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43 minutes ago, petek said:

Anyone else having issue with fire effects not showing up? I keep getting burned as all that shows is heat haze? 

cheers

 

No, it shows up, but at some times some lightsources first show up as a big white square. Only a second, and then its fine.

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1 hour ago, petek said:

Anyone else having issue with fire effects not showing up? I keep getting burned as all that shows is heat haze? 

cheers

Assume because you're using some particle MODs such as Blastcore. Did you tested it in Vanilla?

 

1 hour ago, Antilochos said:

No, it shows up, but at some times some lightsources first show up as a big white square. Only a second, and then its fine.

It shows up when the game is loading the lens flare effect texture.

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Hi

No mods and Vanilla branch. Saw a youtube walkthrough and they didn't seem to have the same problem...... strange

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I really enjoyed the campaign! I had no issues (probably because I don't use custom FOV or too crazy keybinds). The only thing I didn't like was the performance, but I guess that was to be expected.

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Not particularly impressed with this dlc. A stark lack of content when compared to something such as operation arrowhead. A new map is nice but a complete lack of vehicles and weapons makes the Contact feel like a ripoff, not the mention the new RPK and AKU seem as though they were just re-purposed from Apex. A waste of money imo.

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I'm very pleased with this mini campaign, a bit overpriced as always with BI but still a good DLC imo.

My main concern is on the technical performance side. During my playtime my FPS never went above 30 and were 90% of the time between 10 and 20, especially in the third and fourth missions. I have an "old" setup with a i7 3770k @4.4Ghz, 16Gb of RAM and a GTX 980, which is not the most powerfull system but still, I was able to squeeze between 40 and 60 FPS in the APEX campaign and 40+ when playing Invade&Annex on a public server.

Might be the amount of scripts or particule effects, but I strongly suspect that the missions in the Contact DLC were designed to have a fixed viewdistance and viewobject settings, which could makes sense on the gameplay side of things

Spoiler

You might need to be able to see the alien drones and the LDF patrols at a distance in some missions, and perhaps the usage of the radio disrupter device is dependant of these settings.

 

The means of communication with the AFOs are a bit confusing, but not game breaking.

I hope these performance issues will get adressed in the future as this is a good DLC imo.

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So, July 25'th is here. Any chance we get an unencrypted pbo's with the Livonian map stuff to improve our islands?

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Having the worst fps ever. Cant get more than 25-30 fps even if all my settings are on minimum. Usually having at least 40 in any other campain or even a KoTH match.

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13 minutes ago, stburr91 said:

 

It seems that you aren't using the default FOV.  Try zooming out, or go back to the default FOV. 

 

It would be nice if it was adjustable

 

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13 hours ago, WookieOfTheBush said:

It would be nice if it was adjustable

I guess FOV adjustment is not possible officially (only through means of manually editing undocumented config files) simply because BI knows such issues would pop up, and BI also knows they won't have the time or ability to really fix it.

So for now (as it's always been the case) custom FOV is simply not supported.

 

Now if you can make same bug happen on a triple monitor setup, or on weird game resolutions, then we're talking about a bug that ought to be fixed.

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I play with TrackIR, and my zoom in/out is bind to my head movement, when I moving closer to my screen or father away. It's kind of custom fov. You can try to achieve this by  binding zoom to some analog axis, throttle or something like that. Some joysticks have that little analog throttle build in.

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I keep getting that introduction screen as Contact being the new dlc. I mean, I already finished the campaign, I know.

Is there a way to turn this off? I can not find it under options neither in the launcher. If not, my advice to BI is to make this option...

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profileNamespace getVariable ["BIS_welcomeScreenContactShown",1];

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16 minutes ago, R3vo said:

 

Go into the Editor and execute in the debug console.
 


profileNamespace setVariable ["BIS_welcomeScreenContactShown", 1];

 

 

Thanks for the rapid response, but somehow I don't get it to work. Keeps giving me a error message.

Must be on my part, but BI could've made this a little bit easier if you ask me...

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7 minutes ago, Antilochos said:

 

Thanks for the rapid response, but somehow I don't get it to work. Keeps giving me a error message.

Must be on my part, but BI could've made this a little bit easier if you ask me...

It's a know bug and will be fixed. Copy the code above again, there were some invisible signs at the end which I missed. Seems that copying code from the forums occasionally adds invisible signs. Sorry for the inconvenience.

 

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Well, if it is a know bug, I don't mind waiting for the next patch.

Thanks for your help.

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Premising this with the fact that I have absolutely loved this DLC so far but I wanted to share something very frustrating about the 4th mission of the campaign 'Anomalous Phenomena'. It has to do with the ending of the mission so I'll have it spoilered below.

