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yogdogz

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Posts posted by yogdogz


  1. Just finished and chose Plan B. Looking forward for the 1.1 release! Thank you very much Yogdogz.

    Hey guys.

    Just informing that I no longer continue the work of this campaign (the v.1.1 version) because, well.. I simply have lost interest to it :). Actually the v.1.1 was half-finished, (the branch stories, new environment, fixed bugs, soundtracks were completed) but as I said, I won't continue it and won't release half-finished mission/project. I'm more likely to start fresh ideas, probably when arma 3 comes out. In fact I haven't touched the editor for 3 months (due to RL business), and even forget how some of the script could work in my mission, lol :D

    Thanks for all people who had played it and gave feedbacks! Arma 3, here we come!


  2. THIS is what i call a Campaign, Congratulations and thank you!!

    A great work done, a good immersion thanks to cutscenes, a good storyline! Just miss Voices and we could believe an official campaign !!

    I just finished with Option A, I will play the others next ;)

    Thank you Yogdogz!!

    your welcome :)

    hi.

    I like your campaign. and I wanna ask you something:

    how the hell did you manage to make people go away when shot nearby (i thonk it's mission 4, when you have to stop a riot, during your patrol).

    i've searched and tried many things, but didn't find out how to.

    can you explain it to me?

    it would be very helpful

    thanks

    like tom3kb said, I used 'firednear' eventhandler. have more details how this stuff work in my old thread : http://forums.bistudio.com/showthread.php?129670-Scaring-civilians-with-smokes-or-gunfire (example mission included)

    Hey Yogdogz, I've been watching the progress of this campaign for a few weeks now, waiting for the next update to play. However I am very eager to get into it now, but I see you are working on new missions for the next update. Will I spoil myself if I jump into it now? Will it be worth just hanging back for 1.1?

    Great job by the way (Based on other people's comments)!

    hey bezzzy, glad you liked the campaign. I have the busiest months right now in RL as I'm preparing to go to university. I afraid I have no time to finish those new missions and bad news that I should shorten it so I think it can be finished with little time to work :( Nope, it will not spoil anything! the new missions will take the story differently as option to choose, so it kinda as a branch story.

    edit:

    the progress I made so far is all the missions were reworked, some missions are only minor changes (bug, AI waypoints, cutscenes, etc) , some are major changes (implementing upsmon, add more atmospheres, add modified first aid which still not working). weapon now saved through missions. I'm going to add 'Fallout 1' musics too. languanges fix by homeguard is not finished too, I think he has no free time to finish it as it require great effort. but no deadline here, as I work it on free time.


  3. v.1.1 mainly ready, only small fixes in missions and the languange still need to be corrected by homeguard, which requires huge of work (bcos this campaign is full of dialog and cutscenes).

    Great work Yogdogz! You did a great job creating a fine campaign.

    Personally, I'm just not much into scripted 'campaign' style scenarios (never even finished any of the vanilla campaigns in in ArmA or OA) so I don't think I'll be playing past the first couple chapters.

    But this is a quality product, clearly a labor of love, and I'm sure there are a ton of guys in the community who will be enjoying the heck out of your campaign. Congratulations on a well-done project :)

    great you enjoy it! thanks for feedback anthropoid :)

    I just finished this campaign, great work: long campaign with many v.good missions, nice cutscens, new music(i love that main theme from 28 days later), few endings, i like that yellow sky effect, all missions ends with no problems, no bigger bugs only few mistakes in texts and blue sky bug in fallout mission but you know about this.

    I like that in many missions we are not the teamleader.

    ---------- Post added at 06:06 PM ---------- Previous post was at 05:51 PM ----------

    1 suggestion: after all endings we have debriefings before we jump to credits (i think its better if after endings we jump to credits cutscene without that debrhefing window), if you want to do this in all ending missions in description.ext write:

    debriefing = 0.

    Its nothing big and its only suggestion.

    Thanks for this great campaign yogdogz :).

    thanks for suggestion tom, gonna solve that problem! god, I just know it can be disabled simply by a parameter in description.ext! :D


  4. Unfortunatelly can't upload somewhere my files - to weak connection here. After quick googling (it is called "Vault Archives") found something here, you can try:

    http://atomicgamer.com/files/86021/mark-morgans-vault-archives-fallout-1-2-soundtracks

    (without log in need to wait 2-3 minutes though) or:

    http://www.filestube.com/cdOus6c8nMOuXRcawbFng7/AURAL01-Mark-Morgan-Vault-Archives.html

    Probably is more.

