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rejenorst

[SP] The Cause 2 - Mission Beta Tests

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WARNING! PLEASE DO NOT ATTEMPT TO PLAY THESE MISSIONS WITH THE PATCH 1.54 UNTIL A NEW VERSION UPDATE. SORRY FOR THE INCONVENIENCE. WILL POST WHEN NEW VERSIONS ARE AVAILABLE. I HAVE TO RENEW ALL THE LIP SYNC FILES IN THESE MISSIONS FOR IT TO WORK WITH BAF PATCH 1.54. THANK YOU.

Sorry things are taking a long time for x,y,z different reasons.

First 2 missions are in the final stages, probably only require minor touch ups in spelling etc.

Campaign Chapter 1 overview:

Chapter campaign intro (90% done)

Mission 1 Hunted - beta v0.9 (Last beta release before release in campaign.)

Campaign cutscene (85% done just needs voices and a few camera angles.)

Mission 2 A New War - beta v0.9 (Last beta release before release in campaign.)

Mission 3 - (90% done, just waiting for some voices from Dead Kennedy)

Mission 4 - (75% done, requires voices and a bit of variety from the visceral fun)

Mission 5 - Have been holding off on this and did a fair bit of work on a few missions for chapter 2

Its been hard to get Russian voice actors, especially since my missions tend to be voice intensive (as in I tend to code in alot of voices), thankfully I got some help from Dead Kennedy and Audio-Studio.ru hope nobody minds me advertising their webpage as I promised I would in exchange for voices. Cheers.

hunted.jpg

Mission 1 - Hunted

I released this mission as a beta ages ago, have since added an intro and extended outro also did some small touch ups here and there. Some spelling mistakes need fixing and I may insert a deletewaypoint trigger before campaign release.

Credits:

Voices: Ivan Grigoriev, SniperGRU, [OTK]Sansey, Rejenorst

Music: Rejenorst

Beta Testers: Zipper5, CameronMcdonald, Froggyluv, Manzilla

You can download any of the tracks from my website which is still in its early days: www.rejenorst.com

anw.jpg

Mission 2 - A New War

You may get some performance issues on this one as there are quite a few units moving around. This mission is mostly about visceral fun. As in mission 1 you are never the squad leader, you are always following a leader into battle.

Credits:

Voices: Ivan Grigoriev, Deadkennedy, Rejenorst

Music: Rejenorst

Beta Testers: Zipper5, CameronMcdonald,

www.rejenorst.com

Download is in two flavours:

1) For ARMA2 only: www.rejenorst.com/vids/TC2ARMA2.rar

2) For ARMA2 Combined ops (ie: ARMA2 + ARMA2:OA only: www.rejenorst.com/vids/TC2ARMAOA.rar

There's no major difference between the two, I just noticed a significantly different color sheme in OA so I altered the ppeffect colors to match that of the arma2 version and also I made some changes to where the subtitles where located for the ARMA2:OA version and some minor switchmove problems for the first mission outro's had to be sorted.

If you have any problems try turning off mods. If the problems persist let me know which version you downloaded, where approximately you encountered the problem, and if possible check your arma.ppt file and copy past the last few lines. Cheers.

P.s. each rar contains both missions for either ARMA2 or ARMA2: with OA installation.

audiostudio.jpg

Edited by Rejenorst

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Wow. I can't believe I missed this. :eek:

Downloading now!

Edit: Goddamn you RapidShare! Any chance you could get up another mirror? RapidShare does not like to work for me.

Edited by Zipper5
RapidShare being an ass...

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Here's a mirror on Filefront, courtesy of Cole:

http://www.filefront.com/14966689/TC2M0beta4.rar

I just completed the mission and I must say that things are looking extremely positive. Encountered a few issues:

  • Many, many error messages popping up about undefined variables. May I suggest you use the command -showScriptErrors in your ArmA II shortcut so that you can see them? They seem to be looping in a script.
  • Movement through the forests is very, very slow. I also noticed that when I meet up with the squad, the leader always remains prone. Thus, things move even slower.
  • When moving through the mindfield, Yuri kept leading me into mines. When I went and joined up with the leader ahead, I was fine. Couldn't follow Yuri unless I wanted to die.

