have two real suggestions (well, three: I didn't quite understand the Jackal's scene - some tiny base being attacked?!).
Besides being a manifestation of the campaign's aimless absurd humor, that cutscene should make no sense whatsoever... :D

Quote
OK, getting over the disappointment that this has nothing to do with Miami Vice ...
You were pretty close, actually. The title is intended to be a pun of the series name... :)

Quote
1. Named speakers
   It would aid comprehension if each line of text was preceded by the speakers name. I think it would also aid recalling which character is which.
It makes sense to update the dialogs this way, but frankly, this would require a lot of work to go through the texts, find the dialogs, then modify them... Again. This would require a lot of time, and frankly, I think that the early cutscenes, the briefings and the radio chatters should be sufficient to familiarize the players with the characters if they pay attention.

Quote
2. Non-civilian enemies
   At the moment, missions usually end with a negative score since many enemies are civilians. You could try to balance this out by using the addRating command.
As far as I remember I already tried that (setting the player's rating to 10000), but it didn't work out. An early version of the campaign included the STT Resistance Civilians addon, but during the first revision of the campaign, I decided to remove them to minimize the number of required addons.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 09 Nov 2010, 18:34:28
Sorry for the long silence. :)
I just wanted to inform everyone that the fixes are well underway, and hopefully I can post the link for the newest version early next week. There's a lot on my plate nowadays so I am even slower than I usually am when edit missions, still, there were a couple of tweaks and additions added to the campaign that felt needed to enhance the overall experience - I'm currently doing the final playtest to check whether they work out nicely, cause any unforeseen bugs, and of course to see whether that pesky "Missing BIS_WeaponPack addon" error has gone away finally. The changelog will be of course edited into the first post as soon as the new build is online.

Thank you for your patience, and again, thanks for all the support! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Walter_E_Kurtz on 12 Nov 2010, 01:53:18
I have managed to finish the current version of this campaign. I became more involved in the storyline after my last post and, as far as I can remember, these are the only things I'd consider to be issues, and mostly minor at that:

Peugot Boxer
 - this would seem to have a problem in its fire-geometry LOD so that in game it appears to have an invisible forcefield which catches bullets as you try to shoot round it. More annoying when it catches RPGs.

Inconsistent approach to profanity
 - in later missions the F-word is bleeped in audio and replaced by asterixes, but not in the Prison Break mission.

What Mission Plan Update?
 - in the Forest Sweep mission hints appear to say that the "mission plan [is] updated", but actually only the map itself is updated with a new marker.

High Noon briefing
 - I didn't understand the Notes section regarding terrorists fighting Hades' gang. Were they scared or possibly on the same side?


Regarding "Missing BIS_WeaponPack" (which applies to "HuntingRifle", "Revolver", "Ingram", "GlockS"), the two most common causes are:

1. Weapon is in the Weapon Loadout but not in the mission
   The player chooses to take a weapon into the mission, but it's not in the addon list in mission.sqm. Error appears immediately on starting the mission.
   Solution: Place an ammo crate (Resistance side, Resistance weapons) somewhere out of the way or use addWeapon to give someone else one of these weapon types.

2. Poorly configured addon
   A unit from one of the addons uses a weapon listed above, but the config for that addon doesn't include "BIS_WeaponPack" as one of its AddonsRequired. The error appears when the player picks up one of the weapons from a dead unit.
   Solution: as above.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 03 Dec 2010, 02:18:23
New version is up! See EDIT #4 in the first post for exact changes. :)
Let's hope I got rid of any major problems... :)

@Walter_e_Kurtz: Thanks for pointing out these issues!

@Boxer: Unfortunately it is a known issue of the addon, but I'd rather not search for another van only because of that. Though I agree, they definitely can be a pain in the neck when it comes to fire an RPG/LAW from their cover...

@Inconsistend approach to profanity: Didn't even notice that. Thanks for pointing to it, but I'd rather not pbo the campaign again and make another full impact testing solely because of one set of mission subtitles.

