heklos 0 Posted August 13, 2008 Just to chime in here. I have been watching this thread for a few months now, and I read every word that Special types in here. I am of the few (I think) that let you get on your way as a creator instead of pestering you if certain addons/maps/items are going to be included. So because of that don't think that nobody is looking or interested. Some or most of us are adults with full time jobs, and while I love playing with scripts/addons and whatnot that are released in here, I don't always have the time to write out a thorough message about how I used it, or even to actually create something that others would want to play. (hell it took me a whole evening to even add some weapons to Quarantine after tracking down how things fit together.) I hold a lot of you and your fellow mission makers/addon/script/island creators in awe at times, as with the demands of a full time job and being in a place that is not the greatest when it comes to having net access makes it difficult for me to sit down and hack away at things to make missions/addons/scripts/islands and at times I get all excited to see what has been released by those who do have the time. I was practically giggling like a school girl when I was home on leave last time and I got to play on a server with Phaeden of ACE/WGL fame. So in short I guess. Keep the faith bro. Those like me are watching and are excited to see your masterpiece. Try to not get discouraged because it seems that no-one is interested, because again, some of us (like me) are just leaving you alone to finish and not bug you constantly with "whens it done" or "can you add X". Share this post Link to post Share on other sites
Guest Posted August 13, 2008 Thanks guys @tacrod Either in this thread or the Ofp one, someone had already asked about a mp version Ya, I do hear you - and it does seem a shame that the overall interest in these forums is not waht it was in ofp days. Although I dont think there will be little response upon release, muchly in part due to the fact it will be beta released for testing on Ofpec, which, for large scale missions, tends to reel in alot of interest (at least in the past..) I always seem to come in late. When I released WWIIIFFF for GR quite a few years back, it was released about a year before the game really died, and I had to advertise alot to get it noticed and get responses, by the time I released the final part of the mod, Gr was nearly dead lol, and I personally thought part 2 was better, but it got few responses. So I do know where you are coming from, it seems as time goes on, people are waiting more for Arma2 and less wanting to wait on missions for Arma1.. In many respects, just from mass ai problems Ive seen, and a number of other things, I cant blame people, its kind of a shame to go down a bunch of steps from Ofp, rather than up in Arma. @liljb15 I am partly to blame for *some* lack of responses, I would admit at times I post an update that just says "a bug fix here, changed this or that", but more often than not posts are significant updates, like the release of the town hide system and putting out the reinforcement system. The reinforcement system I sort of expected a few responses from a few folks after just running it once or twice, but sh*t happens, personally I really enjoy appearance of the mass scale of the function, and the fact it provides real time deployment of troops by helo to completely defend a city, so I was surprised no response, but like you guys said, what do you do @heklos Thanks m8 Believe it or not I work full time job too (apart from this mission ), and ya, it chews up some serious time, especially weekends, not to say its not fun at times, but it is very time consuming. I can understand where you are coming from, the 'when will it be done' posts I dont think any creator likes of a mission in the works, because of course we normally cant afford to attach a Eta for the project, like you said, due to real life priorities. I can really appreciate your angle too, even lots of ideas that come up from people posting are more often than not undoable, because of the fact there is too much to do as it is, and adding more stuff is like, impossible to fathom. Well thanks again all. Your posts overall have been encouraging. Thanks for your time too. Sincerely Special Ed Share this post Link to post Share on other sites
CharveL 0 Posted August 14, 2008 Don't listen to these guys Ed, for every one that posts something there are ten more that are interested but simply don't want to post. I enjoy reading your long-assed posts actually. Share this post Link to post Share on other sites
Guest Posted August 14, 2008 Thanks Charvel Your prolly right, nice job on encouraging me to make more long posts in the near future! Cheers! Share this post Link to post Share on other sites
manzilla 1 Posted August 15, 2008 I read em too. I agree with CharveL, there's a lot of us that play around with the missions posted here but never get around to or just don't post. I'm guilty of playing most of these missions but not giving much for review. Especially the longer ones, I usually take some time playing them. And also usually edit, tweak or incorporate parts of the well made ones into a more "personal" mission, for personal use only. If it wasn't for many of you guys that are experienced mission makers posting your work here or OFPEC, I'd never have even attempted to learn this stuff. And thus my "ArmA time" would've been limited to a few weeks after the US release in May 07. I would've no doubt move on to a different game, or none at all. Share this post Link to post Share on other sites
manzilla 1 Posted August 15, 2008 Oops. My apologies for double posting. Share this post Link to post Share on other sites
