OFPEC Forum

Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: Mikero on 28 Nov 2005, 01:06:52

Title: (Review Completed) [CAMP] Mission Pack One V1.3
Post by: Mikero on 28 Nov 2005, 01:06:52
(http://www.ofpec.com/gallery/images/album3/small/sm_mole.jpg)
Student Pilot after he got his licence. Would you fly with this man?

Revised Version 1.3

   Version 1.3 here (http://andrew.nf/OFP/Campaigns/MikerosMissionPack1V1.3.zip)

Edit: This campaign has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=24).


Well, you all have MacGuba to blame for this, he keeps finding 'undocumented features' in previous versions.


This is a Campaign comprising of some 30 odd missions. None of the missions have any relationship to each other except that they are grouped into campaign 'chapters' of Nogova, Malden, etc.

Some of the missions are good, some are indifferent, none, are bad or faulty.

It's the 'no faulty' bit I need tested before submitting to the Missions Depot. Many missions are not in English. The campaign is entirely addon free.

The intention is to provide an ease-of-use, seamless game flow from one mission to the next rather than continuously hiccuping back to the main Flashpoint front panel.

Please bare in mind, none of these missions will be fixed in any way, they either work, or they don't and will be removed from the pack if bad.

NONE use any addons.

In all instances I have modified the overview.html to give credit to the original author, where I could indeed find an original author.

Now, if we can just give Macguba a job to distract him, I might be able to release this version to MD before he ruins it.
Title: Re:Mikero's Mission Pack One
Post by: Pilot on 28 Nov 2005, 03:35:13
*ahem*

Ok Mikero, where is the Readme?  Where are the advertisement pics?  Come on, you've been harping us authors to include these items in our missions. :hmm:

Sorry, I just had to do that.  You understand, right? ;D

Anyway, nice job.  I will take a look at this campaign as I find time.

-Pilot

EDIT:
*Falls off chair*
I've played the first mission before!  When I first started looking on the internet for downloads for OFP, this mission was one of the first I downloaded.  What a memory (albeit a short one :P)
Title: Re:Mikero's Mission Pack One
Post by: penguinman on 28 Nov 2005, 07:04:00
im gona try this with FFUR 2005 and high resolution replacement islands.

i should be able to report on atleast 5 tonight

Im lucky Europe's asleep right now so il be one of the first to play them.


edit:
damn, this is one of the slowest 10mb downloads Ive ever had. my cable modem is crawling through at 16kb a second.
Title: Re:Mikero's Mission Pack One
Post by: yankme on 28 Nov 2005, 08:37:56
what a good idea, you just saved me ( us lot ) some time trying to find missions that are playable vs download and quit then repeat , GOOD ON YA!!!
havent tryed any yet but there allways the ''edit butten''   ;)
Title: Re:Mikero's Mission Pack One
Post by: Mikero on 28 Nov 2005, 08:51:49
Quote
you just saved me ( us lot ) some time trying to find missions that are playable vs download and quit then repeat , GOOD ON YA!!!

You're 100% on the money Yankme. This isn't a pack of 'the top 100' hit tunes, they are simply, tested, playable missions. The purpose of which is exactly as you describe.

@Pilot

I laughed along with you, and then realised you were actually very right, it's all to do with packaging, and I'll do something about it right now.

thanks.

Title: Re:Mikero's Mission Pack One
Post by: Marvin on 28 Nov 2005, 14:35:47
Nice idea! Thanks mikero! I`m out for some days to play this campaign! Great work!

EDITED:

I hope there will be Mikero Mission pack 2  :P

EDITED:

Flashpoint crashed on mission 3, after intro when the blackhawk comes to desert island - i have message like this -

Cannot load world `worlds\abel.wrp

EDITED:
Sorry my bad  ;) somehow got lost abel.wrp file  ::) now it`s all ok!