    Usualy I prefer moody, melodic harmony in style of eg. Celtic folk, but Mark Morgan's music for me is just brilliant.

    great, thanks :) downloading now. can't wait to hear these masterpiece.

    Ah right, thanks! I figured the ammo crates were part of the supplies to be collected, since I couldn't collect them myself I didn't think I could collect anything.

    umm.. ammo crates isn't supply you collect in this mission, only bag of foods. one of the three bag is very small btw, so be more aware, look at the floors. to collect it you simply use action menu (scroll mouse) and select 'gather this supply' and just like you said: you'll be spawned back at the car, the screen goes black, and doing some animation.


  5. still working on v.1.1, I'm working on new missions, and glad some good guy in armaholic want to help me with the languanges!

    Thanks tom3kb, obviously I've never downloaded a campaign before in the few years i've been playing arma.

    Yogdogz might pay to put this in the first post incase there are more like me.

    Scott

    glad tom3kb could help! first post updated!

    I think, that get stuck in Desperate Line (playing with ASR and CO SLX, I know, using AI addons is always risky in this kind of campaigns)...

    All opfor is killed (checked several times whole village), my group has active WAIT waypoint at Kolchoz entrance, and warpig just does nothing about 200 meters behind... Opened this mission in editor, and think, that group is stuck waiting, because is synchronized with warpig, so wait for LAV, do not know yet, why warpig is not moving.

    Yeah it is because the synced-waypoint between kozlowski's group and warpig. In this mission warpig kinda hard to place itself at the waypoint, maybe it takes a long time for it to move, but usually never really stopped working. Problems with warpig is it often hit teammates from behind (lol :D) and hard to move in narrow + full of bodies and infantry roads. Just don't use the mods in this mission only, after this mission passed, use it again! I still can't figure it out how to make this warpig going smooth in this mission, but at least the mission is can be finished! :)

    This looks very promising. Definitely going to check this out. Thank you for the hard work yogdogz!

    your welcome! hope you enjoy the campaign! :)

    very nice campaign! i love the story, and the soundtracks (lol was surprised to hear music from "28 weeks later", that thing is really great man :p)

    i finished the campaign by the boat option and i really love the story. it's like im really in kozlowski's position. and the words in the diary.... so cool lol

    however great story and nice campaign, but i found some things that are "misplaced":

    1. there's a red sphere above the aircraft carrier at the start mission intro

    2. fully working auto-hover planes at LHD deck

    3. an invincible guy at the chernogorsk battle intro, looks like a chedaki "boss" or "warlord" in the middle of firefight between US and chedaki. (he got shot by all US troops but he just stands there and brings out his rangefinder lol)

    4. at FOB maine cutscene there's a fully standing living guy near the flag

    and there's more but i forgot lol maybe i'll add more later

    and about lopotev:

    maybe you should tell the story more about lopotev, at the chernogorsk battle we were told to search for him but then we just blow things up and then never heard of him. until alexandrov talked about the story and i also see that you make "god-mode" on the CDF BMP in chernogorsk so the tanks keep firing at them lol very nice :p

    Glad to hear finally someone finished the campaign! :D thanks for reporting the misplaced things, i really apreciated for everyone reporting bugs!

    and about lopotev:

    I'm working on new missions for v.1.1 (added more branch story and endings to the campaign) and guess who will come to the story...

    Just finished campaingn. Awesome! I made my decisions :) Now i need play other endings!

    Small note:

    From Elektro harbor decision i got empty debriefing screens till final bang. Not looks nice and some sumary of actions as all missions before should be there. Otherwise i was very surprised by end :) Also already dead NAPA guys bodies shot b US team was missing after cutscene. Should be there.

    Another one have finished the campaign, atarybaby! :) looks like the boat escape ending is the most popular :D

    oh yeah, that little detail i missed!

    Some thought:

    If in one mission I have DMR rifle and I'm going with it inside wareouse, where we just sit a couple of days, then why later I have again M16? In my opinion collected gear should go with me through campaign, especially AFTER. This goes also for ammo - every bullet should matters, and "what I found, this I have" - as for me this aspect is important part of all this post-apo climate. But someone has mentioned already about that. Oh, and also - in eariler mission sometimes some of team memebers was killed, especially in "desperate line", by warpig, that rolled over them, but in next mission they are alive again. If you want to keep some important for story guys, then maybe mak'em immortal, so instead of death lets they be seriously injured and/or unconscious or something... Not perfect solution, but rather better, than such back from the dead...

