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Author Topic: [SP] Black Forest (Review Complete)  (Read 8381 times)

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Offline SaOk

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[SP] Black Forest (Review Complete)
« on: 01 Sep 2009, 20:10:39 »


Author: SaOk
Version: 2.40

Mission Description:
Night is falling over the black forest. Lieutenant Valenta is ready to get some sleep but suddenly he is ordered to meet Captain Vitek at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.

Features:
-Overview/Briefing/Gear Choose
-Difficulty selection
-Ability to call reinforcemets
-Sleepy vision/folumetric fog/sleeping/snow/color filter
-ACE2 compatible
-Cutscenes
-Optional (half hidden) targets that affect on later objective
-Artillery/Healing/High Command-Modules
-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)
-Unlimited Savegames
-About 1,5-4 hour playtime

Extra Credits:
-Rewritten/Corrected dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Use of USPMON-script by Monsada

Change Log:
0.82:
-Fixed one broken script
-Removed one testing trigger which broke the mission
-Added more ambient stuff
-Fixed last objective
-Player group members moved at HQ tent
-Some other tweaks
0.85:
-Removed all errors (hopefully)
-Added "camp AI"-script
-Added "spotlight AI"-script
-Added more medics
-Markers replaced
-Other Tweaking
0.88:
-Added Ambient Combat Module
-Some new objects in middle camp
-Other tweaks
0.92:
-New big optional objective
-Added a garbage collector module
-Updated Overview
-Outlook camp updated
-SpotlightAI-script updated
-Other tweaks/fixes
0.95:
-Added difficulty selection
-Added a new optional task that affects on the later objective
-Updated the weapon selection
-Player can call reinforcements now
-Some changes in the last two objectives
-Added a new ending cutscene
-Added more music
-Fixed player artillery support
-Other fixes and tweaks
1.00:
-new optional task
-improved difficulty selection
-improved player reinforcement system
-faster sleep
-better NAPA behaviour at sobor
-some changes in scripts for better performance
-other fixes and tweaks
1.10:
-better overall performace
-little less challenging breakfast
-some other changes in breakfast
-made one optional task more visible
-some dialog changes
-tweaked intro
-default settings for difficulty lowered
-some other tweaks and fixes
1.20:
-updated/Tweaked Breakfast
-extended difficulty selection (ability to set off Air Patrols/Volumetric Fog/Advanced First Aid)
-updated Intro
-added some animations
-some music changes
-some other tweaks and fixes
1.30:
-Fixed: Disabling Air Patrols broke the ACM
-Updated: New working route for convoy
-Other changes in convoy task
-Some other tweaks and fixes
2.0:
-Rewritten dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Tweaked/Recreated cutscenes
-Updated mission settings menu
-ACM removed (replaced with homemade spawning scripts with more details)
-Many new detailed locations (Insurgent camps, russian outposts, abandoned trenches...)
-Massive use of custom-made ambient life/other events
-Use of USPMON-script by Monsada
-New ScoutCar-script (including use of USPMON)
-New balanced weapon/ammo crates (silent rifles, mines, satchels...)
-Added Task Markers (can be choosen from starting dialog)
-Better weather details (added snow and colour filter)
-More effect&cause-relations
-Added Credits
-Added ambient radio music
-Many other tweaks&fixes
2.10:
-New ammoboxes with random inventory
-Bigger minefield at outpost Magnum
-Friendly soldiers near Novy Sobor isnt alarmimg enemy so easily anymore
-Some gamebalance tweaks for ACE2 users (if the ACE2 is detected)
-Add some ACE2 weapons and magazines to crates (if the ACE2 is detected)
-Removed annoying phoneringing ambient sound
-Some other tweaks and fixes
2.2:
-Option to choose ACE2 wounding system (if the ACE2 is detected)
-AItalk module enabled (if ACE 2 is detected)
-More gear in crates for ACE2 users
-Fixed: Small bug in radio script
2.3:
-Much changes for better performance
-ACE wounding system working now right way everytime (no briefing at start)
-No gear choose at start anymore but the gear can be found at outpost selek
-Added more ACE2 gear to crates (if the ACE2 is detected)
-Added some ACE2 vehicles for enemy (if the ACE2 is detected)
-More medic gear (for ACE2 users)
-Made outpost magnum more secure at night
-Some new constructions at outpost selek
-Some other tweaks and fixes
2.4:
-Much better performance
-Added Body removal (Entities is kept under 80 until morning)
-Ambient Civilian Module removed
-All over 100 SQS-scripts converted to SQF
-New custom hint font colors
-Other tweaks & fixes

Download 2.4:
http://www.filefront.com/16496083/SPBlackForest.rar

I recommend to use latest beta. Current 70951 beta patch fixes possible late game FPS drop.

