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nettrucker

[Camp-SP] ArmA CO - Hammer of Thor

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Hello guys

thanks for having helped me with this campaign. Fingers crossed that everything works as supposed to be and that you won't be disappointed.

BTW domokun on previous page 17 . . . in the HOT trailer there is the scene with the red light where you are acting as Alpha leader calling in the arty strike. Not sure if you noticed because there's the radio effect on your voice and plenty of it. LOL

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Congrats on the release!

Hey Kommiekat, I use Audacity. I usually start by putting the static sound in first, then do a copy and paste on the track to make it long enough for my needs. Then I drop the voice file in. Tracks -> Mix and Render. Then trim off any excess static at the ends.

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Thanks AZCoder

here are some pics of the campaign

p><p><img src=[/img]

p><p><img src=[/img]

Edited by nettrucker
tried to remove [IMG] - failed

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Hello guys

thanks for having helped me with this campaign. Fingers crossed that everything works as supposed to be and that you won't be disappointed.

BTW domokun on previous page 17 . . . in the HOT trailer there is the scene with the red light where you are acting as Alpha leader calling in the arty strike. Not sure if you noticed because there's the radio effect on your voice and plenty of it. LOL

Downloading now.

Congrats on the release. Labor of love.

Congrats on the release!

Hey Kommiekat, I use Audacity. I usually start by putting the static sound in first, then do a copy and paste on the track to make it long enough for my needs. Then I drop the voice file in. Tracks -> Mix and Render. Then trim off any excess static at the ends.

Thank you for that. I'll look into it!

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On "Operation GhostRider" as of now.

So far:

Bugs

None to speak of. Well done

Music

For a mission maker to have made his own music, speechless.

The music, being original, already puts the campaign as being on the top 5 ever done.

Every score fits every scene perfectly.

I like the Ethnic instruments. The voice work is almost haunting in a sense.

Well done!

Dialog

Great voice acting and actors

Radio messages are realistic and bring so much immersion to the camp.

I'm still trying to figure out my voices...hehehehe...I really don't know...

Also, the military nomenclature is superb.

Intro/Outro/Cutscenes

As usual in the nettrucker style, wonderful.

A pleasure to watch. One can see the artistry unfold.

Hours of love poured into the work

Missions

Missions are challenging enough. Playing a Machine Gunner is a pleasure. I always enjoy taking out baddies from a distance. Especially with a scope.

Nice not to be the usual rifle totting gun slinger with muzzle and special TWS scope and all that jazz.

I want to say that your Infantry missions are on par with Mr. Bardosy. Even though he has been given lots of acclaim for his infantry works, your campaign is not to be taken lightly nor to be underestimated. Although playing solo, I feel part of a whole unit.

Not finished, will have more to report when later.

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Thanks Kommiekat

very much appreciated. I've updated the first page, where you can download the soundtrack for free in case you haven't done so already. Yeah the soundtrack is great . . . thanks to my buddies from Alchemy Divine. I've been able to do that but without their help there wouldn't be a soundtrack so all the kudos goes to them.

Voice acting:

Yeah I can't thank you guys enough for having helped me with all the voice acting. You all did a superb and outstanding job on that. Without your constant dedication to support this project I wouldn't have been able to get the voice acting done. It was a long work, with quite a lot of setbacks, due to my nature in experimenting a lot of things but I got it done . . . that's the most important thing.

BTW your first appearance with your voice acting is in mission 06 Sledgehammer and some of the following missions in various roles you will recognize yourself.

Thank you guys.

Bugs

None to speak of. Well done

Well that was my biggest fear so to speak off. I'm still a bit afraid that I've overlooked some bugs which I might've missed during the extensive play testing. Keep my fingers crossed that none will show up.

Intro/Outro/Cutscenes

Thank you. I invested lot's of time into this aspect. There might be some of them which are quite long but if you bear in mind that I used the cutscenes for showcasing the Soundtrack and story telling.

Thanks for playing and giving feedback

cheers:)

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Oh, I forgot, you're missing the Campaign Overview picture.

Either you are using one and it's too big, or none at all.

Go for size:

1024 X 512

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Oh, I forgot, you're missing the Campaign Overview picture.