    Really great campaign so far. Mostly because of way of telling the story. And music. BTW original, remasterd Fallout 1&2 OST is available for free, and probably can be used for even more "atmosphere enrichment"...

    http://auralnetwork.com/releases

    that two things I am working on right now, I am still debugging it which requires lot of times and attention! (where I should pack the campaign, test it, fail, repack it again to test, and so on). I'm working what you said in the last, to make them seriously injured only, and if they die, they comeback alive but seriously injured, taking example from Melmarkian's "broken arrow" campaign (thanks for the campaign, Melmarkian!)

    oh yeah thanks for the link, gonna be useful surely for atmosphere!

    -----

    umm how to download it? it said "could not find www.archive.org"

    Currently playing great Scavengers mission, and...

    ...as usual, left my team behind and I went alone. Found hard to avoid enemies, so just kille'm, especially this annoying tank, all great, but when I found resource to scavenge, after loading this into car all my group was teleported at my position, meanwhile should be in base, where I told then to stay and do not move, good think, that I previously cleared out that town...

    Aha, I should implement remove team member or 'go alone' option in this mission. I'm implementing many missions with UPSMON now, so the numbers of enemies will be dynamic and more reasonable.


  6. well, yesterday my final tests are over so from now on i have much more free time to work on v.1.1 :D

    things to do in v.1.1

    • option to skip training/introduction mission
    • correcting English grammars... :D
    • remove mysterious-guy behind the dummies in training mission!
    • fixing CAS explosion in chernogorsk siege mission
    • add more balance difficulties in missions
    • more dynamic gameplay/story, maybe more endings
    • blue sky bug in 7th mission
    • wrecks, ambients
    • radioactive affect player
    • weapon is saved through next mission
    • anymore ideas...?

    i'm considering to add voice acting too, anyone who interested for voice acting, please tell me :)

    Ahh good about cars. Good then. I just saw em from distance not tried to board. In nect mission i tried and it was ok. I cant use em. I am at Scavengers misson and finaly some good free form misson! If persistent gears is bugged then i must live with that. Its not big deal. Just it will be uber cool and adds immersion a lot. Now time to scavenge. Reminds me my market raids in DayZ :) So far with fixed boring intro and full voice overs and bi gramar check (not many just spotetd some, not so bad as my english gramar is so bad :) ) it can be in line with quality with original Razor campaing what i still love much for feel to be one person and tie ins you make with your ego and team thru whole campaing. I hate that switch campaings where you play someone else each misson. But its matter of taste. Others love that switching campaing from original OFP.

    yeah, we share a same taste in campaign!

    Mission is excellent. I ran into some bugs though. kept getting stuck on terrain.

    which terrain and which mission? can you be more spesific, please?

    Completely loving it so far, great quality campaign.

    great that you enjoy it, tell me which endings you got later :)


  7. Gameplay videos added! thanks to JanMetabolic :)

    Still enjoying your campaign but actually im stuck in mission 10 Scavengers, which is i think, way too hard. many enemys and tanks against 4 guys, seems pretty unbalanced i gave up for now on this point, maybe you balance that in your next update?

    scavengers is one of the hardest mission from the campaign. the mission itself suggest not to directly confontrate enemy patrol and avoid tanks that patrolling along the road, so avoid roads as best as you can (which is hard to avoid them completely, bcos the sniper's everywhere). try to leave your AI behind the jeep and you go through the town alone, better chance for being undetected if you want to try your luck. i'm more to randomize the placing of the enemy units itself, so they aren't gathering/focusing in the same place so at least the player has chance to fight them and win, but sure, many said that some missions are too easy and some are too hard, balance is a big thing i gotta do in next version.

    Oook Apoocalypse started. Very nice so far. In first apocalypse mission (FALLOUT?) i noticed weather changed to blue bright one after firefight on crosroad and stayed like that till end of misson when i reached warehouse. Also noticed a lot of good shape cars. All that running is pointless if i see them. I am not sure if they are ok or engines damaged to simulate EMP. Will be nice if so and some cutscene as group tried car and it didnt work. I dont know if its possible (i think PCM capaing uses that) but persistant gear from when apocalypse starts will be cool. I got DRM from dead mate at heli crash and in next misson i had original gun just with more magazines (apocalypse started with two now have 5 or 6). Looking forward what will happen...

    i think i fixed the blue sky bug in that mission when it's still in beta version, let me check that once again. good shaping cars? oops i just place them as ambient, make it locked, set the fuels to zero and the cars still look good? (in fact that kind of details which i missed). looks like i gotta make them more worse-looking :D

    persistent gear was implemented in Beta version but pretty much buggy, sure it was a cool feature, i hope i can get it to work in next release.

