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[OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]

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JohnBart:
Name: Everon Vice
Author: JohnBart and Vorty
Version: v1.8

Current version: HERE

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
Deadmeat's Nogova Police
MohAx GAZ24
Intruder's Police Cessna and Sports Car
Lester's Invisible Targets
KKB's Animated Gate
Lordrenock's Black Humvee
Martin's BellJet
Police & FBI Pack
Kegety's Trabant Taxi
AKM74's ZU-23 Static AA

A complete package of the addons above is located here.

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! ;)

firegraphite:
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:

JohnBart:
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'. :)

firegraphite:
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!  :)

savedbygrace:
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.

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