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Thread: 'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability

  1. #141
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by keet View Post
    There is only 1 general per game right?

    I did look all over, used command mode too.

    Perhaps I missed it but it was not in the near vicinity, I assure you and I did use the context menu to try and find at least the open suitcase message.

    Also, I usually get a mission update message when I kill the general but did not get one.

    Anyway, I kind of like the nastier ai, maybe only tone down the low ranking enlisted?

    Thanks as always, this mission is great.

    Just started a new task force mission, the red area is arround the devils stronghold, got to go to work but the first 15 minutes are even more intense then ever, having a blast, will talk later.

    Well, looking forward to your experiences

    That general's issue sounds really odd. Never happened to me yet.
    The mission update you mentioned just happens if a west troop comes close to the suitcase the first time, about 15 meters or so. So you should have been able to find that one at least.
    Anyway will have a look at this possible issue for sure.

    Quote Originally Posted by coma73 View Post
    a few of us tried this on a dedicated server and it had alot of errors.
    1- spawned off the map up on the far ne corner of map, and my squad started at start point.
    2- you have team switch which didnt seem to work very well, i switched to an ai character but couldnt control him.

    cant remeber the rest and i doubt ill try and test it any further since it would involve walking a huge distance again.


    alot of the community use dedicated servers yet almost none of the missions released are tested on one. its not "MP compatable" if it cant be played on a dedicated server. you should say that.
    coma73,
    I can uderstand your frustration when you started the mission the first time on a ded server and instead experiencing something you expected just faced some broken stuff.
    But why not bring up a bit more useful details in what happened instead of just give room to some bad emotions you may still have about it ?

    For example what version have you tried. I recently saw a game hosted even under v1.17, that was the initial relase 3 weeks ago that got updated 10 times since then.
    There once was an issue similar to what you described under point 1) and it should have been fixed in version 1.25 as well as the second point !

    What kind of game mode have you tried ? SpecOp or TaskForce ?
    Did you host the game or did you just connect ?

    Which role/slot did each of you guys take ? It is clearly denoted that the group leader is essential when played in MP, but that note was introduced in v1.23 not before. Maybe that was what happened to you ?

    I dont have possibilities to make extensive tests on a dedicated box unfortunately, but worked my ** off to have it running nice on my dedicated test environemt though.
    So any constructive critics or even reports regarding that particular game mode are much appreciated and would help (me) a lot more to fix things that maybe are broken than just to drop in and try to tell that something shouldnt called compatible.
    Last edited by Wiper; Sep 3 2009 at 00:59.
    "The simplest is always the best"
    -Thomas Jefferson

  2. #142
    Quote Originally Posted by Wiper View Post
    ...Can you point me to one or two rough edges that you find particular rough, in the writings ? Thanks !...
    Like myself, he probably thinks the story line is a bit long and convoluted. Why not just have something real simple about an 'Intelligence has identified the opportunity to grab some secret war plans/documents/spy ids/blueprints/cake ingredients/vehicle serial numbers from a visiting general'? If it is possible, you could even randomize the description.

    The other thing about tasks, why not just collapse tasks 1 and 2 together. just have the user active the briefcase once and be done with it. The second activation or delay is kind of just story line, which to me is forgettable (compared to the mission play out )

    Video game research shows that when text of more than a sentence or two is displayed, players simply don't bother reading it. While I'm sure all ARMA2 players are hard core and literate, you might as well keep things as simple and fun as possible.

    And after that criticism, I will remind you that I think the mission is great

  3. #143
    Staff Sergeant Wiper's Avatar
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    Greg,
    I agree with you in every point.
    The reason for those things I guess is that since I released the mission to public I'm just fixing stuff plus polishing and testing and need to do all that alone.
    Its so amazing how much the mission got downloaded plus the feedback is considerably wide in a way I would never had dreamed of.
    Thats the reason I concentrate for about 75% on the AI stuff and the unforgiving MP managment, simply to have the gameplay always as best as possible.
    In other words, some of the "grown" story parts I just need to left out for the moment although I'd also like to see some parts of it streamlined too .

    Anyway will see what time brings within the next releases and I'm sure I'll improve some stuff around the story...if personal capacity allows.
    Next update wll have a completely reworked guiding script for the Hind btw.
    If all works well (need tests tests tests) the chaotic kamikaze attacks of that crazy chopper AI is gone forever and if not downed with a stinger it should fly forever (besides his RTB for refuleing) - an important aspect when playing SpecOp mode in particular i think.


    edit: oh and almost forgot: thanks a lot for your critics - much appreciated !
    Last edited by Wiper; Sep 3 2009 at 01:32.

  4. #144
    Sill enjoying this mission alot and was extremely pleased to see you added a view distance module (or what ever) to MP as ive always played it in COOP with a mate.
    The new transport chopper script is much better too.

    First time we played 1.26b, the only target in the red zone was the general and nothing else, is this possible because of the randomness of what spawns or possible bug? Second time we played it was normal. One other thing in MP is that the teams dont automatically split like they use to, you have to do it manualy with HCS, not a huge problem though.
    We've had no problems with the Hind, one time it even managed to take out my mates squad while being shot down lol.

    One last request Wiper, any chance of a 24 hour time module, so we can choose what time of the day/night we want the mission to be set in?

  5. #145
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by Akuras View Post
    Sill enjoying this mission alot and was extremely pleased to see you added a view distance module (or what ever) to MP as ive always played it in COOP with a mate.
    The new transport chopper script is much better too.

