pvt. partz 248 Posted February 28, 2017 Quote Quote thank you again for the awesome support and time you give to us. ,.....and thank you as well rsoftokz Pilgrimage and ROADS is all I play! We played about 15 + hours just on weekends, plus what we can squeeze in during the week. We set up with different settings just to keep things unpredictable. PS: @rsoftokz I hope you find the time and energy to keep your wonderful mission going as well. PS: @rsoftokz I watched The_Road / The Road a few days ago, and now I want to play it just as it was meant to be. Sorry for consolidating these subjects but they are both in a class of their own !!! Share this post Link to post Share on other sites
Rydygier 1322 Posted February 28, 2017 Quote no CTD since the Hotfix with any version I played (1.94 and the newest 1.95). I have a theory, people experiencing it in fact took the pbo from Armaholic (one of people with this problem admitted, that was the reason fo ctd), which was informed about the update via my usual way (PM to Big), but update there somehow never happened, so perhaps the way isn't valid anymore. Anyway, I'll try again to make Armaholic update Pilgromage file at 1.95 release. Quote 4 on 5 are dropping the paratroopers on the land, only one dropped the guys in the sea, so it is a 80% on land and it is a big upgrade since it was 70% in the sea before... As expected. This one is hard to 100% fix because of the way, it works. There's no exact drop spot possible to set, there's just starting flight point, ending flight point, and the moment en route, when they drop, which is when the chopper passes (is closest to) the chosen AC spawn point. That AC spawn point should be always on the land. But no warranty for the passage point, which is real drop point. Quote I have to test also the COOP .... Did only very few, basic tests and sometimes saw some weird irregularities in the respawn point choosing GUI, that even made me wondering, if perhaps that GUI by itself is somehow bugged. Once, when my mate got killed when I was awaiting for respawn, both positions was temporarily disabled for some reaspon and I had to wait till he respawns. It was simple test with me server side and AI controlling Alex's buddy. Share this post Link to post Share on other sites
major-stiffy 281 Posted March 1, 2017 RYD, need your help Trying to load Pilgrimage_1.94_hotfix.lingor3 into editor I get an error. Any thoughts? I'm on stable 1.66 latest. Thanks. https://s12.postimg.org/salzw10ml/Lingor_error.jpg I think I found reason, the mission.sqm is binaried. Can you upload saved without binarized? Share this post Link to post Share on other sites
Rydygier 1322 Posted March 1, 2017 1.94hotfix? Hm, that's unfortunate. Sadly, I haven't any longer not pboized versions of 1.94hotfix. Only some backups already with first part of 1.95 changes. Or open form of 1.95, but not 1.94hotfix. I wouldn't binarize anything, but noted, without this in the scenario list there's displayed ugly pbo name, and only after binarizing - proper mission name set in the editor. Didn't even think about such consequence. EDIT: nope, I found some copy. :) Let's upload... Here you go. All the ports. Luckilly, I had to upload them in open form at someone's request in December. And basic version too just in case. Share this post Link to post Share on other sites
Rydygier 1322 Posted March 1, 2017 Hm. Those also are binarized. :( Well, it's not big deal, since it's only about mission.sqm file, and this file wasn't changed long time, and can be taken from older version, Wait a bit more... Share this post Link to post Share on other sites
major-stiffy 281 Posted March 1, 2017 Got it. The mission of Lingor in the Pilgrimage_1.94_hotfix_ports.zip file has the mission.sqm binarized also, but I can open the mission.sqm.oldBackup in Notepad++ and the editor. Will see how I make out from here creating new COOP. Thanks a bunch! Share this post Link to post Share on other sites
major-stiffy 281 Posted March 1, 2017 10 minutes ago, Rydygier said: Hm. Those also are binarized. :( Well, it's not big deal, since it's only about mission.sqm file, and this file wasn't changed long time, and can be taken from older version, Wait a bit more... Ah, OK. Will do Share this post Link to post Share on other sites
Rydygier 1322 Posted March 1, 2017 Indeed, you can just rename .oldBackup and replace existing mission.sqm with it. Just realized it. Here is such way prepared version. Share this post Link to post Share on other sites
major-stiffy 281 Posted March 1, 2017 Got it, thanks. I always uncheck the box below to not save binarized so I don't screw myself up later. Share this post Link to post Share on other sites
neofit 65 Posted March 5, 2017 On 28/02/2017 at 2:18 AM, pvt. partz said: PS: @rsoftokz I watched The_Road / The Road a few days ago, and now I want to play it just as it was meant to be. In both The Road movie and Pilgrimage there are goals to achieve. I hope that one day the Roads mission gets updated with some objectives too, running around looting empty cans gets old quick. Share this post Link to post Share on other sites