Again great work mikero

Title: Re:Mikero's Mission Pack One
Post by: Morglor9 on 29 Nov 2005, 07:25:36
currently downloading, looking to get a chance to play it tomorrow as i have to head for bed soon. but first, honestly man, find a better server! my high speed rarely crawls along at the 16kbps that penguinman mentioned, and I too am experiencing.
Title: Re:Mikero's Mission Pack One
Post by: Conors on 29 Nov 2005, 12:41:31
I'm going to go one step better (ill try and try it with ffur 2005 llama sky high res replacment island and ddxl)
edit: dam its slow
Title: Re:Mikero's Mission Pack One
Post by: Serial Killer on 29 Nov 2005, 13:49:04
Wow! I can't believe one of my first missions are in this pack. :o
Title: Re:Mikero's Mission Pack One
Post by: rado1265 on 29 Nov 2005, 15:29:31
A very nice idea, to make a some sort of a mission compilation, it was about time for something like this (now someone has finally bite into this apple Mikero, hasn't it?  :D).

Thou I don't quite get it, why you've placed it here, on the BT Board.  Are they on beta testing?  Will you change-modify them, if bugs or something else will be discovered?  Or you're just checking, if this is a good idea?

If the last is the case (and I beleive it is), then I beleive a more proper place for this would be on some other board, on Missions: Ideas for instance, where in form of a discution a much wider debate would be possible, and even suggestions, which missions also deserve, to be added to this compilation, can be collected.

And to answer on your 'question': yes, this 'experiment' of yours is a very valid one, I doubt you would bother yourself with it, if it wouldn't be.

On any other questions from your first poster I can-will not give you an answers, because some of them concerning my personal taste, which makes them irrelevant, and others are irrelevant by the very nature of the question.

I've played first three missions thru, then I've gone briefly thru the others.  As I've expected, I've already played them, except for some of those in Chech.  But I guess it will be nice, to have such compilation (or even a bigger-better one someday ;)) on my HD, and some day play it in FFUR.

Oh, and when you'll submmit it on MD, I suggest you, to arrange it like a mission pack, not like a campaign.
Title: Re:Mikero's Mission Pack One
Post by: Mikero on 29 Nov 2005, 16:22:07
@Karantan

Thank you for that.

>Are they on beta testing?

Yes. Any found to be faulty in some way will be removed, not fixed. People other than myself need to test for that fact. That's why there in the testing forum. It's one job I can't do, just like an author cannot test his own mission.

>Missions: Ideas Forum for instance

valid comment Karantan, but, this is more than an 'idea' (it is that too) I need this pack TESTED. It is also true that the idea, not this pack specifically, could, and should, be in the forum you mention. If people want to raise that subject, I'll contribute to that discussion, elsewhere, as you rightly point out.

>which missions also deserve, to be added

none will be added to this compilation. Many, will be added to other compilations, and, I would expect with the help available on this board, they too will be tested before being released. If people want to discuss in a general way, which missions to add into a mission pack. Again, I have to agree with you, that's not for this board. Testing compilations is. As would be specific discussion of required addons when the time comes.

>As I've expected, I've already played (most of ) them,

which is fine. The issue is whether the ones selected for this pack are working. A dog may have slipped in.

>Will you change-modify them

absolutely not. I will remove them as a result of being tested and found faulty. I will however modify overviews depending on feedback from this forum on specific missions found wanting. I have checked them, just like an author checks his work, now, I really need them checked!

>I can-will not give you an answers

You seem to have missed the (lack of) packaging that Student Pilot picked up on. To make this a useful collection, along with all the other collections that could be made, the packaging should be as good as it can be. While I take your point that a discussion could indeed be held elsewhere, there's nothing that beats concrete examples. This mission pack is a concrete example, and I would expect some people to use it as such to suggest a readme, a jpeg, a few spoilers, or whatever I've not thought of. I dont want a discussion on relative merits I want folks to say Mikero, add this, and delete that.

> I suggest you, to arrange it like a mission pack, not like a campaign.

Which is exactly the sort of thing what I want to hear. But in this case it won't happen. It stays as a 'campaign'. It's just not fitting your idea of what a campaign should be, that's all.
Title: Re:Mikero's Mission Pack One
Post by: Conors on 29 Nov 2005, 19:36:09
If you want to do the mission in no picticular order               do the campaign cheat (- them type campaign)
Title: Re:Mikero's Mission Pack One
Post by: Pilot on 29 Nov 2005, 23:05:31
Quote
Student Pilot after he got his licence. Would you fly with this man?
Hahahahaha!