Either you are using one and it's too big, or none at all.

Go for size:

1024 X 512

I really don't know the campaign overview pic shows up on my rig when launching the campaign. Used 512 X 512 so it shouldn't be too big. Really strange gotta check on that. On what resolution are you running ArmA? Well I gonna wait until somebody else confirms this.

cheers

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I dont have any problems with pictures in overviews (when i check new campaign i always use cheat "campaign" to see how many missions are in campaign and to see if there are no problems with overviews etc ;) ).

@Kommiekat

You are talking about picture which we see when we choose Hammer of Thor in campaign menu right?

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I dont have any problems with pictures in overviews (when i check new campaign i always use cheat "campaign" to see how many missions are in campaign and to see if there are no problems with overviews etc ;) ).

@Kommiekat

You are talking about picture which we see when we choose Hammer of Thor in campaign menu right?

Hello Tom

yes I believe he means the overview pick in the campaign menu. Every time I launch the campaign the overview pic is there for me. So I can't tell right at the moment why it isn't showing up.

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Just started this campaign. It is really good and immersive so far (and it is not so easy to immerse me).

Spotted some problems (played with audiovisual enhancement mods (JSRS, Blastcore, TPW houselights), CBA and Tank Damage System, on 1.63 beta, so will not paste RPT logs, not sure, what causes these; and report will be not so valuable, still):

1. At intro CH-47 helicopter crashed;

2. During the intro some on screen text are displayed simultanously (one over another, once spotted), or, hmm, doubled - same, but displayed twice with slight misplacement - odd;

3. During first mission spotted similar problem with doubled text.

4. At first play radio conversation about enemy contact was too early - during "passive" part in trucks, after second play all was fine here;

5. I'm stuck during first mission. After main action (I suppose) one of the team members refuses to embark the truck. Just lying there and targeting nothing infinitelly, while we all are waiting for him :) . Now I'm wandering, should I kill him myself, or use end scenario code? Such thing happnes sometimes, so perhaps good ida would be to avoid mission flow/progress dependency on what can go wrong easily.

EDIT: mission save&load saved life of this stuck soldier - now it is crowling towards truck, so there is a hope for him. :)

Again - despite problems played the beginning with real pleasure. Music, voice acting, radios, cut scenes - all high quality.

Edited by Rydygier

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@Kommiekat

You are talking about picture which we see when we choose Hammer of Thor in campaign menu right?

Yes tom3kb, that's the one!

2. During the intro some on screen text are displayed simultanously (one over another, once spotted), or, hmm, doubled - same, but displayed twice with slight misplacement - odd;

3. During first mission spotted similar problem with doubled text.

I'm sorry to report the same thing. I thought it was just me. Double text.

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So, crawling soldier reached the truck. Now started second mission.

One small thing for now: During first dialog of second mission intro you can hear, that voice was recorded indoor (very slight, shallow echo, I think, does that), while scene is outdoor. Do not know yet, if/how many other voices are affected. Such subtle details, if polished, build up the overall quality and experience.

EDIT. Stuck again, during "on the hot spot" mission. After fight our TL took as for a run around perimeter (not sure, what for, looks like belated flanking), returned to the village, where officers are, and that's it. Nothing more happened. or I need just wait longer?

Edited by Rydygier

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Hi guys

thanks for your feedback.

1.) Double text:

in the early phase of this new version 1.3 I was doing quite a lot of experimenting I used text function to get the text displayed with color inspired by AZCoders campaigns. Unfortunately this resulted in a major screw up. I couldn't get this to work in a reliable manner. Sometimes the colored text didn't show up. Sometimes it was blended out way too early.

I'm normally using the description.ext to display the text of the dialogue which is normally reliable to me. I don't know what exactly happened after turning back to my old method of the description.ext some text messages didn't work anymore in the intro, meanwhile others were displayed correctly. After loosing more or less weeks to try to solve this problem I failed to do so. I had to use a work around to overcome this obstacle so I used cutText in the intro script to get the damn text displayed. Now it seems to me evident that the description.ext method works for you guys in the first mission. for me it's not working and I've become in the meantime bald over this thing. unfortunately I have really no idea how to solve this issue although I gonna try. I gotta remove or the cuttext from the intro or the lines in the description.ext. This is not a big deal.

