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SpecOps Campaign: testers needed.


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#1 Zeealex

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Posted 28 August 2011 - 09:41 PM

hey people :D

i've been needing a project that's a change of scenery from the one i was already working on (Longbow) at the moment, that one is taking the piddle to get the plot straight.


Anyway, i was thinking yesterday, why not loosely base a campaign around one of my all time favourite playstation games? so i got the Playstation out and gave Spec Ops: Airbourne Commando a quick run through to jog memory a little.

The dealio so far:
The campaign has been planned to be around 16 missions long (i might add a few of my favourites from Covert assault before the ending if not the campaign is 10 missions long) with a 2 mission testing release cycle. if you can stick with me for that long it would be fantastic, and if this is deemed download section worthy any testers that stick by will be credited for it.

like i said, its (very) loosely based around the airborne commando missions, pretty much only the mission names and the outline of what is going on is even the slightest bit similar
the maps are unfortunately stock maps, however i do hope to use a few in the downloads if i can get permission and whatnot.

Also if i am right in saying i must (and will happily) credit Phlook for the placeable objects, they play a big part in the first test mission.
if i seem to have missed anyone for crediting, please don't hesitate to give me a shout and i will make amends.

The missions should work nicely in campaign mode. and i know the objective completion proximity is quite far from the target but the whole mission has been optimised so it is possible to sneak past all enemies but the bridge guards.


anyway, enough jibber jabber here's the link to the first 2 missions, you know where to put them surely.
Latest version : BETA 6
http://www.mediafire...arp1wuotw55efb8

next 2 missions are Hostage rescue and Counter insurgency, then we take our minds away from the jungle scenery and into a ruined city for 2 stages.
here's to hoping the mod works. :thumbsup:

Edited by Zeealex, 03 January 2012 - 09:29 PM.

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#2 Tinker

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Posted 28 August 2011 - 10:47 PM

Mod is in place, always good to add a reamne file and update it each time you release a patch. Contain credits for use from the start. :thumbsup:

2 missions look like a good start here in Igor, not had chance to play. I would work on these 2 missions for now, get them up to a decent sp/coop playing level before you start anymore. If we can implement some basic random plans from the beginning it would be good.
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#3 Zeealex

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Posted 29 August 2011 - 10:30 AM

awesome! thanks for checking this out tinker
i had that feeling i had forgotten something in the zip file, i'll make up a readme file now so i don't forget.

i'll carry on with these 2 like you said for now, the worst i want is to move on too fast while there are still some playing issues or something. :thumbsup:

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#4 wombat50

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Posted 29 August 2011 - 06:25 PM

I had a play through on both using campaign mode.

Both missions played the RSE audio briefing.
Ommitt the RSE file name for example: <BriefingWaveFile>c02_briefing.wav</BriefingWaveFile>
Also it is necessary to rename the map from the original. <MapName>C02 Military Camp</MapName>
In your case you have done this already.

01
Met all the objectives and the mission ended. When met objectives registered in mission status when hitting the escape key. Maybe make this available for MP coop in mission properties?

02
Met 3 of the 4 objectives and they registered complete when accomplished.
When I got to extraction, the "Get to extraction" objective would not register and the mission would not end.

Overall, nice missions. 01 especially could use a couple more roving patrols to dodge while on this recon mission.
02 with only 30 some odd enemy was hard enough but a few more roving patrols would not hurt here either.
Not a necessity but it is nice to have smoke at the EZ for easy identification of the zone.
Thanks for taking the time and effort to make GR missions!
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#5 Zeealex

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Posted 29 August 2011 - 09:54 PM

hey Wombat :D
thanks for taking the time to test these missions.

i've fixed up the briefings and added a couple more patrols in the first mission, however the second mission will not accept any more patrol teams without crashing on startup of the mission :angry: i have added a few actors on patrol though

the smoke for the extract zones have been added and i've moved the extract zone for mission 2 and it now works however i know the objective completion loops that's human error and i've just fixed it then

the briefing wavs have been removed so they shouldnt be a bother now.

aaand i've forgotten to check the MP co-op box! piddle! :lol:

i can see i'm going to have to add another zip on mediafire after this one.

here's the (mostly) fixed version
http://www.mediafire...hw9kwi28wdnqg8q
if you get any crashes i should have a basic idea of where they are coming from :thumbsup:

the final version will hopefully include randomized patrols as soon as i suss it out.

oh forgot to add on that even though the extract completion loops the mission should still complete or crash

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#6 wombat50

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Posted 30 August 2011 - 10:14 PM

I have only a basic understanding of Igor so the below may not be entirely correct.
01
The drugzone is a large circular zone now. I suggest a smaller rectangular zone as I was not even in eye contact of the crates when I got a message that the "Search For Evidence of Weapons Deal" objective was complete.