Quote
I suggest you, to arrange it like a mission pack, not like a campaign.
I actually like it the way it is.  It forces you to play each and every mission (unless you use a cheat, but that's besides the point).  This accomplishes the purpose Mikero made this pack for, to introduce us to missions we may not have played.  Packaging it as a missions pack defeats the purpose in my opinion.  Why not just download the missions seperately, then?

-Pilot
Title: Re:Mikero's Mission Pack One
Post by: Morglor9 on 29 Nov 2005, 23:18:59
i agree with Pilot. it'd be good to see more packs like this that force the player to open his eyes to new ideas. if possible, i wouldn't mind seeing mission packs with addons, like a BAS pack, a I44 pack, etc.

anyway, i've played the first one, its going great. a tad easy, but the pack itself is working well.
Title: Re:Mikero's Mission Pack One
Post by: rado1265 on 29 Nov 2005, 23:54:30
I don't want this to develop into some kind of a discution (Mikero has decided this is a 'campaign', and the campaign it is), so I'll try to be breif as possible, and my possible next reply here will be related only with any suggestions regarding this 'campaign' - by the way, Mikero; on a 13 mission I get a missing picture error message.

I think you're all missing a point here.   Why not arranging it like a campaign?  Because it ISN'T a campaign, it is a classical, fully blooded mission pack.  Heck, even it's author use a word 'campaign' only when he must (just look at the thread's title for the first).  Why?  Shortly, because it (the word) don't fit here, such an arrangement (into a campaign) even less.  And such an arrangement will not accomplish nothing, it will only looks 'unnatural'; if I don't want to play particular mission, I will not play it, the campaign structure cannot prevent me from that, etc.

@Pilot

Why not just download the missions seperately, you asking.  I'll answer with a counter question or two; well, which is the simpliest way to do it?  And why would then any bother to make music, literature and other compilations on such plain logic?

Title: Re:Mikero's Mission Pack One
Post by: penguinman on 30 Nov 2005, 01:35:32
Ive never played any of these before.

I cant understand why sombody would  make missions on desert island. And ive only got through a few. but they are pretty fun. Its intense with the 2005 mod on.
Title: Re:Mikero's Mission Pack One
Post by: Mikero on 30 Nov 2005, 05:05:26
@Morglor

Quote
if possible, i wouldn't mind seeing mission packs with addons, like a BAS


Judging from the highly positive response from everyone, there's an easy answer to that Morglor. Make one  ;D

Quote
anyway, i've played the first one, its going great. a tad easy

yes. I'm none too happy about abfarngen (sp). It was close to the delete list and will be, if others think it's a bit too simple, because, a bit too simple it is. I've kept it because it's one of the few tank battles that actually work, but a better one in identical setting is later in the pack. I'll wait on other comments first.

Quote
the pack itself is working well.


yep, just easy game flow instead of trying to remember if you've played the bugger, it just automates it all for you.

@Karantan

>mission13

thanks. that will be fixed, not deleted, because it's an overview issue. Ta.

Title: Re:Mikero's Mission Pack One
Post by: Morglor9 on 01 Dec 2005, 06:28:35
@Morglor

Judging from the highly positive response from everyone, there's an easy answer to that Morglor. Make one  ;

sure, maybe once i get campaign description.ext figured out  ???
Title: Re:Mikero's Mission Pack One
Post by: Mikero on 01 Dec 2005, 12:18:59
Quote
sure, maybe once i get campaign description.ext figured out


 :D

you don't have to.

use my  campaign maker  (http://www.ofpec.com/editors/resource_view.php?id=780)

it does all the donkey work for you.

 8)
Title: Re:Mikero's Mission Pack One
Post by: macguba on 04 Dec 2005, 14:43:14
In the readme, suggest you include the endmission cheat.   This will prevent somebody from getting stuck, or allow them to move on if they don't like a mission.

The campaign format though is brilliant, it just takes away so much administrative hassle.

Consider removing Black Thunder ... it really is a beta.   I started by shooting 2, who is pointless since comms have been disabled, and gave up after a message saying everybody was dead was immediatly followed by one of my "dead" colleagues LAWing a BMP..... You know you're in trouble when the orders are don't get detected and your weapons are LAWs and grenades with no weapon selection.    And the detection script doesn't work either.   As its stands its unplayable but buckets of potential.    

