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Gunter Severloh

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Reply with quote  #16 
Hi micipower,
The mission you have has not been updated to work in IFA3, only I have the updated version, which we are using for testing.

Currently all the other missions for Ragnarok including the original demo will not work in IFA3 even with CUP mod,
because the missions use Hetman for Arma2OA, and not Hetman for Arma3.

The demo mission i have which the last 3 test videos I used to do the tests and record the results had Hetman for Arma3 in it.

Why does that matter?
Because hetman is what the enemy AI use, without it the enemy would do nothing, with the version for Arma2OA hetman wont initialize in Arma3,
basically it wont start and you get what you are experiencing.

 Your just going to have to wait til we sort out some issues with it right now, Kju will be looking at it soon to fix and sort
out the errors and issues so it will be playable, once its playable I will record another video (test 4) to demonstrate the results, and once we
are satisfied that its functional, then I will create an IFA3 version of all the Ragnarok missions which is just a matter
of updating the files in the missions folders themselves.

Hope that makes sense.

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kju

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Reply with quote  #17 
ok here you go:


fixed issues in the mission and the mod
removed ryd_bf_if and ryd_expl_if - can you ask for his permission to include these tweaks and effects into the core please (make sure to mention the potential paid version!)

please try again, let me know how it goes and upload a new rpt
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Gunter Severloh

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Reply with quote  #18 
Cool, thanks will test in the morning as soon as I get home from work, and post a new rpt!
Will pm Rydygier right away tho.

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kju

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Reply with quote  #19 
core = IFA3 itself (in case thats wasnt clear enough)
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Gunter Severloh

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Reply with quote  #20 
Ok, Rydygier says this:

Quote:
Sure, I don't mind any fixes, you, kju or whoever see desired/necessary. Do, what you want in this matter, guys, kju most likely knows, what he is doing better, than me. ryd_bf_if - that's my bombing fix module made for IFR team, that makes bombs truly free fall, and yet pretty accurately dropped from planes. Used only in case of calling air support. Without it bombs behave like nearly-unavoidable homing missiles, at least such it was in A2 IF. ryd_expl_if - another module adding physical shrapnels to each arty explosion. CPU heavy and purely optional.


I'm going to test now and record a vid of the test for a visual reference and get you the RPT right after.

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Gunter Severloh

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Reply with quote  #21 
Heres the RPT from the latest test based off your update:
https://www.dropbox.com/s/ww0bjvj66xvwkix/Ragnarok%20RPT.zip?dl=0

I recorded the vid but i need to compress it and then upload it, so I'll post that when its done.

As for the test, 3 things:
  • 1 error showing with tank factory
  • Enemy Ai spawn np, but they capture strategic points very slow, like I had all strategic points but the 2 that they captured
  • On the logistics truck, you cannot allocate funds to a tiger tank, i clicked on the tank button but nothing happened.
Minor stuff
The loading screen dont work, and the officers at the table are not in their position doing
their animation like their going over the map.

Aside that the mission ran fine, no errors as seen before, but Rpt should give you the details of whats going on.

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Gunter Severloh

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Reply with quote  #22 
Update, heres the video i recorded from this update:

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kju

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Reply with quote  #23 
Remaining issues:

> Warning Message: Cannot open object ca\weapons\ammoboxes\specialweapons.p3d
from mbg_woo.pbo\Buildings\MBG_Barracks.p3d

That should be part of CUP. You have to ask CUP people why they didn't port it.


> Warning Message: Script any not found

This may or may not be fixed now.

Code:

mbg_woo\buildings\proxies\bis_barrack2.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_bouda3.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_budova1.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_ind_shed_02_end.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_ind_shed_02_main.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_ind_workshop01_01.p3d: house, config class missing
mbg_woo\buildings\proxies\bis_repair_center.p3d: house, config class missing


These would need a simple config definition, but its just rpt spam basically and can be ignored.

Code:

