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KingN

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Everything posted by KingN

  1. KingN

    Shots quiet behind objects

    At least using Dynasound doesn't help, same problem. What sound mod do you mean? Ok, I hope next patch will fix this.
  2. Example clip below. I don't know if something is wrong on my end or is this intended behavior in 1.68, but shots are severely suppressed when firing behind a house, rock, tree, bush, another soldier, whatever, any world or map placed object. Not just an immersion breaker but this often confuses the hell out of me during fire fights noticing the firing is coming just few meters away instead of 500-1000 meters by the sound of it. Haven't noticed anyone else pointing this out, is it just me? I noticed this since trying out development branches a couple of months ago but now it's in 1.68 stable as well. Experiencing this without any mods activated.
  3. Glad to hear that people are still waiting for this mission. :) I am happy to tell that this mission has been constantly under development. I'm mainly fixing bugs but also adding little new here and there and improving a little this and that. At this moment my intention is to release the mission when the 64bit exe is released for the stable branch as 32bit has proven to be terribly unstable, especially in a mission like this, and would surely spoil the experience. Meanwhile I'm doing my best to getting this mission as stable and finished as possible for a debut release.
  4. I've worked on the mission once again and I've fixed a lot of bugs and added in some of the new RHS stuff and the mission starts to look finished! The Chernarus version is ready as well and I'm thinking of finishing up the "Western PMC" faction for the initial release while doing the final testing, as the enemy faction selection is missing an all-western style option. Sure, why not, considering the time put into this, thank you. Sent you a PM :)
  5. The mission uses library files, and every Terrain uses their own WorldLibrary.sqf, containing Terrain specific attributes. I originally started porting the mission using Chernarus, but switched to Altis once I got a working enough version ready. The Chernarus version will surely be released but I will first have to update the Chernarus version and test it. I think I'll first release only Altis version and later the Chernarus one, we will see. I have also plans to release special 90's style retro factions for the Chernarus version that fit the terrain type, MVD for Russians and Caucasian Nationalists (the caucasian faction I mentioned before are now named "Eastern European Speparatists" and the appearance is also modified) for the enemy to have sort of the same theme as the original The Forgotten Few.
  6. I've again worked hard on the mission during the last month or two. I have implemented something big that hasn't been seen in the mission before: randomly generated territories. The map is divided into 1km x 1km sectors the player and enemy side fight over. The enemy territories are randomly generated for each campaign and the situation progresses over the course of the campaign. The mission simulates a winning war scenario, where the enemy territories shrink down after each mission. Instead of throwing a random mission at you, three balanced missions are pre-generated (taking the territories and borders into account), from which the player/platoon commander may choose the most interesting one. This territory feature also comes with new ambient enemies, infantry and vehicles, that are spawned in enemy territories in a similar way as ambient civilians, having memory points and spawning and despawning around players and friendly support vehicles. These enemies are not connected to the mission, so crossing an enemy territory without a proper reason is not wise. The aim of the territory and ambient enemy system is to offer new tactical elements for missions and bring more life to the campaign world. After so long and with so little pics and footage, I believe I owe you something to show. Below you can see a video of the starting phase of a campaign to get a picture how The Forgotten Few 2 works. Sorry for that static buzz in the background, have to check what's causing it in my end. I'm also happy to inform that the memory leaks/problems I had with the mission and game before seems to be gone, especially with the new 64-bit executable. It was the main reason releasing the mission has taken time. The planned release of the mission? The mission has almost taken it's final form before the initial release and is going through a new testing phase, fixing the bugs the new territory update has caused and improving few things here and there. I'm also waiting for the next RHS update to add any new toys and assets in. Apart from that I doubt I will add anything other new worth mentioning so the release should not postpone anymore, but can't give any specific date. The more you wait, the more finalized mission you get to play.
  7. I have mostly overcome the problems I've had. I haven't had LOD or low FPS problems, but now the game keeps crashing when saving the game during this mission, apparently caused by memory problems the game has suffered from, let's hope BIS keeps working on it. Still better than before as I haven't experienced other problems apart from a couple of minor ones with the scripts than I can solve with tweeks. I'm glad to tell that I have started working on the mission once again, and I've got few more people to help me with voice acting and other tasks. As long as BIS keeps fixing the memory problems and no new problems emerge the initial release shouldn't take that long anymore.
