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Author Topic: (Review Completed) [CAMP] Yankie Stalker (DF campaign)  (Read 19964 times)

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Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #45 on: 14 Nov 2005, 07:57:30 »
Wait a minute! You couldn't play with Good Bye again?  ??? ???
Fix bayonet!

Offline Mikero

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Re:Yankie Stalker (DF campaign)
« Reply #46 on: 14 Nov 2005, 08:09:06 »
>You couldn't play with Good Bye again?

I will NOT play it. Not cannot, will not.
Just say no to bugz

Offline Cheetah

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Re:Yankie Stalker (DF campaign)
« Reply #47 on: 15 Nov 2005, 22:26:25 »
Played the campaign, but was too lazy to give comments by the way so I'll do it now, after completing the whole campaign. Well, to be honest, I didn't play the whole campaign, skipped 1.5 mission. The mission with the submarines was too laggy after a while, but I didn't have much of the mission complete (two submarines), so I decided to quit. The other mission, Good bye, wasn't finished completely. I was about halfway (objective wise), it was because of a problem which I'll write down later. First things first, let start with downloading all the things.

Addons:
You use a large amount of addons in your campaign, the addons itself are pretty good if not the best out there. Downloading them (well only had to download three addons, the rest were already in some modfolders) went quite fast. The problem was that CBT_misc was missing. After looking good into the readmes of all the addons, including the humvee (CBT addon) I downloaded, I noticed that I'd need the misc pack. It should be mentioned on the addons list, to make it easier for the BETA tester. At least that's what I think of it :).

Missions:
I'll only comment on the things I can remember (yeah I know I was lazy, but I wanted to enjoy the campaign rather than having to type all the time) from my play. Grammar will be skipped, because Mikero has already fixed all of it. The style of my report will be as if I'm playing the mission again in my mind.

1. Top Secret:
After selecting my gear, a silenced M14 with six magazines and some hand grenades. I'm ready for action as I get fast-roped out of the helicopter. In the town I spot a jeep and several soldiers. A few of them are already running away (did they see me? I don't know for sure, probably) while the rest is just sitting near the fire. One magazine is needed to get rid of them, pretty good for the first action of the day. More headshots will have to follow later ;).

Some driving up north and a quick skirmish against about three enemy soldiers, a roadblock or something. They're taken care of quite easily, looks like they don't really want to kill me, all of them were killed with headshots. Why? They didn't move into combat mode fast enough, even after one of their mates got killed.

I'm planning on approaching the enemy base from the south, using the trees to conceal my movement until I can almost smell the Russians. The first time I get killed by a tank, oops they saw me. This serves as my warmup and the second time all of the enemies got killed, except ofcourse the spetz natz that disturb my little party in the tent... well done.

2. The Exchange:
Nothing wrong with this mission, I really believed that I could get back on American soil :(, carrying a M4 or M14, but no fate or God, decided something else suited better. No bugs were encountered during our run back towards their base, more of an intro mission probably. Nonetheless the atmosphere was good in this mission, well done.

What I miss so far is the sound, no screaming Russians, no yelling Resistance soldiers just gunfire. I'm looking forward to more voices, they will make the campaign better, they will improve the atmosphere, greatly.

3. Borderline:
The Russians are coming to finish us off.. ouch pretty heavy stuff coming our way. I manage to follow the officer without being shot, the downside is that I feel pretty guilty leaving all those other soldiers there without helping them. On the other side, I don't see a sh*t without NVG so it's a good choice to conserve my ammo. After a while we split and I go east, planning to use the lake as a navigation point.

When I arrive there I use my savegame and try to take the most direct route towards the town at first, it's only a matter of seconds before I'm killed. After a few retries I managed to find a way that worked, I crawled my way towards the road in the east. Crossed it and followed the sea towards the village, from here on it wasn't hard to find the house. A silent voice.. quick! Well done.