String STR_CFG_SOUNDS_ENG1 not found

String STR_CFG_SOUNDS_ENG10 not found
String STR_CFG_SOUNDS_ENG11 not found
String STR_CFG_SOUNDS_ENG12 not found
String STR_CFG_SOUNDS_ENG13 not found
String STR_CFG_SOUNDS_ENG14 not found
String STR_CFG_SOUNDS_ENG15 not found
String STR_CFG_SOUNDS_ENG16 not found
String STR_CFG_SOUNDS_ENG17 not found
String STR_CFG_SOUNDS_ENG18 not found
String STR_CFG_SOUNDS_ENG19 not found
String STR_CFG_SOUNDS_ENG2 not found
String STR_CFG_SOUNDS_ENG20 not found
String STR_CFG_SOUNDS_ENG21 not found
String STR_CFG_SOUNDS_ENG22 not found
String STR_CFG_SOUNDS_ENG23 not found
String STR_CFG_SOUNDS_ENG24 not found
String STR_CFG_SOUNDS_ENG25 not found
String STR_CFG_SOUNDS_ENG26 not found
String STR_CFG_SOUNDS_ENG27 not found
String STR_CFG_SOUNDS_ENG28 not found
String STR_CFG_SOUNDS_ENG29 not found
String STR_CFG_SOUNDS_ENG3 not found
String STR_CFG_SOUNDS_ENG30 not found
String STR_CFG_SOUNDS_ENG31 not found
String STR_CFG_SOUNDS_ENG32 not found
String STR_CFG_SOUNDS_ENG33 not found
String STR_CFG_SOUNDS_ENG34 not found
String STR_CFG_SOUNDS_ENG35 not found
String STR_CFG_SOUNDS_ENG36 not found
String STR_CFG_SOUNDS_ENG37 not found
String STR_CFG_SOUNDS_ENG38 not found
String STR_CFG_SOUNDS_ENG39 not found
String STR_CFG_SOUNDS_ENG4 not found
String STR_CFG_SOUNDS_ENG40 not found
String STR_CFG_SOUNDS_ENG41 not found
String STR_CFG_SOUNDS_ENG5 not found
String STR_CFG_SOUNDS_ENG6 not found
String STR_CFG_SOUNDS_ENG7 not found
String STR_CFG_SOUNDS_ENG8 not found
String STR_CFG_SOUNDS_ENG9 not found
String STR_CFG_SOUNDS_RUS1 not found
String STR_CFG_SOUNDS_RUS10 not found
String STR_CFG_SOUNDS_RUS11 not found
String STR_CFG_SOUNDS_RUS12 not found
String STR_CFG_SOUNDS_RUS13 not found
String STR_CFG_SOUNDS_RUS14 not found
String STR_CFG_SOUNDS_RUS15 not found
String STR_CFG_SOUNDS_RUS16 not found
String STR_CFG_SOUNDS_RUS17 not found
String STR_CFG_SOUNDS_RUS18 not found
String STR_CFG_SOUNDS_RUS19 not found
String STR_CFG_SOUNDS_RUS2 not found
String STR_CFG_SOUNDS_RUS20 not found
String STR_CFG_SOUNDS_RUS3 not found
String STR_CFG_SOUNDS_RUS4 not found
String STR_CFG_SOUNDS_RUS5 not found
String STR_CFG_SOUNDS_RUS6 not found
String STR_CFG_SOUNDS_RUS7 not found
String STR_CFG_SOUNDS_RUS8 not found
String STR_CFG_SOUNDS_RUS9 not found

These are OFP sound classes - no idea where these are from. Couldn't find anything to mention them.
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kju

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Reply with quote  #24 
I think this is as much as I can help you.
For functionality issues you really need Rydygier or a good scripter with time to learn the code and how it works.
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Gunter Severloh

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Reply with quote  #25 
Ok, thanks, i will ask Rydygier and post what you pointed out and see if he has the time to look at these few things,
appreciate all your help and effort kju, you have brought a new light to the mode.
I will also post again here if there is any updates, overall Ragnarok in IFA3 is fairly playable so i will mess with it further too.

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kju

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Reply with quote  #26 
Latest files here:
(for some reason the previous link in my first post gone missing)
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Gunter Severloh

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Reply with quote  #27 
I got the files, i just removed the link previously.
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Gunter Severloh

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Reply with quote  #28 
Kju, can we replace the seagulls with butterflies, when infantry gets killed they turn into seagulls, in the IFA2 version it was crows, if we
turn them into butterflies i think it would be less noticeable and less impact on performance i think.

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kju

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Reply with quote  #29 
You can try

> seagull=>FireFly

However dead units should get removed after some time.
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Gunter Severloh

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Reply with quote  #30 
Been testing and enemy AI aren't aggressive enough, you can capture almost whole map and enemy will only have captured one, they are out and about,
they do spawn infantry, and tanks, but thing is they dont capture enough, unlike in the IFA2 version they will proceed to capture and build.
Rydygier says it deals Hetman A3 but he says he has no time to look at it, so im going to ask Miky74 and see if he could.

Aside the lack of aggressiveness to capture strategic points, loading screen, and the 2 officer positions at the start of the mission,
the mission/mode overall is pretty much playable and ready to go. Kju any ideas with hetman on how to increase the AI aggression to capture strategic points?
Because without that aspect theres no challenge, you can play the mission as if your playing by yourself, theres no threat there to possibly lose as the enemy AI wont capture enough.

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