Guest Posted August 15, 2008 @Manzilla I am too guilty of this, in fact as far as replying to threads about peoples work, I tend to get interested in addon wip's and post on them, actual missions I seldom do.. guess that might make me a bit of a hypocrite.. --- Starting some work on the first town, and just to let it be known, a number of the fences and walls are going to be used from LowFly's EU. 6Th Sense EU is my proffered EU, and most objects used are from there, because they are all destroyable but 6thSense offers little in the form of walls and fences, which I gotta have. So, many of the towns will have fences or walls that are indestructible but, there is like 20 dif really nice types for individualizing each town, gotta use em. I did test to be sure ai spots targets and fires thru various wire type fences placed by both Eu's, and it works fine. Like to post pics of the first town once its done. Cheers! Share this post Link to post Share on other sites
CharveL 0 Posted August 24, 2008 Don't you be slackin' on the updates, son. Share this post Link to post Share on other sites
Guest Posted October 3, 2008 Forgive me. Due to Rl work, it is simply not feasible, nor healthy to continue the quest towards creating this mission. I say creating this 'mission', yet it was envisioned, and was in the process of transpiring to be practically its own game, worked off of the Arma platform. Much has been accomplished over the years, but it is just not possible to do this any longer, realistically. I think part of the drive to try to complete every aspect desired of the mission was the thought that I may be hired some day to do this for a living, the problem still remained, that I have a real job, family, and responsibilities, and this is truly not my paying job. I do wish the mission had transpired fully to what I had envisioned, and I know that I fully could pull it off given the time to do it. But, I work a full time job, which I enjoy, which pays my bills, and that is my job, not this mission. Thanks all for your support, and yes, this is the end of this thread, and endevour to complete this project. As far as releasing the mission as it is, I must say it would be pointless. I highly doubt anyone would desire to carry it on to completion, simply due to the fact they would have to spend huge time learning what is going on, that I already know by heart, and then realize that there is months left in just completion of the remaining aspects of the primary battle function itself, which still leaves more time in any desired 'single mission' content to be added for further mission immersion. Moving on to just casual gaming, heck might even buy meself an mmo or something just for fun! Laters all, was a heck of alot of work here, but was nice to meet so many cool good people here too! Share this post Link to post Share on other sites
.kju 3245 Posted October 3, 2008 sorry to hear that Special Ed - thanks for all the fun you brought us you may reconsider releasing the mission though. even if its not (well) playable, people could learn from the code and takes ideas from the concept. Share this post Link to post Share on other sites
action man 0 Posted October 3, 2008 So after 21 months your telling us it's not even going to be released?? .Perhaps the best thing to have done was posted when the mission/campaign was released,that way you wouldn't have looked like you was just all talk and no action all this time! EDIT= in fact whilst i'm on my soapbox i think it would be a good idea for guys to only post about released missions and campaigns in here! I've followed countless similar threads in the Flashpoint user mission section over the years only to be told in the end what realy amounts to the fact that their's no mission or campign! Share this post Link to post Share on other sites
manzilla 1 Posted October 3, 2008 Stuff happens. Give him some damn slack. RL life is more important then a PC game. He tried and he came forward to let us know he can't finish it. Instead of bitchin' about it, maybe you should offer to pay him for his time that way you may be able to play it Special Ed, Sad to hear but completely understandable. Take care of yourself. Hopefully the Moderators can shut this down before more children start crying over spilled milk. Regarding Q's post I completely agree. I'd love to see the code and learn from what's there. Share this post Link to post Share on other sites
Guest Posted October 3, 2008 @ Q Heck ya You know alot of missions may not ever, I mean ever have transpired from Wips' to completion if it wasnt for the great people here that spend time of their own to listen to updates and respond. I mean that. If there was just dead silence thru the updates in this mission, I may have just dropped it a very long time ago. @ Manzilla Im not concerned about negative responses, because I know how much work ive put into this mission, and time, and hence their posts are meaningless. It takes 1 min to cry and bash me, it took me hundreds and hundreds of hours to do what has been done, not to mention the occasional exhaustion felt from spending too much time on it, which ends up sometimes affecting mood in Rl work, which is not cool. @ action man If I was paid by a company to do this, and promised delivery and it never came, go ahead and attack. Truth is, I have a medium to low paying job, that I still enjoy, many bills to pay, and this mission is not my job. I do not have a team of modders working on this with me, Colonel Sanders Lite helped for a good bit of time on a few large areas in the mission, still, most of the work has been done by myself. If I was in a team of people, eh, maybe some attacking might be warranted, but still, even then, most cannot, nor should not, put a game/hobby before Rl responsibilities. So what, it didnt get done. Theres only about a trillion other great missions here either done, or on their way. Just move along, its not a big deal. In fact, the only person that really loses anything here is me, for all the time I spent I never got to see the final product released.. --------------- Lastly, as far as the code goes for the mission, releasing the unfinished product - fyi most of it is in .Sqs form, many seem against it, and seem to persuade towards .sqf - I have never seen performance issues with .sqs, and for creating massive scripts that have often been required in the mission, this was a perfect selection. I think really my main reason tho for not wanting to put it out, is because it at least leaves an open door if I ever wanted to poke around with it some more some day - but I have no inclination to go full blast any longer on it. Edit/ On page 11 is the download link for the helo reinforcements system, honestly its likely the most complex feature added to the battle system, if anyone was interested in checking out code/etc. Its also a stand alone system for the most part, that can be integrated into a Sp mission. Share this post Link to post Share on other sites
