pvt. partz 248 Posted January 23, 2022 BTW, I bought Western Sahara. A wasted $7.00 ! 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted January 25, 2022 I don't own it, still I'm curious, why it was a waste? Share this post Link to post Share on other sites
pvt. partz 248 Posted January 25, 2022 Quote it was a waste? ...it's 10kmx10km but only a few roads that lead to the center of the map which has a small village, a couple of tiny refineries and two little airstrips. ...I was hoping for a completely new style once again for Pilgrimage. ...a few new assets buuuuut... 1 1 Share this post Link to post Share on other sites
domithious 20 Posted February 13, 2022 Hello, I'm trying to add a 3rd player spot to the MP mission - "Altis by Major Stiffy (wip 10)" I can add the player position in editor, and they can join and play the mission fine, but they don't function well as part of the team. For example, if i hitch-hike, the 3rd player doesn't come with players 1 and 2. They can't interrogate surrendered enemies or create ammo boxes... like something is missing. Do i have to give player 3 a specific name? Or do i have to add init commands? Share this post Link to post Share on other sites
major-stiffy 274 Posted February 14, 2022 What you describe has never been made completely doable by the author. Rydygier built it for SP then later did some modification to MP which helped a lot. My MP scripting skills are too limited to make it all work as we would like. The 3rd player should be able to make a box though. 1 Share this post Link to post Share on other sites
Marc13Bautista 59 Posted May 8, 2022 Chance for someone to port Pilgrimage to these two amazing maps? I think they would be a pretty great experience. (Far Cry 2 and Far Cry 6~esque even). Niakala - https://steamcommunity.com/workshop/filedetails/?id=2801060088 Isla Nueva/Libertad - https://steamcommunity.com/workshop/filedetails/?id=2734575927 3 Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 19, 2022 I just discovered Pilgrimage this week thanks to it being featured in the ComRad. I've been daydreaming a mission type very much like this for a long time now and I never knew this was here all along. I tried PvtPartz's Chernarus version first and it was great up until the final chapel didn't trigger the save and reveal the remains. Not mad, I had a ton of fun So I started over in his Livonia port and am hoping for the best. I'll do Lythium next, as it's by far my favorite terrain. I know it's been asked and answered several times, but I'm also very interested in a Cam Lao Nam port. Interested enough that if the answer is going to remain "No" then I might just find out for myself how much work is involved. Has anyone begun looking at how much easier or more difficult Pilgrimage will be to re-create in Reforger Tools' Workbench? Obviously it's early yet, and there's whole sets of features missing, like civilians, but Workbench looks like it going to be a big step up. I plan to get to work on my own campaign ideas over the next year as more things are added. Share this post Link to post Share on other sites
Rydygier 1309 Posted July 19, 2022 19 minutes ago, FlatDarkSpace said: how much easier or more difficult Pilgrimage will be to re-create in Reforger Tools' Workbench? Hi. Cool, you found it then! 🙂 Pilgrimage, being highly procedural, is based on extensive SQF scripts (few tens of thousands code lines or so). Arma Reforger introduces new, very different scripting language (AFAIK mostly undocumented yet). It is also far from stable/fleshed out state, lacking crucial features like AI driving vehicles. At this point making Pilgrimage equivalent in Arma Reforger seems practically not doable. Learning from a scratch that new scripting language alone is a challenge, I'm not willing to attempt currently (if at all). Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 19, 2022 9 minutes ago, Rydygier said: At this point making Pilgrimage equivalent in Arma Reforger seems practically not doable. Oh sure. I doubt anything as rich as Pilgrimage will be possible until after we have the real Arma 4. Still, I'm going to need to learn the ropes in Reforger in order to hit the ground running when it does become possible. Again, my scenario ideas would be different, but there is significant overlap with what you've done here, so I'll probably pick your brain as I go. But not yet. For now taking a long dangerous hike in a warzone is too much fun. Share this post Link to post Share on other sites