Onwards ....
Title: Re:Mikero's Mission Pack One
Post by: 456820 on 04 Dec 2005, 14:59:11
i would to try this but what version can i play with due to some problems with my CD's for GOTY i can only use 1.46 Gold edition
would it work ? if not im getting a new copy of GOTY on tuesday i think
what missions are actually included ?
Title: Re:Mikero's Mission Pack One
Post by: greg147 on 04 Dec 2005, 15:08:24
I have a problem with the mission 'spying' on desert island. It stalls the game right before the end. Same thing happens if you use the 'endmission' cheat.  :P
Title: Re:Mikero's Mission Pack One
Post by: 456820 on 04 Dec 2005, 15:17:24
hey what do you know it does work with 1.46
okay first mission

after that cutscene it shows that bmp before going into the camera fix it by activating the script in the players init field
and the cutscene ended all of a sidden with no black out nor fade out of music
the mission were we destroy the T80's is very easy and i dont know why we did it ?

Then we went onto the next mission showing the convoy being ambushed some nice camera work i though here nothing to nice but nice non the less but you didnt give time for the blackout it ended half way thtough the black out

Now for the mission at the start it had a small camera script try and speed it up if you die it wont be very fun watching it again and again or atleast provide a savegame at the end of the camera
We start at the fire and i hear a bell ring... oh wait ive got to go  ;D

ill carry on some playing later on
Title: Re:Mikero's Mission Pack One
Post by: Mikero on 05 Dec 2005, 00:51:18
@MacGuba

"Administrative Hassle"

thanks for that, it was the phrase I was looking for.

-endmission

damn good idea

>Black Thunder

Bum. I'll check that again, I suspect you're right.

PS By accident I included an official bis mission, hunter killer, it's going to be removed.


PPS just played Retaliation.ru, loved your walkthru for it too!


@456

Version 1.46

I'll add to the readme that many of these missions use the 'official' addons (eg resistance pack). And if 'you' encounter a "missing addon" use -endmission as Mac has suggested.

> fix it by activating the script

nope. Not my job. If the mission's crap, it will be deleted. If it's playable, it stays.

>(Abfangen) is very easy and i dont know why we did it

'we' didn't. And I agree, it's too simple too basic, I am going to scrap it.

>provide a savegame at the end of the camera

not my job to do that.

@Greg

> 'spying' on desert island stalls at end

this only happened to me once in oh-so-many-replays. I'm not convinced it's a mission issue, but perhaps memory, or, perhaps naughty addons in your folder causing it. It's one of the more interesting missions in the pack and I'd be unhappy to scrap it. If any one else experiences same thing, I'll get rid of it.

Thank you everyone. I look forward to more of this.

@Edit

@MacGuba

wow, that's wierd, Black Thunder by Alimag is one of my all time favorites. It's normally a stunner. It's playing like a dog and might? be something to do with it being un-pbo'ed from the original. Will test it as a stand alone pbo and if it still plays as a dog, it gets the chop.

Title: Re:Mikero's Mission Pack One
Post by: Mikero on 05 Dec 2005, 04:50:19
New version on top post

it's packaging has been considerably improved and two or three missions deleted.

Pls let me know what you now all think, as I'm keen to push this over to the MD and get on with other packs.

Title: Re:Mikero's Mission Pack One V1.1
Post by: 456820 on 05 Dec 2005, 17:39:34
Well doesnt matter now ive got my new OFP GOTY and its installing now ill have a play once its installed and once i patched to 1.96  8)
Title: Re:Mikero's Mission Pack One V1.1
Post by: macguba on 05 Dec 2005, 18:41:07
I'd only played about 3 missions of the last one so started again.  Much better.  Like the "desert island" title.

Name the readme after the campaign.

There are lots of opening cutscenes with no savegame ... sadly a common feature of old missions.   This is a much bigger decision, but you may consider added the savegame cheat at the bottom of the readme in small letters.   Yes I know most people know it already, but not everybody does or wants to.  Oh and consider the "open campaign" cheat too, so that people can skip forward if they want to, or play favourite missions after a reinstall without having to play the campaign again or unpbo.

I had a last loon problem on one mission, forgotten which though.   It obviously worked for you so I wouldn't bin it.   With these older missions its an occupational hazard sometimes, hence the necessity of the endmission cheat for a campaign pack like this.