@Mission Plan Update: This should be fixed and be more straightforward in 1.6.

@High Noon Briefing: Same as above. They were taken off-guard, by the way. :)

The Missing weaponpack bug is also fixed methinks, I placed a pilot with a revolver on every map far from the mission area. This fixed the issue when I played through the campaign, I hope you also won't encounter with it again.

Again, thanks for the feedback! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Aldo15 on 20 Dec 2010, 14:52:44
Could you check again the links? The link does not load campaign and throws error. :good:

Thanks
~ Aldo
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 22 Dec 2010, 11:54:35
...

I was about to do a profanity-filled rant on FileFront, but decided to calm down. Okay, the campaign will be uploaded early January as I won't be anywhere near my home computer until that time...

Thanks for the heads-up, Aldo! ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 02 Jan 2011, 20:34:34
Happy New Year, everyone! :)

The link is fixed, the campaign archive can be reached here (http://www.filefront.com/17740301/everonvice16.rar). First post of the topic was also update accordingly. ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: OFP_f3d3 on 26 Jan 2011, 00:08:06
Hi man, I only heard good things from this campaign and now iīm one of them.The campaign is absolutely incredible, the missions and the plots are great, iīll make the advanced comments later. i got a problem with something at the last mission after Saint Pierre, i get an error that talks something about an addon of a DMX_policie_brdm.

1)The introduction:
Great camera angles and the voices and dialogs made itīs job well, thereīs nothing more enjoyable than seeing a film while you play ofp :D

2)The First was great, but i agree with the pilot of the plane, this guy is quite nuts, and i laughed at moments because of the dialogs and radio chats. I got killed a bunch of times but i managed to end it.
I kill the guy near the church and advance about 50-70 metres. Then i see a bunch of guys and resistance soldiers going out the trees and a jeep. So i toggle to my Ak47 and hide in a bush. I start killing the soldiers and later i approach to the small building in the road and i see 3 resistance budies staying prone but very alert, i manage to kill them and hide behind the UAZG, i heal myself and move to left, suddenly i get killed by a sniper. New try i do the same but now i get killed by a machinegunner that was hiding behind a bush, later, after insulting both the machinegunner and the sniper, i kill them. I move through the bushes and see a machinegun that was very well placed as the tree makes it difficult to be seen. i kill him and i see 2 guys moving from the air field near the AA guns, one of them was able to hit me in the legs but i could eliminate them.
I get rid of the resistance guys and destroy the AA guns. Nice day to begin holidays!! :D

3)In the second video i see the three guys in desert island and i start laughing when the 3 dudes start singing, iīm still thinkin why they start singing :dunno:

4)SHOPPING:I have to say that this is one of the missions that i enjoyed most. The first dialogs are great as the fight in the city, but i noticed something wuite weird, nobody fires a the "black smuggler" as player calls him. at the beginning they only shoot at the police car.
Iīm studying how to place weapons over thing and this mission helped alot in that, itīs nice to see missions that use special things that make them unique and different.
I go to the weapon stash in the back of the pub and pick up an AK47, i help the smuggler to kill the soldiers and some reinforcements arrive i eliminate the ones from the north but the ones that eject from the chopper are dead because they hit the floor too fast :dunno:.
Now i move to the south and a resistance soldier hits me 2 times before i see him and kill him. hurt i manage to take 2 other guys and the mission ends. As i said before and i repeat, dialogs take an important role in the mission.

5)The mission in the woods, is in my opinion one of the most difficult. The resistance clothes really help them with camouflage and also the go prone as soon as the detect you, that made things only harder, i got killed about 5 times :dry: before i receive the message that bravo is ambushed, when i start running i hear alot of gun fire that added more inmersion to the situation. Then i receive a message that says that the terrorists are trying to scape and when i arrive i canīt eliminate the chopper. I felt a little frustrated but it seems that i was the original plan to let the Mi-17 scape.