Other than those, nothing else to report. I really enjoyed it a lot. I look forward to seeing the rest of it. :D

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Hi Zipper thanks for the upload and the feedback. I will double check the script and use the showscript command, it is most likley a loop script I am running. Thanks a bunch for that :)

I am not sure why the leader remains prone, It may be that he was wounded but if not then I had better run the setunitpos command.

With the minefield I had better turn off Yuri's tree hugging as it makes him wander to the sides. Will fix this and upload a new beta in 2-3 days.

Thank you very much for the feedback :D

EDIT:

Have done an initial check and alot of the loop errors are from me not having defined variables as being false at the beginning of the mission, this doesn't cause any noticable sideeffects esside from the error notice. I have started fixing some of these and will have most of the bogus error reports fixed in the next few days. Theres a few minor ones which I will have to find the script line their coming from.

Edited by Rejenorst

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Ho-ly shit. The beginning was intense.

Unfortunately the beginning was as far as I got.

Yuri shouts at me to 'run and don't look back' while giving me a move waypoint, but when I arrive he changes his mind and tells me to regroup. And he hasn't moved in the meantime. Then I get shot.

When I restarted, Yuri was shot to death before I stood up, and it didn't lead to failing the mission, just a one sided conversation with the general.

Is exposition a WiP, or should I play the first one?

Also, the impact of the waking up in the corpse pile scene is lessened by staring down at your own neck hole. Perhaps rotate the body and enforce a sideways free-look?

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Ho-ly shit. The beginning was intense.

Unfortunately the beginning was as far as I got.

Yuri shouts at me to 'run and don't look back' while giving me a move waypoint, but when I arrive he changes his mind and tells me to regroup. And he hasn't moved in the meantime. Then I get shot.

Ah yeah sorry this probably because I have a minimum distance perameter on the first waypoint, its possible to run to far beyond the parameter distance set on the waypoint trigger before yuri activates it. I will change this in the next beta. Thanks for pointing that out. :)

Ho-ly shit. The beginning was intense.

When I restarted, Yuri was shot to death before I stood up, and it didn't lead to failing the mission, just a one sided conversation with the general.

Im making note of this, theres a very skilled enemy shooter a little to close to the position. I will remove him. Also need to set the ?(alive) condition for radio messages. The mission should have terminated however as this is set by a trigger. If anyone experiences this then please let me know.

Is exposition a WiP, or should I play the first one?

Exposition? You mean whether its a continuation from The Cause1? In that case no its a stand alone / new story following the same formulae.

Also, the impact of the waking up in the corpse pile scene is lessened by staring down at your own neck hole. Perhaps rotate the body and enforce a sideways free-look?

I have been trying to figure out if I can limit the players camera view. If anyone has any information on this then please let me know.

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I have been trying to figure out if I can limit the players camera view. If anyone has any information on this then please let me know.

The cutscenes in Harvest Red take control of the camera, don't they? If your view is tilted up a few degrees you won't see your neck.

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The cutscenes in Harvest Red take control of the camera, don't they? If your view is tilted up a few degrees you won't see your neck.

No. If he continues the way it happens right now, there's no way to restrict the player's head movement. All BIS did was restrict you from going in to 3rd person. They're animations that now involve appropriate head FOVs and movement, unlike in previous BIS games. Rejenorst won't be able to restrict where your head moves.

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Hey, just finished the mission. I really liked it, the voice acting helped tremendously with immersion. It also had a movie like feel to it.

My suggestion for making it more cinematic is to add colorcorrections and filmgrain, like in the official campaign missions and scenarios.

An example would be:

Blue color corrections added (movie night style)

"colorCorrections" ppEffectAdjust [1, 1.02, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 0.6, 1.0, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable true;

//light film grain

"filmGrain" ppEffectEnable true;

"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];

"filmGrain" ppEffectCommit 0;

Dont know if you intended for it to be as cinematic as i saw it. But by all means, this is just my suggestion, make it as you like it, i already cant wait for the full campaign :-D

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Hi Jellis, Thank you for your feedback :)

I was definately aiming for a movie like feel in my missions, at least for the point of immersion. I have done some initial testings with the ppeffect. I will definately give it a try for the beginning scenes :) thanks .

---------- Post added at 09:00 PM ---------- Previous post was at 08:56 PM ----------

No. If he continues the way it happens right now, there's no way to restrict the player's head movement. All BIS did was restrict you from going in to 3rd person. They're animations that now involve appropriate head FOVs and movement, unlike in previous BIS games. Rejenorst won't be able to restrict where your head moves.