02
In the briefing screen, command map tab, the images cycle through the objectives but the locations don't match the objectives.
In Igor you can set these using waypoints from the Misc list and when placing them, from the action drop down list choose the correct objective.
Same goes for ingame. If you want to mark objectives on the command map. Use a new waypoint, place it and from the action list choose label. In the text box enter the appropriate text.

Extraction and insertion zones are quite close. This is OK. But I can see the extraction smoke when inserting. Maybe have this on a timer or trigger that will activate it later?

I purposely ran out of demo charges before demoing the storage building and bunkhouse but the mission did not fail.

Mission still does not end in this version.

I advise placing links for updated missions in the first post of the thread.
Delete any that are not current. Just indicate in your most recent post if you have a new update that the link is in the first post.
Thanks Alex!
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#7 Zeealex

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Posted 30 August 2011 - 10:28 PM

thank you for testing again wombat :thumbsup:

i'm going to have to make this pretty quick, sorry.

i'll happily fix up all the things you stated first thing tomorrow and update it for you :thumbsup: i was worried about the extraction smoke and the zone though, i'll use flags for the extraction smoke activation.

as for the first post thing, my edit button has gone walkies, no joke, i'll ask the forum admin if they could kindly edit the post with the latest version :thumbsup: anyhow, sorry about the rushed reply :/

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#8 wombat50

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Posted 30 August 2011 - 11:04 PM

No rush Alex.
Igor is not meant for speed. :lol:
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#9 Zeealex

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Posted 31 August 2011 - 07:53 PM

too right there wombat! :thumbsup:

sorry i've been busy with the mod so it's a little late.

anyway, here's the update list:
the waypoints have been added, however they don't match the mission objectives (3 waypoint's for the bridges etc) and in the final version they'll have their own shots.
the demo charge mission end conditions have been added.
the smoke has been set to activate upon the completion of the demo supplies and the bunkhouse objectives.
and to add on there are some updated skins for the ghosts,an urban skin and a greener cuba skin. here's a couple of images.
Posted Image
(he's in front of the bush)
Posted Image

and here's the update link:
http://www.mediafire...2nhbmxjh7b4duwj

it's odd that the 2nd mission doesn't end for you, well, i've changed flag states block, to counter states so perhaps you can get the mission to end this time :P

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#10 wombat50

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Posted 01 September 2011 - 01:26 AM

Alex,
Had another go with the latest update.

Might have to run the ghost sniper through Mike Schell's skinner again.
First lode carries the new skin but LOD 2 and 3 change to what looks like a desaturated skin.

01
Seems extraction is working but immediately goes to mission complete when one ghost enters the EZ
and the rest of the team/teams are still quite a distance from the EZ. This is the case with Mission 02 also.

Map icons ingame are fine.
A couple of the objectives on the command map in the briefing screen are not in the correct locations.
The one for extraction is on a bridge. "The Drivers of the truck Must Survive" should be very near the Crate objective.
Nit picky and allot of people don't pay attention to these smaller details but some people appreciate it.

02
Smoke for EZ working correctly and shows only when it is needed.
Ditto from 01 about extraction.

New skins look good. :thumbsup:
Your beta tester from hell, wombat
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#11 Zeealex

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Posted 01 September 2011 - 11:32 AM

thank you for testing again wombat.
the cuba sniper? i just thought it was wine as i only got it once, it could be conflicting with the urban skins. i'll put them in a separate folder this time, and run it through the skinner again to make sure. sorry about that :P



i'll fix up the extraction check parameters, and make sure all members of the platoon are in the zone before it extracts. :thumbsup:
and i'll fix up all the waypoints too.

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#12 Zeealex

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Posted 01 September 2011 - 09:47 PM

right this should do it, the skin problem was indeed a file conflict so the skin has been moved into a new folder and it should still work.

the extraction zone should now check that all players of the platoon are there before moving on. the waypoints have been fixed on the command map.

plus a little extra for you to play with :P

David Cole, the first hero character of the campaign, he's available after mission 1 and his stealth is high, he could come in handy for mission 2.

Posted Image
(i think the screenshot is in low settings, wine can't seem to emulate high settings)
hopefully this should be the final version of those 2 missions providing all is well and i should know what to do in the next 2 at least, sorry for all the mucking around, it shouldn't be as bad in the next 2

http://www.mediafire...tfbjsx7nrjpvajv

Edited by Zeealex, 01 September 2011 - 10:02 PM.

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#13 Zeealex

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Posted 04 September 2011 - 04:18 PM

hey guys

i've scripted up mission 3, it should work, if not, you know what to do.

command waypoints look odd on this, no worries, it's because the objectives are relatively close together, so it just acts as a guide.
anyway, mediafire doesn't like me today so i've used filefront instead.
http://www.gamefront...4458/test-5.zip

Enjoy! :thumbsup:

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#14 wombat50

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Posted 04 September 2011 - 05:33 PM

D/l'ed Alex. :thumbsup:
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#15 Zeealex

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Posted 04 September 2011 - 06:03 PM

thank you wombat :thumbsup:

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