Black Thunder has all the hallmarks of what will be a good mission once you know it ... but first time for me and it's filled with really basic errors.   (Long opening cutscene in total darkness - I could see nothing at all - with no savegame;   weapon loadout that flatly contradicts your orders (insofar as the orders are comprehensible, which they aren't) and no Gear selection; mute and therefore pointless squad of 1 - I shot him immediatly for his ammo - which is just scripting for the point of scripting thereby screwing up the game for no reason; etc., etc..)   I suspect once you have come to terms with its idiosynchracies you might like it, but its not an appropriate mission for a pack like this where you're meant to be going through them bang bang bang that was fun.   The detection script did go off incorrectly when I shot somebody, unless it does something not mentioned in the Briefing.   And there was somebody on my side alive after I'd been told everybody was dead ... although I suppose that BMP blowing up could have been a red on red.  But I've played more betas that most folk and it takes a lot for me to hit the endmission cheat.

Playing Spying on Desert Island now and it is indeed an interesting mission.  Haven't got to the end yet, I seem to be incapable of hitting a chopper with an RPG today.


Glad you liked the Retaliation walkthrough.   :)   Damn good campaign.


Edit:  Spying on desert island (the one where you start on the small island) did attempt to end, but it crashed my whole computer the first time and OFP the second.    The first time I had not completed the first objective, having failed to realise that you are supposed to blow up your little hideaway before leaving the small island.   (Also I was in a chopper.)  Second time I did it right and it still froze up.

Testing endmission now ...

-endmission also causes a total computer crash.   It says "Activated endmission" in the top left of the screen, then nothing.   As in the previous crashes, no debriefing screen.    Showstopper.


Title: Re:Mikero's Mission Pack One V1.1
Post by: Mikero on 06 Dec 2005, 00:48:11
@MacGuba

you are the 2nd to report a freeze with Spying. It will, sadly, be deleted.

>Black Thunder

Personally I don't agree, professionally, I do (if you know what I mean ::) ??? I will delete this mission. Putting my finger on it, it's below a threshold quality level.

>cheatsaves and etc's

Am thinking on that one as a maybe. I state these are playable missions at 1.96. If they don't come up[ to par.......

Your testing is very much appreciated.

I have another 'undocumented feature' in my campaign maker, I think the "Island of Everon" is skipped (sigh)

PS. More I think about some savage deletion, happier I am. It's already a big pack that can have some weight loss. Only criteria I wont employ is likes and dislikes.
Title: Re:Mikero's Mission Pack One V1.1
Post by: macguba on 06 Dec 2005, 01:15:38
Yes I do know what you mean .... I can't really comment on Black Thunder personally, only professionally, since I haven't actually played it.   Whatever its merits and demerits, it doesn't really feel like it belongs in this pack.  Although I think you're right not to worry about taste.  As long as it meets the quality threshold, as defined for this exercise.

Shame about Spying.    Not special, but unusual and pleasant and made good use of Desert Island.

I skipped BlackT ... no problems with the next three except that I technically failed the Ambush one (one damaged T80 made it to whereever it was going) so I should have had a mission failed.    However, I think I hit escape during the outro (not sure) and got taken onto the next mission.   Which was good because I didn't want to bother replaying.  ;D   Praise the Lord, at last an undocumented feature that actually did me a favour.   Who-hoo!
Title: Re:Mikero's Mission Pack One V1.1
Post by: Mikero on 06 Dec 2005, 03:10:36
Version 1.2 is at top of post, probably the penultimate before letting loose on the great unwashed :D

fixed an 'undocumented feature' where and entire island was skipped (sigh)

removed two (more) missions as noted by MacGuba

changed readme slightly to include -cheats

Edit:

@MacGuba.

>Readme.txt

nope. A readme.txt is a readme.txt. Changing it's name is same as saying you can call mission.sqm anything you like. I have my opinion, you have yours. Let's leave it at that.