Pretty strange that the girl doesn't have a telephone in her hand. It seems that I have to go towards some kind of a meeting, well whatever is will be, I'm ready for it!

4. Revenge:
It's 10:00pm right now so I'll stop for now. Might do more tomorrow or later this week, don't really know when I've got the time. School is making sure that there's not that much time left for OFP, you'll hear from me ASAP.
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Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #48 on: 16 Nov 2005, 08:32:30 »
@Mikero

Quote
I will NOT play it. Not cannot, will not.

Wow, I undersand you finally!!! (I didn't in first time)
Sorry and congratulation! I'm an old guy and reviewer of a gamer magazine and I always try to explain to the young gamers: don't play with everything! (but they didn't understand). I undestand you and I agree with you. E.g. now I must write a review about T-72 Balkans on fire game, but I'll not. I never help to the serbs (even virtually) kill croats, because the serbs executed a lot of my relatives.

And I understand you: You didn't want execute three unarmed, inocent russians. And this is what you always said: I can't see with eyes of players from other contonent. Here - eastern europe (where the OFP made) - the russians can unarmed, but never inocent!  ;) I bet, they never occupied your country, but in my country they raped 2 million women one by one 10 or 20 times. And the time is not too far when they left us alone. You guess why in all checz games (OFP, Hidden&Dangerous...) the russians are not good.

I absolutely agree with you in that questions of moral, but we have other viewpoint. ;)

Other: Thanks the language corrections!!!
Fix bayonet!

Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #49 on: 16 Nov 2005, 08:36:07 »
@Cheetah

Thanks for playing and testing my campaign!

I'll fix the slow reaction of the roadblock in the first mission!!!

Phone in the girl's hand: I know this is not the correct topic, but how can I put this bloody phone to the girl's hand? I couldn't.
 ;D ;D ;D I know - Mikero said - it's not the beta tester's problem. But maybe if you know...
Fix bayonet!

Offline Cheetah

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Re:Yankie Stalker (DF campaign)
« Reply #50 on: 16 Nov 2005, 16:10:46 »
4. Revenge:
Okay, let's continue with this stuff as I have some free time.
The mission starts with me going towards the meeting point where the resistance leader will wait for me. After a while we arrive at the walled cemetary (?) and the conversation starts. All is going fine, the setpos doesn't go unnoticed, but I can live with it. Searching the resistance guys is quite easy, they're not in the forest where I came from and upon entering the forest I immediately get the cutscene. What you should do is add: setacctime 1 to change the time back to 1x speed when someone uses 4x sometimes (I thought I had to do a long search, in the end it was a quick one). The cutscene starts and after that we are in a position to attack the base.

When playing in Veteran mode, there's no radar so I had to spend a minute or so looking at the environment before I knew where the enemy base was. It took me about five retries to get to the base and have a safe spot behind a building. The enemy soldiers in the watchtowers are well placed, but I don't think it's all that realistic. Why not? It's not wartime so the enemy isn't really prepared for a resistance attack. Quite hard to spot the enemy soldiers in the dark, high watchtowers without NVG, but I manage to complete the objective of conquering the base and realising the prisoners. A small note about the prisoners, they came out of the building way (!) too early. There were still about five Russians in the vicinity of the building and all of them got shot before I could protect them.

The radio conversation was okay, < radionoise >, should really be replaced with real sounds, but that's something for later. A bigger problem is that the mission didn't end. I don't know what happened, maybe a bad trigger or something. But the mission wouldn't end (all the objectives completed, except of course the last one) in the forest. One by one I moved all of the teammates to the position in the woods and followed them there (to find the position myself). Tried running around a bit and different things with my teammates, but was forced to use -endmission here. Could be caused by something I missed, but I think it has something to do with a trigger.