6)In the next mission you have to make your way to free a prisoner in a base. I started laughing when the guard said that the documents where 2 years old and they were to move the prisoner to the same prison.
Nice improvement when the gun get jammed, all the guards were easy to take outand my partner was quite fool as he didnīt do almost anything. when i see the prisoner the dialog begins. Later the siren sounds start again but this were even less effective thatn the guards as i satyed prone with an AK 47 and started killing all of them whle they were on the car, I found only one big bug, the mission doesnīt end as the chopper stays flying at the same position all the time ???, i tryied 3 times but always the same chopper at the same place, maybe i forgot to kill someone or someone scaped.

7)The next mission where you have to stop a military convoy everything goes fine until the chopper appears and the the mision ends ??? ??? ???. I thought something was wrong so i gave another try now i have to take down the chopper, i fire 9 RPGs until i hit it (I think i must practice that)

8)The mission in the resort was also difficult as the sniper doesnīt stop looking for you. I run like a mad man to the truck (i donīt know if this was our idea) and pick up the Hunting rifle. i kill thge sniper and i have to call an ambulance, i go to the green car an it says itīs completely locked but i can get in, a little weird. i call 911 and some guys appear, i kill one of them and take his AK47 and iīm able to eliminate the rest, then the helicopter appears and the smuggler runs to the woods leaving me alone, ididnīt know that there were also black chickens :dry:

9) i manage to eliminate the guy at the right of the chopper and i realise that the guy was the gunner and not the pilot :dry: then after 3 minutes i kill him and the chopper falls into the woods. Some police cars appear but nothing happens again it doesnīt end like the prison mission, so i try something completely and absolutely different, and start killing all the cops and drivers and then the front car moves to the bodies of my friends and then it finishes :dunno: :dunno: ??? ???


Now the second part:

10) In the mission where you have to sweep regina is very difficult, in my first attempt i try to go in front of both groups but suddenly... BOOM! and my brains fly to Malden. In the second attempt i go to the left making my way to the bushes located in the farmland, from there iīm able to take down almos 20 soldiers, but now the problem are the tanks, as my tanks an friendlies were completely uneffective. i run to a T55 wreck and go prone. Then i move to a RPG soldier, take it and blow a T72 and a Bmp. Then i move very carefully into the town, i always thought that everything was secure but nothing stays the same. I kill 5 guys into the village until i find Wolf.

11) I admire the campaigns and missions that you the same moment from different eyes, itīs amazing as you acn see that Regina was only a distraction used to avoid army while you steal a Gold loaded truck.In this mission, i keep it simple, get closer to the trucks walking and watching everything. as i eliminate the guys, i takke the second truck to the hidden base. In the hill, i receive a message that says  that reinforcements are moving from the north, and now 3 guys join me. I get into the Car in the base and i order my guys to do the same. I go down the hill and order my guys to tae cover. Then 5 minutes later, a little group arrives in 2 truck, with a RPG i take down the second truck and my folks do the same with the other truck. Then here comes bug, the cops arrive in groups of 3 guys but they took almost 15 game minutes to arrive to my location. as i eliminate the last cop cars the mission ends correctly.

12) HOly god, iīm still in this mission (Saint Pierre), so if i ever complete it iīll tell you how it did.


BRIEFINGS: Very Consise and easy to understand and read. A good and little description and a PLAN page that explained everything.

OVERVIEW: Gret photos taken will playing, also good effect and borders.

INTROS, OUTROS AND VIDEOS: Good camera angles but some times quite crazy for example when the guys start singing in the middle of the desert.

OVERALL: Difficult mission and great story and plot. Playing different roles in the story is great, i hope that more campaign like this arrive soon.

The only bugs i found JohnBart are those 2 missions that donīt end.

