Rydygier 1317 Posted May 5, 2014 Maybe you should change the description a little? I did. And I'm constantly very open for any language suggestions. I tried to make it sound good, but no idea, how well result is. In other words, we had used two separate vehicles since starting the mission, but when I decided to hitch-hike, my AI companion wasn't teleported with me. I see. If you wish, try newest beta with completely redone fast travel code. I hope, it will work reliably now. I have completed my first pilgrimage and find this to be a wonderful mission with a wide range of things to deal with. Thanks. Feedback appreciated. :) I had to turn off music as I couldn't hear if the helicopter had gone away Yes, some do. Personally I love soundtracks in games. I hope, it wasn't big inconvenience, as may be turned off or volume adjusted... Ambient combat on low and being spawned in a sparsely populated area equals no ambient combat until I got to Kavala Depends. Each play may be different. IMO even without AC on 100% of hostile presence map is nearly too crowded, but it is question of taste. And luck. Try medium AC next time, but be warned, next time it may prove to be too intense... Yes, there is also high setting for AC. For insane action maniacs, I suppose... Share this post Link to post Share on other sites
d4ni3l3 10 Posted May 5, 2014 I'm trying 1.8c and I have no audio at all. I don't know why! Audio works fine in any other mission/campaign/scenario but do no work while playing your mission. Do you know why? Share this post Link to post Share on other sites
doc. caliban 34 Posted May 5, 2014 I'm trying 1.8c and I have no audio at all. I don't know why! Audio works fine in any other mission/campaign/scenario but do no work while playing your mission. Do you know why? I've had that happen a time or two and simply restarted the mission. I'm sure you've already tried that, but that was my experience. - Doc Share this post Link to post Share on other sites
d4ni3l3 10 Posted May 5, 2014 I've had that happen a time or two and simply restarted the mission. I'm sure you've already tried that, but that was my experience.- Doc I've just tried to play 1.79c version and the same problem appears, no audio. I don't know why this happens! :( Share this post Link to post Share on other sites
doc. caliban 34 Posted May 5, 2014 I've just tried to play 1.79c version and the same problem appears, no audio. I don't know why this happens! :( Have you tried restarting the game altogether? Any sound mods? Have to go back to work ... good luck! - Doc ---------- Post added at 21:44 ---------- Previous post was at 21:02 ---------- A suggestion / Idea in regards to inspecting your vehicle: The one thing that is not particularly realistic in that event is refueling. It could be argued that there are fuel cans on/in the vehicle, but certainly not a full tank worth I'd think. I suggest removing the refueling portion of that script, requiring another game play factor of having to actually refuel in specific locations. Fuel stations are a given, any spawned fuel truck, and perhaps you could add fuel trucks to air bases and/or the big military locations (maybe just 6 trucks total). That would give a fair number of places to get fuel while still adding the challenge of doing so. Again, just a thought that occurred to me last night. - Doc Share this post Link to post Share on other sites
d4ni3l3 10 Posted May 5, 2014 Have you tried restarting the game altogether? Any sound mods?Have to go back to work ... good luck! Ok solved! It was a mod config file modified by me, there was an error, now I fixed that and audio works! Thanks for your answer. You are working and I'm going to sleep, 00:10 AM here in Italy. :P Share this post Link to post Share on other sites
Rydygier 1317 Posted May 5, 2014 It could be argued that there are fuel cans on/in the vehicle, but certainly not a full tank worth I'd think.I suggest removing the refueling portion of that script, requiring another game play factor of having to actually refuel in specific locations. Personally I rather imagined refuelling at inspection as going with an empty canister to the nearest house and buying some gasoline from the locals. Very simple to remove, so if no one is against and some want this - I can remove refueling. Additional fuel trucks rather not necessary, there are many gas stations, probably every bigger town. Reason, I introduced it, was to give a possibility to make vehicle move despite reason of immobilization. Mostly for vehicle carrying the body, so mission in any circumstance may be finished, as long vehicle with the body isn't destroyed. So depends, if such reason is good enough. I'm flexible in this matter. You, guys, decide. Share this post Link to post Share on other sites
doc. caliban 34 Posted May 5, 2014 (edited) Personally I rather imagined refuelling at inspection as going with an empty canister to the nearest house and buying some gasoline from the locals. Very simple to remove, so if no one is against and some want this - I can remove refueling. Additional fuel trucks rather not necessary, there are many gas stations, probably every bigger town. Reason, I introduced it, was to give a possibility to make vehicle move despite reason of immobilization. Mostly for vehicle carrying the body, so mission in any circumstance may be finished, as long vehicle with the body isn't destroyed. So depends, if such reason is good enough. I'm flexible in this matter. You, guys, decide. I agree that the existing stations are enough, but wanted to throw the idea of trucks in in case other players didn't agree. I usually play with no civilians and would probably not ("in real life") look around non industrial type sites for fuel. Also, a can would not fill up a big fuel tank. The reason I thought of this last night is that I happened to look at my fuel and realized I never have to go get any because on the occasions I have to repair damage to the vehicle, I get a free fill up. Because of that, I never have the realistic factor of having to keep an eye on the fuel and plan for refueling at some point. The total fill up when inspecting/repairing is the one factor that seems a bit "magic". Not an important thing, but I think it's a plus for realism when it comes to dealing with your vehicle. - Doc Edited May 5, 2014 by Doc. Caliban Share this post Link to post Share on other sites