5. Good bye:
Of course the beginning is pretty strange, the execution of three soviet prisoners. I decided the play the mission, to help the author and because it's a game. After this took place the Russians came and we were told to get to a town. Our leader told me to embark a vehicle in the beginning, I did so, but it didn't move while our team was engaging the enemy in the forest about 200 metres from my position. I decided that I could come back later and helped my team out a bit, by eliminating three enemies. After that I went towards the town to soften up it's defences. On a road in a distance I saw a squad of Russians coming towards me. With my Dragunov I managed to eliminate about eigth of them. Two managed to get away, I saw them too late and they disappeared in the forest.

There were several enemy soldiers around the town, maybe two even in the town, but I managed to 'hold' it. In the meanwhile my team was having several skirmished in the forest, didn't see much of it. Only the standard 'Soldier 12 o'clock', '3, target enemy soldier..'. It took me pretty long, about half an hour, with two casualties (pretty low) before I decided it was enough. I did this because when my team came in the town and it was cleared of the enemy we were supposed to get in a vehicle which I couldn't board. Maybe because of the old order to board the vehicle in the beginning of the mission, but certainly not because of it being full. Too make sure this wasn't the case I shot two of my teammates, it didn't work. -endmission

The feeling I got in this mission was a double one, the action is okay. But I had trouble following my team and because of the starting problem (the vehicle I had to board but didn't do a thing) I didn't get in the mission. This resulted in feeling quite lonely in this mission, I felt separated from my teammates. Especially because I cleared most of the town for them, it was my own choice, I know.

6. Hunting:
There was probably a pretty big part of the previous mission that I missed. I've probably been evacuated and now safe in US territory, however safe might not be the word to use.. I had to drive a bit towards my superior and get back after that. Not much was going on, but I was aware of an ambush. Why? In a cutscene there is some text about the terrorists.
The ambush took place and I was surprised, well done, really! The second time (had to retry) the car proved to be safe enough to drive back without seeing any action (some bullets on the windows, not really much that could kill me). Going back proved to be pretty cool, I was suspicious right now, Mikero will probably know what I mean. A truck is coming, pfew, it's a western one carrying troops. Next up, a civilian car, no I didn't trust it and shot it's tires. Probably shouldn't have done this, the car explodes at a safe distance (20 metres) and the civilian is still alive.

A strange thing is that even though the car isn't damaged we all have to get out and walk towards the possible terrorist base. Well not all of us were in for this kind of a walk, two of my team stand next to the car and don't move.. hmm this is probably not what the author had in mind.. retry.

This time things work out as they should've have, we drive on but there's a few teammates injured and the windshields are all damaged. We engage several enemy soldiers, but they are no match for our superior firepower. A few minutes later we continue on foot and there's some action, not really much going on. I kill maybe three more enemies the second time, erghm the first time my CO died.. oops. Well the second time I took point and cleared the way, made my way towards the base with the squad following me. There was a short cutscene showing some sniper action from the terrorist and I found her fast and she was killed with two bullets from my M14 rifle. We got back to the base and the mission ended, I saw a MP5 with aimpoint that a dead soldier had carried, but didn't take it with me. Maybe the M14 would be better (or was it the M4, no probably not) for the next mission.

7. Close Combat:
When I knew what had to be done I regret my choice for not taking the MP5 with me. In the end it proved to be a good choice keeping the M14, there was not that much close combat (in ofp real close combat is very rare). The M14 proved to be accurate and handy, a MP5 might have lacked the penetrating power at these large distances. Just a thing I had to write down before stopping for now. I have other things to do, but will certainly continue with my report on this mission when I've got the time for it.
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Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #51 on: 16 Nov 2005, 16:28:53 »
@Cheetah

Revenge:
1., I'll setAcctime 1
2., I'll mark your new position in the map after the teleport
3., In my country the guards always stay in the guardtowers near the military barracks (in peacetime too) :-)
4., Hmmm... no end... Very strange. Mikero said the same and I checked this, but I couldn't find any bug. I'll check again.
Fix bayonet!