Ah thanks man for clearing that up. Pity but I spose everything has its limits. The mission won't be perfect but it will at least (i hope) meet its intended aims :)

EDIT: Also just a note that the next mission(s) you play as Russian forces. The first mission in The Cause is merely just to throw you into a personal story to get you into the role.

Edited by Rejenorst

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Ah yeah sorry this probably because I have a minimum distance perameter on the first waypoint, its possible to run to far beyond the parameter distance set on the waypoint trigger before yuri activates it. I will change this in the next beta. Thanks for pointing that out. :)

I'm not quite sure what you mean. What should I do to get past this waypoint and test the rest of the mission?

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Go up to where Yuri is after you got the gun and radio and wait for him to start running up towards the road. I think he needs to trigger the first waypoint. the first waypoint is triggered by your presence being within 30-40 meters I believe, also I think I coded it that you must have taken a radio from the guard which I believe you took.

If this is not the problem, then are you running any additional AI scripts/mods?

---------- Post added at 06:16 AM ---------- Previous post was at 05:50 AM ----------

ALSO PLEASE LET ME KNOW WHAT PATCH YOU ARE USING WHEN POSTING BUGS.

I used patch 1.4 and apparently there are some problems with other peoples missions/campaigns when using the new beta patch, so i need to know if some of the odd bugs are patch related. thanks.

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I was using v1.04.60295, which is one of the beta patches.

I'd recommend you using them, Rejenorst, when making your missions. They change quite a bit, especially in terms of how the AI act. They'll probably stay this way in future patches, if not improve. So building your missions around the improved AI will make them work better in future patches. Just a suggestion.

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i was also using the new beta build, didnt experience any serious bugs.

But if Yuri or any of the team members wander into the minefield, it's maybe because they are being engaged by the enemy.

Not sure if the AI on the players team will be affected by this, but you could try to use this command:

this allowfleeing 0;

this can be put in the Init fields of the group members, atleast the important ones, like Yuri, leader and 2. in command of the group. Should make them stay on course as much as possible, BUT its alot of work to script the AI to do whatever you want, as they pretty much have a pre-programmed mind.:p

In missions that is as scripted as this, there will always be a "bug" here and there because its hard to predict the AI.:bounce3:

But once again, cant wait for the campaign:D:D

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Go up to where Yuri is after you got the gun and radio and wait for him to start running up towards the road. I think he needs to trigger the first waypoint. the first waypoint is triggered by your presence being within 30-40 meters I believe, also I think I coded it that you must have taken a radio from the guard which I believe you took.

If this is not the problem, then are you running any additional AI scripts/mods?

That is what I did, and the waypoint was lit up. I waited for a while, but he showed no signs of moving. Perhaps he was scanning for some enemy still alive in the bushes?

I use Vopsound and beta patch 1.04.60141

Edit: And it occurs to me that you can, of course, control the floating camera in cutscenes. Instead of spawning the player on the ground, could you place a cinematic camera with the same field of view on top of the body, then cut to the normal eyeball camera of the player as we stand up? Perhaps with a blur effect inbetween?

And speaking of cutscenes, the credits intro consists of a NAPA fighter standing on the ocean surface like Jesus, and Chernarus is misspelled. Most players would appreciate the option to skip the cutscene if they replay or restart the mission.

Edited by maturin

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That is what I did, and the waypoint was lit up. I waited for a while, but he showed no signs of moving. Perhaps he was scanning for some enemy still alive in the bushes?

I use a script that activates via the waypoint to make him run. I will have it activate when you get close in the next beta as this will make Yuri run no matter what.

I use Vopsound and beta patch 1.04.60141

Edit: And it occurs to me that you can, of course, control the floating camera in cutscenes. Instead of spawning the player on the ground, could you place a cinematic camera with the same field of view on top of the body, then cut to the normal eyeball camera of the player as we stand up? Perhaps with a blur effect inbetween?

I could do this, i am not sure yet if I will but i will dabble a bit with it.

And speaking of cutscenes, the credits intro consists of a NAPA fighter standing on the ocean surface like Jesus, and Chernarus is misspelled. Most players would appreciate the option to skip the cutscene if they replay or restart the mission.