Kommiekat 11 Posted May 6, 2014 Ok solved! It was a mod config file modified by me, there was an error, now I fixed that and audio works! Thanks for your answer. You are working and I'm going to sleep, 00:10 AM here in Italy. :P You should report that MOD here so we all can be aware of it and the "problem" it may cause us. Thanks Share this post Link to post Share on other sites
doc. caliban 34 Posted May 6, 2014 You should report that MOD here so we all can be aware of it and the "problem" it may cause us.Thanks It sounded to me like he'd just made a mistake in the config file of a mod, which is what caused the issue ... not the mod itself. Is that right, D4NI3L3? My butt is currently pinned down in a big town, but I have high ground and plenty of ammo. Bed time though ... 2AM here. :-) - Doc Share this post Link to post Share on other sites
d4ni3l3 10 Posted May 6, 2014 After a few tries I think it's a combination of an error in that config file and a weapon mod. Actually I'm not at home, later I post the title/titles of mods that I think cause the issue. Share this post Link to post Share on other sites
neofit 65 Posted May 6, 2014 Re: magical refuelling I'm between Doc and Ryd on this one. I don't really like how much fuel we are getting while repairing, but don't want to be stranded somewhere if I ever happen to be out of fuel. I may be wrong, but I think I noticed a much higher fuel consumption when I have my fuel tank damaged, but it may be wishful thinking. An idea: Have the repair option give like +1-2% fuel, like a small 5-liter can one may have in this trunk in case of emergency. Enough to let you reach the closest refueling station. What's preventing you from filling up your trunk this way? At 1000 ff (I keep thinking of French Francs) for 1%, go ahead. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 6, 2014 Yes, that may be a nice compromise. Enough to avoid getting stuck, not enough to rely on this instead for using fuel stations or trucks. Share this post Link to post Share on other sites
neofit 65 Posted May 6, 2014 re: civilians with blue markers. I've seen a few since they were implemented. A few gave me some general directions. A few gave "nothing useful". None ever gave a mission, but I suppose it's the RNG hating me. But what 90% of them are doing is not even giving me the option to "Talk about my brother". I suppose it's because there is an enemy somewhere within a few hundreds of meters, and there is usually someone somewhere when you play with AC on. Whether shots have been fired within minutes or not, and whether one thinks that this behaviour is realistic or not, here is what is actually happening: * I have a gun and he doesn't * I've just killed a few dozen highly trained troops, he may have seen the last kills, I have more adrenaline than blood in my veins and am not in the best of moods * I know where he and his family live, in case he thinks lying is an option * Fine, I'll be magnanimous, if you have a task then say so * I'm done talking, now stay silent for 5 more seconds and see what happens :) Do you think that someone from a background where you can casually ask for 10K to follow someone who just saved your life (cf. previous discussion about teammates) would tolerate that kind of behaviour from a mere civilian? What was that? Oh you're scared? I'll show you scared! :D All this because I'm frustrated that someone a few hundred meters away in some woods on a mountain is blocking my civilians from talking. My job here is not to flush out every little NPC from the whole map, unless that is a mission they give, but to find my brother. Whatever it takes, he's on the ground somewhere in the Mediterranean heat. Share this post Link to post Share on other sites
phlux1 10 Posted May 6, 2014 Those who are having problems with the no sound bug, it's FHQ's mods that are responsible. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 6, 2014 To get clear civilian Intel: - only those with blue mark have option to ask them. Ignore the rest; - option to ask isn't visible, if player is farther than 6 meters, if civilian is dead or if player knows about any enemy (so enemy is marked on map). That's all; - I did not introduced any advanced civilian interaction option, so it is assumed, Alex is asking them in polite way. All see, you are armed, so capable to kill, all knows enough about you (from gossip) to know, you are not a friend of all those bastards terrorising Altis. Some, very rarely, may be desperated enough to try save their families by attempt to hire you to eliminate those, who threaten their families. Some, those marked, are brave enough to try to be helpful, and those you may ask. They often haven't anything really useful to say though. The rest, unmarked, is just too freightened to talk reasonably, they do not want to be involved in anything, and will ignore you. Share this post Link to post Share on other sites