Note:
-Many objectives arent mandatory. You can fail the mission only if you die
-Unlimited Savegame via 0-0-1
-Use high command via Ctrl+Space (Available late game)
-Use artillery via 0-8-1 (Available late game)
-Call reinforcements via 0-0-3 (Available after first proper objective)

Known Issues:
-Mission is made for vanilla game. MODs may affect on gaming experience much
-Mission doesn't work good with SLX mod (Joined squadmembers dont move)

A small youtube video of the mission:
http://www.youtube.com/watch?v=5E1vOv90JS4
« Last Edit: 23 Nov 2010, 02:33:06 by savedbygrace »

Offline Manzilla

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Re: [SP] Black Forest
« Reply #1 on: 02 Sep 2009, 02:01:15 »
It's good to see a new mission from you. 

First slight problem I've encountered:

Team members 2 and 3 will not move once they join my group. They just stand in place regardless of what order I give them. 4 follows just fine.

Offline SaOk

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Re: [SP] Black Forest
« Reply #2 on: 02 Sep 2009, 11:36:56 »
Dosent sound promising. There shouldnt be anything to stop them. They join player with simply command in simply trigger. That part havent bugged for me yet. ???

I have only seen soldiers to stuck when they use pistol but did that happen? Anyway I will move them little more away from the HQ tent.

Edit: They dont even have pistols.
« Last Edit: 02 Sep 2009, 11:45:13 by SaOk »

Offline bardosy

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Re: [SP] Black Forest (Updated 2.9)
« Reply #3 on: 05 Sep 2009, 07:50:21 »
SaOk, please turn the debug ON in your Arma2 with: -showScriptErrors

Many-many errors while playing. When I start, errors popup because of init script. Latet, when I arrived to outpost and speak with the officer, start an unlimited error-river and I cannot continue the play, because I see nothing on the screen because of error messages. These (the many-many) errors probably FSM errors, because I cannot read it (it flashing very fast), but I saw an FSM letter.
Fix bayonet!

Offline SaOk

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Re: [SP] Black Forest (Updated 2.9)
« Reply #4 on: 05 Sep 2009, 11:10:30 »
Thanks for testing and reporting, I will enable that. I remove the download link too until I have played it throught with out errors.

Edit: Init.sqf gave error because there was unknown variable in folumetric fog commands. Fixed now with "nul". And at HQ tent I deleted ambient civilians which the module didnt like. There were also some errors in FSM script like variables that didnt exist yet and missign ";".
« Last Edit: 05 Sep 2009, 12:20:33 by SaOk »

Offline bardosy

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Re: [SP] Black Forest (Updated 2.9)
« Reply #5 on: 05 Sep 2009, 19:05:15 »
Oh I see, that low fog was a script! Really nice!


SPOILER
Can I ask: the mug of cofee is just an easter egg or it's important?
Fix bayonet!

Offline Manzilla

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Re: [SP] Black Forest (Updated 2.9)
« Reply #6 on: 05 Sep 2009, 19:21:52 »
I'm still having trouble getting 2 and 3 to move. I wonder if it's got something to do with a Mod/AddOns I'm using. I'll try it again and report back.

EDIT:


Yup, it was caused by a Mod/AddOn I was using. Sorry about.  :no:

I look forward to checking this out once you get the link back up.
« Last Edit: 05 Sep 2009, 19:34:30 by Manzilla »

Offline SaOk

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Re: [SP] Black Forest (Updated 5.9)
« Reply #7 on: 05 Sep 2009, 21:58:59 »
New version is available. I tried to remove all the errors but there still could be few. One of them was "zero divisor error" which should come from array error when you select index that isnt there (since I am not dividing anything with 0). Not sure what was the cause but I made some changes in scripts. Error was shown only once in three test runs. Hopefully its gone since there was some minor lag with it.

bardosy, player have option to drink more coffee at starting village which disables sleepy effect while driving to HQ.

The folumetric fog is borrowed from official campaign mission - Delaying the Bear. I removed the waituntil-part which makes the fog only spawn when outside of vehicle and added own variable foggy inside "while". Also "_obj" is changed to "nul" in setParticleParams to remove that error. No idea what that _obj was for: ;)

Code: [Select]
_pos = position vehicle player;
_ps = "#particlesource" createVehicleLocal _pos;  
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [4], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", nul];
_ps setParticleRandom [3, [40, 40, 0], [0, 0, 0], 2, 0.5, [0, 0, 0, 0.1], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;
while {foggy} do {
// waituntil {vehicle player == player};
_ps setpos position vehicle player;
sleep 1;
};
if (true) exitWith {};

Manzilla, nope. Good to hear that it wasnt bug at my end. :D

« Last Edit: 06 Sep 2009, 00:41:11 by SaOk »

Offline mathias_eichinger

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Re: [SP] Black Forest (Updated 18.9)
« Reply #8 on: 19 Sep 2009, 11:50:30 »
Hi Saok!