Theres something very wrong if you see a NAPA fighter standing out on the ocean. This has never occured for me and I am wondering wether there are any variable of the vopsound mod conflicting with my missions variable. This may or may not be the case. Also i will download the patch tonight and see if there are any strange ongoings. This mission will only be an introductory mission to the next couple of missions. I generally wouldn't put cutscenes into a mission except via the outro and intro but since its an introductory mission I wanted to add to the overall effect. I can't explain why Yuri isn't moving for you at the first waypoint as in all my tests and those of the beta testers he eventually moves. I'll have a bit if play around testing session in the next few days see if I can find the prob.

i was also using the new beta build, didnt experience any serious bugs.

But if Yuri or any of the team members wander into the minefield, it's maybe because they are being engaged by the enemy.

Not sure if the AI on the players team will be affected by this, but you could try to use this command:

its probably cause I am using the domove command plus the fact that they are tree hugging. If I use the same script for Yuri to run as I did at the start of the mission then he will run in a straight line from point a to b. I will do this tomorrow and see if it helps Yuri stay on the path.

this can be put in the Init fields of the group members, atleast the important ones, like Yuri, leader and 2. in command of the group. Should make them stay on course as much as possible, BUT its alot of work to script the AI to do whatever you want, as they pretty much have a pre-programmed mind.:p

In missions that is as scripted as this, there will always be a "bug" here and there because its hard to predict the AI.:bounce3:

But once again, cant wait for the campaign:D:D

I think its less the fleeing problem, I will double check though and try and use the allowfleeing command. better safe then sorry just to make sure.

I was using v1.04.60295, which is one of the beta patches.

I'd recommend you using them, Rejenorst, when making your missions. They change quite a bit, especially in terms of how the AI act. They'll probably stay this way in future patches, if not improve. So building your missions around the improved AI will make them work better in future patches. Just a suggestion.

Im out of town at the moment but will be back tonight. I will definately download the new beta patch and see how it impacts gameplay. :)

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Theres something very wrong if you see a NAPA fighter standing out on the ocean.

Actually, I only saw the NAPA guy on my third test. The first two I was getting a closeup view of... something. It looked like a parachute cord or maybe an ammunition belt right in front of my camera.

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Actually, I only saw the NAPA guy on my third test. The first two I was getting a closeup view of... something. It looked like a parachute cord or maybe an ammunition belt right in front of my camera.

On the whole map theres only one Napa fighter and that's Yuri :(

No parachutes and not sure about ammo belts... what patch version are you using? Also try disabling vop sound mod and let me know if the problem persists when you have time.

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On the whole map theres only one Napa fighter and that's Yuri :(

No parachutes and not sure about ammo belts... what patch version are you using? Also try disabling vop sound mod and let me know if the problem persists when you have time.

The beta patch version I use is listed above.

I ran the mission using the latest non-beta patch with all mods disabled.

The NAPA guy in the cutscene was gone, but when the camera panned to the pile of corpses I could see my characters legs as he was standing in them, which was not the case earlier. And I still couldn't get Yuri to move.

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Ok that is strange. I'd say you could try and download the mission again incase your download was corrupted, if that fails then I am at a loss as no one else has reported these findings before/yet.

Alternatively you can wait for the new beta which I will release in 2-3 days.

Edited by Rejenorst

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Sorry to have such unhelpful glitches. :P

I'm excited to play the next version.

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Sorry to have such unhelpful glitches. :P

I'm excited to play the next version.

not your fault, I am just disheartened that you can't play it without problems :(

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I can't really get him to move either. The first wp does get lit up and there's a radio conversation between Yuri and Mikhail but so many enemy units pounce on us immediately that Yuri usually stays to fight even if I'm providing cover fire and taking out a bunch of units. He usually gets riddled by bullets and dies. This version seems a little tougher to get past the first part with Yuri.

I'll keep trying though cause it is damn fun and the atmosphere is excellent!

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I can't really get him to move either. The first wp does get lit up and there's a radio conversation between Yuri and Mikhail but so many enemy units pounce on us immediately that Yuri usually stays to fight even if I'm providing cover fire and taking out a bunch of units. He usually gets riddled by bullets and dies. This version seems a little tougher to get past the first part with Yuri.

I'll keep trying though cause it is damn fun and the atmosphere is excellent!

Ah no worries. I will definately fix this next beta. :)

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