action man 0 Posted October 3, 2008 My appologies Special Ed!After re reading this thread iv'e come to a different conclusion. Thank's for your time trying to get it released. It's just that i've become pesimitic and have "tarred you with the same brush* Share this post Link to post Share on other sites
-Snafu- 78 Posted October 3, 2008 It's a shame your mission has come to an end but that's life. It was a very interesting (the most interesting IMO) and challenging idea you took up and I am impressed by the amount you were able to do. I would have never been able to do what you did at all. It might be a good idea to put your released scripts up on OFPEC. Good luck down the road mate. Share this post Link to post Share on other sites
Guest Posted October 4, 2008 @ action man Not a big deal, I didnt take it personally. Ive worked on and released other missions and mods, both for this game and for GR, so im used to seeing that sort of stuff come up, for various reasons. @ -snafu- The town hide script function was *almost* released on Ofpec, another script system the mission uses, but I changed my mind when I realized it would then of course come under scrutiny and likely require a bunch of time to respond to questions, people asking for more features, etc, and I just dont have time to deal with all that. Same goes for the helo reinforcement system, in fact that particular script system doesent even have any descriptive documentation, I released it as is, because of time once again. Although the town hide function does have a thorough usage description, it took alot of time to put the description together, which led me to making it more user friendly. Best I can offer, sorry. I can remember back in the day when I was learning ofp scripting, and opened up and had fun with Mfcti scripts, and actually made a few of my own personal versions with added script content, I had to really look at what was going on in the scripts, but it was kinda fun too. Thanks for the nice posts too A very kind farewell and I appreciate it Share this post Link to post Share on other sites
Guest Posted October 5, 2008 Due to inspiration from others here, Ive decided to do something.. Honestly, the truth is Ive been working on the mission again lately, but I cannot put the time in I had before, which is why I wanted the topic closed, because I no longer wanted the pressure. Anyhow.. Here is the scoop. For those of you that have enjoyed partaking in the long journey of updates and mission application releases, the mission in its current state will be released for your viewing and enjoyment. Know that it is not even in Alpha stage, but you can directly jump into the missions current testing/growing phase. The decision has been made to now intermittently release new updates to the mission as it continues to progress. Many good folks here have asked and asked for the product in its current state, and its time to get something out. I need to pack pack up the mission, compose a simple instructional on how to kick things off once the mission starts, and will put it up in the next hour or so. Also know that the appearance factor of the mission has finally began, thanks to mapFacts 3DE editor, proper wall stretches can be done correctly now, and the first town appearance overhaul has begun, which includes everything from manned mg bunkers, patrols, tower guards to defensive walls. Please note that the mission in all non 'Alpha' stage releases, as this version is, will be packed in non Pbo form, and will only be playable in the editor preview area, simply because it is not ready to be Pbo'd, it belongs in the editor area, and any users of it hence may view more in depth this way what is going on, and make any desired personal changes easily. Share this post Link to post Share on other sites
Guest Posted October 9, 2008 Materado near completion after 3 days Overhead Main barracks area TIdy campfire Patrol Fuel station and 'hand me down' transport Main entrance 1 rear entrance (tower is occupied) This is actually one of the smallest towns, in both militant strength and size. Consists of 3 patrols, 2 interior, 1 exterior, 1 static mg, about 7 standard static guards, 2 platoons of offensive troops stationed, 1 artillery piece, 4 civilians, and this clan has no armor (due to size of clan). All units in each town, that represent a different clan will be transformed into a different appearance type via avaliable addons, to give a unique representation of each clan. The clan that originally holds Materado is an allied clan. They will no longer appear as "u.s." troops tho. Of course, as the mission theme goes, weapons, armor and vehicles used by clans are what could be scavenged or bought from the war torn landscape, there is no definitive 'allied/enemy gear', much of these things will be outdated and beat up, but at least functional, all that matters in this world of multi factioned war. Lights will be put in after all towns primary work for appearance and final population is complete, for quality look and feel at night time. Also huge thanks and full credit goes to the mapFact team that created and released the 3DE editor, the wall placement that looks excellent would not have been possible without it, and the ease of and speed of working on town appearances has tripled at least due to their editor. Share this post Link to post Share on other sites