P.D.: Add a video were the Karoly goes into a psichiatric hospital for the rest of his life (Admit it, this guy i completely nuts)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 01 Feb 2011, 10:24:57
Hey OFP_f3d3, thanks for your detailed response! :)

Quote from: OFP_f3d3
i got a problem with something at the last mission after Saint Pierre, i get an error that talks something about an addon of a DMX_policie_brdm.
Weird. Last time I played through the campaign, there were no "missing addon" errors. Moreover, the police BRDM is part of the police vehicles pack so if they appear without any problem in the credits mission, why does the BRDM not? Will take a look at it.

Quote from: OFP_f3d3
3)In the second video i see the three guys in desert island and i start laughing when the 3 dudes start singing, iīm still thinkin why they start singing
Because they're also nuts, like the protagonist. :D
OK, so here it goes: I originally planned more music segments in the campaign besides the opening and ending rap to deepen the fun factor and the airy nature of the story. E.g. there would have been a segment with the "rap guy" right after Shopping too, when Hades and Fenyvesi escape from the anarchist reinforcements. Eventually, I left most of them out because it would take a hell of a lot of time to edit them, but would serve no real function whatsoever. The Antagonist Rap however stayed, as I concluded that it would be a really unusual way to introduce the bad guys of the story.

Quote from: OFP_f3d3
i noticed something wuite weird, nobody fires a the "black smuggler" as player calls him. at the beginning they only shoot at the police car.
Since OpFlash does not have the allowdamage command (and the separatists are horrible when it comes to aim :D), I decided to achieve the "action movie"-feeling by having them targeting a couple of invisible targets and the police car. It looks good, and also keeps alive a mission-critical person.
Quote from: OFP_f3d3
the ones that eject from the chopper are dead because they hit the floor too fast.
No matter how high I set FlyInHeight, the chopper keeps flying in the same height. Anyway, most of them survives parachuting (not to mention that it looks alright in a comical campaign :)).

Quote from: OFP_f3d3
when i arrive i canīt eliminate the chopper. I felt a little frustrated but it seems that i was the original plan to let the Mi-17 scape.
Yes, if everything works as I planned, you cannot stop the chopper. They are meant to escape.

Quote from: OFP_f3d3
I found only one big bug, the mission doesnīt end as the chopper stays flying at the same position all the time , i tryied 3 times but always the same chopper at the same place, maybe i forgot to kill someone or someone scaped.
I truly am amazed. I've never encountered this error in this mission. In fact, the end trigger is as easy as possible in OFP: the chopper takes off when every enemy is defeated, while the mission ends when the chopper arrives above the prison.

Do you receive the "Mission Completed!" title when the Mi-17 arrives?

Quote from: OFP_f3d3
The next mission where you have to stop a military convoy everything goes fine until the chopper appears and the the mission ends   . I thought something was wrong so i gave another try now i have to take down the chopper, i fire 9 RPGs until i hit it (I think i must practice that)
Again, could you tell me exactly how did the mission end? Did the debriefing appear before the in-game cutscene of the helicopter or after it? Did you wait some time with the chopper flying above you before it ended, or did it finish as soon as the Mi-2 arrived? I never experienced such a bug.

As for the RPG: Check the ammunition trucks, you'll find a Strela in one of them. Alternatively, why don't you use a PK? :)

Quote from: OFP_f3d3
i go to the green car an it says itīs completely locked but i can get in, a little weird.
Not exactly. The hero remarks that all the building doors are closed, but there is also a telephone in the car. ;)

Quote from: OFP_f3d3
Some police cars appear but nothing happens again it doesnīt end like the prison mission, so i try something completely and absolutely different, and start killing all the cops and drivers and then the front car moves to the bodies of my friends and then it finishes.
Again, I am clueless. The end trigger is really-really simple, the mission should finish as soon as the first police BRDM reaches the vicinity of the buildings next to the road (where the green Skoda stays).

How far did they stop from those buildings? Did you block their path? I can tweak the end trigger, but apart from that, I really have no idea why it doesn't work at you.

