Balschoiw 0 Posted August 31, 2002 Real War Single Player mission Simulates the audio of a real battle. Intense street - fighting. I didn´t twist around with the Intro a lot in this one, cause the main purpose of this "Experiment in Terror" is to make you shiver while you are in battle. You don´t believe me ? Test it ! :-) http://www.ciahome.net/downloads/maps/Real_War.zip or visit the www.ciahome.net and search the download section for the mission. Have fun ;-) Share this post Link to post Share on other sites
RedStorm 0 Posted August 31, 2002 Do you need any addons to play it? EDIT: Blah, never mind. You need the editor addon (which I will not install because OFP can go FUBAR). Share this post Link to post Share on other sites
Intruder 0 Posted August 31, 2002 Radio communication with people screaming over it would be better But was the radio disabled? The squad leader didn't give me targets, nor were enemy soldiers reported. So all my squad was killed, and I jumped into the UAZ and drove at top speed through the village back and forth Share this post Link to post Share on other sites
Balschoiw 0 Posted August 31, 2002 actually not every soldier has got a radio during real missions. So why implement that ? Grrr seems like I have to lock the UAZ ;-) radio is disabled to have full flavour sounds :-) Share this post Link to post Share on other sites
bn880 5 Posted August 31, 2002 Tells me sound bg_gogo is missing at start of mission. Maybe just my addons... Share this post Link to post Share on other sites
Intruder 0 Posted August 31, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Aug. 31 2002,13:34)</td></tr><tr><td id="QUOTE">actually not every soldier has got a radio during real missions. So why implement that ? Grrr seems like I have to lock the UAZ ;-) radio is disabled to have full flavour sounds :-)<span id='postcolor'> I see your point, but may be you could get the commander to shout more relevant stuff like pointing out enemy positions, numbers, weapons instead of attack, forward, and charge Commanders and squad memebers still need to communicate during an attack Share this post Link to post Share on other sites
bn880 5 Posted August 31, 2002 Yes, and the Reveal Target doesn't seem to work in your mission either... IRL you can yell or radio about a new tango. Share this post Link to post Share on other sites
Balschoiw 0 Posted August 31, 2002 Reveal does work. Only one thing to take into account. You never have the same movements or developement within this mission for 2 times. So sometimes they reveal the targets, sometimes they got killed before they are able to. It is a combination of reveal, getrating, and dammage check that makes all the dynamics. The problem of giving dynamic phrases is that there is no chance to combine sounds in a fluent and realistic way. Yes I now know how to handle that. Just got an idea. But this will be a lot of sampling work for me and will increase mission size. I´ll give it a try. By the way didn you know that all russian words spoken during mission are actually right ? I will set up the same mission with english voices the next days, but I preffered the russian language right now to show my sympathy with Russia :-) We have two Estonians in our clan and they liked the mission a lot :-) @BN: what is IRL ? Share this post Link to post Share on other sites
iNeo 0 Posted August 31, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Aug. 31 2002,21:32)</td></tr><tr><td id="QUOTE">@BN: what is IRL ?<span id='postcolor'> In Real Life Share this post Link to post Share on other sites
bn880 5 Posted September 1, 2002 Ahh, reveal works but the guy doesn't actually say anything. It works silently so ... hmm strange stuff! The words yelled out were often wrong ones... thext did not match speech. I think maybe something is not working as you intended? Also, you call this real life, but there is a disproportional number of forces on the 2 sides. The Resistance have a herd of men, snipers in buildings, and... to add to that extreme, the commander of Russian forces calls in an Advance order just as you climb to the top of the Montignac hill. This = instant death. You should give the russians at least a set of good orders. Best thing to do would probably be to send in 3 guys into the city by UAZ, top speed, jump out near open building and go inside. Once you have men on the inside and some watching from the outside of the area you have yourself a battle, that is if you can prevent FF. I like the sounds and their timing, I think the battle can be imroved. Share this post Link to post Share on other sites
Aculaud 0 Posted September 1, 2002 Well, it was deffinitely intense, i'll give you that. The thing is though, I see gaming as something thats meant to be enjoyed. So, when youve got it set up in such a way that there are tons of enemies, no saving, and lots of skill for the enemies and not so much for your team, youre forced to do it over and over and over again, and you just lose all ambition to do it. When its this realistically intense, its just got no fun factor. One thing you could have done was have a truck of reinforcements standing by when you were the only one alive in your group. And when the rest of your team dies, you radio them, saying youre under heavy fire, your teams been wiped out, etc and they come and help you. This wouldnt take away from the realism either. Any soldier in their right mind would be calling for back up or some kind of assistance if he\she were the only one left in a battle. This mission really does have a LOT of potential though. I'd say it was a work in progress. Share this post Link to post Share on other sites
RED 0 Posted September 1, 2002 The sounds are very good, who did the Russian voices for this Balschoiw? Thanks, RED Share this post Link to post Share on other sites
Balschoiw 0 Posted September 1, 2002 My secret :-) To others: I got your points and will embedd a support team that will assist the Spetsnaz. Other thing. The words and text are simultaniously. So they fit. Bug found with alive function. Will fix it. Also a scout team will be implemented. I will keep you updated. Anyway I am happy that the atmosphere in general is being liked by you guys. :-) Share this post Link to post Share on other sites
Aculaud 0 Posted September 1, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Sep. 01 2002,02:14)</td></tr><tr><td id="QUOTE">Anyway I am happy that the atmosphere in general is being liked by you guys. :-)<span id='postcolor'> Oh yeah, you totally got your atmosphere right. It deffinitely fealt desperate and intense Share this post Link to post Share on other sites
Balschoiw 0 Posted September 2, 2002 I am working on the sequel right now. I transfer all the variable sounds into a script that loops. Found out that it simply runs faster and is more precise. I have already done the sample jobs for 50 sounds still many to come. AND what is the most important part: This time it´s gonna be a story driven mission and the sounds will fit perfectly. Sigh- alot of work to do. But it is really fun to play this kind of "scenarios" in my oppinion. Add´s a lot of dynamics and realism. Share this post Link to post Share on other sites