Title: Re:Mikero's Mission Pack One V1.2
Post by: greg147 on 06 Dec 2005, 21:22:05
Noticed a major showstopper on the mission 'Facile Ground'

I don't even know what was going on. The begining was fine. We got in the M113, and a cutscene started. It showed about 2kms whizzing across the screen at high speed, then stopped at a tree. Nothing happened for 5-6 minutes, so I cheat-saved, and loaded game so the cutscene would stop.
I find our squad in the M113, rolling across country with 2 bradleys and an abrams. I ask my number 2 to report status, and he tells us the we're just outside Chapoi, on the complete oposite side of the island. We get the order to get out, and I can't. My squad gets out fine, but theres no 'disembark' option for me. So I sit in the M113 watching the tanks go into a completely empty town, and then I quit.

No idea what happened there  :-\
Title: Re:Mikero's Mission Pack One V1.2
Post by: 456820 on 06 Dec 2005, 22:00:56
by the mission Facile ground you mean the one made by Sui ?
if so ive never encountered that problem on the mission unless Mikero has been doing some editing on it then i dont have a clue

also Mikero ill try to do some testing i couldnt before but ill try some time im trying to catch up fom the editing on my campaign i missed and trying to get it to a beta stage
but anyway ill try playing sometime tomorow
Title: Re:Mikero's Mission Pack One V1.2
Post by: Pilot on 07 Dec 2005, 00:07:21
I just finished Facile Ground with no errors or showstoppers.  Everything seemed to work the way it was supposed to.

-Pilot
Title: Re:Mikero's Mission Pack One V1.2
Post by: marcus3 on 07 Dec 2005, 00:11:52
after the first mission on nogova, silint night something, by winters, it keeps showing a black screen, and says "nogova isalnd" it wont get past dat..ideas?
Title: Re:Mikero's Mission Pack One V1.2
Post by: Mikero on 07 Dec 2005, 00:20:54
after the first mission on nogova, silint night something, by winters, it keeps showing a black screen, and says "nogova isalnd" it wont get past dat..ideas?


aaargh I hate you I hate you I hate you.

you're right 8)

Btw you're in the wrong thread Marcus!

Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 07 Dec 2005, 02:08:42
Somebody should start testing v1.2 in the middle ... we're all going from the beginning so troubles near the end could get missed.    
Title: Re:Mikero's Mission Pack One V1.2
Post by: marcus3 on 07 Dec 2005, 06:57:00
sorry mate, bookmarks.... ;D
Title: Re:Mikero's Mission Pack One V1.2
Post by: greg147 on 07 Dec 2005, 20:03:46
Somebody should start testing v1.2 in the middle ... we're all going from the beginning so troubles near the end could get missed.    

I'm testing from the middle. I simply replaced the old pbo file with the new one and clicked continue.

(It took me back to the ambush mission, about 7 missions before the one I was on.)

Maybe its because I did this that I got the error with Facial Ground.  :P
Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 07 Dec 2005, 20:29:55
No problems with Facile Ground for me.   Sounds like a wierd ofp thing... computer going mad temporarily.   Don't tell me they don't.
Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 07 Dec 2005, 22:10:13
Error missing editorupdate102

Immediately before Sniper John 1 CZ

but Intro ran ok.

However, after I had successfully completed that mission OFP exited automatically "Error in campaign structure"
Title: Re:Mikero's Mission Pack One V1.2
Post by: Mikero on 08 Dec 2005, 01:09:45
Quote
Error missing editorupdate102

Immediately before Sniper John 1 CZ

but Intro ran ok.

However, after I had successfully completed that mission OFP exited automatically "Error in campaign structure"


jesus!

just shows you the value of beta testing these things doesn't it. you can look and look and look and not spot obvious problems


@Greg

I am going to ignore the Facile Ground error (for now) on the basis that the sequence of missions played is different in each of the versions. Ofp saves a copy of the description.ext in ~user/ and uses that copy to progress, so, it was probably pointing to the 'wrong' missions when you played.

Another thing I've learned now. Don't do that Mikero!

edit:
the sequence is different because I removed some missions !!!

@macguba

found it, 'normandy' outro uses AAA364 which is a dead give-away for an editor requirement. The early mission stuff never stated addon[]= requirements properly, if at all, hence my scanner couldn't detect it.

my message was it was missing AAA364, NOT editor102 as such. I hope that's what you actually meant, I don't see how the engine would 'know' otherwise.

have removed normandy from the pack, it will go into a future editor mission pack instead.

'error in campaing structure'

nope. not here, you *might* have been playing old campaign save against new revision?


Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 08 Dec 2005, 12:52:21
I was about to write I'm playing pure v1.2 but its true that although I did delete the old version I did not manually delete the savegames.  Although I never got to that mission on the old version ... odd.

The error did say editorupdate102.  Nothing about AAAblah.
Title: Re:Mikero's Mission Pack One V1.2
Post by: Mikero on 09 Dec 2005, 01:10:24
>i did not manually delete the savegames

if you started from the start however, rather than continue, the effect should have been the same.

>definitely editor102

ok, this is an engine wrinkle which I'll investigate, It would appear to be engine pre-knowledge, which means your editor102 was in one of the official foilders for it to have scanned it. There's no associative link between the missing unit AAAxyz and any given pbo. Afaik, only the name of the unit was in the mission (a classic, pre-resistance, authoring error). It's obviously (now) off topic to the thread but thank you for this useful info.




Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 09 Dec 2005, 01:15:13
The only EU I currently have installed is GB's which is in my regular Addons folder.

I did start from the start.
Title: Re:Mikero's Mission Pack One V1.2
Post by: Mikero on 09 Dec 2005, 05:02:14
>I did start from the start.  

which means you effectively erased the save games imho. Which is fine and doesn't now explain your stall. (I dont' get one)

>GB's which is in my regular Addons folder.

excellent. I don't. Partly because I don't allow anything in there. and mostly, so I can be certain when beta testing whether author forgot to state them!

So that explains why I get a unit error, wheras your engine 'knows' where the unit is and is complaining that the need for it isn't mentioned (sigh)

If it were the reverse, i'd understand a bit better why you, not me, get a stall. but,,,,, this is all good info.

I doubt actually the stall has anything to do with it. I'll try and recreate it here.

Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 09 Dec 2005, 09:56:04
I should explain that I'm on a temporary setup ... normally I have only official addons in that folder.  
Title: Re:Mikero's Mission Pack One V1.2
Post by: Mikero on 11 Dec 2005, 06:37:55
I'll give this thread a couple of  days more then if no further comments or found bugs will lock it and send the pack off to the Mission Depot.
Title: Re:Mikero's Mission Pack One V1.2
Post by: macguba on 11 Dec 2005, 14:23:39
Strange and minor problem with The Hunters.   I'm playing it, and I get a "continue" thing in the campaign list, but the mission name doesn't appear.   It goes

Forest War
 - continue

even though I've finished Forest War and am on the next mission.


Edit:  I had trouble making The Hunters end.    I found the civvy lorry, but he didn't drive off.  In the end I shot the driver and started looking round the locations and found the boats so all was well ... but there is clearly a problem.  

The Hunters still doesn't appear in the list of missions.  The next mission appears fine.  


Edit:  what I think is the Secret Soldier outro doesn't end.  This is not a dealbreaker though, since a whack on the spacebar does the trick.

However, that took me to your welcome titles and the first desert island mission again.... See pic.   Note also that Hunters is missing.

However when I use the campaign cheat to reveal the missions, Hunters does appear and you don't go back to Desert Island ... the list continues on to Everon as it should, though apparently without a "title mission".


Edit:  yes I did get an everon title .. presumably its in a intro.
Title: Re:Mikero's Mission Pack One V1.3
Post by: Mikero on 12 Dec 2005, 09:17:55
New Version, top post
Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 13 Dec 2005, 13:14:32
 ;D

D/l now.  I'll pick it up from where I left off.
Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 17 Dec 2005, 01:00:16
Commando 1

Mission didn't end.   Couldn't get the Castle objective to tick.   The only thing I can think of is that I didn't enter the castle by the front door.   Well why would you?

The Outro didn't end either ... or it may have been the Intro for Commando2.   That's not a dealbreaker of course, since you can spacebar past it.
Title: Re:Mikero's Mission Pack One V1.3
Post by: Mikero on 17 Dec 2005, 04:41:11
Thanks Mac, was beginning to despair of getting these finished and out the door, the editorPack is languishing now at bottom of forum.

have i made these 'campaigns' too large for most people? or are they busy buying xmas presents?

if the file is too large what are people's opinions on what's a good size? I know that opens a Pandora's box, but what's a gut feel folks?