Overview

It had a nice picture of the said forest and I liked it.

Intro

Intro was good as it showed a kind of "grunt" perspective about simple things like coffee.

Briefing

The Briefing was not overcrowded and had just the right amount of makers. Well done.

Mission

The mission started off nicely with the short trip for coffee. I like how you put fog into the mission and I also like the short music at the beginning of each objective. Much ambience here.
The middle outpost is also well done, it is laid out as a rather large base.
However, with the objective of ambushing the convoy the mission goes downhill because of unsurmountable odds.

This is what I tried.
-Hop in the UAZ and drive to the south. I am killed by helicopter.
-Do it on foot. You can never outrun the convoy.
-Take the UAZ to the north, race through Novi Sobor. Too many enemies there mean death.
-Take the UAZ, heading north, trying to go northwest through the woods. Helo gets me close to the lookout post.
-Second try while going to through the woods, 2 of my mates survive.

Keep in mind, I am the only one with AT weapons, and only because I took them just out of a feeling I should so. No time for rearming my squad mates before I raced off to meet the convoy.
This makes
- 3 RPG rounds against the prowling Tunguska + at least one BMP in the convoy.
- Not engaging Tunguska: Certain death caused by Tunguska.
-Engaging Tunguska: Eats up all 3 rounds with no visible damage. BMP then kills me.
-Tunguska eats up 2 rounds, they scare it away. BMP eats up the last round, happily disposing me afterwards.

Conclusion

I am out of options to beat the mission.

Offline SaOk

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Re: [SP] Black Forest (Updated 18.9)
« Reply #9 on: 19 Sep 2009, 12:12:24 »
Thank you for test report :)

The convoy can be challenging, but failing that task dosent end the mission. Only two last "HOLD"-objectives (and the first two) are mandatory. My tactic has been to head Novi Sobor on foot or with UAZs and get out before leaving the forest. Then I just try to find a good place for ambush and order my squad hold fire and hide until escord BMP3 gets really close. There is a change that ACM-squads are making that almost impossible but it also possible that some ACM spawned friendly unit destroys the convoy (I have seen it happed already 2 times).

Offline SaOk

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Re: [SP] Black Forest (Updated 24.9)
« Reply #10 on: 24 Sep 2009, 20:46:23 »
I updated mission to version 1.00 which should be the final version (for new features at least). Still, let me know if you found errors or bad english. I will be creating sequel for this next.

Offline SaOk

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Re: [SP] Black Forest (Updated 29.9)
« Reply #11 on: 29 Sep 2009, 14:32:39 »
After complains of poor performance I decided to update this once again. It should work much better now since there is more stuff deleted during the mission. There is also less scripts running backround and west outpost have less units. I recommended highly not to overuse the ACM rate. Even 0.4 is offering much ambient units around you.

Offline mathias_eichinger

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Re: [SP] Black Forest (Updated 29.9)
« Reply #12 on: 13 Oct 2009, 15:54:26 »
I had a go at your mission again.

I like how you put the animals into the forest, and the ambiance is good as before. However,

-I cannot find AT weapons at the middle outpost.
-Stealing the AT gun armed UAZ provides me with no solutions because the helicopters always kill me.
-Performance is worse than before with heavy lag where there was none in the last version as soon as I enter the woods with the UAZ.

Suggestions
-Better explanation of where to get the AT weapons in the base.
-Helicopters should be kept out.
-Still more time to intercept the convoy.

Offline SaOk

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Re: [SP] Black Forest (Updated 29.9)
« Reply #13 on: 13 Oct 2009, 18:55:58 »
Thank you for testing. I will add those all suggestions to next version and try to improve the performance even more. I had some bad lag in 59210 beta which dissapeared in the latest beta. I thougth it was not mission related bug, but I dosent look like it anymore. I try to find the cause. There is also "zero divisor"-bug from ambien civilian module which can badly lag the mission but I can only wait BIS to fix it.

I'll let the player choose in settings if he wants leave planes and choppers out. And there will be marker for AT weapons. Next version could take some time since I am creating currently a campaign but I'll update this mission sooner or later.



Offline SaOk

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Re: [SP] Black Forest (Updated 10.11)
« Reply #14 on: 10 Nov 2009, 13:47:55 »
I updated the mission to version 1.2. You have more options to choose at start (you can set off air patrol/volumetric fog/advanced first aid), there is few more markers and the breakfast-part should be better now (Russians use now a reconnaissance plane before attacking with an artillery support).
« Last Edit: 10 Nov 2009, 15:18:51 by SaOk »