    First time we played 1.26b, the only target in the red zone was the general and nothing else, is this possible because of the randomness of what spawns or possible bug? Second time we played it was normal. One other thing in MP is that the teams dont automatically split like they use to, you have to do it manualy with HCS, not a huge problem though.
    We've had no problems with the Hind, one time it even managed to take out my mates squad while being shot down lol.

    One last request Wiper, any chance of a 24 hour time module, so we can choose what time of the day/night we want the mission to be set in?
    The mission starts at randomized time with high probabilty for dawn and dusk but suppresses night time starts at all.
    I may add something like a +12 hours option so that its granted to start at night time with high probab. Would this by sufficient for you ?

    Found a really nasty bug that prevented some civilian cars to be placed hence letting the units just stay around doing nothing.
    Also I noticed the "general only bug" the very first time ever since i released the mission. I strongly hope that I was able to fix that issue as I just found one single reason for it

    New version uploaded, please get it on the first page !

    v1.27
    • fixed: some civilians and opfor units placed on roads without cars
    • fixed: odd suitcase placements possible in rural areas
    • fixed: some typos in the briefing
    • fixed: under *very* rare conditions only the enemy general was placed in the primary target area.
    • tweaked: enemy Hind should not crash in forests and hills too easy anymore, also by preventing its kamikaze attacks.
    • tweaked: slightly increased probability of aiming shake and reduced accuracy of the hostile AI


    Have fun !

  6. #146
    sorry i wasnt super super specific, i read the read me , had latest version. played as the leader slot(as it says) and i gave you all the feedback i was able to. sorry i ruffled your feathers but an error is an error, no matter how i state it. when you say mp compatable i still think you should specify (not tested on dedicated server) many many many missions, addons are released that say mp compatable, but were never even tested =in mp let alone mp dedicated. i re read my post and i see none of the hostility you seemed to see. ive been playing ofp/arma/arma2 for a long time so ide say i know what i mean. i cant get specific because i couldnt be bothered to test a mission extensively when i already know 2 seconds in that it doesnt work properly on dedicated. if it works in regular mp, then thats quite alright. just specify. and dont get upset when someone points out a flaw, or else specify ONLY POSITIVE FEEDBACK WANTED. next time i guess ill keep my imput to myself, i just fealt it could be a good mission for dedicated servers, being as i have access to a dedicated that sees alot of usage.

  7. #147
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by coma73 View Post
    sorry i wasnt super super specific, i read the read me , had latest version. played as the leader slot(as it says) and i gave you all the feedback i was able to. sorry i ruffled your feathers but an error is an error, no matter how i state it. when you say mp compatable i still think you should specify (not tested on dedicated server) many many many missions, addons are released that say mp compatable, but were never even tested =in mp let alone mp dedicated. i re read my post and i see none of the hostility you seemed to see. ive been playing ofp/arma/arma2 for a long time so ide say i know what i mean. i cant get specific because i couldnt be bothered to test a mission extensively when i already know 2 seconds in that it doesnt work properly on dedicated. if it works in regular mp, then thats quite alright. just specify. and dont get upset when someone points out a flaw, or else specify ONLY POSITIVE FEEDBACK WANTED. next time i guess ill keep my imput to myself, i just fealt it could be a good mission for dedicated servers, being as i have access to a dedicated that sees alot of usage.
    nah cmon, I'm happy you reported it anyways, keep it on please.
    Problem is its running well on my dedicated test config - although its just 3 Arma2 instances on 1 machine (1 ded sever, 2 client instances)
    Will fire it up again and give it another try.
    I'm sure you was trying the SpecOp mode, weren't you ?
    Using the standard pbo should not make any problems, and as for the compatibility issue, I even pack always a special SpecOp version together just for dedicated server admins..

    edit: Have tried the SpecOp dedicated version several times now and did not encounter the issue you reported at one single instance. The map always was centered on the instertion point near the target area and as soon as the mission started I was always placed there as well as the second client instance.
    However, it showed me that i forgot to switch the dedicated SpecOp pbo to 'SpecOp' mode actually hence a hot fix is already uploaded for this..

    ---------- Post added at 06:45 PM ---------- Previous post was at 05:39 PM ----------

    Ok, quick hot fix was required as I forgot to activate the SpecOp mode for the dedicated SpecOp pbo version !

    You may ignore it if you don't intend to host a dedicated SpecOp mission.
    No in game stuff was touched for that hotfix ( besides some minor briefing text fixes)

    v1.27a is up on the first page.
    Last edited by Wiper; Sep 3 2009 at 18:22.

  8. #148
    Quote Originally Posted by Wiper View Post
    The mission starts at randomized time with high probabilty for dawn and dusk but suppresses night time starts at all.
    I may add something like a +12 hours option so that its granted to start at night time with high probab. Would this by sufficient for you ?
    Yeah that would be sweet as. Just really after some night time missions just to add to the mix.

  9. #149
    Tested out 1.27 with my squad buddies yesterday. We had a blast, no bugs noticed whatsoever. Great stuff!
    IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si)

    Err... Mi-48 Caiman in A3? Bitch please...!

  10. #150
    Wiper,
    can you change my ingame name from 'Willi Wiper' to my real account name? It is displayed properly during the briefing, but then it changes to 'Willi Wiper'. Look at the screenshot:


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