Silent Storm Sentinels

Silent Storm Sentinels

Stuck in Tutorial lol ?
I just started the Tutorial and am tasked with moving my guy to a marked position, but my screen is zoomed into a small building roughly 530 tiles away from him.

He eventually made it to the point where he came into view, but I see no arrow or marker. I can't seem to be able to move the camera at all.

What do I do ?
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Showing 1-15 of 20 comments
francomelee Nov 7, 2015 @ 12:45pm 
skip the tutorial? lol
spaceweezle Nov 7, 2015 @ 8:10pm 
Yeah, I did end up having to skip it. My game has a problem to where the camera is zoomed in way to far for cut-scenes and base content. When I'm in the Armory for instance, I can't even get out using a door lol.
BlunterII Nov 8, 2015 @ 9:29am 
Originally posted by spaceweezle:
Yeah, I did end up having to skip it. My game has a problem to where the camera is zoomed in way to far for cut-scenes and base content. When I'm in the Armory for instance, I can't even get out using a door lol.

1. What resolution and monitor are you using, SW?

2. Did you modify any values in the s3autoexec file? (They set various camera limits)
The numbers represent FOV, min, max, yaw, pitch respectively.
You could try the following settings and see if they work for you:

//============================================================================
// generated by S^2, do not modify
//============================================================================
gfx_autodetect
//
exec .\cfg\s3input.cfg
exec .\cfg\s3config.cfg

//============================================================================
// User config
mission_camera_limits 30 1 90 -1.8 -0.05
mission_camera_softlimits 30 2 88 -1.75 -0.05
//mission_camera_softlimits 35 18 50 -1.4 -0.7
mission_camera_zoom_speed 0.3
mission_camera_pitch_speed 5
mission_camera_yaw_speed 1.5
mission_camera_scroll_speed 1.4
//mission_camera_scroll_acceleration 100
wirbelwind

_____________
~ Blunter ~
spaceweezle Nov 8, 2015 @ 10:10am 
Hey Blunt, I haven't edited anything and my resolution is 3440x1440.

I will try using those values and see what happens. Thanks much!

Since I have got you, could you tell me if civilians shooting at me in random encounters is normal and what should I do about it. Is it okay to kill them ?
Last edited by spaceweezle; Nov 8, 2015 @ 10:13am
spaceweezle Nov 8, 2015 @ 10:21am 
I just tested it out, unfortunuetly I still get the zoomed in view when in base. But wow the mission camera is far less restrictive now, it's great!

Thank you kindly. :D
francomelee Nov 8, 2015 @ 10:31am 
"Armed civilians" are different to regular civilians, generally if they have a red border it's okay to shoot them even if they don't shoot you.
spaceweezle Nov 8, 2015 @ 10:39am 
Well The civilian that keeps killing me in this random encounter is not labeled "Armed" he's just a regular civilian. I can't even fire at him, does this mean I can't do the encounter at all ?

The only possible way I can think of is to use grenades on him, but I am not carrying any.


Funilly enough, he doesn't even need a dropped weapon but runs into a building screaming for help and grabs a pistol from somewhere, then comes out guns blazing. Man I wish I could kill this guy.
Last edited by spaceweezle; Nov 8, 2015 @ 10:49am
spaceweezle Nov 8, 2015 @ 2:48pm 
I just realized you can target any objects using the ability command, so he's dead now. Unfortunate that I will get penalized, but the loot on this map should offset it.
BlunterII Nov 8, 2015 @ 3:48pm 
SW,

1.) If you are talking about the "Hotel" random encounter, there is a chance (50%) of getting an armed "Civilian" (armed with a SSA Dager or Luger P08) who is hostile to you yet is perceived as a neutral (cyan outline) by the player. Just kill him. It can be any of the 4 male civilians on that map. Females were spared the gruesome role.

Here is the function controlling that event:

function CivilRampage()
prob = random(0, 100 )
num = random( 4 ) + 1
rampage = GetUnit( "Civilian".. num )

if ( prob < 50 ) then

-- create knife or pistol
if ( prob < 25 ) then
UnitCreateItem( rampage, 237 )
else
UnitCreateItem( rampage, 3 )
end
Sleep(100)
OutLog("<color=red>SOMETHING IS NOT RIGHT !!!")
SleepForTurn( random( 2 ) + 1 )
UnitSetDiplomacy( rampage, 0, DS_ENEMY )
UnitSetNormalLogic( rampage )
end
end

Btw, you won't incur any penalty for killing civilians in random encounters. Nonsensical, I know, but that's the way they made it work.