Quote from: OFP_f3d3
Then here comes bug, the cops arrive in groups of 3 guys but they took almost 15 game minutes to arrive to my location. as i eliminate the last cop cars the mission ends correctly.
The reinforcements consist of two waves, the first being a police convoy the second a military contingent. I never had such a problem with them. In fact, every time I played that mission, I had to be really fast in getting out the car and then sending everyone in the city to take cover.

Could you elaborate on this bug a bit more? Do the reinforcements arrive in vehicles, or on foot? How much of them arrive at once? I don't think I can do anything about this (lest I can reproduce it somehow), but I'll see to it of course.

Again, thank you for your detailed feedback, and I'm really happy that you enjoyed the campaign, despite the flaws it has. :)

Quote from: OFP_f3d3
P.D.: Add a video were the Karoly goes into a psichiatric hospital for the rest of his life (Admit it, this guy i completely nuts)
LOL. :D
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: JohnBart on 04 Apr 2011, 23:59:35
Hey everyone,

Finally I could allocate the time this weekend to give the campaign two more playthroughs on two different PCs. I was trying to check whether I'd be able to reproduce f3d3's bugs, but I was unsuccessful in doing so.

Quote from: OFP_f3d3
i got a problem with something at the last mission after Saint Pierre, i get an error that talks something about an addon of a DMX_policie_brdm.
Did not receive it on the PCs I ran the campaign. I checked the mission.sqm file, but the addonlist seems OK. I absolutely have no idea what causes the problem at you.

Quote from: OFP_f3d3
I found only one big bug, the mission doesnīt end as the chopper stays flying at the same position all the time , i tryied 3 times but always the same chopper at the same place, maybe i forgot to kill someone or someone scaped.
Now that's an amazing one. The mission end trigger is the most basic one possible, so I have no idea where it goes awry. As soon as the enemies are neutralized in the prison area, the chopper takes off. As soon as it is located nearby the prison, the mission ends. I've worked quite a couple of years on this campaign but never ran into such an error. Didn't run into it this time either.

Quote from: OFP_f3d3
The next mission where you have to stop a military convoy everything goes fine until the chopper appears and the the mission ends
Could not reproduce it, but checked the ending conditions. It is again relatively simple: a Vehicle not present condition in a 2x2 km area. Under these circumstances, you can receive a premature mission ending only if
a.) you destroy or immobilize the vital supply trucks.
b.) the chopper leaves its area of operation for some reason, which I don't know why it would do. It must be big enough for it.

Quote from: OFP_f3d3
Some police cars appear but nothing happens again it doesnīt end like the prison mission, so i try something completely and absolutely different, and start killing all the cops and drivers and then the front car moves to the bodies of my friends and then it finishes.
I tried what happens if I intentionally block the first BRDM of the police convoy. It bypassed me and continued its way, always ending the mission. I also don't know why would the BRDM stop before his Present trigger which would end the mission - its waypoint is located way inside the (relatively long) trigger. Again, I'm clueless and have absolutely no idea how to prevent such an event.

That said, the problem might be caused by additional mods and/or addons, especially replacement packs that use vehicles which behave differently than the vanilla units.

Quote from: OFP_f3d3
Then here comes bug, the cops arrive in groups of 3 guys but they took almost 15 game minutes to arrive to my location. as i eliminate the last cop cars the mission ends correctly.
Couldn't reproduce it during my playthroughs. I don't even know why do they slow down. The editing is simple, really: the police and military convoy moves to a road waypoint during the in-game cutscene (when the radio chatter is going on about the reinforcements), then they continue to the town when the player's reinforcements (the three guys) are detected to be half way back to ensure the player is not "late from the party". The only way the mission can go glitchy is if you leave your buddies behind in the camp because of the trigger condition mentioned above, but I thought that the player would need every help they can get so it makes no sense to leave behind or kill off your buddies there.