a2012v 30 Posted March 5, 2017 Rydygier (Pilgrimage_1_95_wip1.Altis) Error File decoy.sqf Line 173_amnt = 3 + (random 3); _positions = []; for "_i" from 1 to _mant do _center = markerPos "PatrolMarker"; _size = markerSize "PatrolMarker"; Share this post Link to post Share on other sites
Rydygier 1322 Posted March 5, 2017 Hey, thanks. This brought my attention to lines below 160. Only Pilgrimage Altis has these lines, and frankly seems to me, all these should be deleted. I can't recall exactly, why I added this, but looks like some testing code, if decoy could work with motorized patrols (some makeshift global var PatrolGroup and PatrolMarker...). IIRC, decided, it shouldn't. Share this post Link to post Share on other sites
Boaby Sands 0 Posted March 5, 2017 (edited) Hey Rydygier, I've been playing co-op with a friend recently and since there's obviously no UI for changing the mission settings ( as in the single player version of your scenario) I have been trying to find the lines to change in order to force certain settings at the start of the mission ( I.e garrison density to 100% rather than the default 75%, turning on SAD, Artillery and ambient combat etc) when playing the co-op version. I thought I'd found the right settings to change in the init.sqf - but after changing the values for acintense, garrison density etc, the log (pressing M in game and checking the log tab on the left hand side) still shows all settings at their default values once the mission has loaded. Sorry to ask, but could you possibly point me towards which specific file in the PBO changes how those settings are applied, so I know I'm at least looking in the right place ? thanks very much for your help. Edited March 5, 2017 by Boaby Sands Share this post Link to post Share on other sites
Rydygier 1322 Posted March 5, 2017 In the MP version all the settings are moved to the lobby, under "parameters" button (upper-right corner). 1 Share this post Link to post Share on other sites
Boaby Sands 0 Posted March 5, 2017 Oh wow - I have no idea how we missed this. Thanks very much for that! Share this post Link to post Share on other sites
pvt. partz 248 Posted March 7, 2017 Hey Ryd. If Solilo granted you permission would you be willing to create a pilgrimage game spawn for the terrain of Taunus? If so, I would be more than happy to Place holy places and other necessary data for the map to be complete for a pilgrimage version of Taunus Share this post Link to post Share on other sites
Rydygier 1322 Posted March 7, 2017 At some point, if map will be suitable - why not? Just would have to wait in my "to do" queue. 1 Share this post Link to post Share on other sites
alky_lee 280 Posted March 8, 2017 I have put the Pilgrimage Guide on Steam. http://steamcommunity.com/sharedfiles/filedetails/?id=877584980 2 Share this post Link to post Share on other sites
Rydygier 1322 Posted March 8, 2017 Wow, great job indeed. Didn't even know, one can do such neat stuff on Steam. BTW, for now my "free time" is ended, back to RL work, still I hope, I'll be able to push official release after 1.68 since hopefully majority of work is done. 3 Share this post Link to post Share on other sites
law-giver 190 Posted March 8, 2017 1 hour ago, Rydygier said: I'll be able to push official release after 1.68 since hopefully majority of work is done. Will be hovering around the forum in anticipation. And will miss you while your RL work takes you over, just hurry back. Share this post Link to post Share on other sites
law-giver 190 Posted March 8, 2017 1 hour ago, alky_lee said: I have put the Pilgrimage Guide on Steam. http://steamcommunity.com/sharedfiles/filedetails/?id=877584980 Good job alky' that's a lot of work man. Now rest those sore typing fingers. Share this post Link to post Share on other sites
alky_lee 280 Posted March 8, 2017 3 minutes ago, law-giver said: Good job alky' that's a lot of work man. Now rest those sore typing fingers. I'm a firm believer in copy & paste. Definitely not a keyboard ninja. 1 Share this post Link to post Share on other sites
law-giver 190 Posted March 8, 2017 3 minutes ago, alky_lee said: I'm a firm believer in copy & paste. Definitely not a keyboard ninja. Now i wouldn't have admitted that. Share this post Link to post Share on other sites
alky_lee 280 Posted March 9, 2017 A new mission on Lingor. This is why I love Arma 3 and why I love the Pilgrimage mission. Share this post Link to post Share on other sites
vafana 116 Posted March 10, 2017 On 07.03.2017 at 8:23 PM, pvt. partz said: Hey Ryd. If Solilo granted you permission would you be willing to create a pilgrimage game spawn for the terrain of Taunus? If so, I would be more than happy to Place holy places and other necessary data for the map to be complete for a pilgrimage version of Taunus I ported on Taunus a test version with the help of @rsoftokz, Taunus map is very "performance hungry", but in principle it works. I replaced the boat with a quadbike and start positions are in some roads ends on the map edge, I think there should be some adjustments and updated to version 1.95, but for now .... I have no time ... and I would be very happy to see a Pilgrimage Taunus version by Rydygier, would have that "original touch". 2 Share this post Link to post Share on other sites