2.) I believe it's your screen resolution that makes the camera zoom in so much. Try a 1920x1080 or lower and you might get pleasantly surprised. It shouldn't reduce the visual quality in any way, since the largest texture in the game is 1024x1024... most character, terrain and object textures range from 64x128 to 512x512 only.
_______________
~ Blunter ~
spaceweezle Nov 8, 2015 @ 6:04pm 
Hey, thanks for the info Blunt. I'm guessing the preset variables defined by "Rampage" logic includes grabbing any weapon and targeting the PC. He grabbed a sniper rifle last time lol.

I would gladly set it to a lower resolution, but I tend to get black bars either side of my screen which is not very nice. Not sure if forcing windowed mode would fix that, or if I'm actually able to do it.

You seem very well versed in the games files, would you by chance know of a way to stop the camera view shifting with NPC actions, it's really driving me insane.

Thanks again!
BlunterII Nov 8, 2015 @ 7:19pm 
SW,

You are welcome. :)

Most units (assigned default Normal or Guard logic) will pick up weapons lying on the ground especially if their AI rating is higher then what they currently have. It doesn't have anything to do with the function I posted.

I am not sure about the black bars on your screen (I assume you tried the resolution I suggested with the "Sentinels" already). It really depends on your setup...
But if your GPU driver is up-to-date, your screen resolution and ratio are supported by the application... hmm... not sure...

I am guessing you are not familiar with my "BlunterMod"... It's a very large mod with alot of various changes, new zones, new randoms, new RPG items, new ammo types, a new plot line, etc. I'm still working on it.
If you are interested - check it out here BlunterMod Thread [www.strategycore.co.uk] at StrategyCore.

To answer your camera question: open you s3config file (in cfg folder) and change the setvar ui_followcamera parameter to 0.00 like this:
setvar ui_followcamera = 0.00
_____________________
~ Blunter ~
spaceweezle Nov 8, 2015 @ 8:02pm 
Hey Blunt, You're a god-send mate! And no, I was not aware of your mod, or any mod for that matter, but it sounds tasty .. very tasty, it is definitely on my bucket list.

I tried switching to 1920x1080 and it fixed the ultra-zoom issue slightly. I guess that's as zoomed out as the game likes to be in those areas.

I have been doing the random enounters for a while now, having only done one official mission, And my luck finally came around as I stumbled upon what seemed like a bank robery in progress. It has taken me about 25-30 random encounters to get $7,000- but after raiding that bank I now have $66,000 lol. Kind of feels like an exploit.

I will try that camera tweak now, thank you so much, your help has made this game much more enjoyable. You should be crowned Lord of Silent storm!! :)
BlunterII Nov 8, 2015 @ 8:56pm 
SW,

Hey, no problem... and thanks for the compliments. :)

Check out my mod, you might get another surprise as many of the issues you mention have already been addressed in it... The mod doesn't change the original campaign, and the new things are introduced into the game seamlessly...

The most current version is 2.4
__________
~ Blunter ~
spaceweezle Nov 8, 2015 @ 9:02pm 
Oh that does sound rather awesome.

Two questions if I may:

By "seemlessly" does that mean it's save compatible?

Secondly, where can I give you credit for said mod ?

Cheers!

At any rate your glorious mod is downloading. It looks like you have done loads of work on this mod, looks great!

Thanks again Blunt.
Last edited by spaceweezle; Nov 8, 2015 @ 9:09pm
BlunterII Nov 8, 2015 @ 11:35pm 
I try to make it appear as part of the game, no gaps or obvious transitions.

Ex.1: The Sentinel base is the same building but... it has a bank (room) now where you can talk to the teller and deposit various currencies you find in the game world or talk to the banker and start the "Counterfeit" quest that will lead to the Soviet intelligence quest, the base also has an elevator in the lobby that leads to the "Sphere"/ A.T.P. (Accelerated Training Protocol) that starts another quest (to find all the activation tapes), etc.

Ex.2: New ammo types (armor-piercing, surplus and explosive bullets) coexist with the original balle ammunition as if they've always been there...

That's what I meant by "seamless".

It does rely on hints to drive some elements of the various sub-plots I introduced, so don't disable them.

Although some people reported success using Novik's AddMod utility, I would strongly recommend that you start a new game...

Since you already got a taste of the original - you will see the difference.
Don't forget to activate it in the custom game screen. "Custom", move the BlunterMod2.4 to the left, Apply, start a new campaign.

The best credit is you playing and enjoying it, SW!

Of course, feedback (the good, the bad and the ugly) is something I definitely appreciate. It helps me debug and improve the final product.

Some people choose to "like" some of my posts at StrategyCore.

It's up to you.
_____________
~ Blunter ~
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