Warning: include(/var/www/html/forum/Sources/../../../includes/depot_files/OFPEC_get_header_image.inc.php): failed to open stream: No such file or directory in /var/www/html/forum/Sources/Load.php(2272) : eval()'d code on line 146

Warning: include(): Failed opening '/var/www/html/forum/Sources/../../../includes/depot_files/OFPEC_get_header_image.inc.php' for inclusion (include_path='.:/usr/local/lib/php') in /var/www/html/forum/Sources/Load.php(2272) : eval()'d code on line 146

Notice: Undefined index: OFPEC in /var/www/html/forum/Sources/Load.php(2272) : eval()'d code on line 152

Notice: Trying to access array offset on value of type null in /var/www/html/forum/Sources/Load.php(2272) : eval()'d code on line 152

Notice: Trying to access array offset on value of type null in /var/www/html/forum/Sources/Load.php(2272) : eval()'d code on line 152
    Home   Help Login Register  

Recent Posts

Pages: 1 2 3 4 [5] 6 7 8 9 10
41
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 25 Jan 2024, 21:41:07 »
So today I spent some time with Setting-up time. I hadn't planed to play that mission for so long, in the end it where nearly four hours ingame, disregarding some breaks I took and the countless reloads. I guess I got lost in the process at some point. It has been a long day.^^


Overall it was a disappointing affair, no vehicles to steal, no ammoboxes to loot. It made my life a lot harder trying to prepare my men for the next world war... As it seems my constant nagging finally shows some effect.  :D
On a more serious note, most of the mission went pretty flawless. No major bugs or showstoppers where spotted. I was always keeping my eyes open if I could find anything new to discover, like additional sidetasks or other hidden secrets. But the mission already is massive with lots of stuff to uncover.


However, there have been a few smaller flaws I encountered.
There seemed to be some missing buildings in Zelenogorsk. Looked kinda odd. Unless my graphics a going completely nuts.

I still couldn't get Matai to repair any vehicles. While I can talk to him and he will join my group, when I tell him to repair a vehicle, he immediately leaves my group and goes back to repair his own truck. After that I couldn't talk to him anymore.

On my way to Kamils house I took a detour to blow up the gas station. Although I destroyed both the actual fuel station and the fuel tanks in the yard, the objective didn't tick off. But therefore Matais dialog options suddenly showed up again. As I just wanted to end the mission at that point I didn't try to interact with him again.

While rescuing Pvt Radik, I noticed one unarmed russian soldier running all over the place. As he was no threat to me I spared him. Sergej however didn't show no mercy and killed the poor guy on the spot.

While I do appreciate that I can't capture a whole fleet of vehicles anymore, it would be nice if there would be at least one truck I could use. Either from the fuel depot or at Radiks house. Besides the fuel truck, the only vehicles I could obtain where two UAZs. Apart from the limited storage capabilities, getting Sergej to drive one of the UAZs back to the camp without running into one of the many patrols was not that much fun.
Talking of vehicles, I felt that a few parked trucks or something would do well at the depot. I looked a bit empty overall.

After I had stolen the motorbike it didn't take long for the police to show up. However, they were still searching the village three hours later. Doesn't the police in Chernarus have anything better to do? Actually I would be willing to return the motorbike after I had obtained a better vehicle. But the cops always started shooting at me on sight so I had to take a detour around the village every time on my way from the camp or back.

When I arrived at Kamils house, I noticed a dead civilian lying in front of a parked truck and some other guys standing around him. But noone seemed to bother.
When Kamil asked about our equipment and Tomas answered "almost nothing", I thought "well, except for hundreds of weapons an a ton of ammunition...". While looting the hell out of this mission still is fun, getting all the stuff back to the camp would greatly benefit from a larger vehicle.  ;)

I guess as soon as I attack any russians, there is no way to go undercover again? There where several situations where a random patrol would shoot at me from afar, while I was in the UAZ and had no weapon equipped.


Overall I had a blast playing this. I guess I kinda fell in love with this mission (again). You can easily get lost in the atmosphere and the open gameplay. It was really fun and by times quite challenging. A great mission overall and I'm looking forward to your plans regarding Dalibor and the Salesman.
42
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 25 Jan 2024, 12:36:19 »
Quote
First the black Skoda isn't locked
:D The most important car. Thanks! It's locked now.

Quote
During the briefing to Setting-up time, it was mentioned that we are running low on medical supplies. I kinda doubt that, I took like 20 medikits from the last mission.
Yeah, I thought about this, too. I'll change it this way that the needed medical equipment for Tomek is empty (whatever that might be :) ).


Thank you!
43
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 25 Jan 2024, 01:28:36 »
Quote
Did you play the preparation mission that comes before Petrovka Strike?

No, only the actual mission. So I guess I started out with either the stuff from my last take or the default loadout. I don't know how Arma works when reverting from an older version to a new one and if this might cause some other issues.


Meanwhile I have played the first few missions. As I had thoroughly tested these in the previous version, and I believe not that much was changed, I'll keep this short for now. But I have to mention that I totally love the opening scene. It's so well orchestrated, the text sets the mood for the journey to come and that piano tune is plain beautiful.

Speaking of the intros, I really like the color shift in the overview pictures. Great detail.
Overall there have been some pretty nice shots for the overview pics.


I had some trouble with the UAZ in Death came upon me. Thought it was because I was in an ongoing firefight with the enemy. But it seem you already fixed that, so everything should be fine. No other probelms spotted.