Offline Cheetah

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Re:Yankie Stalker (DF campaign)
« Reply #52 on: 16 Nov 2005, 17:13:18 »
Quote
In my country the guards always stay in the guardtowers near the military barracks (in peacetime too) :-)

Well, about every guardtower is occupied, but the good thing is that it makes the assault harder for the player. The bad thing of it is that you can hardly see the enemy guards.

About the telephone in the hands, hmm to be honest, I don't know how you can fix it. Maybe you could take a look in the official (CWC) campaign, Gastowski is having a conversation there via the phone.
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Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #53 on: 17 Nov 2005, 07:56:30 »
@Cheetah

Good Bye:

I can imagine what happened in your game... Generally I finish all of the russians in the town, but once I coldn't and my mates did the same like in your: runing go and down in the forrest. I retry and works... But I see it's not a good solution.

In the town there is some waypoint to the leader (for found all of russians) and finally a getinWP to the ural. But all of prev WP is swiched if there is no russians in the town. I can't imagine how order the leader you to the ural in the begining of town-fight.

Have you any suggestion to solve this problem?
Maybe if there is no russian in the town region, set the mate for what: SAFE, holfire, or (unrealistic) moveinVehicle...? Or any idea?


Hunting

How the american say, IED? After the IED, sometimes happened like in your game: the blowed car block the bridge and the Hummer (or if it wounded and siembark, the mates) can't go through the bridge (AI problem). There is a little hint (maybe you couldn't recognise) if the car blocked the bridge you can PUSH IT into the river. (you must go close to the car and the a new command (push) added to the action menu. And if you clear the way, the AI mates can follow the trip.

Close Combat

I belive you, this is not close combat. Have you any suggestion to change the mission name? Maybe Urban Combat? Or something...
Fix bayonet!

Offline Cheetah

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Re:Yankie Stalker (DF campaign)
« Reply #54 on: 17 Nov 2005, 17:59:10 »
Quote
I can't imagine how order the leader you to the ural in the begining of town-fight.

Have you any suggestion to solve this problem?
Maybe if there is no russian in the town region, set the mate for what: SAFE, holfire, or (unrealistic) moveinVehicle...? Or any idea?

The leader didn't order me into the ural in the beginning of the mission, he ordered me in the Civil truck that's near the starting position. I don't know what happened here, but about the other thing. Well you could make a short cutscene that shows dead soldiers and in the meantime places us in the Ural.

Quote
There is a little hint (maybe you couldn't recognise) if the car blocked the bridge you can PUSH IT into the river. (you must go close to the car and the a new command (push) added to the action menu. And if you clear the way, the AI mates can follow the trip.

Yes I tried doing this, but it didn't work. Might be because I did it too late (half a minute after the car blew up), but my teammates (two of them) walked on after I pushed the car off the bridge. The two others just stand there, pretty strange, they looked to be stuck in the vehicle even though they weren't that close to it (hummer).

Quote
I belive you, this is not close combat. Have you any suggestion to change the mission name? Maybe Urban Combat? Or something...

Urban Combat is good, close combat sounds a bit too close.
Hope you can do something with these suggestions.
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Offline Mikero

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Re:Yankie Stalker (DF campaign)
« Reply #55 on: 18 Nov 2005, 01:06:45 »
Quote
There is a little hint (maybe you couldn't recognise) if the car blocked the bridge you can PUSH IT into the river. (you must go close to the car and the a  


This is an example Bardosy of where you don't think as a player. I get into vehicle as the Mgunner!!!! I would never have expected to DRIVE the vehicle since I am ordered by my officer to board it. Indeed, I don't think I can drive the thing, so pushing the other vehicle off the bridge only confused.

regardless, it's a bloody clever piece of editing by you, i loved this section of the mission.
Just say no to bugz

Offline bardosy

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Re:Yankie Stalker (DF campaign)
« Reply #56 on: 18 Nov 2005, 08:32:17 »
@Cheetah

Quote
he ordered me in the Civil truck that's near the starting position
It's never happend to me...  ??? I think I'll lock that truck!