 
 
19
 Advanced issues found
 
 
 
Spoiler

From the start of the mission, your supplies are very limited and you're encouraged to gather equipment by investigating the POIs across the map. Also while not strictly necessary you're also encouraged to treat this mission as a stealth mission. Part of my personal handling of that is to be very light on equipment for higher stamina in case I have to flee after being spotted. Despite that, I gathered as much equipment as I could from across the map (Suppressors, Different guns, an RPG, Silenced sniper rifle, NVGs, IR laser, etc.). I stored almost all of it in the crates available at the radio tower and in a pair of trucks I used to move around the map. Most importantly I stored away my NVGs and IR laser since it was starting to get bright out and I didn't know if the aliens would damage them again locally at some point.

 

The mission ends with you locked in the small shack under the radio tower with some of your team members by Russian special forces who then leave you to be rescued shortly after. After that, the mission immediately ends with you only carrying over the equipment you have on your person. Understandably I was quite frustrated that I had lost the vast majority of the equipment I gathered even more so since there was a time skip back into the night.

 

I think a small update to the campaign that instructs you to gather your desired equipment before boarding the van then triggering the next mission would make it much more rewarding to actually bother going around investigating all the POIs and scavenging equipment while also stopping future players from getting frustrated after such a long and enjoyable mission.

 

I plan to revert the campaign and replay the mission again with this issue in mind and I'm sure I'll enjoy the experience again, but it's the kind of oversight that might make others quit the campaign at that point.

 

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@radiorobot

 

Yes, I mentioned this too.

 

 

 

 

 

 

 

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does this work in cfgAmmo with the new Shotgun Pellet ammo

 

fireSpreadAngle=3;

 

?, it doesnt seem to be in the config in the viewer so is it now hardcoded?

 

Sorry if this is the wrong thread

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The campaign is amazing.

 

BI already mentioned, they are considering how to implement some campaign features in sandbox.

It would be great to use the spectrum device to triangulate the enemy location, for example using two teams to locate an enemy HQ.

 

A future campaign could include some form of chemical warfare.

As an example perhaps a Rainbow Six style anti terror scenario involving a chemical attack on a major town in Tanoa, searching warehouses, looking for evidence, making arrests, flashbangs and less-than-lethal options, HAZMAT suits, decontamination, taking down terror cells, you get the idea. Perhaps add a sort of detective meta game, in which you have to manually analyze the pieces of evidence to unlock the next mission or some side missions inside a larger mission. Something akin to the mission in Operation Arrowhead where you had to look for a defuse code for a bomb but on a larger scale.

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I absolutely love this DLC. IMHO it's the best you ever made, and the campaign is at least second best after the original OFP campaign! If there's anything to gripe, whinge and nag about, it's the German version of that yellow "Teren wojskowy - Military Area" exlusion zone signpost. Every experienced German translator would have put "Betreten verboten" on it instead of "Eintritt verboten", and possibly altered "Militärzone" to "Militärisches Sperrgebiet", although that might be too long. 😛

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Just finished the Campaign and i have to say,i'm really suprised by how good it was.Decent writing and voice acting and proper use of all the new assets.BI is getting better at making great campaigns again and i'm really looking forward for what they will achive next.I didn't have any major issues,it was playing smoothly.Just a few small glitches here and there.

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I hope BI will implement more to Contact, maybe another faction and more aliens. Perhaps making the mothership come back for revenge with new creatures after the LDF attacked it. Maybe a campaign that takes place at the Polish-German border so we can fight with/against German border units that reacts violently to the alien approach.

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SPOILERS INCLUDED

 

Finished the campaign and I have to say the atmosphere caused by the aliens absolutely blew me away. I never had this kind of feelings in a game, perhaps because I never played something like this - this situation felt just so real and authentic. I sneaked around in the darkness, totally tensed, hoping the aliens wouldn't find me, I think I took 4-5 hours to complete that mission starting from the radio tower.

 

And the way you slowly built up the tension before the aliens arrived, wow, I was seating on my chair with my ass cheeks on edge the whole time, looking up in the dark ingame sky, knowing that at some point of course it would happen, then these roots appearing, the LDF trying to shield them, Rudwell and Stype infiltrating, later arguing about that stupid flare and BOOOMMM, WWWWTTTFFFF!!!??? Just mind-blowing, I sat there with my mouth open. I had to go outside of my house to do something later that night, I looked up in the clear sky, seeing these distant stars and... was afraid or awed, I don't know, thinking "Where will they come from?..." Sounds silly, I know, but you get the point how this situation affected me.


I loved the setting with the failed military maneuver and the Livonians not being enemys but distancing themselves from the NATO forces, only tolerating their presence and wanting them to leave. And the courage of that crazy bastard Stype to sneak behind their lines to find out what's going on - that was awesome.

 

Yeah, of course it also had some flaws, the poor performance being the main issue IMO. I really hope you can improve this. Didn't note down the other problems though as I was too hooked on the campaign. 🙂 Ah, I remember that thermal map being pretty useless (or I didn't understand how to read it - searched for the roots at the red spots but found nothing. Googled where they are but at their real position there was no markings on the map, it was empty).

 

So you did a great job! This and Laws of War really became something special. LOW blew me away with its storytelling (the end of the campaign), but First Contact has an incomparable and very special atmosphere - like if this could just happen in the next forest from here... 

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