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bardosy

[CAMP] Chesty Puller

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Just tried the update and it crashes to desktop everytime on the first mission. Whenever the seahawk goes to land it just shuts the whole game down. Anyone else have this or know a cure?

Same for me.The Intro works well, and when the chopper goes down the game shut down. Only a sound-mod was started with the game.

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EDIT: THIS IS NOT THE CHESTY PULLER CAMPAIGN! (Sorry, it's my fault to fake few players... It's a whole new campaign, but not finished, so I didn't want to start a new topic for this until release. But this is very similar to Chesty, so I thought, who visit this topic, could enjoy this new campaign.)

I updated the downloadable zip file. New vezrsion is 0.6. (same url as before)

* added new (6th) mission

* added campaign intro

* added personal diary

* added few more scenery

* packed with kegety's cpbo

Love the story and the campaign, very nicely designed.

feedback:

1. Ammo runs out quick easily especially mission 2 for AI units.

2. Spelling typos.

I only finished mission 2. Playing the rest later.

btw, the text for chesty puller campaign seems disappeared with the latest beta w/o other mods loaded, and it can't be played.

Edited by Muahaha

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Originally Posted by dave317 View Post

Just tried the update and it crashes to desktop everytime on the first mission. Whenever the seahawk goes to land it just shuts the whole game down. Anyone else have this or know a cure?

Same for me.The Intro works well, and when the chopper goes down the game shut down. Only a sound-mod was started with the game.

I didn't play with Chesty lot of month... So currently I don't know what's this. But I'll check.

Did you apply beta-patches?

I packed my campaigns to pbo with ArmA2 engine and not 3rd party tool, but testers - who apply beta-patch of OA - report my pbo is wrong. Funny BIS can't accept their OWN pbo, but if I use 3rd party pbo-tool, it works.

Maybe the problem will solved if I repack Chesty with this tool...

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Love the story and the campaign, very nicely designed.

feedback:

1. Ammo runs out quick easily especially mission 2 for AI units.

2. Spelling typos.

I only finished mission 2. Playing the rest later.

btw, the text for chesty puller campaign seems disappeared with the latest beta w/o other mods loaded, and it can't be played.

Many THANKS to test it!

1. I found this - ammor run out quickly - only after 3rd mission, and I insert an ammotruck what follow the front and sometimes player can order his men to reammo. But probably, you're right, so I will check what can I do in mission #1, #2. First, my advice is to reammo your men from Bradleys! (The IFV support always stop in some waypoints and only continue when you overrun his line... so you have possiblility to rest behind them and reammo your men.

2. I learned English from internet, so it's very-very bad. But fortunately I know it, so I have the native English guys who will correct all the text when the campaign is finished. (Before complete-state, it's not easy because I have to export all the text into stringtable.csv... and if I do this, in the mission scripts there is no text, just IDs and if I have to modify something, it's very hard.)

3., The Chesty's text problem may caused in the same reason: the beta-patch don't recognise BIS pbo format anymore and it uses wrong... maybe the stringtable files damaged. I have to rePBO the all campaign.

If it's urgent, you can also do this: dePBO the chesty's pbo file and then pbo it with kegety's cpbo tool. Testers said me, it's works well with newest beta-patch.

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I didn't play with Chesty lot of month... So currently I don't know what's this. But I'll check.

Did you apply beta-patches?

I packed my campaigns to pbo with ArmA2 engine and not 3rd party tool, but testers - who apply beta-patch of OA - report my pbo is wrong. Funny BIS can't accept their OWN pbo, but if I use 3rd party pbo-tool, it works.

Maybe the problem will solved if I repack Chesty with this tool...

No, not using any beta patches.

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Many THANKS to test it!

1. I found this - ammor run out quickly - only after 3rd mission, and I insert an ammotruck what follow the front and sometimes player can order his men to reammo. But probably, you're right, so I will check what can I do in mission #1, #2. First, my advice is to reammo your men from Bradleys! (The IFV support always stop in some waypoints and only continue when you overrun his line... so you have possiblility to rest behind them and reammo your men.