----
Commando 1

My take on spacebar is they are faulty missions, should they stay, or go (admittedly I'm coming round to the idea that it's not _that_ faulty)

will check commando1. don't recall that happening before <>

Edit:

oh yes i do (sigh) i let it escape out of my BrokenMissions folder. Damn, it *was* a good mission, sob. It's deleted now.

when you get down to one working mission MacGuba, our problems will be solved and I can stop calling this thing a campaign 8)

---
I had no trouble -endmission,  flowing into the next, up to the briefing for commando2. There is a little delay on the russian soldier dying, and you might have been too imatient? About 5 secs I think.

---
Also did some homework on the missing editor102 vs missing GAA123, and yup! If the engine 'knows about' the addon, the message is more along the lines of 'you forgot to include it in addons[]='



Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 17 Dec 2005, 12:21:05
The Russian soldier died, the music stopped, I waited a little, looked out of the window, waited a little more, made some tea, had a quick one off the wrist and read the paper.    But as I say, spacebar does the trick and I don't think that alone is sufficient to exclude a mission.   Not ending is, however.   I didn't think it was very good (although good enough for the pack, other than that) so I don't think its a great loss.

This pack is for "dipping into".   It's all the playing I'm doing at the moment, which isn't much, but if I was playing it for real I'd leave it for a while and come back to it.   It's the sort of thing that's nice to have on the go in the background for when you have a spare half hour and dont' want to have to chase around finding a mission or the addons for one - you know you can just play.     That's what makes the campaign format such a good idea, its tidy and you know what you have played already.

Beta testing a pure campaign is tedious work which is why nobody much is doing it.   You know the missions are mostly going to work, its just the joins plus a final check overall.   And its unrewarding testing because most of the missions are open to improvement but they're not going to get it.   I am constantly reminded of why I turned to beta testing in the first place.  Anyway, not far to go now, I'll press on.
Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 18 Dec 2005, 13:48:30
I'm not convinced that having successive missions by the same author is a good idea in a thing like this.   I'm playing Commando 4 at the moment and my heart sagged a little when I saw the title.   I've just played two of the previous missions in the series (3 being absent already) and I'm not in a rush to play any more.  Part of the joy of this campaign is its randomness:  you don't know, and don't want to know, what is coming next.   I know one of them has already been canned, but I'd recommend picking the one you think is the best and losing the rest.   Or at the very least keep them in order but split them up.
Title: Re:Mikero's Mission Pack One V1.3
Post by: Mikero on 18 Dec 2005, 14:02:30
>Part of the joy of this campaign is its randomness

I was scratching my head trying to think how to put some 'order' into the series. As in 3 attacks on Dourdan, 1 x Houdan, 2 x Trinite, and finally seven airport black op missions. Ie some progession up or down the Island.

Instead, your comment makes a great solution. Intentionally avoid anything of the sort. I believe there'd be far less effort needed to tweak the missions into broken-ness rather than try and make some semblance of order which ultimately is only in the eye of the beholder. So, yes, I think that's a good idea to set a framework of ensuring no common join between a, b and c.

exception: Islands. I like what I've done there.
Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 18 Dec 2005, 15:08:29
Yes I like the islands being in blocks:  it gives it some coherence.
Title: Re:Mikero's Mission Pack One V1.3
Post by: macguba on 18 Dec 2005, 15:54:41
OK finished.   Good mission to end on.   No other problems.   Add a final screen "that's the end thanks for playing hope you enjoyed it mikero" or something, to give a sense of finality.
Title: Re:Mikero's Mission Pack One V1.3
Post by: Mikero on 19 Dec 2005, 12:36:02
As usual MacGuba you inspire people to lift their game. I have added my own ending outro which I'm somewhat proud of. I have you to thank for that.

This child (version 1.4) has been sent to the Mission Depot for review. With some luck, it might get included in Artak's extravaganza bonanza early next year.

Topic solved and I'm onto the other poor orphan, the EditorPack languishing somewhere in the forum.


Title: Re: (Review Please) Mission Pack One V1.3
Post by: Mikero on 14 Sep 2006, 13:08:13
This Campaign is ready for review
Title: Re: (Review In Progress) Mission Pack One V1.3
Post by: Tyger on 29 Jul 2007, 03:13:25
The campaign has been reviewed. Please see the mission here (http://www.ofpec.com/missions_depot/index.php?action=details&id=24) in the Missions Depot.

-Tyger