  8. Like I stated in my last post, I'm still waiting for 1.64 patch that will hopefully fix the problem I'm having since Apex patch came out. I've had a break from editing meanwhile, although I do have looked a bit into the side missions feature and some work on a third enemy faction: Western PMC, which features all-western weapons and vehicles, along with enemies with western mercenary look.
  9. It's not only in Tanoa. I have this problem in my mission in Altis single player since the Apex patch. In the video below I have only few ambient civilians spawned via a script around me and the flickering begins and FPS drops down from 60 to 20-40 As you can see at the end of the video, it seems as if the flickering itself is degrading the FPS, as suddenly the flickering stops and the FPS becomes the normal ~60 again. This problem becomes worse when you start spawning more units and vehicles on the map. Everything becomes low LOD and FPS drops down to 1-5 and the game becomes unplayable. System specs: Intel® Core i7-4790K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s) Asus Z97 Pro Gamer 2 x NVIDIA GeForce GTX 970 (SLI) 16gb RAM Edit: Oh, and yes I'm using RHS and CUP mods, I hope they are not causing this as they are part of the mission but I doubt it.
  10. I have made a lot of progress improving stuff, fixing bugs implementing a proper working (hopefully) JIP system, letting JIP players spectate an on-going mission (in the same way as dead players) and join the platoon as soon as the mission has been finished. JIP players may also join the platoon instantly during mission planning phase. I recall Arma 2 version of the campaign having problems with JIP as I implemented the whole MP code afterwards and JIP was left unfinished, so this is sorted out now. I have also created a new enemy faction. Now there are Caucasian Nationalists with Russian/Soviet style weapons and outfits, and as a new faction, Balkan Irregulars which are a bit more Western style combatants with weapons and apparel fitting the Balkan region. Vehicles are however mostly the same Russian/Soviet equpiment. However, after the 1.62 patch a severe issue has emerged. I have problems with FPS dropping down to 1-5 soon after starting campaign in SP and MP hosting, especially in missions with more units, and I'm 95% sure it's not caused by my scripts as I have checked active scripts during this episode multiple times. Only way to play this is hosting a dedicated server and playing as a client in it. This is a huge bummer, and I'm active searching for the cause of this. I've heard about other people also having FPS issues with the latest patch and hopefully there will be a fix soonish. I have postponed the release of this campaign until then. Meanwhile I'll continue my work on this and might add more improvements/features.
  11. To my upper post, linked is a lot worse case, game came to a crawl and lods and animations went haywire. log_worse
  12. After 1.62 patch I also have problems with lod problems (trees, buildings disappearing and reappearing in distance in a flickering manner) after moments into mission, accompanied by lowered FPS, sometimes down to a crawling slideshow. This also leads to jerky infantry unit animations. Before the latest stable patch the mission was fine. Below are the profiling logs, the affected one with objects flickering and lower FPS, and the normal one running fine. Both from the same mission. log log_normal
  13. After 1.62 patch I also have problems with lod problems (trees, buildings disappearing and reappearing in distance in a flickering manner) after moments into mission, accompanied by lowered FPS, sometimes down to a crawling slideshow. This also leads to jerky infantry unit animations. Before the latest stable patch the mission was fine. Below are the profiling logs, the affected one with objects flickering and lower FPS, and the normal one running fine. Both from the same mission. log log_normal
  14. Great! I'm testing the campaign at the moment, trying not to add much anything new until I have the campaign working both in SP and MP for initial release. Been playing it in MP with few friends and and it's been a blast, apart from few minor bugs that I hope I have sorted out. It still needs some more testing before it is ready for release. I updated the roadmap, but the features left at 0-10% will be left for future versions of the campaign, which is very playable the way it is now. Still, I need voice actors for the future US special forces faction. If anyone with decent sounding American accent is interested, please send me a PM!
  15. The campaign has taken a good step forward, updated the first post. The campaign now plays both on Chernarus and Altis with some individual parameters, few nice new features have been added, further improvements on scripts have been implemented and I will take a look on getting the multiplayer code working next. I think the side missions is a feature that could be implemented afterwards, as the campaign is very playable without them, but I will take a look into it when the campaign is near finished for the initial release. I would love to record and upload some gameplay footage but time put on it is away from finishing the campaign. Still looking for more native English voice actors for the US faction though. I will probably release the initial version of the campaign without the US faction, but getting some voice actors beforehand will ensure keeping the ball rolling after other project milestones have been reached. So please, if you enjoy doing voices, send a PM and participate in making this upcoming beauty!