    ---

    you're right, the blue sky bug is still there.. added to the things to fix list...


  8. i did it so, but in a purpose. in Beta version, every time you play the mission that led by AI leader, they often just die prematurely because doing rambo with no cover or stupid waypoints, and i couldn't control that AI behaviour. because of the death of AI leader, it sometime made some script/conversation/trigger i set up didn't work.

    i tried to prevent that... i used 'allowdamage false' to prevent the leader from dying (just like in zipper5 campaign). but it didn't work as well as my expectation, i think it kinda unrealistic, when you could clearly see your AI leader being shot but the AI acted like nothing was happening. Instead, i made the AI invisible but with low accuracy. enemies will keep shooting at your squad, but not pointing to the leader. But the AI leader won't immune to bullets, he can be wounded too, but not as often as i didn't do anything to him.

    Kinda ruined the gameplay, but.. as long as the mission is working. and i'm open for everyone has suggestion to this. but, as i expected, most people didn't notice this :D


  9. A very great Campaign.

    Mission 11 - A bug, can't use my Svd (no scope, no reload...) it works only if i leave it and take it again.

    oh yeah, that one was a bug i forgot to fix in Beta version. it happens if you have SVD from the start of the mission, and yes it will be working again if you drop and take the weapon again. added to things to be done in next release list.

    wow,nice screen shoots! :D

    this is my first comment and sorry 4 my bad english. but I'll defenetely try this campaign mission. yeah,right. its me. :D

    welcome to the forum! hope you enjoy the campaign.


  10. quality campaign. very nice introduction, im only in the first mission so far but i allready love it. appreaciate your hard work!

    and finally someone who uses the fsm system for dialoges, hate the ugly big letters;-).

    thanks for feedback coffeecat :)

    glad you love the campaign...

    Well, so far, enjoying it. I'm at "Scavenger" mission.

    I have basically the same comments as the others do.

    I think the music can get to be a bit TOO much at times, so I have to turn my Music volume down all the way.

    It's definitely a Story Driven CAMP so if people want only action, then they are just going to need to sit back and relax a bit until the Action missions come up.

    Good job!

    umm.. is it the volume, the frequency of music or... both? thanks for comment btw, kommiekat :)

    ---

    p.s : you both are... cats? :biggrin_o:


  11. Sure, it's already on my list! some major things to do in next release: (v1.1)

    • option to skip training/introduction mission
    • correcting English grammars... :D
    • removing mysterious-guy behind the dummies in training mission!
    • fixing CAS explosion in chernogorsk siege mission
    • add more difficulties by adding more enemies
    • more dynamic gameplay/story, maybe more endings
    • anymore ideas...?

    ---

    nah, i've informed Big yesterday and now it's already in v.1.0. It is 45mb because armaholic double compressed the file (RAR packed into RAR), but there's no different between the mediafire (60mb) and Armaholic (45mb), they all are working fine.


  12. I got bored right away with the traning mission. yea, like other have said, shorten it, or have option to skip it. something like skipping the training, but you still meet all the character. btw, Very Great Job!!

    eh si om jendral hehe :yay:

    thanks for feedback :)

    i think it's a great idea to have it an option to do the training or not, and much simpler for me to do that (than have it shortened, which requires more effort i think).


  13. To be honest i will remove training part or shorten only to team introduction with floating names. As its boring for most ARMA 2 players and bit useles. I am happy i was patient enought to see gems that come. Great cinematics in missions. So yes for me training intro is pain in ass and totaly unrealisic. But i am just one. Lets wait for more opinions. I like your humour :) only good monent with training was that cows behind curve. Sure i entered that curve full speed with mororbike and nearly crashed to poor cows :) Like in RL. Smiled all way to airport then :) Urban firefights scripting is work of genius. I loved it in first two missions. Now on patrol. With proper voiceovers its same level as orginal ARMA 2 razor campaing, even better in cinematics and urban firefight scripting. Dunno yet how its dynamic later on, if ever as Razor campaing was bi dynamic later. Looking forward what surprise me later on. I feel there will be something :) no no soilers please :)

