Jump to content

Recommended Posts

I PM'd homesick mod since it's been a month when last checked status. He had no update.

 

I don't think I'll continue to add anything more to this great porting thread to a great Pilgrimage mod.  😞

 

Thanks alky_lee for your time and effort!

Share this post


Link to post
Share on other sites

The CUP Team have brought out an update to Chernarus called Chernarus 2020 which includes updated enterable buildings. Haven't tried it too much but it looks good. 

 

I wondered if Pilgrimage would work on it, and it looks like it does. Everything seems to be there except for checkpoints maybe.

 

I've done a rough port for testing where nothing has been changed from Rydygier's version. If anyone wants to test it, the pbo is at https://www.dropbox.com/s/ogeta8ta8q3iquf/Pilgrimage_2020.cup_chernarus_A3.pbo?dl=0

 

It requires the Dev CUP versions of Core and Maps 2.0

  • Thanks 1

Share this post


Link to post
Share on other sites
Quote

Everything seems to be there except for checkpoints maybe.

... barring low (known) fps's

Share this post


Link to post
Share on other sites
57 minutes ago, pvt. partz said:

... barring low (known) fps's

 

I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me. 

 

I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.

Share this post


Link to post
Share on other sites
On 2/12/2020 at 3:10 AM, alky_lee said:

 

I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me. 

 

I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.

 

Took the mission to the end with 3 major battles and 27 reverts. No major issues, Everything seems to be working and CUP have released a stable version of the map which won't be updated as frequently. So I have put the ported mission on the Steam Workshop

Share this post


Link to post
Share on other sites
Quote

Turned everything up to 100%

...Ha, I like to try to make my way up to a good vantage point and watch all the commotion around me. Then when everything simmers down and you decide to it's safe to move on, Bam, more action!

 

  • Like 1

Share this post


Link to post
Share on other sites

I just finished a fairly epic run-through on Kujari. Insane/sunset (dark)/most settings in the medium range, with high ambient combat/medium SAD.no arty. Using Incognito and LAMBS Danger + Suppression. Mainly tried to stay undercover, and got lucky within the first half-hour after literally running into a civi offroad in good shape. "Liberated" some NVGs and all necessary navigation tools not long after, which was my primary focus. Lots of dodging crossfire and stray rounds. Feeling the RP in a big way. Of course, at the very end, as I was scrolling to load my brother's body into the boat, a Kamysh rolled up and the world exploded. Ah, well.

Kujari is a fantastic terrain, and Pilgrimage has been a blast to play on it. Recommended!

  • Like 2

Share this post


Link to post
Share on other sites
33 minutes ago, Harzach said:

Kujari is a fantastic terrain, and Pilgrimage has been a blast to play on it. Recommended!

 

@Harzach which download did you play ?

 

Kujari by Vafana or Kujari by Major Stiffy.

  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, cb65 said:

 

@Harzach which download did you play ?

 

Kujari by Vafana or Kujari by Major Stiffy.


Looks like it was Major Stiffy's. I downloaded both, but loaded one randomly. I'll definitely try Vafana's next.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
7 hours ago, pvt. partz said:

...Ha, I like to try to make my way up to a good vantage point and watch all the commotion around me. Then when everything simmers down and you decide to it's safe to move on, Bam, more action!

 

I was at a vantage point overlooking Chernogorsk trying to survey the area. “Truck, 100m” - there was a truckload of LDF in the trees. I didn’t know there was a CSAT checkpoint out of sight round the next corner. Mortar rounds were landing all around. Two CSAT fireteams came towards us. Then an AAF fireteam came from the opposite direction, There was also another CSAT checkpoint on the lower area with the Stomper near to it, looking a bit disabled but still alive, with an off-road crashed into the back of it. 
 

All I had was a tree for cover, and nowhere to go. That kept me busy for a while. 

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

I've reworked Cambodia because bludski has released an updated, version of PKL. This new version has a much more openness to it so I'm hopeful that enemy spawns will be a bit better than the original. Which leads me to ask Rydygier a question:

...As we are aware of how CP & HC's are spawned, Do the Garrisons also require certain conditions similar to CP's and HC's?

Share this post


Link to post
Share on other sites

Unlike the checkpoints and hidden camps, garrisons spawn doesn't rely/require certain terrain features, like crossroads or forest clearings. Garrison spawn is based on map locations of certain types. Relevant JRInit code, that collects locations for garrisoning:

 

RYD_JR_allCities = nearestLocations [_mapC, ["NameCityCapital","NameCity"],_rds * 1.42];
RYD_JR_allVillages = nearestLocations [_mapC, ["NameVillage"],_rds * 1.42];
RYD_JR_allLocal = nearestLocations [_mapC, ["NameLocal","Hill"],_rds * 1.42];

So we have three arrays of locations. Big, medium, small, with roughly proportional garrison strength (more/stronger forces in bigger cities, than in small villages, but size is determined by location type, not actual amount of buildings or anything like that, except for "military" status that can be given based on "better loot" building types near, that also affects garrison strength). 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
16 hours ago, Rydygier said:

Unlike the checkpoints and hidden camps, garrisons spawn doesn't rely/require certain terrain features, like crossroads or forest clearings. Garrison spawn is based on map locations of certain types. Relevant JRInit code, that collects locations for garrisoning:

 


RYD_JR_allCities = nearestLocations [_mapC, ["NameCityCapital","NameCity"],_rds * 1.42];
RYD_JR_allVillages = nearestLocations [_mapC, ["NameVillage"],_rds * 1.42];
RYD_JR_allLocal = nearestLocations [_mapC, ["NameLocal","Hill"],_rds * 1.42];

So we have three arrays of locations. Big, medium, small, with roughly proportional garrison strength (more/stronger forces in bigger cities, than in small villages, but size is determined by location type, not actual amount of buildings or anything like that, except for "military" status that can be given based on "better loot" building types near, that also affects garrison strength). 

...Ah, that's a big help!

Share this post


Link to post
Share on other sites

Still messing around with a port and I'm having an issue with churches not saving. If I'm not mistaken, it seems someone (me? don't remember) had this issue a long time ago but I can't seem to find it.

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

×