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dr_eyeball

Tactical Battlefield - A PvP Modification

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I think the problem with the playerbase is the very very poor performance of this Mod. I know allot of people who want to play this really allot but nobody wants to play pvp with 13-20 fps, so the problem is behind performance in my opinion.

I think the mod did already huge improvements in performance-compared with early versions.

Now it's BIS turn to make the difference optimizing generally the MP performance.

Another solution is to sell your car (*i m on the same boat here)..so you can buy an Uber computer who can "keep up" better with the coding crimes :)

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That maybe explains parts of it and I did not really play earlier versions of TacBF since I was on the Dev-build. I haven't really experienced any specific performance issue playing TacBF 3.6/3.7 with my old system, it plays pretty much like vanilla for me so far.

/KC

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TacBF is one of the biggest tragedies of the Arma 3 story. It's such a well thought out excellent game mode. Intense battles and immersion..,,, and no one plays it.

I really wish it was incorporated into the vanilla game modes for Arma 3. Wasteland made it in?

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Overall the reasoning behind TacBF not doing too good is because of accessibility, the options are numerous out there for people to take up but we have none of them, as a mod we aren't ever going to beat a mission based gamemode because the server people join will automatically download a mission so why bother with a mod.

Wasteland for example is a ten second download, how are we ever going to beat that, the only real way is by BIS implementing a download system for mods so that when you join a server you will auto download the mod (much like PWS), or for example making mods more accessible via steam.

Currently we are really down on our luck as a PvP mod we just don't have that accessibility which other PvP missions have, and even though I hope BIS will produce the goods to allow us to be more accessible I don't think this will happen, I hope they ultimately realise that by allowing the modding community to become more accessible as a PvP or PvE environment they will make more sales essentially due to more content.

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@Dale

The mod's "base structure" is fine as is imo..and the installing difficulty it's on the minimum scale.

You just need some big clans to be persuaded to test it..and you 'll have everyday full servers.

This mod worth it..

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Me and my friend are in tears cause of the player shortage, I've been trying to spread word on some other forums but servers remain empty 90% of the time. Maybe we should try set game event some weekend and make sure there are enough players then invite some youtube video game channel guys play with us(write a nice request to help us with our situation?) we need to try to get some media coverage for tacbf to really get the word out.

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Oh my gawd!

Played today again with *some of the clan and..i m still crying-seeing the rest players on map..

This time we played as OPFOR in a INS TacBF gamemode..

1)None knew whats the priority/scope

2)None was guarding the "compromised" caches

3)NONE tried to setup a "hideout" helping the side

4)None was defending the "static"-starting hideouts

..it was a massacre..

I m f@king still wondering..

Where are the ol'good PR players?

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I've set up a simple "TacBF Event Announce" mailing list that could be used to let people know when servers gonna be populated. However, I'm still wating for comments from the TacBF guys before making it public since I don't want to "step on anyones toes" so to speak.

I really think a simple thing like this could help reach the critical mass needed. As it is now people trickle in one by one, check out number of players and then most quit if player count are low and move along to other game modes. If the TacBF moderators/admins announced the day and approx. time in advance on the mailing list people would know when to show up for some good games.

I know there are a section on their forum for this but I'm regged at far to many forums already to be able to keep up with all of them and I'm sure I'm not alone...

/KC

Edited by KeyCat

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Oh my gawd!

Played today again with *some of the clan and..i m still crying-seeing the rest players on map..

This time we played as OPFOR in a INS TacBF gamemode..

1)None knew whats the priority/scope

2)None was guarding the "compromised" caches

3)NONE tried to setup a "hideout" helping the side

4)None was defending the "static"-starting hideouts

..it was a massacre..

I m f@king still wondering..

Where are the ol'good PR players?

Agree that is why most of the players don't play it any more and some changes are made going in same directions discouraging teamplay so that's why team play in not on the level from A2 days.

But who am I to talk about it?

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I found a very annoying issue.

Me with some team members tried to destroy a "static" NATO spawn point in a INS setup.

While we were 3 members in the inner radius (1 placing explosives) a NATO soldier spawned (Something that wasn't possible in PR times due to FO was "blocked")

So..

That soldier with his spawn protection killed us all.

As you understand-under those circumstances the only solution i found appropriate is.. Disconnect and play Backgammon or similar..

Rules have changed..or none noticed this issue so far?...

*added later*

Don't forget also..

There seems to be another issue with inventory.

Almost everytime i m noticing items gets multiplied.

After some spawns i got like 33 smoke grenades and similar..

Edited by GiorgyGR

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@KeyCat. We were trying to do something similar with the TacBF steam group, but lately it's been pretty quiet, mostly because everyone in the team has been fairly busy.

@GiorgyGR. The player spawning while FO should be blocked is a bit strange. I'm not sure what could cause that, but it should've been blocked for usre. Was it an FO or RP? The inventory thing is a known issue, but we're still in the water on the best way to fix it.

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'lo Adanteh

Quite possitive..it was a static NATO FO

It was "known position" for everyone from game start (being in the map as other 2-3)

Blue-barbed triangle :)

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Giorgy, no offense but you drip feed information and draw out this process, all the TacBF team are interested in is where, what happened and when, that essentially is a bug report.

I am saying this because I am pretty bored with certain consistent complaint's you put on the BIS forums but forget to put on the TacBF forums, are you here to help or hinder the team? btw I no longer am a part of the team but it doesn't mean I won't fend for them when I get time.

And wormeaten if you actually cared in any way about the team you would stop talking absolute nonsense all the time, there were a good many people who put a lot of time into that project and because you couldn't be bothered to also put time in (I saw you playing IL2 etc all the time) you lost out, if you want to undermine the team then carry on talking but to me you are about as useful as me now but instead of complaining about it I will still help when I can, you on the other hand will do the opposite.

And I hope it keeps changing to suit the communities needs and not yours, and I hope you change to suit the mod, but I know you won't you will just keep undermining where you can because your about as useful as a cock flavored lolly pop :)

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We were trying to do something similar with the TacBF steam group, but lately it's been pretty quiet, mostly because everyone in the team has been fairly busy.

Thanks for the tip! I joined and this is probably a stupid question but I never used Steam Groups so bear with me.... Do I receive a PM/mail in the Steam client when an MP event is announced to the group or does is work like just another forum thing?

/KC

Edited by KeyCat

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@Dale

Sorry..No!..

My *free provided help on tracking bugs (*what u called complain) will be only via BI forums.

np..you are welcome

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Thanks for the tip! I joined and this is probably a stupid question but I never used Steam Groups so bear with me.... Do I receive a PM/mail in the Steam client when an MP event is announced to the group or does is work like just another forum thing?

/KC

If I remember correctly, when you are online and an event is announced it gives you a little popup showing the name of the event, date and time. Also when the event starts it either gives you a small popup or when in-game, it shows it in the bottom right (Just like a friend signing on or so) through the steam overlay. As for receiving PMs / Mail, I'm not sure.

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Thanks for the tip! I joined and this is probably a stupid question but I never used Steam Groups so bear with me.... Do I receive a PM/mail in the Steam client when an MP event is announced to the group or does is work like just another forum thing?

/KC

@Keycat:

If you have Steam loaded, an event notification will pop-up on your computer from the TacBF steam group when an event is starting etc. like a messaging service.

However we're in a bit of a (server) transition period and are also prepping another release as Adanteh has stated, so we'll get back to the 'marketing' side of things soon.

Thanks as always for the enthusiasm Keycat! If your interested in a more involved (community?) role in the team feel free to PM us, preferably in the TacBF forums. We're always looking for enthusiastic people to help!

@GiorgyGR:

Some bug reports are better than no bug reports, and although the TacBF forums would be preferred, all feedback is appreciated.

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@Dale

Sorry..No!..

My *free provided help on tracking bugs (*what u called complain) will be only via BI forums.

np..you are welcome

at the end of the day you are posting bug reports in an advertisement thread, this is clearly your prerogative.

welcome for what? as I stated before I am no longer a part of the TacBF team so you are only harming those who seek to protect your delicate self.

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If I remember correctly, when you are online and an event is announced it gives you a little popup showing the name of the event, date and time. Also when the event starts it either gives you a small popup or when in-game, it shows it in the bottom right (Just like a friend signing on or so) through the steam overlay. As for receiving PMs / Mail, I'm not sure.

Thanks for clarifying Adanteh and rabbit.

/KC

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Hey guys and girls check out the new website! well done to Adanteh to getting this setup :D, check it out at http://www.tacbf.com

Awesome stuff!

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Tactical Battlefield v3.8.1 has been released.

Our new forum has been experiencing some connection problems periodically for some people. We are still sorting it out. So if you are unable to access it at any time, you can still download the mod from the usual locations or via ftp://5.9.60.49:2121/TacBF/

Edit: Old forums have been restored for now at http://www.tacticalbattlefield.net/forum

Reverted: First post has been updated to reference new domain name (www.tacbf.com) for forum links.

Regarding the new AI server seeding feature, it seems you can only activate it while there are 2 or less players on the server, (which represents the typical debug mode and hence when the server is fuller, the Admin menu is hidden as a precaution). However we will fix that limitation in the next update.

Thanks to everyone who has submitted bug reports here and elsewhere. We have definitely noted them all and are working through them. Some are proving to be difficult to track down, so it may take some weeks for those.

