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This is probably my biggest criticism so we'll have to disagree on this point. It was very easy to change with some scripting knowledge, at least. Perhaps it was just us, I guess you'll see from other feedback.
Thanks again for the long response. Hopefully my comments help you figure out some of the bugs. Liked and favourited so that you get some more exposure :-)
There were random Loner/Renegade spawns in the Airfield, but no army spawns whatsover, no.
Animal groups have desync issues - they were normally invisible (I can see their markers on Zeus but not at all in-game). So, we mostly had to look for canned beans etc in houses. It was pretty grindy in the tedious, rather than atmospheric, way. But, YMMV.
Lack of victory screen probably needs more explanation in-game. It seemed very much like a bug (especially as you fly off the map to finish it).
Arsenals don't have weapons IN the arsenal, but if you press the inventory key instead you'll see they are chock full of 2035 weapons in the inventory area.
5)zombie spawns: i haven't encountered that actually. zombies spawn by the ravage mod, similar to ALiVE units. They spawn within 600 meters of players, but not closer than 150 meters. If they do for you, then it may be an issue with server desync.
Again, thanks for playing. I am happy you enjoyed it despite the bugs!
1)too many guns: thats fair enough, i strongly encourage to change things up, especially since arma randomization appears to be kind of insane.
2)food: that is definitely true, but i thought about it, too. I would (if performance allows) encourage to split into two groups when its suitable, to scavenge two nearby towns simultaniously. also: hunt! finding a animal group gives you 10 steaks, easily. water should be no problem when finding purification tablets (use the pumps).
3) spawn together: i'll leave this to the zeus. i think its super nice to find each other by using found radios (just agree on a channel beforehand). i'll leave it in as an option, zeus can always teleport people in the beginning.
1) Victory screen: Correct, there is none :D the idea was that you guys can decide if you want to end the game, or go on without an objective.
2)Arsenals: strange! Should not have that, I only allowed Dying Breath weapons.
3)NorthWest Airfield. The army units are located at the hangars and barracks. Are you saying they were not there at all? Other hostiles?
4)Anomaly detector works on dedicated in my tests.
5)Respawn, not much I can do about it, I am guessing this mission is bending arma almost to the breaking point. just quickly about the mechanics: you will always spawn at the respawn camp. you need to go through the antenna (action: "teleport to platoon rally point"). will add a sign or somthing for this.
6)thats unfortunate, its so scenic! :D I will move it. you seem to be better drivers than me though, I always lose my tires to an anomaly after 5 minutes, so I dont bother much with cars. good you got them to work for you though.
First, thanks for playing! I tried to build a mission that contains the aspects I enjoyed most in the original stakler games with Dying Breath. many of the decisions may be quite peculiar for other players, while they make total sense for me. You had exactly the right idea going into the pbo and changing things. Thats what mods are about. Nonetheless, I am going to try to explain my reasoning for some of the points.
We played the version that was last updated on Apr 21 @ 11:47pm. I did modify your PBOs to tweak scripts as mentioned in my comments, but I don't believe any of the bugs here are related to that.
5) Zombies spawn so quickly and at such short range on player shots fired (but not NPC shots, grrr!). 20+ popping in around you instantly in an open field is just weird.. like, were they hiding underground or something? The script needed tweaking either so that there is a greater delay until zombie spawn and/or greater distance.
This is a big list because we played for a long time so thought we'd give a lot of feedback. Overall we really enjoyed it, especially after the script tweaks we made mentioned above. Again thanks so much for putting the mission together!
1) After playing through, gun spawn rate in houses is definitely too high. We dropped it to "1" rather than "3" in the standard loot table and this seemed a lot better.
2) Related to this, food spawn rate is too low. I doubled it for standard and grocery store tables and it was still a challenge to stay well fed/hydrated. My guess would be because you play-tested solo while we were in a large group. Larger groups all have their hunger clock ticking simultaneously but the optimal solution (spread out as individuals and search different towns) is not intuitive or fun (may as well just play solo).
3) Players should probably start at the STALKER camp. On first death they'll teleport there anyway so it saves some wasted time. Otherwise it seems too much like a bug and there's no context about why you spawn there or who they are or anything. Worth noting that enemies will still happily path through the 'safe' area and cause various glitches.
6) Respawn was buggy. Sometimes we would get stuck in instant death loops. Rad damage effects persisted after respawn. We could move our stash but the respawn wouldn't follow. Player bodies and equipment disappeared seemingly at random - sometimes with players guarding them after 30 seconds, sometimes still persistent after hours.
7) The teleporter in the castle is a good idea but it's way too buggy. Half of us died on entry as we clipped either through the floor or off the side of the castle. Also, by the time you get access to teleporters you have vehicles, so teleport locations that don't fit vehicles don't end up getting used, which is a shame. It's always faster to drive.
Thanks again for making the mission. Overall it was good fun and very atmospheric. My group managed to finish it after about 15 or so hours on-and-off. We saved up a lot of bug reports and also some general gameplay comments for you. I'll start with the bugs:
1) Probably the biggest bug was that the victory screen didn't work correctly. I had to manually end the scenario with Zeus once the last objective was completed. If this is intentional, it needs to be much more clearly signposted.
2) The RHS arsenals that can be found are a great addition. However, they spawn with 2035-era guns inside (MX6.5, LLR etc). My players had a fit when I suggested they return these, but they made the endgame trivial.