Anyway, unless somebody finds a serious issue or can reproduce the bugs above OR can give me detailed feedbacks about them so I can try to prevent them ever happening again, I think the campaign is ready for a review. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: Aldo15 on 05 Apr 2011, 21:02:30
I'll try to test it, I Think I have time to test it and modify my Operation Fidel mission

Cheers,
Aldo15
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice
Post by: savedbygrace on 06 Apr 2011, 18:44:59
I'll be happy to formally begin the review of this one. Thanks for all your efforts in trying to get things corrected.

The actual review process is far more involved than a standard play testing and so I'm certain I'll be able to reproduce bugs if they exist and be able to provide a step by step fix to correct matters unless, as you say, it has something to do with anything out of the editor's control.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [UNDER REVIEW]
Post by: JohnBart on 06 Apr 2011, 22:20:06
Quote from: savedbygrace
The actual review process is far more involved than a standard play testing and so I'm certain I'll be able to reproduce bugs if they exist and be able to provide a step by step fix to correct matters unless, as you say, it has something to do with anything out of the editor's control.
I appreciate your continuing help and support. Thank you! :)

Quote from: Aldo15
I'll try to test it, I Think I have time to test it and modify my Operation Fidel mission.
Thank you, and again, thanks everyone who helped me fixing as many things I could. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: savedbygrace on 29 Apr 2011, 18:42:26
I've tested this campaign quite well and have opened it up to view all of the internal files. I have not encountered any of the bugs that OFP_f3d3 has, but I have encountered a potential problem area in the Regina mission. Since it seems to unfold quite randomly, there are times when the enemy armor will remain in the city, damaged but not destroyed and the friendly armor fail to recognize them. Since the player does not have the ability to pick up shoulder launched weapons, I would ask that you insert some sort of safety for this. Otherwise, the mission could cease to move forward until the friendly armor recognize and eliminate the damaged armor. The best way to remedy this would be to have the player decked out in police uniform again so that he is able to pick up any weapon.

 
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: JohnBart on 02 May 2011, 00:53:47
Thank you! :)

Now, as far as I know, the police uniform does not solve the problem, because I remember putting the character into one, and he couldn't use RPGs even in a riot outfit. The solution might be to put the player character into an East uniform, which however means that the hero should appear in that uniform in all subsequent missions. I'll figure out which one works soon! :)

I'll also tweak the chopper not present trigger in the convoy ambush mission (increase its diameter just to be on the safe side) and tweak the long stand-off cutscene too (the one after getting the gold trucks), because the last time I played it, one of the smugglers shot the Jackal on the leg, meaning that he had to crawl to the Lada to get going... :D

Thanks again for the extensive review, I'll keep you posted! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: savedbygrace on 02 May 2011, 02:38:21
Keeping the main character in civy clothing is fine.
It seems like some of the armor stops outside of the city and they may not spot resistance armor if it stops on the other side of the buildings. If you just had that armor patrol to the other side of town, there may never be a problem. You could also execute a safety check to see if all friendly armor is damage beyond fighting capabilities and if so, kill off the remaining resistance armor for example...
Quote from: code
If (getdammage easttank1 > .4) && (getdammage easttank2 > .4) Then (resistancetank1 setdammage 1) && (resistancetank2 setdammage 1)

EDIT:
Another problem area. opflashpoint.org has been down for some time now. That site offers three of your addons that are found no where else on the internet(that I have found anyways). I would ask that if you have these addons complete with a Readme, that you submit them to OFPEC Addons forums for review and upload.


I might see problems with the peugot boxer not being adequate enough to upload to our site, since it's geometry lod is larger than it should be. BUT, I can't speak for our Addon depot staff. They may judge things differently, so it's worth a try. Here (http://www.ofpec.com/forum/index.php?topic=26034.0) is the submission standard over there. Please read and follow it.

If the addons are not accepted, you may have to upload them somewhere else such as Gamepark(if they'll accept them from you and not the author)

If all else fails, and this is my very personal opinion if it were my own project, I would consider swapping those models for models similar to it.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: JohnBart on 02 May 2011, 10:01:08
Quote from: savedbygrace
If you just had that armor patrol to the other side of town, there may never be a problem. You could also execute a safety check to see if all friendly armor is damage beyond fighting capabilities and if so, kill off the remaining resistance armor for example...
Great idea! Thanks!