    Thanks for your feedback, ataribaby! :)

    yeah, the training part is actually just some kind of character introducing (so make the player more invovled to the story) and i thought the same way too, but i give it a try anyway. Just like you say, maybe some other like it, but for balance i'm going to have it shortened in next release! But.. don't expect too high as harvest red too, surely not dynamic as harvest red do but this campaign has it on its way :cool:


  14. Wow. Very cool. Original Arma 2 Razor campaing from another perspective. I love attention to detail. Just in first siege mission. Town combat is greatly executed with cutionous proceed of AI leader. Just strange, on training ground there is guys directly behind dummy targets. Bit dangerouns and unbelievable. Brefing screen show win 7 Screen. Not available in campaing time frame and at intro at LHA deck there is fully working and crewable harrier. Small nickpicking but in level of detail you made its bit like flashing beacon. Now i go to continue with first siege misson. begining is tad long and its not clear what to do on start of mount track where is barrels but if patient first mission in great!

    Aha! that guy behind dummy is my test-character. lol. i'm going to fix it in next release.

    yeah, many said that first mission is lil bit boring and not clear. should i remove/shortened it?

    01-02 Before the D-Day no bugs found.

    Very nice cutscenes, great atmosphere.

    thanks. glad you enjoyed it.

    Hmm in first mission to siege Chernogorsk i getting hurt bnadly when CAS hit tanks. Building over street collapse. My team mates seems to be immune to that. Its supposed to be like that?

    it's actually pretty random, but it's okay. and that's one of things i should get fix with (make it less random, but so far it's the best try). during my 5 times testing playing, 3 of it only showed collapsed building, 1 time the building and your whole team is ok, and 1 time like you. your team mates immuned because while the explosion, i disable their damage (so make less chance for anything gone wrong!)

    I had to learn some math but... your campaign is amazing! I'm just after "routine patrol" and I'm really intrested what is going on next.. Can't wait till I get back from school!

    Greetings from Poland!

    still long way to go.. wait until when you have to make choices of your life! maybe i should make a polling which endings has more choosen? :p

    Second mission done and impressed!

    good to hear that. thanks.




  15. Yogdogz..

    Presents..

    An arma 2 campaign...

    JgfHG.jpg

    bigger poster

    THE STORY...

    The operation harvest red of chernarussia had started a new cold war between russia and america. It was the end of the world when both sides misunderstood the situation and all hell breaks loose. The world was never been the same since the fallout.

    A small group of regular marines tried to survive the catasthrope of nuclear war in hostile territory of chernarus. The only way to survive is to cooperate with other survivors, even untrusted strangers. The struggle for survival couldn't be more harder since the world had ended.

    SCREENSHOTS

    GAMEPLAY VIDEOS

    thanks to JanMetabolic





    FEATURES



    • Total 22 missions
    • Cinematic story-related cutscenes
    • 5 different unique endings. you choose!
    • Play as regular grunt who don't know anything in nuclear war front
    • Harsh environment of radioactive wastelands





    REQUIREMENTS





    • Arma 2 Combined Operation





    HOW TO INSTALL

    @becubed

    This is campaign not a mission so you must create in your arma2 folder new folder called campaigns and put this campaign file there (For example: C:\arma2\campains\Campaignfile.pbo).

    Then run the game go to Menu->Campaigns and search for this one. :)

    thanks to :

    BIS - for great game

    Armaholic and BISforums - for great source learning

    IndonesianGamer - for introducing me to ARMA 2

    zipper5 - for kbtell & etc scripts

    kylania - for script examples

    a wild goat - for fire script

    Kempco - for bombardment script

    Mikey - for briefing template

    =NAG= - for his Coop mission template

    Karel Moricky - for floating credits text

    Clayman - for inspirations

    valkyrie, EVEAJAH, F4T4L1TY - beta testers

    and for anyone I forget, sorry...

    DOWNLOAD LINKS

    FALLOUT v.1.0

    (mediafire)

    download_button.png

    FALLOUT v.1.0

    (armaholic)

    download_button.png



    • Like 1

  16. so.. it ended like that! :D yeah, maybe it's better for the mission ended during the flight or landing, i'm sure some of players got trouble to find it. oh yeah, just find it there! but only ordnances, ammunitions and launchers.. no rifles! it would be good if i can use other rifle than M4 holos.


  17. good mission overall. love the CQB, and rush feeling (i must sure what i was shooting bcos civilan all around the corner). but i can't finish the mission when..

    i grabbed the briefcase near a building in mosque and helo extracted me to base. once in i was in base, nothing happened, i search for the officer but none

    and how about more weapon selection? M4 holo is all you can get?

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