3) The army base mission to get the lab location was completely undefended. The officer was alone. This was very anticlimactic and easy.
4) The anomaly detector only works on the host. There's no option to activate it on clients in the ACE menu.
We were playing it Locally off his PC. Whenever we stopped playing, it would not save MY gear/location when I did Player Exit; but it DID save HIS gear/location (him being the server host) when he did Save and Exit.
Our solution turned out to be letting him load completely into the mission first, before I tried to join. Both of us attempting to load in at the same time from the lobby at the start caused it to not load my saved progress.
Can somebody confirm that ALiVE persistence is still broken on dedicated? I cant test that right now.
Also, respawn still appears to be bugged. Upon respawn back at the stalker camp we are given a full set of 2035 NATO gear.
Ah, I mean, the player saves work until the server is reset... and then everything is lost, including the player saves :-(.
Tried with a 32-bit server and hosting directly -> both had the same issue. Running out of ideas, but I will keep poking around.
In any case, it is encouraging that at least player saves work, individual progress is usually the most frustrating to lose.
ALiVE Exit - Saving Server
ADMIN UID: 76561197994506121
ADMIN: B Alpha 1-1:1 (Blakmane) REMOTE
ALiVE Pausing state of ALiVE_ALiVE_sys_profile instance set to true!
There's no noticeable effect. The button just... does nothing. I wish I could be more helpful. Is it working fine for you?
I was logged in as admin, yeah. We did wait but nothing happened. Maybe it's taking a very long time to save? I can try leaving it for 10 minutes or so to see if that makes a difference.
If I close or reset the server, nothing is retained. If I leave the server running then the player save/exit works fine (they can come back in where they were with all equipment etc). It seems to be specifically the server save that's not working.
There was a big arma update for old man recently, and this is the first time we've played since then. Makes me wonder if that's involved.
When you loaded up the mission again, did players retain their equipment? I didnt change anything about the save system since I uploaded the mission for the first time, so this is strange.
Yes, the players are exiting the server via ALiVE. I cannot use the server exit as that is what is broken - the button does not do anything (doesn't exit the server or save). In the previous version we had no problems and it was working fine.
We are copying the .pbo to run as a dedicated server. From my understanding, ALiVE will happily persist even through map updates as long as the .pbo is named identically --- but regardless, in this case that isn't the issue we were encountering. It's not that the save is missing or deleted, it's that we cannot save at all.
Did the players exit the server with the ALiVE player exit, and the server admin with the Server Exit? This is the necessary procedure as I understand.
Also, did you copy the mission file to your server, or did you play on the workshop subscription copy? If I update the mission on the workshop, and you dont play on your own copy, your mission files will be overwritten by my update, deleting the saved state.
FYI there seems to be perhaps an ACE mission setting that is also preventing 3rd person view regardless of the server settings. We aren't using 3rd person but thought I should mention.
https://imgur.com/a/IOjiWyA
https://discord.gg/mmNh7M
Items are also floating rather than being on the ground in all buildings, but I'm guessing that's more engine problems that might be hard for you to address.
As for the guns, Arma random generation is famously problematic, so it's probably just that being weird. Still, 15% is pretty high given there's often 3+ spots per house. Perhaps this is a good thing so that players don't have to be gunless for too long. Once I have a server set up we'll play through the story and I'll get back to you on that.
For 1) I've hosted directly in-game rather that with a dedicated, so I'm guessing that's the source of the problem. I'll set up a dedicated next time.
For 2) After some bugfixing I think it's a problem on my end, so all good there.
For 3) this is sad but we'll survive. It's a TFAR problem.
The ratio of loot is already very much curated, there is a 15% chance that an occupied loot spot contains a weapon (with a smaller chance of some suitable magazines along). It might be some freak coincidences to find that many guns, or the ArmA randomizing functions being dumb.
1) The respawn bug you reported is strange, I didnt see that on my end. Perhaps it is a server setting? Maybe check on your respawn settings, I will do the same again as well.
2) I cant do much about keybind settings, I personally barely use any ALiVE key binds, so I'd suggest changing that setting instead of the ACE setting.
3) Also not really something I can change, as I dont think most people will play LAN. What you can do is connect to literally any teamspeak, even if you dont use it. It will get rid of the message at least.
3) I am currently playing with people in the same room and so aren't using TFAR. As it is an essential mod, we are stuck with the 'not connected to teamspeak' box in the bottom right. This is annoying and immersion breaking.
4) Geiger counter remains on regardless of whether you turn it on/off. Not a big deal.
5) Loot spawning is a little off right now. In some second story areas near the starting spawn, the loot is under the floor and can't be picked up. Also, there are many guns even in the basic houses - I was finding 2-3 guns in a single surburban house at times. Might be better to tone back the gun spawn rate for civilian areas, but co-spawning matching ammo occasionally (not always) to balance this out.
1) Biggest bug, when I died and respawned it brought me back as a NATO soldier (with guns and equipment) in a camp east of Chernarus. The camp itself has some issues too. There is much loot including a huge cache of medical supplies. The stalkers are passive and invulnerable, which I understand if this is some kind of permanent base, but enemies happily spawn in it and then aggro onto them permanently. I completed the cherno mission instantly on spawning there without even being able to see cherno.