@ Kommiekat

2.) m6insp4 soundfile not found

Now this also something I'm not capable to understand. It's the biggest mystery ever. When playing the intro on my Dual core everything works perfect.

On my I7 I have serious problems with my Audio. I thought that these problems were related only to my I7 especially because on my my low end computer everything works flawless. Now I checked the description ext, file naming, I checked everything I can't find a reason why it works perfectly on low end Dual core and on my good rig I'm having huge troubles. It is so bad that on some voice files the beginning is cut out. missing words and so on. I'm always leaving 1 second before the sound file starts playing. Sometimes you can't hear the sound file. I thought wow gotta maybe update my drivers, after having done that, my problems persists. That means only one thing to me . . . my on board default sound card sucks real bad and I will have to buy a new one most probably to get the problem solved. Now what leaves me really perplex is the fact that on my Dual core it works without error without flaw and it is exactly the same version. This is making me crazy as hell. :mad:

Hi Rydygier

thanks I'm glad you liked it so far notwithstanding the flaws that are appearing.

First of all the missions have been created without using any mods and I was on official patch 1.62. Since you were mentioning you are playing with the latest beta. JSRS soundmod shouldn't have any impact on the missions so that shouldn't be a problem I suppose Blastcore won't create problems either the same as TWP's houselights CBA is not needed for this campaign.

1.) Chopper crash in intro 1st mission.

I've tested this mission hundreds of times the same goes with all the others. Never, ever I experienced the chopper crash. I suggest to play this campaign vanilla if you can. I know that might suck badly but I don't know what to say honestly since it never happened to me.

2.) Double text display in intro and mission 1 . . . as already mentioned I can try to fix that.

3.) This is most probably happening with greater view distance. the trigger fires too early. On my last testrun I was on view distance 3000 m. What is your view distance setting? I might have to correct that as well. I believe that for infantry missions 3000 m is sufficient. I favor always gameplay over fancy graphics. Well another flaw thanks for telling me.

4.) team members refuses to embark the truck.

Yeah that is one of my favorites as well . . . just lying there and refusing to obey a direct order. This guy oughta be shot instantly. These are my moments where editing becomes completely frustrating to me.

Since my scripting knowledge is close to zero these are situation where I'm really at wits end here. The best thing is it's not always reproducible to me. There were numerous times where the squads board the trucks without hesitation and everything works fine. Other times something is going really completely wrong and I can't explain myself why this happens. I'm checking my rpt regularly. show script errors is always activated when editing.

Maybe I should stop editing for good given the fact that I'm not even capable of making a squad board the truck. :j:

Flaws . . . the things I hate most in all BIS games.

Flaws have been part of BIS games since OFP times, some got fixed other's not. They are there since as long as I can remember which makes mission making often frustrating. As a former fanboy ( now retired) I overlooked them, but after more than 10 years I can't and I'm not willing anymore, it makes me rage quit quite often lately.

Playtesting made me sometimes crazy. AI leader swaying of course or getting stuck for no apparent reason. I played the campaign a lot of times . . . working on the missions testing over and over again. And it happens always random. It's not reproducible to me. I tried giving the AI scripted waypoints just to see if I could fix the swaying of course thingy but it didn't change much. Most probably there are some hardcoded FSM routines make the AI sway of course.

Sometimes they get stuck for no apparent reason and the AI leader won't move, which can break a mission since the player is barely commanding anything in this campaign and I didn't want to use the teamswitch function due to the nature of the story. The only method I found to unlock the situation is to go to the leader and shoot him in the arm, for Christ sake. But it works. Medic will come and and fix him up after that he will proceed and the mission will go on. Do not shoot him . . . ever . . . in the leg.

Another flaw I encountered plenty of times is that some AI are shot in the leg but the medic nor the commanding AI recognizes this, so he never gets healed and has to crawl all the time which slows the whole move process literally down to a crawl. It happened a few times to myself. You have no idea how mad this kind of stuff really makes me. I'm struggling with this since OFP times and I know that a lot of other people do as well.