CharveL 0 Posted October 9, 2008 Holy crap Ed, I never really thought I'd see the day! Looking forward to trying this and seeing you reinspired. ArmA truly needs this kind of thing more than some obscure troop carrier or rpg mod. This will keep me busy over the thanksgiving weekend. cheers Share this post Link to post Share on other sites
Guest Posted October 10, 2008 Holy crap Ed, I never really thought I'd see the day! Looking forward to trying this and seeing you reinspired.ArmA truly needs this kind of thing more than some obscure troop carrier or rpg mod. This will keep me busy over the thanksgiving weekend. cheers Thanks Just remember its in a very 'incomplete' stage After a few minutes its easy to see how to execute a battle scenario via radio, and feel free to explore some, the various clan battles take place in huge varieties of different environmental conditions. And the best bet, is to drop in a humvee near the town you choose to start in, which will be battling with another, and then after the battle is over, if the next battle that is executed involves a new pair of towns, you can drive there. (be sure to put the humvee outside of the town, or artillery strikes will likely blow it up). /edit Hoping the next mission update release will be the main visual aspects of the towns completed, this also includes towns fully populated with defensive units and civilians. As of now, towns only hold the 2 main attack groups and some have an additional armor crew with armor. Fully populated, towns will hold anywhere from 40 to hundreds of of units, patrols, static units, etc, a few towns will have additional defensive tank patrols as well. Materado is nearly complete, but its also one of the smallest of towns.. It is *possible* this next update release could be within a month, just have to see what kind of time I have with work, and how much time the bigger towns will take. Share this post Link to post Share on other sites
liljb15 0 Posted October 11, 2008 Oh my God Oh my God you actually did it! I'd never thought you would finish it! I'm going to DL right now. Share this post Link to post Share on other sites
Guest Posted October 11, 2008 Its far from finished. This is a pre-alpha, a work in progress release in order to provide 'something' after years while the mission continues to be worked on. The release is primarily for those that have wanted to see a 'wip' release.. and a number of people have asked over the months for a pre-release to at least be able to check it out. The only thing the mission houses right now is the primary battle function, along with integrated artillery support. There is still de-bug text, very raw form. So basically if you are looking for an official first version release of the mission, this is not it. This is just a Wip release. Anyone interested in checking the mission out needs to read the brief readme attached to it. Share this post Link to post Share on other sites
Guest Posted October 12, 2008 Have decided for now to remove the temp version of the current Wip mission. Honestly I think I may have been a bit too eager to put *something* out, and the last desire I ever wanted was to wreck the final product by making early releases. What I am going to attempt to do, is release a 2 town battle, which will include both towns appearances complete, and fully populated with defensive units. The first town is done in completion, the second town moves towards completion soon, which is quite large. There may likely still be the debug text, im going to look into trying to disable it all for this 'preview' mission tho, there is *alot* of debug code embedded in alot of scripts.. Once this release of the two town battle happens, that shows not just the core battle function, but also shows appearance factors integrated, it will be far more enjoyable to give a try. The core battle function itself is Imo a very unique and universal fully functioning battle system, but, without the proper appearance factors and full town populations complete, it is like a sandbox with no toys, and I realize this now. Stay tuned, see what sort of rabbit I can pull out of a hat here. I will try to make this stripped down 2 town battle 'preview' mission worth the time, it will make a gigantic impact just having these two towns complete in their appearances and populations tho, I can gurantee this I will also make it a proper mission, pbo'd, and ready to roll Ive already posted pics of the friendly town Materado, in a few hours I am hoping to post pics of the enemy town adjacent to Materado, which is actually the second largest city held by a clan on the map (aside from the merchant city and the main enemy base), it has taken quite some time and effort to populate it with objects and defensive units. This enemy clan held town has potential to go to war with Materado at mission start, hence these will be the two towns for the 'preview' release. Lastly, if I can find a way to remove the debug text quickly from the scripts for the 'preview' mission, I will do it, it just depends on time.. This preview mission will be worth its weight, done wasting time on a 'pre' release that holds little more than the core battle function, time to let shine what the mission holds in store for the future proper. Try to work with me here guys, understand the reason a mission like this has never been released, is because of what I have had to go through to get this far. The battle system and all of its extremities have been scripted and implemented (apart from the reinforcement system which is not yet installed) to provide maximum detail and effect... the missing link to show off these functions is the appearance factor inegrated with them, and to provide a 'true' mission preview, without all the radio battle executions and hopefully I can get rid of the debug text for it too.. C what happens here.. this should be interesting.. Share this post Link to post Share on other sites
CharveL 0 Posted October 13, 2008 Sounds like a good compromise and maybe you can make it sort of modular by adding each new town in a new version as they become available. Good work, Ed! Share this post Link to post Share on other sites