In Awakening I couldn't find any loot in any of the vehicles. I guess that's something good.  :D
I did notice two smaller things, though. First the black Skoda isn't locked, unlike all other vehicles I came across. And, probably I had mentioned this before, there are several patrols in the industrial area, while in the town center it felt quite empty. I feel like it should be the other way around, as it's more likely to find people violating the curfew in the residential areas. Other than that, the mission felt pretty solid.


Starting to inflame again seems to be quite polished and foolproof (Clayman-proof?^^) by now. Only did one run, but so far I found nothing to give me an unfair advantage. I can't remember some random patrol greeting me as I was walking through the streets. Nice little detail. Also the drunk soldier lying on the floor in the back room of the bar was kinda funny with all those beer cans around him. Probably would have been better for him to stick with vodka like his comrades.

One of the guys in the back of the bar (towards the main street) kept glitching through the wall. It felt a bit unfair, if I could have moved through walls, it would have been easier for me to take down the major.

During the second part of the mission, while liberating the camp, a BTR showed up as reinforcement. But when I finally managed to pick up a RPG, the BTR was gone, never to be seen again.


During the briefing to Setting-up time, it was mentioned that we are running low on medical supplies. I kinda doubt that, I took like 20 medikits from the last mission. They can't have used them all in only one night...  :dunno:


Tomorrow I'm gonna continue from here with the updated version.
44
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 23:44:14 »
SHOWSTOPPER FIXED

Yeah, there was a showstopper in that mission (the "Setup" mission before Petrovka Strike). I'm quite angry, because an AI didn't move no matter what I'd command it to do. Eventually I found out that the reason was a first aid kit, that I had placed somewhere.

Anyway, I fixed it and the first post is updated. You should have no problem with the campaign flow when updating it.

Have to stop now until tomorrow evening, I hope everything else works now.
45
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 22:30:38 »
Did you play the preparation mission that comes before Petrovka Strike?

As it seems there is a showstopper. Don't ask me how that happened, I have no idea why exactly now, after 5 years, the mission decides to break... :(


Quote
Actually, no. I like watching beautifully crafted cutscenes. But that's probably just me.
Now that I have watched the intro again, I have to admit that it is quite lengthy. But too long? I don't know.
Nah, it's not only the intro sequence, but there are so many cutscenes that it feels too much (from my point of view).


Quote
Yes, I played the mission twice.
That's enough for me. No, moving from one village to the other should not happen at all. :)
46
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 24 Jan 2024, 21:35:42 »
Quote
So did I read it correctly that you played the mission twice and the following situation didn't happen: You going to one village and then directly to the other one?

Errm, I'm not quite sure what you mean...

Yes, I played the mission twice. First time I went for Grishino to rescue Tomek and the second time I went for Gvozdno. (After reaching the empty village I loaded my last save, headed towards Devil's Castle to trigger the conversation and then went to Gvozdno.)

Both times the mission ended after I killed the last loon. Is there a way to visit both villages in one playthrough? Or are you talking about the cutscenes?


Quote
Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?

Actually, no. I like watching beautifully crafted cutscenes. But that's probably just me.
Now that I have watched the intro again, I have to admit that it is quite lengthy. But too long? I don't know.


Edit:
Quote
Will double check that - there should be one, leading to Devil's Castle.
I'm not 100% sure about this, but I think there wasn't any active/incompleted task at all at that point.
47
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 21:07:20 »
Ok, I updated the campaign with that small fix in the first mission.

If you're already past this part, then you don't need it, nothing else was changed (apart from shortening the second intro of that mission a little bit :) ).
48
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 20:39:33 »
Quote
I've watched both of them
Ok, good. :good:

I noted many things out of your post, thanks!

So did I read it correctly that you played the mission twice and the following situation didn't happen: You going to one village and then directly to the other one? :hmmm:

Quote
The feature that the game cuts from the scope view right after every shot didn't help in determining where my shots actually hit
I think you can stay in the PSO view when you don't release the shooting mouse button. Martin will include this in his notes.

Quote
After the sniper task was complete, there was no waypoint showing the way.
Will double check that - there should be one, leading to Devil's Castle. But I'll think about something if a experienced player takes the same route than you.

Quote
Another thought, I can remember that there was another part in this mission, where you meet with that other rebel guy and the mission ends in that abandoned village to the south.
Yes, I scratched that part completely. There was an revenge attack on a Russian camp where these guys joined you. Having lost either both villages or Grishino and Tomek has such an impact on everyone that they withdraw first and rally up in Kumyrna. The new guys join there.

Quote
I think it was quite important to end the mission in that village for the further plot.
Yes, indeed! :yes: >:D

Quote
The only way being across the debris, which was no problem, but I got injured every time.
I'll see what I can do.


Quote
No. Just no. Just like in real life - longer is better.  :P
Really not? Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?

Quote
Good luck with that my friend.  :clap: :whistle:
Ehm, don't expect too much, ok? :D
49
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 24 Jan 2024, 19:51:03 »
Oh no, how could I forget the outro(s)? Of course I've watched both of them.
What can I say? Both of them were spectacular. The atmosphere, the weather, the music, the great use of animations. Everything was fantastic and exactly what one would expect from you. Perfectly crafted to conclude the plot. The only thing I noticed, and I'm really nitpicking here, are some of the subtitles from one scene carrying over to the next. But overall both scenes are totally on par with the other cutscenes and the campaign in total. Great work.  :good:
50
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 18:45:59 »
@Clayman - one question in advance: Did you not see one of the two "Consequences" cutscenes after the mission? They're not part of the mission but different missions, so if you pressed "Replay" for Petrovka Strike and not "Revert", then I think they did not show up.

If not, do not spoil yourself with them, but watch them the next time you get there.  :P
Pages: 1 2 3 4 [5] 6 7 8 9 10