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Author Topic: The Chernarus Run (SP) Version 1.2 - [Review Complete]  (Read 13546 times)

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Offline Arkon

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The Chernarus Run:

Author: Starlight Productions
Version: 1.2
Required Addons: None
Required version: ArmA2 v1.05 (not varified as v1.07 compatible)
Installation: Copy the PBO from the "The_Chernarus_Run_V1.2.zip" file into the "ArmA2\Missions" folder.
Island: Chernarus
Weather: Mixed
View Distance: 4000-4300
Spec Required: Quite a high spec as there is lots of things going on.

REVIEWERS: Please keep in mind that this mission is an adventure and not a simulation.

IF YOU PLAY THIS MISSION PLEASE GIVE FEEBACK TO IMPROVE THIS MISSION AND CONVINCE US TO DO MORE MISSIONS IN THIS STYLE!

Please state version number when reporting bugs.

Known Bugs:
Problem with encounter at Skalisky

ACE users: if you intend to try this mission then please find out how to disable ACE.

Features:

Long story driven mission.
Health checks and Healing packs.
Player can recall conversations.
Many ways to complete the mission.
Several hours playing time.
Sound effects and Music.
Sprinkling of humour!

The Chernarus Run is a long, story-driven mission using elements of RPG and Adventure. It differs somewhat from the "normal" ArmA2 missions and is probably not suitable for purists. You will need stealth, patience, tenacity and the ability to act on your own initiative. Strong-arm tactics will not work here. Be prepared for plenty of reconnaissance work. There is also a fair amount of travelling and in-game reading to be done.
The Chernarus Run is a single player scenario designed for players who prefer stealth missions. You are Major Gary T. Wolinski, brought in to do a very special job for the Western Alliance in Chernarus. Wolinski's knowledge of Russian will be an important asset in this "deep behind enemy lines" scenario.

Please give us feedback so we can improve the mission and correct bugs.

This mission is loosely based on the ArmA mission The Sahrani Run. The scenario does not relate to the current BIS Arma 2 story.

Hints and Tips:

1) Best played on the "Regular" option.

2) We would encourage players to NOT use the time acceleration "-" and "=" keys as this tends to screw the A.I.

3) When talking to characters you will need to approach them until you are close enough to make contact (just edge forward a little at a time until they engage you).

4) Take notice of what characters say as there are clues in the text that could help with the success of the mission.

5) In the early stages of the mission try playing without NV goggles for added atmosphere whenever possible.

6) Remember that ArmA2 sometimes "loses the plot" especially with civilians and a certain amount of tolerance may be neccessary at times re A.I. behaviour.

7) Check your health level through your action menu - If you are damaged you may use a Healing pack to heal yourself - healing packs are obtained at first aid tents and at few other places - you may carry 2 healing packs at any one time.

8) When using the "Hide Body" Action you probably need to wait at least 30 seconds after the kill for it to funtion.

9) Please use the savegame option in the radio rather than the menu one. This is to try to avoid the BIS savegame bug that "forgets" some AI settings when reloading a saved game (click once).

ChangeLog:

V 1.1
Fixed loadout problem whereby some players were missing equipment/weapons.
Shortened journey to 1st objective.
Fix to stop mission ending prematurely.
Fixed healpacks to allow 2 to be carried.
Changed Player's Character to Demolitions Specialist (thanks to Electricleash)
Other small fixes.

V 1.2
Added cut-scene ending.
Added Steerable Parachute (can land on buildings).
Added more music to ending.
Changed 1st encounter events.
Tweaked Ambulance Base encounter.
Added fix for BIS savegame bug.
Fixed Loadout problem.
Problem with encounter at Skalisky.
Many other tweaks.

DISCLAIMER: Bohemia Interactive Studios or any of their affiliated publishers, are in no way affiliated with the creation and release of this mission.
You download and use this mission at your own risk.


Edit: This mission has been reviewed and is available from the Missions Depot.
« Last Edit: 18 Jan 2011, 01:56:07 by Walter_E_Kurtz »

Offline Zipper5

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Re: The Chernarus Run (SP) Version 1
« Reply #1 on: 15 Mar 2010, 17:32:37 »
Nice one. Saw this released on the BI Forums, thought I'd check it out now that you've posted it here.

However, the briefing is incredibly under-detailed, there are no actual tasks, and no starting position marker. Then, I start out at night in a parachute, land, and have no idea where I am. I also have no night vision goggles and it's pitch black out, plus there was no option to take them in the gear selection before the start.

So I have no idea where I am, and therefore can't find my way to the first objective. Surely the USMC, or the "Western Alliance" as you depict them, would have given me night vision goggles for such an important mission? Any tips on what I have to do?

I've also gotten an error at the start saying the following:
Code: [Select]
'off2 |#|doWatch [getpos guy4r select 0, getpos g...'
Error Type Any, expected Number
I'd recommend putting -showScriptErrors into your ArmA II shortcut's target line when testing/making missions. That way you can see these error messages.

Edit: So I turned Extended map info on, and worked with that. Just kept running south. Still couldn't see a thing for a long time, but now I had the rather unrealistic map to look at. However, I was eventually shot by an AK that I couldn't see and die.

Really need some advice on how you plan for people to play this.
« Last Edit: 15 Mar 2010, 17:39:49 by Zipper5 »

Offline Arkon

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Re: The Chernarus Run (SP) Version 1
« Reply #2 on: 15 Mar 2010, 18:42:32 »

Hi Zipper5,

Thanks for the feedback.

As stated in the 1st thread above there has been a problem with the loadout, that's why you did not have your goggles. The workaround  is to just restart the mission until you get your gear, but I guess you started playing before the post was amended. Anyways, I am putting Version 1.1 up today (Mon 15th) hopefullly fixing the problem.