2. I learned English from internet, so it's very-very bad. But fortunately I know it, so I have the native English guys who will correct all the text when the campaign is finished. (Before complete-state, it's not easy because I have to export all the text into stringtable.csv... and if I do this, in the mission scripts there is no text, just IDs and if I have to modify something, it's very hard.)

3., The Chesty's text problem may caused in the same reason: the beta-patch don't recognise BIS pbo format anymore and it uses wrong... maybe the stringtable files damaged. I have to rePBO the all campaign.

If it's urgent, you can also do this: dePBO the chesty's pbo file and then pbo it with kegety's cpbo tool. Testers said me, it's works well with newest beta-patch.

Great tips. I will try it out later after work. Thanks for the great story as always Bardosy

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Quote:

Originally Posted by dave317 View Post

Just tried the update and it crashes to desktop everytime on the first mission. Whenever the seahawk goes to land it just shuts the whole game down. Anyone else have this or know a cure?

Same for me.The Intro works well, and when the chopper goes down the game shut down. Only a sound-mod was started with the game.

I also have this problem with the original Chesty Puller!

The new campaign is fun to play, love the night battles with lasers :D Can't get the Javelin to work in the third(?) mission though. Maybe I'm doing something wrong. Anyway, how goes the new campaign now? How many missions are you planning? Looking forward to the full version!

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I also have this problem with the original Chesty Puller!

The new campaign is fun to play, love the night battles with lasers :D Can't get the Javelin to work in the third(?) mission though. Maybe I'm doing something wrong. Anyway, how goes the new campaign now? How many missions are you planning? Looking forward to the full version!

Javelin works different in OA and CO as it was in base ArmA2. It's not enough to point the target and fire: you have to point the target, receive beeps and while until the beeps change, then fire. It's more realistic, I guess. But it's the game mechanism, not my mission.

I planned 2 more missions. So the sum will be 8 missions.

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I didn't play with Chesty lot of month... So currently I don't know what's this. But I'll check.

Did you apply beta-patches?

Sorry for the late answer. With the beta-patch i got an error that there is no campign in the description.I can go till the "mission start button" and there is the end of fun. Without the beta i have the crash in the first mission when the helo fly us to the cherna coast.

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+1 with the crash at the point the seahawk going to land. No beta.

Great campaign, so looking forward to a fix, if possible....:)

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My first try to solve the crash in Chesty Puller:

I have base Arma2 with Arrohead (Combined Operation). If I run CO and start the Chesty it crashed as in your PC.

But if I run the ArmA2 - it's still available next to CO - it works fine. My advice is to run Chesty in Arma2, not in CO.

My second thought is WTF is this crash???

My choppers has a WP unload cargo and in activation field: uh land "get out"

Could this cause CTD?

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There are instances where I am seeing enemy AI appearing and disappearing into thin air, often happened when I killed the enemy AI nearby. This is only happening when I am playing Might Justice, is there some sort of spawn-ing script used or am I experiencing graphic glitches ???? Happens in all missions in Mighty Justice I played thus far.

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Thanks to report it Muahaha! Could you specify the mission and the location where you found this?

My missions simulate medium and big battles, so it's necessary to spawn enemy front of you and delete behind you, because if I put all the units in the editor, mission became a LAG-nightmare. But I never use infinite/loop spawn (like COD)... There are triggers what fires a few more enemy units, but not continously.

Of course I try to place the spawn-point to invisible spots, where the player cannot see when enter the trigger area. But if you can locate the situation and the mission, I will recheck it.

With scoped rifle, it's possible that you can see when I delete the dead enemies. Because my removal script check the dead bodies and if it's far enough from the player, then remove it. With a scope you can see one click or more and probably see the remove action. To solve this, I have to set longer the period of removing loop. But it's a little bit danbgerous, because I set it too long, the LAG could destroy the feeling...