  16. Hehe, maybe the BMP spotted the enemies and even though it had a WP ordering it back to base it decided to engage the enemies before doing so. Usually the 1st and 2nd missions are easy anyway. ;) That's funny, I wonder why the author wanted to disable that VFTCAS addon. The AI pilots are no good at all without that addon. Maybe he's going to update it shortly or something.
  17. Hey man, Thanks for trying it out. About the 2nd mission, I'm not sure what you're trying to tell there nor what the issue was. 3rd mission: The briefcase has always been within the camp area when I've played it. Sometime it's just harder to spot. It could be laying on grass after an arty barrage or an explosion has tossed it few meters away from it's original position. About VFTCAS, it's right here: http://www.armaholic.com/page.php?id=8118
  18. CO12 - Heroes of Chernarus: Force Recon I've decided to finally release this project as I've already had another project in the making for a while now. So here it is, 12 player large-scale coop mission with freedom of choice! I've tried to incorporate as much immersion, complexity and conscientiousness into this mission as in my old OFP campaigns back in the days, in case somebody recognizes me. This time I tried to put together a nice large-scale multiplayer mission for Arma 2. I loved making it and took surprisingly lot of time finishing and testing it. Story: "The Russians have invaded Chernarus and their outnumbered forces have pushed the desperate defence forces of Chernarus towards North East. Majority of Chernarus is under control of the oppressors forces. However, the russians are encountering resistance from all sides. Even a movement of citizens have been said to be assembled together to fight the invaders. Another, formidable assisting force fighting beside the CDF are the U.S. troops aiding the defending forces. They have deployed so far a handful of troops on the soil of Chernarus preceding the main elements inbound. Among these pioneer troops are you, a U.S. Marines Force Recon squad. These forces are located in the north-eastern part of Chernarus where the elements of CDF are waiting for the right moment for a counter-offensive. Currently your squad is playing an important role in this conflict. Your goal is to scout the enemy territory while harrassing the enemy and gaining intel about their forces and plans. Your operations will give our troops helpful aid and better hope for the liberation of Chernarus. Good luck!" Mission: In this mission you operate as a part of a U.S. Marines Force Recon squad. Your mission is to complete succesfully as many objectives behind enemy lines as possible and make it in one piece back to base. The mission is finished once you have completed the minimum of 3 objectives and reported to your CO. After that your mission is scored during the outro cutscene according to your performance in the line of duty(see the scoring factors below). There are 6 objectives in total that varies from documents retrieving and hostage rescue through assassination to the good ol' kill 'em all action from which you are to choose the ones that fit you. You have artillery and cloase air support at your disposal in case of hot situations. The mission includes 2 difficulty settings which affects the amount of enemy troops and the number of revives, which both you can change to fit your player count, skill and taste. Also extra settings using the new parameter are included I've made the enemy activity as natural as possible. For instance I've made scripts for enemy road traffic so during mission you might run into a truck filled with russian relocating to another village or base. They will disembark and open fire immediately after contact so be stealthy! Also be aware the enemy is capable of requesting reinforcements and air support. Using hit and run tactics is advised! Features: Freedom of choice with mission objectives. There are 6 objectives in total of which at least 3 must be completed succesfully Mission is scored during outro cutscene according to several factors: Mission type bonus points completing more than the minimum of 3 objectives player count at mission start; with fewer players it's harder, naturally player casualties during mission difficulty settings In other words: Trying to get a new top score makes replaying the mission more fun! [*]Wide mission area [*]3 Difficulty setting: Enemy Strength - Affects the average amount of enemy troops roaming the enemy territory Number of revives - Uses Revive script by norrin. No respawn, only revival Enemy Accuracy - Changes the enemy shooting accuracy [*]Active enemy road traffic that will respond appropriately when got in [*]Enemy air support [*]Enemy reinforcement capability [*]Artillery support script by SoccerBoy [*]Close air support script [*]Settings for time of day [*]Random weather [*]Intro. Settings for skipping it. Links: This mission is released without testing it 100% so it still might have bugs in it. Please report me of any problems you encounter so I can have a look into them. Version 0.79 4Shared: Co12HeroesOfChernarusv079.rar Armaholic mirror: Heroes of Chernarus: Force Recon Co-12 v0.79 Armed Assault.info: CO12 - Heroes of Chernarus: Force Recon (v 0.79) SWDepot: COOP12 Heroes of Chernarus v0.79 Version history: Version 0.79 hotfix: Revive script initialized correctly fix: revive count should be scored correctly now added: option for 0 revives ("extreme" difficulty) Version 0.78 Initial release Known issues: - Undefined variable error reports in .rpt file. However, these won't effect the game play. Turn off -showscripterrors before playing if you are using the parameter. - Sometimes the attack helicopter goes wandering further away engaging enemy targets. - All script files are in ye olde sqs format. My future projetcs will come with sqf scripting. Have fun! :)
  19. Hi Tony, The problem doesn't seem to be about the unit addons but the script not finding positions for spawning units for some reason. Like always, I suggest trying to disable all addons that are not obligatory. Best way is to test with the non-addon version without ANY addons and see if the problem is solved. Then start tracking down which addon is causing it. Because 9 times out of 10 the problems are caused by some addons. What arma version are you running? I could test this myself. Cheers, mate! Maybe at some point. I've been very busy lately and haven't had any time for anything like this. But I would definitely be interested in porting this to Arma 3 once it's finished and suitable addons, islands and mods start to come out. I'll take a new look at this matter by then.