@Mikero

In the real life ff a car stucked, all passenger EXCEPT the driver, get out and help (push or something) to the car. Even the mgunner too...  ;D
Fix bayonet!

Offline Cheetah

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Re:Yankie Stalker (DF campaign)
« Reply #57 on: 20 Nov 2005, 10:02:09 »
7. Close Combat:
Well, let's continue with this..

After driving towards our position and getting ready for the attack I get hit quite early in the attack. Can't find a medic soon enough so I'll just attack, I want to be in the point of the attack, to reduce casualties.

There was not really close combat going on, the enemy squads were mostly comming from the forest outside the town. Didn't have a problem with this however. It didn't took me long before all was cleared in the town, there were no casualties in my squad, so pretty good I think.
The mission doesn't have big bugs imo.

8. Airborne:
Thanks to your actions, I've developed a 'civilianphobia', so I evaded all civilians and didn't drive through the town. Was thinking that I should maybe take the longer way, because I didn't find the shortcut safe. I did choose the shortcut and it was a good choice, I was frightened when driving through, I was alert, but nothing happened there.

A retry kicks in and I know that there will be some action soon. I drive into the camp while the firefight is going on and my hummer is hit several times. My #2 is injured, not that much of a problem, he can still shoot. We disembark and I order them to go prone and fire at will. Thanks to several grenades we don't make it. To me it seems a bad choice to drive inside the compound, the next time I'll just attack in their back.

And so it goes, we attack, with the four of us in the back of the enemy forces. After three retries we make it and the enemy is eliminated, the first wave is. I try to find the officer in the camp, but don't manage to find him. Even after driving through the whole camp, I read Mikeros post and drive out and back in the compound. Now I manage to find the officer and the second wave attacks. They are a bunch of stupid AIs, I can take them all down with just one retry. The mission ends after the second attack.

You might want to improve the enemy AI in this mission.

9. Yankie Stalker:
The mission with the laggy subs. Only played this mission for about five minutes to get close to the subs, but from then on it started to lag a bit too much for me and I wasn't feeling like to continue playing. The beginning was fine for me, but after that I used -endmission.

10. Free Horvath:
What a long walk to the town, wow really long. You want to make it shorter probably, it was quite boring, a bit too boring. Putting us closer to the target is a must.

Oh my god, that M14 Leupold thing really sucks for this kind of mission. Managed to find another gun pretty soon, an AK74 lookalike. Taking the town proved to be pretty easy, only one retry was involved.

I put my forces in an ambush, so prone and on engage / fire at will. Ordered #2 to man the M2 and used 4x speed to make the convoy get towards me. You should really let the convoy come earlier, I mean much earlier. About five minutes maybe, to make this mission really fast.

Lost about half my squad in the ambush, but it proved to be a success. I managed to safe Horvath, although I didn't even see him, except in the extraction point. The convoy wasn't worth that much, cost me two retries to be able to survive it.

This time the mission ended when I went to the extraction point, the campaign was completed.

Conclusion:
A really enjoyable campaign with several bugs that should be ironed out fast, but I'm sure you'll be able to do it. If all the bugs are removed the story of the campaign makes the player want to play it to the end, just to see what happens. Even though I'm not a great fan of SF missions where you go on a mission on your own, I entertained myself with this campaign. Well done bardosy!
« Last Edit: 20 Nov 2005, 10:02:26 by Cheetah »
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Offline bardosy

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Re: please review: Yankie Stalker (DF campaign)
« Reply #58 on: 13 Sep 2006, 14:14:45 »
please review this campaign.
Fix bayonet!

Offline Cheetah

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Re: (Review Please) Yankie Stalker (DF campaign)
« Reply #59 on: 15 Sep 2006, 08:16:55 »
This campaign is being reviewed.
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