We are getting close to reaching our next milestone (hopefully) in about 1 month or so, where we feel the mod and missions should finally reach the level you would expect from the mod and reach a stable core platform, rules, settings and mission adjustments. We have completed around 350 tasks so far, but still have about 250 remaining. Most of the remaining tasks are features plus lesser known issues. So soon we'll be switching from a core development mode to more of a features addition mode.

Edited by Dr_Eyeball

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...stuff...

You know, you could've posted the full changelog here in a spoiler or something. I can't access the website for some reason.

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It seems anyone having trouble, can still access the forum through a proxy server/site. Sometimes using a different browser also works. Unsure what's causing it so far. Adanteh is trying to solve it. We might need to go back to old forum if this persists.

Edit: Old forums have been restored for now at http://www.tacticalbattlefield.net/forum

TacBF 3.8 Change Log:

Mission Changes:

  1. All missions have been adjusted to support the custom zone capture durations settings. Neutral zones will generally be 2 to 3 times faster than held zones.
  2. Some missions might already support the new Diver role. There is already 1 specialised mission for divers called Treasure Hunt, by Leon. Other missions will be modified throughout this week.
  3. I think there were several new missions in the past few weeks.
  4. The overhaul of the gear changes is scheduled for v3.9. Some of those changes are being slowly applied to the current missions.
  5. A new mission pack is due (overdue) to include all of the latest mission updates. Look out for it during this week.

New AI System:

  • New: Added AI system. (primarily to help seed servers)
  • Added: Added AI Config menu to <em>allow a voted-in admin to:</em> enable AI, change AI group count, change AI group size. (Edited: see italics)
  • Added: AI groups will wait for BattlePrep to finish before moving out.
  • Added: AI groups will split up to defend and attack zones.
  • Added: markers for AI units, (plus in SP it also shows opposition AI markers).
  • Added: ability for AI to spawn at nearby held zones, (due to their [current] lack of RP/FO spawn ability), but only if not blocked by the enemy. If blocked, it will check further zones.
    This can be controlled in mission using setting: ["AI", "spawn", "heldZone", "minDistance"], but ignores distance if frontLine zone is still neutral.
  • Changed: For now, AI will die rather than go unconscious, (until AI is changed to handle bleeding and self/person first aid).
  • Added: settings added for each feature. There are many upcoming settings too for skill, etc.
    ["AI", "enabled"], ["AI", "maxGroups"], ["AI", "maxUnitsPerGroup"]

First aid animation adjustments:
(by Adanteh)

  • Changed treatment animations & cleaned up delays.
  • Added ability to break out of treatment animations by pressing a movement key, except for self injections.
  • Added possibly to bandage yourself / use injector in prone position.

Important changes/fixes:

  • Fixed: Unpacked static weapons and gunner were invisible (Adanteh)
  • Fixed: zone capture duration settings bug in missions. Missions have been adjusted already, but will be tweaked as needed.
  • Added: introduced new Diver role. Role will become available as missions are updated. (mad rabbit)
  • Changed: expanding concept for destruction-based zones for new upcoming demolition objectives, including multiple (& partial) demolitions per zone. New markers, scoring. (mad rabbit)

General changes/fixes:

  • Changed: Updated UI in Base Deployment dialog.
  • Changed: Updated UI in Squad Management dialog. Added gear panel to the right side. Hid vehicle icon in group-grids. Disable group sorting for now.
  • Changed: Impact: when hit, added camShake (in addition to rotate)
  • Tweaks: Gear: redefined Vest assignments for all factions, (based on: passThrough, armor & capacity values). (mad rabbit)
  • Tweaks: Gear: added .45 pistol for SLs, added IR grenades. (mad rabbit)

Trivial changes/fixes:

  • Fixed: Markers: some missions had black boxes drawn on structures added by mission. This was caused by repeated marker creation on all clients. Missions have been fixed to address this. If you still see it in any mission, let us know.
  • Fixed: Progress Bar: was not showing since v3.6
  • Fixed: Bug: Mod start-up error message (re: fn_moduleBase.sqf).
  • Fixed: Bug: an addon had a missing config file causing texture errors. This might have prevented some/jet missions from starting.
  • Fixed: Wounding: wounds overlay should now be partly visible. It was mostly invisible before.
  • Changed: Markers: Request medic attention marker colour changed from green to red.
  • Changed: Editor: TB mission check: do not terminate mission if mission does not appear to be a TB mission. (i.e. missing "class ICE" config in mission.)

TacBF 3.8.1 (hot-fix) Change Log:

General Changes/Fixes:

  1. Fixed: Major inventory exploit since v3.7, (reported by MisTyK).
  2. Fixed: a Roles dialog script bug.
  3. Fixed: AI markers were not showing in MP.
  4. Tweaked: Respawn Dialog borders changed from black to grey, to be visible during death stage with black background.

Edited by Dr_Eyeball

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Thanks for the update! Looking forward to some larger MP events...

/KC

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