Quote from: savedbygrace
Another problem area. opflashpoint.org has been down for some time now. That site offers three of your addons that are found no where else on the internet(that I have found anyways). I would ask that if you have these addons complete with a Readme, that you submit them to OFPEC Addons forums for review and upload.
OK, I'll see to it! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: Walter_E_Kurtz on 02 May 2011, 12:07:59
I'd be inclined to throw a piece of raw meat studded with tranquilisers to the guard-dogs at the Addons Depot. They might be persuaded to host the addon pack in its entireity, though it should really contain the readmes.

Additionally, it might be possible to edit the Boxer model. According to this thread (http://forums.bistudio.com/showthread.php?t=117755) it may be free to modify:
Quote
Some examples of "Permission Free" addons that I know of are: ...
* Mehanic's vehicles
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: JohnBart on 02 May 2011, 12:55:44
Quote from: Walter_E_Kurtz
I'd be inclined to throw a piece of raw meat studded with tranquilisers to the guard-dogs at the Addons Depot. They might be persuaded to host the addon pack in its entireity, though it should really contain the readmes.
Thank you! :)
Just tell me what are the expectations and I will assemble the package accordingly (whether it should contain only the missing addons, or the entire pack).

Quote from: Walter_E_Kurtz
Additionally, it might be possible to edit the Boxer model. According to this thread it may be free to modify.
Good to know, but apart from simple re-skinning, I have no experience in addon editing. :(

EDIT: If the LOD-displacement is annoying for the most of you, I'd be happy to replace the occurences of the Boxer to a blue BIS-Skoda, or any other stock vehicle that can fulfill the same purpose. This way, we can get rid of a somewhat buggy addon and you guys don't have to host it on OFPEC. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: savedbygrace on 02 May 2011, 16:49:40
The LOD was certainly a pain in the rump in more than one mission (prison break and ambush) BUT replacing that boxer with something else would also cause you to have retake several overview photos. If you're up for that task, than by all means, go for it. I just dislike creating more work for you when the testing is through.
You could always attempt an upload at ofp.info(perhaps Rellikki could provide some insight on what they accept)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: JohnBart on 02 May 2011, 21:56:36
Thanks for the tip, I'll ask him!

UPDATE: Peugeot Boxers have been replaced with police and military BRDMs, while the ZU23 can be downloaded from OFP.info. Rellikki told me they might be able to host the police Cessna + Skoda Rapid on ofp.gamepark, but I haven't come around yet to send him the stuff, I'll do it tonight. I also give another playthrough for the campaign to make sure nothing went awry, then upload it with the list of changes. Hopefully, I can do this tonight, too.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING]
Post by: JohnBart on 10 May 2011, 23:05:26
Version 1.7 is up! Sorry for the delay...

Mehanic's Lada and Peugeot Boxer have been removed altogether from the campaign, and I also decided to apply a couple of smaller fixes besides this. Check the bottom of the first post! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(RETESTING)]
Post by: savedbygrace on 07 Jun 2011, 04:48:36
The review is ready but I'll need to retest the campaign to ensure you haven't unintentionally broke something. Hopefully we can get this one added to the depot soon.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(RETESTING)]
Post by: JohnBart on 07 Jun 2011, 13:15:34
Again, thank you for your continuing help and extensive QA. ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: savedbygrace on 25 Jun 2011, 21:49:33
Okay, the campaign plays better with the removal of that boxer, particularly that prison break mission. I also noticed the other changes. The only other error I spotted was at the conclusion of the campaign; as if it was looking for the next mission to go to(.lost) but couldn't find it. It's no big deal though, You can fix it if you like and then upload a new version for me to add to the site archive or we can add this one as it is since it does not prevent completion. What say you?