As for the Briefing, I thought there was plenty of information keeping in mind that this is a secret mission that unravels as you play through the game (its all part of the story). All you need to intially know is what you are told in the Briefing and your initial task, which is to meet your first contact. But, are you saying that your first objective (meet your contact) is was not shown on your map?

The error you reported has been fixed in V1.1

Thanks but I am aware of -showScriptErrors but I usually use the Arma Report.

Well, sorry things were so disappointing for you first time round - other people had reported the loadout bug - it only affects some people.  Hopefully sorted in V1.1

Please give it another try but keep in mind this mission is a bit different in substance than the "norm" ArMa stuff.

Arkon

  
« Last Edit: 15 Mar 2010, 19:25:33 by Arkon »

Offline Zipper5

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Re: The Chernarus Run (SP) Version 1
« Reply #3 on: 15 Mar 2010, 19:56:40 »
I could see the first objective marker, but I could not see a marker indicating where the player starts, therefore I could not get my orientation.

I wasn't really disappointed with it so much as I knew something had broken. Glad to hear you fixed it. Looking forward to the update. :D

Offline Arkon

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Re: The Chernarus Run (SP) Version 1
« Reply #4 on: 15 Mar 2010, 20:08:18 »
Hi Zipper5,

Were you playing on Regular option? don't understand why your player icon was not shown on the map unless you was using Veteran Difficulty or above.

Update by about 9pm tonight (GMT)

Let us know how things go please.

thanks

Arkon
« Last Edit: 15 Mar 2010, 21:19:47 by Arkon »

Offline Zipper5

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Re: The Chernarus Run (SP) Version 1.1
« Reply #5 on: 16 Mar 2010, 13:00:52 »
I was indeed playing it in Regular, but I've modified it myself as I don't like certain unrealistic things like the player icon being tracked. Most actually play without that. You should still add a start position rather than relying on people to play it in Regular, as most play on the harder difficulties in ArmA II.

Offline Arkon

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Re: The Chernarus Run (SP) Version 1.1
« Reply #6 on: 16 Mar 2010, 16:04:50 »


Hi Zipper5,

Ok, thanks that explains it.

Please let us know if you have another try with V1.1

Arkon


Offline mathias_eichinger

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Re: The Chernarus Run (SP) Version 1.1
« Reply #7 on: 05 Apr 2010, 17:48:24 »
Hi Arkon,

I like the style of your mission, which leads me to follow every bit of information. However, at Chernogorsk, I encounter a save game bug. The game ignores any savegames past a certain point (I would say: inside the Chernogorsk City limits). I need further save games, especially ones, where I have managed to crawl up a building while being shot at (I only achieve this due to sheer luck).

Is that intentional or a real bug?

Cheers

Mathias

Offline Arkon

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Re: The Chernarus Run (SP) Version 1.1
« Reply #8 on: 05 Apr 2010, 18:17:42 »
Hi mathias,

Sorry to hear of your problem.

Which Version please?

Do you mean the game will not allow you to save (through the Menu or Radio) or will not load save games?
Either way it is NOT intentional and I have not had this reported before (almost 1000 downloads).

BTW. Would be good to hear any feedback you may have re the mission.

Regards

Arkon

(version 1.2 next week)
« Last Edit: 05 Apr 2010, 20:13:17 by Arkon »

Offline mathias_eichinger

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Re: The Chernarus Run (SP) Version 1.1
« Reply #9 on: 05 Apr 2010, 23:44:17 »
Sorry to have been unclear in my previous post.

The game does not save any games past that "city limits" point. I am not convinced that it has anything to do with the geographical location, I just state this to describe the situation.
What happens is that you save the game and it looks like it is ok, yet when trying to load one, there are just then bunch of older savegames, not the later ones.

I have downloaded version 1.1 today and tried it with the above mentioned result.

Offline Arkon

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Re: The Chernarus Run (SP) Version 1.1
« Reply #10 on: 06 Apr 2010, 00:22:41 »

Hi mathias,

1) Can you do a search of your computer to be sure that the save files are somehow not being saved in another place.

2) Could you temporarely move the old save games out of the folder and see if you can save then.

3) What happens if move back outside the "city limits"  can you save then.

4) Can supply grid ref of your last successful save outside the city + grid ref of where the last save failed so I can try to repeat this problem.

5) Can you check the Arma2.rpt file for any errors that may be related to this.

Any other info would helpful

Arkon

Offline Arkon

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Re: The Chernarus Run (SP) Version 1.2 - Reviews Please
« Reply #11 on: 21 Apr 2010, 21:54:50 »

Hi,

Version 1.2 is now available for Review.

See 1st post for details.

Regards

Arkon
« Last Edit: 21 Apr 2010, 21:56:24 by Arkon »

Offline SaOk

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Re: The Chernarus Run (SP) Version 1.2 - Reviews Please
« Reply #12 on: 21 Jun 2010, 17:03:15 »
I will review this. I havent played this throught yet, but I let you know if I find some issues. I may update this post later.

Offline Arkon

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Re: The Chernarus Run (SP) Version 1.2 - Reviews Please
« Reply #13 on: 22 Jun 2010, 18:52:31 »
Hi SaOk,

Thanks, was begining to think it would never get a review  :good:

Where have the reviewers gone?

Regards

Arkon
« Last Edit: 22 Jun 2010, 21:23:13 by Arkon »

Offline SaOk

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Re: The Chernarus Run (SP) Version 1.2 - Reviews Please
« Reply #14 on: 22 Jun 2010, 22:41:14 »
« Last Edit: 22 Jun 2010, 23:10:24 by SaOk »