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[CP4] Somewhere In Siberia - Stalkers/Testers wanted

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Can I run this with AIA terrain pack + Thirsk? Currently it says, mission is not playable because of missing thirskw_fix.

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Rell, I have to say I'm AMAZED about your video!

You put together so many of the key scenes in a very dynamic and fast paced way, yet without spoiling anything!

Really really good job! ´Thanks so much!!! If you agree I will put the link to your vid on this thread's starting page.

Vodka for Rell!

Cheers fellow Stalker!

I do not mind.

If you like the video, then let it be on the main page. You can use the video as a demo. Everywhere )

I hope the authors of music, too, will not mind ....

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Can I run this with AIA terrain pack + Thirsk? Currently it says, mission is not playable because of missing thirskw_fix.

See a page back.

@Mr_IC: It is possible but you'd need to dePBO the release and remove an addon from the mission.sqm. A3MP needs a "Thirsk Fix" to use Thirsk Island while AiA doesn't need such fix. In order to make Somewhere in Siberia possible with AiA you need to remove the addon dependencies. Fortunately, I still have an adapted version on my hard drive as I also use AiA. I think it's also adapted to work with toadie's AK pack.

DOWNLOAD

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Untested: Try to run the mission with AiA + A3MP_AP installed, without having to dePBO stuff. A3MP_AP is a small additional mod which includes the Thirskw_Fix.

Otherwise for the next update let's find a way the mission runs stable on both AiA and A3MP.

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OK it works with the other mission pbo which removed the dependency for aiatp users, thx. First start of mission, we all get out the truck, then truck roadkills a buddy of mine.. ArmA AI at its best ;)

EDIT: Error message at briefing. Will I need to use that hlc weapon mods?

2014-11-04_00001qkpjo.jpg

Used mods:

@JSRS2;@sthud;@st_gi;@status_hud;@st_nametags;@bzly_UIcorrections;@bcombat;@WW_AICOVER;@va;@advancedballistics;@agm_essentials;@AllInArmaTerrainPack;OA\@Thirsk;@CBA_A3

Do I need that hlc mods?

Edited by tortuosit

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OK it works with the other mission pbo which removed the dependency for aiatp users, thx. First start of mission, we all get out the truck, then truck roadkills a buddy of mine.. ArmA AI at its best ;)

EDIT: Error message at briefing. Will I need to use that hlc weapon mods?

You don't need the HLC mod. It will probably be taken out with the next iteration. Sorry Lib.

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You don't need the HLC mod. It will probably be taken out with the next iteration. Sorry Lib.

Null problem, it is Altis Zone after all, should have Altis common weapons i.e. vanilla weapons =)

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;2811038']Null problem' date=' it is Altis Zone after all, should have Altis common weapons i.e. vanilla weapons =)[/quote']

It will probably support the same mod packs as M.E.R.C.S. does as it also uses the shop system and its configs. Of course, mod usage will be optional, everything should run in vanilla. Though we haven't really discussed that topic yet.^^

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It will probably support the same mod packs as M.E.R.C.S. does as it also uses the shop system and its configs. Of course, mod usage will be optional, everything should run in vanilla. Though we haven't really discussed that topic yet.^^

MERCS shops system? FREAKING AWESOME! Is it going to feature dialog box too? It will be so much more like STALKER then! (I mean, like 100% lol )=)

Nasdrovie!

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I just have a bad feeling of asking IndeedPete to code every single script that's out of my understanding. I should add that on the other hand there are SO MANY scripts that I would like to ask him to do. Hehe.

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Yes, it will also feature the conv system and its MC dialogs. It's not clear yet to what extent we will use it though. Freshly reinstalled STALKER the other day and noticed the same, the dialogs are quite similar. :)

Step by step.^^

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You can just delete the thirsk_w_fix under the mission.sqm to fix that dependency. A3MP and A3MP_AP ARE NOT required for this mission. A3MP_AP offers map config fixes for custom A2 maps and the thirsk_w_fix is a config fix for Thirsk Winter that fixes a few map config issues and adds the loading screen image. AiATP will work just fine for this mission. For those who are using AiATP, I suggest you utilize the ASCZ A2 Map Fixes mod which does the same thing as A3MP_AP and offers config fixes for A2 maps while using AiATP.

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Added a new video of the FREEZER anomaly in front of the Altis nuclear power plant.

If your not lucky and run into this anomaly your character will be frozen in awe until somebody is waking him up. Anomalies can be detected by throwing chemlights into them.

Soo... What happens if I have stumled into an anomaly but am alone? Restart?

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If you have teammates left, switch to one of them and help your buddy out. If you're the last man standing ... well, you will stand for a veeery long time. Better restart then.

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How do I switch to teammates? Save+Exit and resume as different character?

Thanks for the super fast reply!!!