ALSO: I need a working link to the addons for                                  
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: JohnBart on 27 Jun 2011, 00:00:59
Well, the return-to-menu bug has been present in the campaign from day one and to be frank, I have no idea how should I tweak the campaign description.ext to get rid of it. Also, I'd rather not unPbo the whole stuff (then dePbo and test) again to remove a minor bug.  ::)

The ZU-23 is available here (http://ftp://ftp.ofpr.info/ofpd/unofaddons/ZU23.exe), while Intruder's police vehicles will hopefully also find their way to OFP.info. I asked Relikki to help me out in this matter, I hope to receive his approval soon. :)

Again, I cannot thank you enough the dedication you gave to this campaign's Q&A. The least I can offer in return is actively participating in OFP/ArmA2 mission testing here to the best of my abilities - I hope I'll find enough free time besides working on my ArmA2 campaign... ;)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: savedbygrace on 27 Jun 2011, 05:10:16
The link you provided does not work. I checked the BIS forums and found a thread (http://forums.bistudio.com/showpost.php?p=367663&postcount=77) where a member provided a link to the addon but it's direct from a server that requires a username and password. I posted in the thread to get some help and we'll see where that goes.

I also depboed your campaign and compared the config with other campaign configs and found where the mistake was made. The attached image will show where it was. I added the required text(surrounded in red) and exported it and it ends correctly now. I'll use that pbo but keep the version number the same.
Just so you know, every class within the campaign class must have those endings regardless of whether it is a chapter or mission.

The BIS forums may take too long to reply and so OFP.info may be your best bet for hosting those two addons.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: JohnBart on 27 Jun 2011, 11:36:45
Thank you very much for the info, and thanks for fixing that small glitch!

The addon download error is most interesting, I could download the ZU23 from that link yesterday, but could not from my office workstation. OFP.info has a news item about it here (http://ofp.gamepark.cz/index.php?showthis=2124), but it seems the link is unreliable (worked for me on Firefox, didn't work on Chrome). I'll ask the OFP.info staff about this matter right away.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: Rellikki on 27 Jun 2011, 15:45:31
Just for your information, there's a newer version of the ZU-23 available here (http://ofp.gamepark.cz/index.php?showthis=2132&newlang=eng). It's good to always have the latest versions possible to avoid any possible bugs, so you might want to update your links. :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW PENDING(Test Complete)]
Post by: JohnBart on 27 Jun 2011, 16:20:14
Thanks Relikki! :)
But will the campaign work with a newer version of the addon?  ::)

Anyway, kudos to Relikki for uploading the addons in question to OFP.info. They are located here (will update the first post as well):

Intruder's Police Vehicles (ftp://ftp.ofpr.info/ofpd/unofaddons2/INT_Police_Vehicles.rar)

AKM74's ZU-23 (v1.0 version) (ftp://ftp.ofpr.info/ofpd/unofaddons/ZU-23-2_final_v10.exe)

According to my experiences, the links do not work under Chrome, only on IE + Firefox!



Fixed ftp links - bedges

EDIT: Also fixed in original post. Thanks bedges, please send me a Self-FacePalm for starting ftp links with http tags. :D
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]
Post by: savedbygrace on 29 Jun 2011, 22:51:42
Review is complete. Find it here (http://www.ofpec.com/missions_depot/index.php?action=details&id=269).
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]
Post by: JohnBart on 30 Jun 2011, 10:53:31
Thank you very much for the detailed and fair review, and again, thank you for all the advice and recommendations I received here. :)

The cons listed in the review are certainly helpful, I will definitely look out for these for my next campaign! :)
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]
Post by: Aldo15 on 13 Jun 2012, 00:14:43
I've not able to complete the first mission of this one. It's like the mission had not an ending.
Title: Re: [OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]
Post by: GW on 30 Oct 2012, 09:12:05
in first mission you need to destroyed antiaircraft guns,than mission will end :whistle: