			v4 Changlelog 
			=============


Have included crc32 sfv hash check updated.


Notes
=====
I went back a few backups to what I think is a safe v4. The only difference between this version and final v4 was some optimization in terms of removing the 15NK that run to the fuel dump until needed.
If you are still having slow down in the Workshop might be worth redoing this but I hope other things listed below namely cleaning up airstrip AI will help.
I have exported this so it should be ready to play test. I haven't actually play tested this one but it's successor.
Anything weird when you play test or if it crashes when opening in editor or saving, let me know.


Changelog v4
============


Squad run through the bushes at the start along the path now

LTV at end of runway drivable

Path patrol delayed so aren't ignoring squad, add some Flow Graphed behaviours to make them aware sooner, may still need tweaking
(patrol timing can be tweaked in AirstripPatrolA FG, patrol awareness in DawsonAPT graph)


Player can move during radio conversation to heli (MissionRadioHeli FG)
Dawson and Corban beam to left tower, at present this may seem weird especially if player sees it until cine is added
Once composed cine in trackview will need to integrate it
Corban and Dawson should follow better during generator race
Added Jester's voicepack to Dawson during the generator race since they seem too quiet here

(Will need to set a gametoken on completion of RadioHeli cine to beam both in DawsonGraph1 and CorbanGraph1, at present they beam after conversation, will need to remove live radio conversation as this happens in cine now, will need to disable the AI in the field before cine runs do this in the trackview properties)


Cine Corban doing right tower generator disabled, Player now has to do all 3 generators and they are marked on the map
(cine_3_generator)


CorbanPTP Flow Graph added container for Corban's extra instructions as attack starts:
At present he just repeats his first instruction
Put mp3 in Game/Dialog/Airstrip folder (Stereo 44.1K, 16bit, 256kbps mp3 with mp2 extension)
View menu-Open View Pane-Flow Graph to open the FG editor
On left Entites + button to expand
SquadAI + button to expand folder
Highlight CorbanPTP
Right Click window-Fit to Graph
Right mouse to drag FG about
Mouse Wheel to zoom in/out
Find at top section that says Corban giving instructions as attack starts
Click on Sound:PlaySoundEvent node and in inputs window on the right choose SoundEvent
Sound Browser opens-Browse File... and navigate to find your audio file
Should have full path in Sound:PlaySoundEvent node
eg. SoundEvent=Mods/FreezeFrame/Game/Dialog/Airstrip/filename.mp2
Delay may need adjusting (method as above)


Map building door:
Advanced door script really bad with this model perhaps (the one you can lock), must be unfinished as can shoot but not explode
So I just use an in game substitution for normal nonlockable but reliable door
Should now be okay no need to blow it
I also open it since if player tried it earlier may not realize it's now unlocked
The guy with RPG came out and left it open!
Worked in my play test.

When Photo spacecraft objective is ready to give will only wait at most 17 seconds for combat to die down otherwise given anyway

Satellite and Credentials missions
After watching the video it seems that it may be because you detonate all 3 at once.
I have used a completely different method in case others do this and should be ok, worked in my play test but one at a time.

Power cine triggers 5 seconds after last photo taken (normally in the  Workshop).
In my play test of v4 I forgot to photograph the tank in warehouse, went back after workshop and the cines played while I was in the warehouse.
This is correct if player does in alternate order. However as I was inside the visarea all the vocals were very distorted.
I can't think of a solution if anybody else does similar, stupid engine sound processing.

Removed so only distant fog at night and none at 10.00am onwards (island start)
Move island start to 10am

Boat meeting and Dawson on island now cinematics that can be used or redone.
It worked fine in my play test however when the player reenters the game to go to GPS hut I saw him shoot several metres to the spot.
I used same method as village intro cine. Either will need to beam sooner. Or fade out at end of cine and fade in.

Dawson follower now using exact method Crytek used with player and Hawker going up valley in Island Stock map
His death should be bit bettter but still not a cinematic.
All worked well in v4 play test.

Redone Dawson's beach capers as a simple cine although still not great and needs work but it should now be reliable to play here
It runs 2 cines end to end the Boat cine has been extended to include the blackout and crash bit, then Dawson cine plays
These are in the cine_boat Flow Graph
Very much simplified this whole section so cinematics can be worked on if required
Dawson will follow pretty much anywhere round this section of the map and talks

Removed ThermalVision from all AI, left this on quite a few by mistake and it may be the cause for some seeing you cloaked
I distincly was spotted by the patrol guy while cloaked from a distance at GPS hut and he shot at me as if I wasn't cloaked
Only thing unusual about his settings was ThermalVision was checked
In play test v4 I didn't notice any spotting me and difficulty seemed unchanged.


Both towers completed on taking only first tower if player went inside right tower (the one Corban and Thorlo take)
Noticed in your video.
Logical bug in MissionTwoTowers FG using All rather than Once node. Now fixed.
Will only complete this mission once player has secured his tower as well.


Fighter in hangar should be easier to photograph. Hopefully the failsafe which fails this if take 4 bad photos here is fixed too.
Don't really want camera problems or the using of it to stop the game anywhere, that's not realistic.
Likewise failing to photograph 1 or more the dockside mission objects will not stop the game.
As long as player visits the locations eventually game will move on.
The player just loses intel points. The mission is left unresolved.
Don't want to make it secondary though and not fail in case he goes back to try again.
These failsafes need testing in game.


AI optimization, possible cause of lag in Workshop and elsewhere if many AI are left behind alive/gassed using stealth methods:
All AI in Airstrip, map building and parking lot/train area removed once player reaches the dockside
All AI in Dockside removed just before boat cinematic starts
Play test v4 everything worked okay, no more masses of red markers on maps left behind.
I used absurdly large flow graphs to disable them all, as I finished I realized could have used the BroadcastEvent node and
changed all the AI in each area to have a similar prefix in their names, never mind done now.

Have fire sound and damage for burning fuel tanks
Checked when I played v4 and worked okay.

Game saved after player photographs the burning fuel dump successfully
Noticed your redoing this over and over in video.


Doors:
Map building not changed, I use inner one for cover to lob grenades in and if change other will seem odd
Have only changed the warehouse doors
All open into rooms 90 degrees except very top that open out onto roof (although in play test v4 one of them went other way leading to heli)
They always open in the same direction every time for realism regardless of approach direction
If you want to change any then they are in WarehouseL and WarehouseR layers
Select a door on map, in rollupbar properties can alter:
Range - angle it opens to, change direction by making positive or negative
Relative to User - if true then direction is always relative to the user, -ve away from, +ve towards


Enter Crater Entrance mission added once Security Down mission done

Helicopters cause shake and blur when destroyed (In play test v4 didn't happen if on ground or near ground, but did in the air)
Flow Graphed in DockReturn (Dockside folder) and WHLRoofTrigger (WarehouseL folder) Flow Graphs
See these which have comments on how to make adjustments to the effect

Helicopters:
Should now be more visible due to less atmospheric fog at night. (in play test v4 I could always see)
Fly with lights on so can spot better. (in play test v4 didn't notice them maybe they don't work)
Will patrol for 10 minutes only then try to land back on warehouse roofs if not shot down. (untested yet I shot down)
Since they may not achieve this 2 minutes later they run out of fuel and fall to earth.

Ladders have NOT been added to the dockside, it means that the game triggers can possibly be shortcircuited and bug out the missions.
You cannot cross from the airstrip as there are sharks in the water. Game logic requires it.





Suggestions for later versions
==============================
Remove the 15 NK that run to the fuel dump until after the power cine and player enters this half of the dockside
Remove all island AI once reach 2nd rumble on path.
AI Ignore should be set once player enters the crater if leaving as is, not essential but might make ending better.
Could put a forbidden area where the train stops, AI sometimes trying to walk into it.
Grenades not sleep Dawson. Will need sorting out.
Possibly shard in mobile command too well hidden.
	




































