Edited by bardosy

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I found the bug in Chesty Puller first mission. Fixed version will upload soon.

Thanx again to report it!

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Thanks to report it Muahaha! Could you specify the mission and the location where you found this?

My missions simulate medium and big battles, so it's necessary to spawn enemy front of you and delete behind you, because if I put all the units in the editor, mission became a LAG-nightmare. But I never use infinite/loop spawn (like COD)... There are triggers what fires a few more enemy units, but not continously.

Of course I try to place the spawn-point to invisible spots, where the player cannot see when enter the trigger area. But if you can locate the situation and the mission, I will recheck it.

With scoped rifle, it's possible that you can see when I delete the dead enemies. Because my removal script check the dead bodies and if it's far enough from the player, then remove it. With a scope you can see one click or more and probably see the remove action. To solve this, I have to set longer the period of removing loop. But it's a little bit danbgerous, because I set it too long, the LAG could destroy the feeling...

Right, that explains the magical disappearance. Yes, as what you have mentioned, it occurs when I am using the scope, most obvious in mission 2 and 4. While it's not very often happening as it's clearest when the enemy died on the crest of the hill, where you can clearly see the silhouette of the body. Not a serious issue by the way, just find it funny.

Thanks Bardosy.

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I fixed the CDT bug in Chesty Puller. New version (v1.101) available from my site and - probably soon - from Armaholic:

My download

Armacholic mirror

Edited by bardosy

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The Chesty's text problem may caused in the same reason: the beta-patch don't recognise BIS pbo format anymore and it uses wrong... maybe the stringtable files damaged. I have to rePBO the all campaign.

If it's urgent, you can also do this: dePBO the chesty's pbo file and then pbo it with kegety's cpbo tool. Testers said me, it's works well with newest beta-patch.

yes, unpbo and then repacking to pbo with Kegety's tool worked for me, too :yay:

thx for that hint, Bardosy

edit: made a ticket for it happens with latest betas http://dev-heaven.net/issues/13957

Edited by langgis08

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yes, unpbo and then repacking to pbo with Kegety's tool worked for me, too :yay:

thx for that hint, Bardosy

edit: made a ticket for it happens with latest betas http://dev-heaven.net/issues/13957

langgis, be careful! The old (v1.1) version caused crash in OA...

But the new version (v1.101) is packed with ketegys, so it's all ways better.

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Bardosy,

For Op Mighty Justice.

The part where the player need to rescue the prisoners from the detention camps once failed, will need to restart the entire "turn left" mission. Is this intentional?

I find it very often to either fired too early or too late that causes the mission failure. Which required me to restart the whole mission. Bummer...

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Bardosy,

For Op Mighty Justice.

The part where the player need to rescue the prisoners from the detention camps once failed, will need to restart the entire "turn left" mission. Is this intentional?

I find it very often to either fired too early or too late that causes the mission failure. Which required me to restart the whole mission. Bummer...

Thanks to report it!

Too early or too late...? There is only too early option: if you fire before you got order, that triggered a failure. But there is no too late. If all the hostages is killed, it's not a problem, mission finish successfully...

But! There is a strange bug to detect your fire. It caused a failure even if you wait for the command and then fire. Maybe you run into it.

Your note is very inspirative - thanks for it! - because I thought before it to remove the failure option: so if the player don't follow the order, then hq will blame him, but nothing serious. What is your opinion? It's good enough?

Only problem is, the next mission (7th) started with evacuate the survivors from the camp. So, if the guards exterminate all the prisoners because you start the shooting... it will be weird. But - you're right - much more acceptable then restart this very long mission...

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langgis, be careful! The old (v1.1) version caused crash in OA...

But the new version (v1.101) is packed with ketegys, so it's all ways better.

no prob ;) My ticket is about not showing up "Chesty Puller V1.1" in the cp-menue with that onScreenErrorMessage.

