Jump to content

Recommended Posts

SP and COOP updated for:

 

 

Malden_Pilgrimage_195D3_3COOP.Malden

Tanoa_1_95d4_3COOP.Tanoa
Lythium_Pilgrimage_195D1_3COOP.lythium

 


Major Stiffy version SP
Cambodia_Pilgrimage_195D_B1_SP.prei_khma

Tanoa_195D5_SP.Tanoa
Lythium_Pilgrimage_195_SP_B4.lythium

 

Alky will update links this weekend sometime.

 

Share this post


Link to post
Share on other sites
14 hours ago, major-stiffy said:

SP and COOP updated for:

 

 

Malden_Pilgrimage_195D3_3COOP.Malden

Tanoa_1_95d4_3COOP.Tanoa
Lythium_Pilgrimage_195D1_3COOP.lythium

 


Major Stiffy version SP
Cambodia_Pilgrimage_195D_B1_SP.prei_khma

Tanoa_195D5_SP.Tanoa
Lythium_Pilgrimage_195_SP_B4.lythium

 

Alky will update links this weekend sometime.

 

 

Links have now been updated for the above and for Chernarus Redux to the latest versions.

  • Like 1

Share this post


Link to post
Share on other sites

Pilgrimagerses

 

Please enjoy the latest Pilgrimage_SP now in Cambodia called Cambodia_REAL!

 

CO-OP coming soon !

Share this post


Link to post
Share on other sites

Alky

 

I tested Cambodia_Pilgrimage_195D_B1_SP.prei_khmaoch_luong for the issue you saw pertaining to "Let's see..." and nothing after that.

Here's how I tested to speed things up.

 

No mods.

this allowDamage false; put in player Alex init so I could not die.

In init.sqf           RYD_JR_Debug = true;   so I could find a stronghold quickly.

Hitch hiked to a stronghold, found officer, killed him and check and received intel, orange circle.

Others surrendered and here is video. Not sure why didn't work for you. AFAIK, all intel checking takes place in IntelCheck.sqf which I don't touch.

 

Not sure what to offer up at this point except maybe redownload?

Share this post


Link to post
Share on other sites
1 hour ago, major-stiffy said:

Alky

 

I tested Cambodia_Pilgrimage_195D_B1_SP.prei_khmaoch_luong for the issue you saw pertaining to "Let's see..." and nothing after that.

 

Not sure what to offer up at this point except maybe redownload?

 

Or I could do without Intel and just visit every chapel in Cambodia till I find the right one.

  • Like 2

Share this post


Link to post
Share on other sites

Based on me discovering recently that probable checkpoints locations can be found  THIS WAY using Ryd's script method I am in the process of updating all SP and COOP version of Pilgrimage I've ported. This method is better than guessing possible locations. Based on his remark CP locations should work much better.

Quote

Oh, and don't worry about very dense groups of positions, JRInit code should automatically pick only some of them and ignore rest keeping some minimal reasonable distance between possible checkpoints. 

 

Hopefully sometime next week will be sent to Alky for updating.

Share this post


Link to post
Share on other sites

Alky, would you mind looking through the latest single player Cambodia Real! and find the newest read-me, then replace the one that you've posted. It has a few changes.

Thanks

Share this post


Link to post
Share on other sites

Cambodia REAL information has been updated.

  • Like 1

Share this post


Link to post
Share on other sites

Cambodia_REAL CO-OP has been added to the first post

Share this post


Link to post
Share on other sites

Chernarus_Redux_Pilgrimage_B3_SP.ChernarusRedux by Major Stiffy updated.

 

1. Added checkpoints based on RYD's script procedure. Possible 424 locations at 100% setting in GUI. Scripts will eliminate unsuitable locations so this number   likely to be reduced.
2. Added/fixed general assets.
3. Tweaked boat spawn, boat on land on spawn sometimes. Still boat appears slightly above ground at waters edge and can still be used if get in drivers seat and try to drive. Boat drops to water. Must be a map thing. This map is still a WIP by Redux team.