tortuosit 486 Posted May 6, 2014 No audio in this mission is usually at mission start (and depending on the mods you use) if it's very heavy on system ressources. Often after a while or after save/reload, when everythings settled, sound appears. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 6, 2014 Yes, this is because initially sound is off, and is activated only after some seconds. But if some mod does not work properly and generates additional lags, exec delay may cause, so command enabling the sound is triggered much later, than should be. It usually means, something is very wrong with used mod or between the mod and the mission. Share this post Link to post Share on other sites
alky_lee 279 Posted May 6, 2014 I think a limited amount of refuelling needs to be kept when the vehicle is repaired/inspected. There are large parts of Altis without fuel stations and you could find yourself stranded. This would be a potential mission breaker if the body is on board. Most garages are on the main road between Kavala and the airport with some in the larger towns. I have just started a new mission with AC on high just to see how it goes. There is lots of AC going on. Probably too much, as there are too many bodies to scavenge from and I haven't got a vehicle yet to put it in. Before you've finished, there are another stack of bodies nearby within a couple of hundred metres. I already have AT, a choice of LMGs and various rifles. Ready for a big battle now. Share this post Link to post Share on other sites
d4ni3l3 10 Posted May 6, 2014 Those who are having problems with the no sound bug, it's FHQ's mods that are responsible. From what I could see for the cause of my no audio use was the mod Sham's US Armament Pack. It generates an error at the beginning causing the issue. I also made a mistake modding a configuration file. Anything that causes errors at the beginning can cause no audio issues with this campaign. Share this post Link to post Share on other sites
neofit 65 Posted May 6, 2014 - option to ask isn't visible, if player is farther than 6 meters, if civilian is dead or if player knows about any enemy (so enemy is marked on map). That's all; - I did not introduced any advanced civilian interaction option I am not asking for advanced interaction. It's those marks on the map that are ruining it imho. They stay for a long time even if the enemy went like hundreds of meters away and stop being relevant, I'm not paying attention to them, I'm playing online on servers that have them disabled anyway. All my tirade was not to ask for any option for "enhanced interrogation techniques", but to justify that the civilian should interact with me always, even if there are some (accurate or not) dots on my map. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 6, 2014 Hmm. Easy to do. Just considered this odd, talking with people, when enemy is known. But it is fair point - marks stays too long, and I can do nothing about that time, so at least I can anyway disable this restriction, so player will be able to speak with the locals even in the middle of battle. Share this post Link to post Share on other sites
OrLoK 20 Posted May 6, 2014 Hello there It great we are getting close to the causes of the no sound issue I had recenty reverted back to an ancient version to get my fix. What are the chances of ever porting this to other available maps for eg through AIA or A3MP? Altis, whilst pretty kills my FPS also I like to spice things up with other islands. Can the "churches" be automatically detected or will they always have to be manually input? Regardless, brilliant mission. Rgds LoK Share this post Link to post Share on other sites
Rydygier 1317 Posted May 6, 2014 Positions of churches are gathered by separate code launched once to gather array of these coords, next this array is used in the mission code. Dynamic searching for churches is far too heavy to do it each play, thus such method. Pilgrimage fits best to the big maps. If I'll finish with this, nothing better to do and some another suitable maps will be around - why not. Pilgrimage may be ported then. A bit of work though, most things is done automatically, but some must be set manually for each map, like potential positions for strongholds or starting positions. Share this post Link to post Share on other sites
aseliot 2 Posted May 6, 2014 So I finished it really fast this time due to a circle intel thing that was way of the coast only the edge of the right side was in kavala so I went over there and found the brother immediatley. So maybe you could try and prevent that. I do like it when the circles overlap and you get a more detailed picture of where he could be. Also at the end of a game you are going to need a vehicle but when there are no vehicles around you can still take quite an amount of time to find one, wouldn't it be nicer if the vehicle intel you can buy is just in your menu (along with enemy presence) and then make it pick a random enemy force in your vicinity and tag that on the map? Makes more sense to me to as you would sometimes get intel from enemy forces that are nowhere near you. And shouldn't there be something to determine the amount and rarity of loot? Because when you get a nightstalker spotting enemies becomes really easy, I feel like it should be very rare. And finding something like 9-11 magazines is also kind of overpowered (or am i just lucky?) It would be so cool if you could make a civilian in a car spawn when hitchhiking and make him actually bring you over there =p Share this post Link to post Share on other sites