These are more or less all the things I encountered when playtesting so most probably you will as well.

Sound indoor - outdoor.

I've experimented also with that kind of aspect trying various effects I have at my disposal. It sounded worse and very often not natural. Therefore I desisted to get that close to reality. To achieve something better and more accurate it would have cost me too much time and it wasn't worth it IMHO.

Please bear in mind that I'm doing this as a hobby. It took me 1 year and 2 month to release this update. lot's have changed from the prior version.

well maybe I just suck at mission editing. :16_6_8:

Mission on the hot spot:

another flaw my fault. I couldn't get the delete waypoint command to work. In case certain number of enemies is reached, these waypoints should be deleted. see I'm too stupid to get this stuff done. So I had newly to find a work around that your team is tasked with a last sweep before turning to Shabaz. But it seems I forgot to implement that task. Another flaw duly noted. Any advice and help is always welcome.

BTW do you see the campaign pic in the main campaign menu?

Alright prepare yourself for more flaws to appear at this stage. Any advice and help on how to fix these issues is very much appreciated

thanks to all of you for your feedback

cheers

Edited by nettrucker

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Alright prepare yourself for more flaws to appear at this stage. Any advice and help on how to fix these issues is very much appreciated

thanks to all of you for your feedback

cheers

Rydygier is, BTW, a super duper scripter who spends most his time in the Editing/Scripting sections.

He even made a script for me that has mortar dropping near the player but never hitting the player.

Remember those missions we made for Yuri? I used it in one of those.

@ Rydygier

He Ry! I still have your script in my mission. We are waiting for another mission maker to finish up his part before we release our missions.

Thanks big time for that script you made!

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Hi Kommiekat

Yes I know. HETMAN ARTIFICIAL Commander. Well maybe he can give me some advice. Unfortunately I can't script for shit which complicates things when running into obstacles.

cheers

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and I was on official patch 1.62.

From my experience - there are sometimes differences between 1.62 and 1.63, that may break the mission, I saw this once before, so do not treat my problems too serious. Next time I'll try to test campaign "seriously", mean on pure vanilla and 1.62 to provide more reliable feedback. I'll also gladly help with any scripting problems, but for now I'm really busy with Hetman for A3 (major update), so this will take some time, before I'll be able to do anything here. :(

3.) This is most probably happening with greater view distance. the trigger fires too early. On my last testrun I was on view distance 3000 m. What is your view distance setting? I might have to correct that as well. I believe that for infantry missions 3000 m is sufficient. I favor always gameplay over fancy graphics. Well another flaw thanks for telling me.

3525. Simpliest and most reliable may be to add to that trigger additional condition, so will fire only, when troops left the trucks and are moving on foot or to limit trigger, so will fire only, when troops reach certain area. You never know, what viewdistance setting user may have.

Yeah that is one of my favorites as well . . . just lying there and refusing to obey a direct order. This guy oughta be shot instantly. These are my moments where editing becomes completely frustrating to me.

Yep. With a bit of scripting you could add some "stopwatch" when using such sensitive to random AI problems conditions of mission progress. Eg. If there is any soldier outside the waiting truck after 120 seconds, and mission waits until he embark, just teleport them via script into truck's cargo space (stupidSoldier moveInCargo awaitingTruck). Better that way, than killing yours team mate. :) When I get some free time I'll check that... BTW after he finally embarked that truck of course vehicle's AI took worst possible path towards FOB (through rocky terrain, over the hill, where it spent long time trying to find its way)...

Flaws . . . the things I hate most in all BIS games.

Yeah, a curse of mission designer. Best thing, we can do, is to design mission such a way, so will be as much as possible resistant to any stupid ideas of AIs.

well maybe I just suck at mission editing.

:) Or, more probably, I have poor hearing. So far noticed that with only one, pointed earier recording, and it was rather slight impression. Most are really impressive, especially those radio conversations - really immersive, including static noises and distortions. I spent long time trying similar thing in Audacity for HAC's ambient chatter using many strange filters and effects half-blindly. For me sound editing isn't even a hobby, just thing, that sometimes must be done, so it was real pain. The more I can appreciate good job, like in this campaign.

another flaw my fault. I couldn't get the delete waypoint command to work.