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For me it's the key "U". Otherwise check your keysettings. I think it only works if you run it in single player and if your difficulty settings do not forbid teamswitching.

Thanks for playing our mission and your comments!

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Great Mod! Only one Question In the first location after we get out of the Truck are there any enemys? I didn't found enemys so far.

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Huh? The truck should stop at a former russian storage depot with lots of guards. Do you arrive there, with the radiation sign at the street? If so just follow the road a few meters.

If you get bumped out of the truck while it's driving there's a problem with a mod about "more realistic vehicles", see the topic above a few pages.

I will check the mission the following days to see if it's still up to date with current Arma versions. Thanks for your comment!

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Huh? The truck should stop at a former russian storage depot with lots of guards. Do you arrive there, with the radiation sign at the street? If so just follow the road a few meters.

If you get bumped out of the truck while it's driving there's a problem with a mod about "more realistic vehicles", see the topic above a few pages.

I will check the mission the following days to see if it's still up to date with current Arma versions. Thanks for your comment!

Yeah the truck stops at the radiation sign and i get out. I arrive the russian depo but no one is there. I drive to Thirks (city) and there is also no one left.

P.S.: Sorry my english isn't so good. ;)

EDIT: I'f testet it several times and the mission is working now. I think one of my mods is causing the problem. I have to test it more to figure it out which one is the bad one ;) But is it intended that the enemys don't stop spawning? It is quite annoying that you must always watch your back if there are some enemys spawning. :confused:

Edited by MaJ-12

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Fired it up yesterday and it had all the enemies where they where supposed to be. I confirm it's most probably one of your mods.

Have uploaded a newer version anyway now but with no changes to the earlier one, just to make sure it's still compatible.

And yes, there are still enemy soldiers hiding inside the buildings. Keep watching your back!

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Thanks for your reply. But for me i think it would be better if there are not spawning enemys all the time. Maybe 2 or 3 waves and it's done.

I've played this mission yesterday with 2 friends on our dedicatet and we have restartet the mission 3 times till we get the first objective because every time we got shot from behind.

Except the spawning of the enemys in the first location it is an really nice Mission so far! Keep up the nice work!

P.S.: If you ever need some testers for Contention Zone do not hesitate to ask me.

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I've played this mission yesterday with 2 friends on our dedicatet and we have restartet the mission 3 times till we get the first objective because every time we got shot from behind.

P.S.: If you ever need some testers for Contention Zone do not hesitate to ask me.

Thanks for your offer but I'm not sure you're tuff enough for this kind of assignment.

Just kidding ;-) Of course we'll contact you, once it's going Alpha or Beta.

And maybe on Somewhere In Siberia you want to try a different approach: Ever tried to man the ancient tower with a sniper? Or going in silent? I know from a secure source reinforces are only sent after the alarm went off.

Any further observations you and your team have, sent me a PM! I'm always excited to hear about players experiences in our missions.

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Thanks for your offer but I'm not sure you're tuff enough for this kind of assignment.

Just kidding ;-) Of course we'll contact you, once it's going Alpha or Beta.

And maybe on Somewhere In Siberia you want to try a different approach: Ever tried to man the ancient tower with a sniper? Or going in silent? I know from a secure source reinforces are only sent after the alarm went off.

Any further observations you and your team have, sent me a PM! I'm always excited to hear about players experiences in our missions.

Hey there, I am one of the squad-mates of Maj-12. We played the mission yesterday, we managed it to finish the first objective, but haven't played any further so far. We will defintly play it more in the future to explore more weird stuff. Thirsk is a great map, especially for a mission of that kind. Another map you might want to use fore a similar feeling and with a similiar vibe could be Caribou Frontier. As a stalker-fan, I'm realy in love with the atmosphere you are creating here. When played the mission, I was thrilled all the time an had this feeling every stalker-fan knows from a new, unknown location, mixed with some memories of MW1.

Strange what some music can create - I hope to find much more of that stuff! Also the gameplay feels good so far, the first objective was cool. But when playing it, I noticed one in my opinion very big mistake. We cleared the compound for 3 times with our 3-man-squad, and got 3 times wiped, what was weird because we are used to clear compounds, and we checked every corner. When playing it the third time, I was covering the right flank, and I noticed that there is a spawn-point inside of the compound. No surprise that we didn't have any chance with spawning AI in our back. I think I can see the idea behind it - get in, find the bomb, flee because of the reinforcements - the longer you need, the harder gets the fight - realy cool! But spawning them in your back in a area you just cleared is extreme unfair. I would move the spawn points into the woods around the compound, which would make much more sense for me. Thats where the reinforcement should come frome. And people will still have the chance to play the objective with the tactic they want. No idea if there are areas with a similar situation, but please note that this would be very frustrating for some people.

My thoughts so far. Keep up the good work! Cant wait to find more Stalker/Mw1/whatever stuff!

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