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whisper

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Everything posted by whisper

  1. whisper

    Warlords

    Not working. This is the error I got : Cannot open file '/home/arma/serverfiles/@Warlords\addons\jez_warlords' Probably an error on my side, but I can't find what I did wrong. Too long out of ArmA server administration world :( EDIT : nvm, found it, no more error. I renamed pbos with lowercases as error is complaining about "jez_warlords" and Linux is case sensitive.
  2. whisper

    Warlords

    I can't have it working on a Linux dedicated. The missions never appear and @Warlords is not listed in the mod list in the server selection screen (even though the console logs tells me it tries to load @Warlords) I expect you packed the Addons subdirectory into the .pbo, did you pack "Addons" or "addons"? Not sure, but I think Linux dedi have issues with uppercase "Addons" subdirectories...
  3. whisper

    France General

    Can't agree with that because the wording is wrong. We can't consider it as a war, that's what has been done for 10+ years now and it only leads to killing innocents and turning their relatives to more terrorists. War has an identified ennemy. Terrorism hides the identities. You can't target that and always end up misfiring. Always. I'm not against acting against these assholes, far from it, but calling that a "war" leaves a bad taste in my mouth. Much huge mistakes have been made in the name of this "war" in the past.
  4. whisper

    Curator Spawned Units Locality Change

    Try moving the unit to a AI controlled group which is local to server (ie a group present @mission start, placed with the editor), making sure the spawned AI doesn't take command. If I remember well that worked in A2 to change locality.
  5. whisper

    Patch 1.24 (Bootcamp Update) Feedback

    Don't load yourself so much, then. I play SP only atm, LMG, ammos, a backpack half full. That is all. I NEVER have more than 10 sec cool down on fatigue by simply managing my movement.
  6. Imho this is not enough. If the technicities consist of reading the wind from some sensor, entering it in some way into your sight calibration, and then be back exactly in the situation seen before (ie, easy shot @extreme ranges), I don't consider that particularly fine. Aiming correctly comes from training. Rath jost showed it up a few replies back when commenting about people having the wrong stance and weapon positioning. I like the fact that the sway change introduces something for the player to try training for. The game doesn't consider anymore that you are a trained soldier and does all the "rifle holding" job for you. It may be implemented in a very perfectible way, making it "feel" wrong, but having something to work for is good. It has several impact on gameplay that I like.
  7. Just a question, I personnally don't care much which version of sway we'll end up having as I don't find the current one annoying, and I don't have first hand rifle experience so this is not making me furious :) But : how long does it take you to line up your shots @300m and hit on the mark, compared to how long it takes in game with 1) old sway version, and 2) new sway version. Imho, the current sway should be more inline to irl "time to aim", but that's just a wild guess. Also, would simply using vertical sway force a better "time to aim" in-game? I quite like the fact it takes more time now to align a shot, maybe I'm mistaken but it raise my immersion when I know I'm taking a risk taking time to aim vs using suppression and movement (with its own drawback on fatigue).
  8. whisper

    Bohemia on the right way with Arma 3?

    PC dev costs have also exploded since then, tbh. Look at a team building smtg like BF4, the budget they have, and the content they produce, then compare to BI. BI don't pale at all in comparison, if you ask me. Like I said above, they cannot cover every aspect of the game that are asked by the community. We are too many, with far too diverse wishes. If you keep the comparison with BF4, looks at BF4 engine and its capabilities, and what is asked from it. Modding? Mission making? Scripting? AI? View distance? There is NONE of that, which is only a little part of what we ask BI to do. Frostbite is better at destructing environment, and ... that's it? (I'm exagerating to make my point, obviously :) ). Then, again, compare budgets and team size. I've taken kind of a fatalist PoV on ArmA. Tbh, I'm often pissed off at BI, but more often pissed off by the community around them. It's at the same time a great community and one a dev studio cannot wish to have :)
  9. whisper

    Bohemia on the right way with Arma 3?

    There will ALWAYS be 10+ complaints about ArmA. The scope and possiblities are so big that there is a HUGE variety of expectations that BI simply cannot cover. You want content to be left for modders. I continuously read here complaints about how A3 is lacking any content and BI should have focused on that (+ use real content instead of fiction, etc, etc.....) Honestly you cannot blame BI for not doing it all. I also could go on and on about my wishes. 3D editor, mod download for servers, more integrated editing tools and less text editing, blablabla.... I check these forums, and I see tons of OTHER complaints. How is BI supposed to react to THAT, exactly?
  10. What was the gear of the player when you did this? To me the whole point of this change, and why I find it awesome, is how it forces people to deal with logistics, and make travel-planning matter.There are several problems currently, few days after patch, that will be soon corrected : * Less realism-oriented missions have not been modified to include things like disabled fatigue * Most mission do NOT take at all into account this new limitation on transportation limits, and acts as if running for kilometers with more-than-full gear is NORMAL. Mission maker will have to adapt to : share gear amongst player and emphasize the role of Ammo Bearer, add more transport vehicle, probably lower the amount of vehicles to get in line with the lack of rockets in backpacks. * sway is a bit too heavy atm, even when full rested. Dev branch seems to have it nailed quite nicely. This will get pushed to main, hopefully soon. On my side, atm, I corrected the issues by using AGM mod, with Fatigue module disabled. It works wonders, tbh.
  11. whisper

    Bohemia on the right way with Arma 3?