Man, I really want to help you with that matters. So high quality campaign for sure deserves to be as flawless, as possible. Need only free time... Maybe I'll be able to make some.

BTW do you see the campaign pic in the main campaign menu?

Yep. Is there.

Edited by Rydygier

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Hello Rydygier

Thanks for your feedback and replies. Yeah I know you’re busy with HETMAN for ArmA 3. Moreover I will still wait if other problems or flaws will be found. Giving it’s big size I would like to avoid doing lot of small updates so therefore I will gather some more info on eventual flaws detected , so I’m in no hurry.

3525. Simpliest and most reliable may be to add to that trigger additional condition, so will fire only, when troops left the trucks and are moving on foot. You never know, what viewdistance setting user may have.

That’s true I will have to look into that.

I spent long time trying similar thing in Audacity for HAC's ambient chatter using many strange filters and effects half-blindly. For me sound editing isn't even a hobby, just thing, that sometimes must be done, so it was real pain. The more I can appreciate good job, like in this campaign.

Yeah I remember. I'm using a different sound editing program which has some more possibilities rather than Audacity but in any case it works with Audacity as well. Lot's of people are using it. There are some files which have been edited with Audacity by the voice actors themselves without me doing editing on them. For the bigger part I edited them. They are not perfect but in the end I had to do some compromise otherwise the update would have taken even longer than what it actually took.

Man, I really want to help you with that matters. So high quality campaign for sure deserves to be as flawless, as possible. Need only some free time...

Thank you very much for your offer to help me out, once you have a bit more room to breathe and time just PM me. Very much appreciated.

Thanks

BTW in case you haven't downloaded the soundtrack so far . . . I updated the first post with a download link for the soundtrack. It is free for download and I can only encourage you guys to use them for your own missions as well, naturally only in case you like them.

Edited by nettrucker
added comment

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soundtrack

Listening right now. All are very nice, some really liked. In music I'm mostly looking for harmonious and rich melody (eg I love irish folk ballads), so the more of that, the better for me. Hearing that, sometimes discovering positive, distant associations. There are fragments, that reminds me somehow Mark Morgan (Fallout in one place, Planescape: Torment credits theme in another (well, that's Richard Band to be precise, I believe)), or a bit of first Deus Ex main theme, or maybe even a bit of Marek Bilinski's compositions, although in fact that is another story... Nothing very obvious, even not indirect inspiration, just distantly something in some phrases or even single sounds... At least that much layman as me can tell. :) Most "high voltage", I would say, great as fire fights or other dense action music illustration. Favourites: Il Sereno Remix, On The Hot Spot, Ghostrider, Sledgehammer, Silverspoon.

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Thanks.

I'm glad that you like the soundtrack my friends and me put also some major effort in doing the same. That was a workload independently from the campaign creating. It took some time to get it done but the result is satisfying to me. I would have loved having some more songs with real drums but unfortunately we ran out of time and it was impossible to record everything.

In any case. My favorites are IlSereno RMX - Spearhead - Warpig - Boom.

cheers and thanks for the feedback. :)

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About the Players main weapon:

M240 with scope will not work with NVG.

Neither will MK16 EGLM

I think there is M250 with TWS scope?

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About the Players main weapon:

M240 with scope will not work with NVG.

Neither will MK16 EGLM

I think there is M250 with TWS scope?

I wasn't aware of that.

I gave the player a Saw during night missions because a lot of players lamented the fact the M250 is useless and won't work with NVG's

cheers

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Well, basically, sounds cruel, but I have to wait for one of my buddies to die, then take over his gear for night missions..........Scope won't work at night.

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Well, basically, sounds cruel, but I have to wait for one of my buddies to die, then take over his gear for night missions..........Scope won't work at night.

Hello Kommiekat

What mission are you referring to? In all night missions the player is now equipped with a Saw . There's only mission 09- Cleansweep where you might be forced to change after a while in the mission when it's getting darker.

I gotta take a look at the M250 with TWS.

Well, basically, sounds cruel, but I have to wait for one of my buddies to die,

Yeah war is hell . . .

cheers

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