  20. Having the experience on porting the campaign to Takistan, I can say that it takes a few days to do it, then test it. The problem with Lingor is mainly the Jungle environment. None of the Russian addons fit it too well, or the concept of Russians defending a Jungle island to begin with. It's a matter of inspiration and having the time to spend few days with it. Maybe I'll port the campaign to other islands at some point, maybe not. Better not promise anything at this point. But thanks for the interest. @Tonci, That's what I thought. the error message you showed referred to that line, that's all I know. To make it work, I'm afraid I would have to re-examine the whole code behind the convoy script, and make the required fixes and additions. It's not meant to be used for a long time. This needs more work, maybe I'll do it for the next release, if there will be any. But I'll write it to my to-do list.
  21. Hi, haven't tested the convoy enabled for a long time, basically I scrapped the idea to implement ai vehicle convoy for obvious reasons. Anyway, took a quick peek at the script, at least the specific error is easily fixable. Where it says (((_vehType2 select 2) == 1) and (({_x in _group2} count _PlayerUnits) == 0))} do { replace it with: (((_vehType2 select 2) == 1) and (({_x in (units _group2)} count _PlayerUnits) == 0))} do { But won't guarantee 100% functionality even after that because, like I said, haven't used the convoy setting at all.
  22. Ah, so the problem didn't appear during the first mission, but over time, my apologies. Then to me this sounds like what occurred to me when I used the BIS ALICE module with this campaign (read post #569). Apparently TPWC AI Suppression System might cause this same slowdown. But if you are running vanilla Arma 2:CO (or just the required addons together with the chechnya addon version), I'm running out of ideas. :confused:
  23. Omg, you've been very patient, that's for sure! Just had a fresh go with the non-addon and chechnya versions and the load times with the first mission including the initialization took only 8-12 seconds for me. I presume you've already tried without any addons. Those are the reason for 95% of these kind of issues. I've seen this campaign launched in many computers myself and it has run more or less identically to my current main computer, except from minor performance differences, so apart from addons, I cannot say what would lead to this. Old computer? Corrupted installation? Running some beta patch?
  24. KingN

    Military Humor

    Not sure if posted anywhere here, I ran into this in Ebaumsworld: Meet the Rubber Curtain http://www.ebaumsworld.com/video/watch/82917600/
  25. In the past when this campaign was WIP I used BIS ALICE module to spawn civilian life and I had this same problem until I noticed it was ALICE causing this. All I knew was that this had to do with the way BIS devs have made the scripts work in Arma. The basic policy apparently is to avoid excessive FPS drop due to scripts and this simply causes scripts to run slower if there is a lot of script activity. This mentioned suppression system might be too heavy together with the campaign scripts. Anyway it's beyond my understanding as I have no idea how the addon works to begin with. You could ask the author of the addon if this could be the case. I don't see how it could otherwise conflict with any of the scripts used in the campaign but what was interesting is that this ALICE module cause severe slowdown in scripts down to a point that the campaign was unplayable for me. But when I created an ALICE type of civilian spawning script of my own which basicly functioned in a very same way and had absolutely no noticable slowdown of scripts. Go and figure... ---------- Post added at 17:04 ---------- Previous post was at 16:59 ---------- I have added the AFRF version of this campaign released by Red Hammer Studios to the first post. Go and enjoy the high quality work of the renowned RHS! :)
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