I've mentioned in the ticket that unpacking + repacking with kegety's tool is a good workaround - but I think that somehow compatibility could have been broken with new betas (a .pbo that once worked and doesnt work anymore) so the ticket has its legitimacy.

I mean, the real question is WHY this workaround with kegety's tool had to be done with 1.1 anyway (=> a .pbo that had been working with earlier betas).

And most of all Dwarden has asked for that ticket after having read my post, ticket is assigned now.

Edited by langgis08

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Tonight I've finished all your new 6-beta-mission campaign, The Mighty Justice.:o

It's a great and heated experience with all the infrantry ideas.

I have serveral opinions after these sweet hours -

1. The Heli usually made their entries a bit too early, though the Front-LINE passing concept is cool & effective. Sometimes, I run as far as I can and want to shoot some MG/SPG-9 from ~350m, once I've set my crosshair, the Armor/Heli was slipping in, and burning them all even before the first shot in the area. (or, am I stupid to try shooting MG in real world?:p)

2. Once I have my honor to assault just behind a Squad Leader of Robber 2, he is just awesome as he is playing Doom II. The wounding action of his squad boys are funny, too. Thanks!

3. Error free and no bug at all, esp. in Hostage Resue mission. I think it's a good idea to skip the too-early-failure trigger and simply start fighting with the angry HQ. Lately, I find some enermies waiting in the building that I missed them at my Recon point. But after the gun fight as all the outdoor terrorists were killed, they keep idle in house and do nothing. Maybe, they can simply start shooting the Hostage once alerted, with very limited Ammo, and then serrender or just try escaping the area?

4. Would you add an EXTRA option for the player to choose which support type will be sent in the middle of a BIGGER battle? Maybe 1 or 2 quota from the list of Arty/Heli-in&out/Para...? Then you may put some more enermies arround. The current IFVs, which are hard enough to be killed! I was quite relaxed to protect them and the fights end in short time.

5. Laser show is very cool. How can you do that? They even know how to turn it OFF after killing some, and no enermy is in sight, they keep perfect spontaneous stealth!

6. You are offering some Histories of Army, and showing general squad-Culture through the dialogue, HQ radio lines & Personal Diaries!! Are you getting Paid for all these Campaigns ?? I am an Asian, I really did some wiki-search inspired by your scripts & Title of these artworks!!

Frankly, I admire you very much! :)

My english is FUBAR, sorry for the all long notes.

Edited by michelangeli

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Thanks to report it!

Too early or too late...? There is only too early option: if you fire before you got order, that triggered a failure. But there is no too late. If all the hostages is killed, it's not a problem, mission finish successfully...

But! There is a strange bug to detect your fire. It caused a failure even if you wait for the command and then fire. Maybe you run into it.

Your note is very inspirative - thanks for it! - because I thought before it to remove the failure option: so if the player don't follow the order, then hq will blame him, but nothing serious. What is your opinion? It's good enough?

Only problem is, the next mission (7th) started with evacuate the survivors from the camp. So, if the guards exterminate all the prisoners because you start the shooting... it will be weird. But - you're right - much more acceptable then restart this very long mission...

Well, I think there should be repercussion if the player failed to rescue the hostage, such as lack of support or info from the taki, just like in the BAF mission 3, rather than restarting the whole mission.

Honestly I don't mind playing the whole turn left mission again as it's so DAMN AWESOME mission (love the atmosphere and design of the mission).

Some of my feedback for "turn left" is

1. A10 flies too high, felt like it's not there at all. No strafing runs which kills a bit of mood there.

2. Enemy are spawned too concentrated, especially near Falar. All I did was to hide on the hills and rain down leads at the concentrated spot.

3. MG guards fires immediately after HQ gives command to rescue, maybe give some kind of alarm sound or something that triggers the guard to have the intention to kill all prisoners. Now it seems like they can hear the HQ command.

Thanks Bardosy.

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