4. Reduced distance the amount of churches eliminated by intel check.

5. Fixed my asset locations due to map modders changes.

6. Added a potential stronghold.
7. Added churches.
8. Removed most wrecks on roads to allow AI driving and garrison movement. AI always got stuck!
9. Added rocks and rock map markers.

Share this post


Link to post
Share on other sites

Pvt Partz has ported to Namalsk providing SP & CO-OP versions.

Straight port to Namalsk. A smaller island so I made a few adjustment but no mods. Also, being a much smaller island, things might be quite overwhelming but could be a "cool" change.

1) Smell smoke, reduced radius

2) holy place intel, reduced radius

3) Adjusted TOD and weather intel

4) tweaked "better loot buildings" because Namalsk has their own models (CUP)

5) added a few more holy places so that you explore the whole island.

6) added some artillery to the boat inventory. (would like to get feedback/opinion)

Share this post


Link to post
Share on other sites

Hello alkey,

One correction regarding the requirements

No mods are required to play Namalsk. All assetts are already Incorporated in the terrain as a whole including Jbad buildings.

Thanks

Share this post


Link to post
Share on other sites

Stratis anyone?

 

Did Pilgrimage Stratis from scratch, both SP and COOP.

Reduced distance on church saves from intel.

Checkpoint locations determined by Ryd's script method.

Unpacking hideout can be done almost any where in this steep terrain map.

Recommend garrison and checkpoints set at 100%. :f:

Share this post


Link to post
Share on other sites

Lingor_195D3_SP.lingor3 and Lingor_1_95d3_3COOP.lingor3

CUP Terrains Complete required
http://cup-arma3.org/download

Reduced distance on church saves from intel.

Checkpoint locations determined by Ryd's script method.

Unpacking hideout can be done almost any where in this steep terrain map.

 

Lythium_Pilgrimage_195D2_3COOP.lythium and Lythium_Pilgrimage_195_SP_B5.lythium

Checkpoint locations generated by script

Reduced distance on church saves from intel.

 

Share this post


Link to post
Share on other sites

If anyone wants to play Altis or Stratis in winter time, just include @Winter 2035 mod.

 

 

Pilgrim1c.jpg

 

 

Share this post


Link to post
Share on other sites

Kerama doesn't load at all, any ideas people as its the last Pilgrimage for me to play, Thanks................

Share this post


Link to post
Share on other sites
2 hours ago, SanginVet said:

Kerama doesn't load at all, any ideas people as its the last Pilgrimage for me to play, Thanks................

 

Are you loading it with the required mod CUP Terrains 1.4.0 Core required. http://cup-arma3.org/download

Share this post


Link to post
Share on other sites

Yes mate, I click the play button and nothing happens, is the pbo file supposed to have (1)pbo on the end as none of the others have and its the only one i haven't played?

Share this post


Link to post
Share on other sites

Started with your pbo file, mine must of been corrupt somehow, it did get stuck on the "Pilgrimage" sign after loading the config in. I Cntrl , Alt Delete it and it unstuck it, will look forward to playing the map, cheers mate, any more ported maps in the pipelines as there are loads of options now?

Cheers again, Sangin

Share this post


Link to post
Share on other sites
2 hours ago, major-stiffy said:

The file name should download as Kerama_Pilgrimage_B2_SP.kerama.pbo  I just tested it with no mods and it started and I spawned fine.

 

Alky should fix the name of his file.

 

Try downloading from me  https://1drv.ms/u/s!Al4irMhnXznahSl-DMijpKtSBc2g

 

 

 

I must have had more than 1 copy of the file which Windows kindly renamed automatically for me. Unfortunately it introduced a space into the filename which you can't have in a pbo name and therefore wouldn't work.

 

Should be fixed now.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, SanginVet said:

any more ported maps in the pipelines

 

I'm finalizing revisions to Stratis and since Cambodia has had a major update from bludclot the author, I'm reworking everything as needed.

 

Do you have maps that you would like to see ported? Please let me know.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×