pvt. partz 248 Posted July 21, 2022 @FlatDarkSpaceI'm also very interested in a CamLao Nam port. so I assume you’re looking for some type of jungle warfare similar to that of Vietnam or Cambodia. you might try one of the links in my signature for either single player or co-op. They’re not perfect but they work quite well. Share this post Link to post Share on other sites
alky_lee 278 Posted July 22, 2022 On 7/19/2022 at 7:15 PM, FlatDarkSpace said: I'm also very interested in a Cam Lao Nam port. A rough and ready ported version of Cam Lao Nam can be downloaded at https://www.dropbox.com/s/hva15bz19eo1o80/Pilg_Vietnam.cam_lao_nam.pbo?dl=0 The radio messages still refer to Altis and Tyrone doesn't have a clue what is going on. but there are a selection of landing places, around 50 chapels/churches/temples, and a full set of checkpoints, strongholds and airfields. Please be aware that some of the Vietnamese squads can be around 20 odd soldiers. It should lead to some challenging firefights. EDIT: Updated to use SOG assets. Ambient combat still spawns modern units though. Tyrone has been updated as to the situation. 2 Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 22, 2022 On 7/20/2022 at 9:38 PM, pvt. partz said: you might try one of the links in my signature I like Bludclot's PKL a lot, but wasn't thrilled with Unsung as a requirement. 16 hours ago, alky_lee said: A rough and ready ported version of Cam Lao Nam can be downloaded at... Boom! Awesome. And I don't mind the modern units, as I'm not too worried about era-simulation. Thanks! 1 Share this post Link to post Share on other sites
EO 11274 Posted July 22, 2022 1 hour ago, FlatDarkSpace said: I like Bludclot's PKL a lot, but wasn't thrilled with Unsung as a requirement. PKL Legacy or RHS PKL have no requirements and never have to my recollection. 1 Share this post Link to post Share on other sites
domithious 20 Posted July 24, 2022 Great to see new people finding this amazing mission. I've been playing some maps i haven't tried before. Yesterday I finished Isla Duala, it's a really nice map, but i got bad FPS drops. Currently playing Al Rayak, which I'm really enjoying 🙂 1 Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 27, 2022 On 7/21/2022 at 8:40 PM, alky_lee said: A rough and ready ported version of Cam Lao Nam can be downloaded ... Well, I finished Lythium. Went great. I sent a Pilgrim's Log play by play to a friend each day. Love that terrain to death. But then I tried Cam Lao Nam. No matter how much I reduced the mod set, including turning TPW off altogether, I just can't get consistent enough frames. Wondering if it was just me, I loaded up mods and started a game on Tanoa and it runs great. So I guess it's the map. Maybe I'll try Unsung on PKL after all. Edit: that didn't perform any better for me. Back to Tanoa. Share this post Link to post Share on other sites
alky_lee 278 Posted July 27, 2022 11 hours ago, FlatDarkSpace said: I tried Cam Lao Nam. No matter how much I reduced the mod set, including turning TPW off altogether, I just can't get consistent enough frames. Wondering if it was just me, Obviously I don't use any mods while testing/editing the mission. My frames were on the low side even then. Obviously the map is the whole of Vietnam and not just a simple island. I wondered at the amount of detail in the map considering the overall size. Some hit on FPS is inevitable on such a terrain in Arma 3. I have yet to try it with my modset, but they should only have a minimal impact on FPS. Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 27, 2022 (edited) Does PKL run better for y'all? I tried Pvt Parts's "Real" port, but wondered if the Unsung dependancy might be contributing to the problem there. I haven't tried Major's port with the older Pilgrimage beta yet. Still, my main hope was to have a procedurally directed walkabout on Cam Lao Nam. I guess I'll hope for a lightweight version of the terrain from the devs in the future, with furniture and other little details removed. @alky_lee, you should definitely do a recording of a Cam Lao Nam or PKL playthrough. A very hard start with no friendly/enemy markers on map and no shift-click waypoint in the HUD makes for an interesting challenge! Edited July 29, 2022 by FlatDarkSpace Share this post Link to post Share on other sites
alky_lee 278 Posted July 29, 2022 On 7/27/2022 at 8:07 PM, FlatDarkSpace said: @alky_lee, you should definitely do a recording of a Cam Lao Nam or PKL playthrough. A very hard start with no friendly/enemy markers on map and no shift-click waypoint in the HUD makes for an interesting challenge! That would be a very long video with not a lot happening apart from me dying a lot. I like to fight the AI on equal terms. That means I get to know their last known location. The map is not always accurate or up to date. I often see enemies that don't show on the map or get called out. The AI do cheat. They open fire before they come round a corner as they know you are there, as in this Malden run.. Friendly markers remind me where I last left my medic, especially when resuming a mission a day or two later. (They also help me avoid killing friendlies later in the mission). I play the mission for fun, not to drag things out by having to orienteer my way around and count my paces to measure distance travelled and waste time going the wrong way. I'm quite capable of doing that in any case, especially following intel from a single civilian who sent me that way. I did do a couple of videos back in 2017 on PKL. The joys of trying to navigate around that temple deep in the jungle, and I definitely couldn't get a vehicle to the body. Share this post Link to post Share on other sites
thehardcorenoobs1234 1 Posted June 10, 2023 for the ww2 ones, what mods are compatible and not compatible? Ik IFA3 is a must for most of those missions Share this post Link to post Share on other sites
thehardcorenoobs1234 1 Posted July 6, 2023 How does one take down the panzer tanks in the ww2 stazow scenario? I shot 2 AT tank missles towards it and it didn't look damaged at all. Any tips? Share this post Link to post Share on other sites
pvt. partz 248 Posted July 8, 2023 On 6/10/2023 at 6:23 PM, thehardcorenoobs1234 said: for the ww2 ones, what mods are compatible and not compatible? This is a list of mods I use but many more are able to be used. You just have to experiment. I would also suggest you use mods in moderation particularily with the Stazsow version. I think many of the objects are quite old and are probably not optimized very well. ... Blastcore Murr Edition, http://steamcommunity.com/sharedfiles/filedetails/?id=2257686620 BloodLust, http://steamcommunity.com/sharedfiles/filedetails/?id=667953829 CBA_A3, http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CH View Distance, https://steamcommunity.com/sharedfiles/filedetails/?id=837729515 CUP Terrains - Core, http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 Enhanced Movement, http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 Enhanced Movement Rework, http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Enhanced Soundscape, https://steamcommunity.com/sharedfiles/filedetails/?id=825179978 IFA3_AIO_LITE, http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 JSRS SOUNDMOD, http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 JSRS SOUNDMOD - IFA3 Mod Sounds, http://steamcommunity.com/sharedfiles/filedetails/?id=1848649183 Project injury Reaction (PiR), http://steamcommunity.com/sharedfiles/filedetails/?id=1665585720 Quick- & Autosave, http://steamcommunity.com/sharedfiles/filedetails/?id=489296873 reduced haze, https://steamcommunity.com/sharedfiles/filedetails/?id=1397683809 TPW MODS, https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 ...I also use TPW (via Steam) but my settings are very light. Just open the game and go into settings, find TPW and edit your preferences there, (before you actually start the mission). // TPW MODS tpw_air_active = true; tpw_air_delay = 10; tpw_air_exclude = 1; tpw_air_heights = "100,250,500"; tpw_air_include = "heli,plane,uav,rhs,gm"; tpw_air_max = 2; tpw_air_time = 300; tpw_animal_active = true; tpw_animal_crows = true; tpw_animal_delay = 10; tpw_animal_max = 5; tpw_animal_maxradius = 250; tpw_animal_minradius = 75; tpw_animal_noisetime = 300; tpw_animal_saddleperc = 0; tpw_bleedout_active = true; tpw_bleedout_affect = true; tpw_bleedout_geneva = true; tpw_bleedout_heartbeat = false; tpw_bleedout_inc = 5; tpw_bleedout_ithresh = 0.85; tpw_bleedout_selfheal = true; tpw_boat_active = false; tpw_boat_delay = 10; tpw_boat_num = 2; tpw_boat_radius = 2000; tpw_boat_waypoints = 5; tpw_car_active = false; tpw_car_delay = 10; tpw_car_include = "RDS,LOP_,CIV,CUP_C,GM"; tpw_car_nocombatspawn = true; tpw_car_num = 2; tpw_car_radius = 1000; tpw_car_waypoints = 15; tpw_civ_active = false; tpw_civ_casdisplay = 1; tpw_civ_delay = 10; tpw_civ_density = 5; tpw_civ_init = ""; tpw_civ_maxallcas = 50; tpw_civ_maxciv = 5; tpw_civ_maxsquadcas = 5; tpw_civ_radius = 200; tpw_compress_active = false; tpw_compress_attack = 0; tpw_compress_hold = 1; tpw_compress_level = 0.8; tpw_compress_release = 0.5; tpw_core_afrstring = "c_man"; tpw_core_asiastring = "vn_c_men"; tpw_core_eurostring = "cup_c_c"; tpw_core_excludestrings = ""; tpw_core_extended_enable = false; tpw_core_greekstring = "c_man"; tpw_core_mideaststring = "cup_c_tk"; tpw_core_morning = 5; tpw_core_night = 22; tpw_core_oceaniastring = "c_man"; tpw_crowd_active = false; tpw_crowd_animradius = 80; tpw_crowd_density = 2; tpw_crowd_max = 20; tpw_crowd_moveradius = 5; tpw_crowd_radius = 200; tpw_crowd_scantime = 1.5; tpw_duck_active = true; tpw_duck_grenaderun = true; tpw_duck_nosquad = false; tpw_duck_player = 0.5; tpw_duck_sensitivity = 0.8; tpw_fall_active = false; tpw_fall_delay = 10; tpw_fall_falltime = 30; tpw_fall_minfalltime = 10; tpw_fall_radius = 600; tpw_fall_sensitivity = 50.2796; tpw_fall_sightnoise = true; tpw_fall_threshold = 0.2; tpw_fire_active = true; tpw_fire_colour = [0.918205,0.393477,0.0545911]; tpw_fire_exclude = 40; tpw_fire_intensity = 0.3; tpw_fire_maxfires = 2; tpw_fire_radius = 125; tpw_fire_types = "metalbarrel,garbagebarrel,campfire,fireplace"; tpw_firefly_active = true; tpw_firefly_blink = true; tpw_firefly_brightness = 0.4; tpw_firefly_colour = [0.8,1,0.2]; tpw_firefly_largeswarm = 0.240432; tpw_firefly_maxflies = 50; tpw_firefly_radius = 25; tpw_firefly_size = 0.02; tpw_firefly_speed = 0.075; tpw_firefly_swarmsize = 5; tpw_firefly_temp = 18; tpw_firefly_time = 5; tpw_firefly_trees = 5; tpw_firefly_window = 4; tpw_fog_active = true; tpw_fog_breath = true; tpw_fog_cansnow = false; tpw_fog_delay = 10; tpw_fog_groundfog = false; tpw_fog_heathaze = true; tpw_fog_mist = 0.05; tpw_fog_radius = 250; tpw_fog_rainfog = true; tpw_furniture_active = false; tpw_furniture_radius = 50; tpw_furniture_scantime = 5; tpw_hint_active = true; tpw_houselights_active = true; tpw_houselights_delay = 10; tpw_houselights_radius = 80; tpw_hud_active = false; tpw_hud_addtac = true; tpw_hud_alpha = 0.6; tpw_hud_asl = "1,0.6,0.456,1"; tpw_hud_audible = true; tpw_hud_azt = "1,0.5,0.452,1"; tpw_hud_civcolour = [1,1,1]; tpw_hud_colour = [1,1,1]; tpw_hud_degradation = true; tpw_hud_displaytype = 1; tpw_hud_enemycolour = [1,0.5,0]; tpw_hud_extragoggles = ""; tpw_hud_extraheadgear = "H_HelmetB_TI_tna_F"; tpw_hud_friendlycolour = [0,1,1]; tpw_hud_grd = "1,0.4,0.45,1"; tpw_hud_hlt = "1,0.4,0.55,1"; tpw_hud_iconmax = 1; tpw_hud_iconmin = 0.25; tpw_hud_icons = "24,23,30,29,24,23,30,29,22,20"; tpw_hud_icontext = 0.75; tpw_hud_lmt = "1,0.4,0.5,1"; tpw_hud_offset = "0.34,0.26"; tpw_hud_prx = "1,0.5,0.505,1"; tpw_hud_range = "25,500"; tpw_hud_rng = "1,0.5,0.56,1"; tpw_hud_scale = 0.9; tpw_hud_squadcolour = [0.5,1,0]; tpw_hud_textscale = 1; tpw_hud_thirdperson = false; tpw_hud_tmp = "1,0.6,0.51,1"; tpw_hud_vehiclefactor = 1.5; tpw_hud_vel = "1,0.6,0.57,1"; tpw_mods_active = true; tpw_park_active = false; tpw_park_alarm = true; tpw_park_createdist = 200; tpw_park_include = "RDS,LOP_,CIV,CUP_C,GM,CSLA"; tpw_park_military = 0.2; tpw_park_perc = 30; tpw_park_simdist = 20; tpw_park_wreck = 0.2; tpw_puddle_active = false; tpw_puddle_gradient = 0.05; tpw_puddle_max = 8; tpw_puddle_minradius = 10; tpw_puddle_radius = 50; tpw_puddle_rainthresh = 0.2; tpw_puddle_ripple = 2; tpw_puddle_time = 600; tpw_radio_active = true; tpw_radio_car = true; tpw_radio_foot = false; tpw_radio_time = 240; tpw_rain_active = true; tpw_rain_noises = true; tpw_repair_active = true; tpw_repair_noise = true; tpw_repair_time = 5; tpw_sanity_active = true; tpw_sanity_affectall = true; tpw_sanity_collisiondisabled = true; tpw_sanity_scanradius = 150; tpw_sanity_scanspeed = 15; tpw_sanity_slowradius = 25; tpw_sanity_slowspeed = 7; tpw_sanity_stopradius = 3; tpw_skirmish_active = false; tpw_skirmish_casstring = ""; tpw_skirmish_chsstring = ""; tpw_skirmish_deadtime = 300; tpw_skirmish_enemy_casstring = ""; tpw_skirmish_enemy_chsstring = ""; tpw_skirmish_enemy_support = false; tpw_skirmish_enemy_uavstring = ""; tpw_skirmish_enemysquad_max = 2; tpw_skirmish_enemytype = "4"; tpw_skirmish_enemyunitstring = ""; tpw_skirmish_enemyvehicles_max = 1; tpw_skirmish_enemyvehiclestring = ""; tpw_skirmish_friendlysquad_max = 2; tpw_skirmish_friendlytype = "1"; tpw_skirmish_friendlyunitstring = ""; tpw_skirmish_friendlyvehicles_max = 1; tpw_skirmish_friendlyvehiclestring = ""; tpw_skirmish_maxspawnradius = 1500; tpw_skirmish_minspawnradius = 350; tpw_skirmish_resist_casstring = ""; tpw_skirmish_resist_chsstring = ""; tpw_skirmish_resist_support = false; tpw_skirmish_resist_uavstring = ""; tpw_skirmish_resistsquad_max = 2; tpw_skirmish_resisttype = "6"; tpw_skirmish_resistunitstring = ""; tpw_skirmish_resistvehicles_max = 1; tpw_skirmish_resistvehiclestring = ""; tpw_skirmish_spawntime = 30; tpw_skirmish_support = true; tpw_skirmish_uavstring = ""; tpw_soap_active = true; tpw_soap_ambientvolume = 0; tpw_soap_azanvolume = 0; tpw_soap_chainsawvolume = 0; tpw_soap_housefxvolume = 1; tpw_soap_musicvolume = 0; tpw_soap_region = "0"; tpw_soap_screamvolume = 0; tpw_soap_sirenvolume = 0; tpw_soap_trafficmult = 0; tpw_soap_usermusic = 0; tpw_soap_usersounds = 0; tpw_zombies_active = false; tpw_zombies_civambience = false; tpw_zombies_females = true; tpw_zombies_infestationsize = 12; tpw_zombies_target = 1; tpw_zombies_time = 30; Share this post Link to post Share on other sites
thehardcorenoobs1234 1 Posted July 8, 2023 38 minutes ago, pvt. partz said: snip Thanks! Also for further questions for your mission can I DM you? or would this thread be fine? Share this post Link to post Share on other sites
pvt. partz 248 Posted July 8, 2023 continue in the relevant thread so that others might find information useful. In fact if you have quesstions about a particular port (if it happens to one that is in my Sig') just click on that one and continue the topic there. 1 Share this post Link to post Share on other sites
FlatDarkSpace 2 Posted July 18, 2023 From older posts I see that there were some issues, or at least quirks with the coop versions/ports of this mission. Are there some or most that have the bugs worked out, or do you still have to work around things like messages not working after respawn, etc? I haven't played Pilgrimage in MP yet, but want a friend to join me and I want his initial experience to be reasonably smooth. I think Altis would probably be ideal for us if it works well. I'm also looking for any Pilgrimage coop best practices. Any advice is appreciated! Share this post Link to post Share on other sites
major-stiffy 274 Posted July 19, 2023 Try my Altis version noted in the OP it should work fine. If there is something you find not right let me know. I've since made changes to my ports but were never put up for public download. One thing IIRC, Alex can not load the body to take it back to the boat. Share this post Link to post Share on other sites