    And people bitched ENDLESSLY on how the ArmA AI was dumb and fixes were super urgently needed, this game was a joke because of AI, blablablaaaa, you name it... So BI implemented "AI with more complex pathing". But.... but.....
  12. whisper

    Legal discussion regarding Steam Workshop

    Check few pages back in this thread, there are heavy restrictions put in latest sections on what Valve can do to modify, create derivatives, etc.... from the work.
  13. whisper

    Legal discussion regarding Steam Workshop

    SWS EULA does NOT grants to Valve the same IP rights as the creator
  14. whisper

    Legal discussion regarding Steam Workshop

    From what I read there : http://steamcommunity.com/id/eltyranos/myworkshopfiles/?section=collections&appid=107410 it's an upload from the NoFrag community to have the addons they use on their server in one package for their players. Apparently it got removed from SWS and should probably be hosted somewhere by themselves. Good luck having it removed from their server. They wanted to use the benefits of SWS, but that's apparently infringing some IP (I don't know, I don't see the hosted files anymore). Now the IP infringement is hosted on a third party. Ie : "problem" (if there is any in the first hand) NOT resolved.
  15. 1st, this thing is actually optionnal, and up to the mission maker. See : https://community.bistudio.com/wiki/enableFatigue 2nd : define "full gear". Riffle + Launcher + backpack with 4 missiles == WAYYYY over the top! This loadout (that one keep seeing all too often in public gameplay) should be shared amongst 2 players to have a minimum of realism. If you don't want this "minimum of realism", see point 1) ;)
  16. whisper

    Bohemia on the right way with Arma 3?

    I'd say they stick with their much slower "bugfix/bugfree" dev mantra. The last update for example has been a planned (for months) "little" engine fix (which broke may addons, but they warned since a long time), that would have been either never touched, or pushed on our throats before. I don't know the BI staff atm, for some part of OA they used a 3rd party studio. I don't remember if this studio has been acquired since or not, tbh :) And yes, ofc, they are spread on many different subjects (DayZ, TakeOn:XXXXX, etc...), but as far as I understood, they really changed how they work, and this feels, in terms of release quality (again, I'm not saying they do it fine, but it was worse before ;) ), and unfortunately in terms of timing.
  17. It depends on how long you just ran before trying to aim, and on the amount of charge on your back while you were running. I agree the sway is slightly overdone now, but most people I see crying are comparing the sway when allready full exhausted. I'd like to see a full exhausted soldier "relax for 2-3 sec" tbh.
  18. whisper

    Bohemia on the right way with Arma 3?

    Yeah, let's build up some conspiration theory! What happened with BI? They : 1) tried to change their work ways by trying to get things released with far less bugs. And imho, this change is a success, A3 release was far less buggy than previous installments. I'm not saying it's perfect, just that we have seen 100x less bugs&bitching at release. Armed Assault and ArmA2 were UNPLAYABLE for many at release, people just magically forgot that. 2) It means everything they do is SLOWER 3) they have lost many months because of the famous jail incident and its impact on the overall project and direction change. You'd prefer they'd release more content? That's your opinion. I like that they continue to add mecanisms. They still could go a little better on the hit&armor department, and be less drastic with the fatigue sway, but overall I like it. For the first time ever, going up a hill feels like going up a hill IRL. The gear in your backpack matters, you don't go full run with a MG, a launcher, and 4 missiles in a backpack, you have to manage. Spare the load, use transport vehicles. That's awesome to me. The fatigue just made me playing this game again. I don't care much for not having shitloads of versions for a armed car or whatever. I have now more reason to use the "few" we have at hand.
  19. whisper

    Legal discussion regarding Steam Workshop

    People want to blame Steam for whatever reason suits them, they'll lock on 1 word (in this case, "irrevocable"), and avoid all the rest. It's a company, hence to be opposed to a "community".I'm like you, I'd like a proof that Valve owns Steam Workshop's content. As it is written in the EULA currently and as I read it, they don't own ANYTHING. This is much ado bout literally nothing. Which leads to the argument we've seen for pages now from people who like me don't see SWS owning anything : in this case, why are you crying at Steam for doing exactly what other sites do, sites that you label at "totally trustworthy" and assets to the community (which they definitely are for so many years now that we can only be amazed at the service given), and you blame SWS for doing the same while protecting their ass? "Philosophical" sh*** asides, the issues which seems real is the latency and unwillingness by SWS to remove content which are in infringment. I can perfectly understand creators being pissed off seeing their work stolen and distributed via SWS. And apparently (I don't have knowledge of it, just trusting Rock' words here), SWS is bad at reacting in this case. Unfortunately not distributing their work through SWS is NOT going to resolve that problem. This is a separate issue from SWS EULA and hosting your work on SWS
  20. Yes, most of the difficulty of the mission is about finding your way. Once you know where to go, it's rather obvious which path is the best, and the mission is then not that hard. That said, it's a very nice intro to the episode, the sight of the town filled with ennemies, the feeling that the environment is huge , I really had a blast the first time I played it, even if I already knew the island and its features. I play in 1st person only, had to restart it like 3 times, with one occurence absolutely brilliant due to me nearly making it out of the town, and deciding to go hunting for more weapon/ammo in a nearby ruined house, got spotted and shot at, while I was on the 1st floor, stepped back avoiding fire, too much, into a hole in the wall, I fell down 1 floor, and broke my leg. I then proceeded back to 2 corpses I had shot earlier for medkits, and got caught pants down in the middle of a road by an APC. DayZ moment in A3. Brilliant. James is indeed tricky to find, but the personnal mine is definitely there and visible, I nearly tripped it :)
  21. Exactly like Kju, it was during the demo times of OFP, with the single mission released. There's this first feeling when you get onboard the truck, then the hell fight coming out of nowhere where you cannot really understand clearly what happens, then there are these ennemy tanks coming in after you cleared the town, then the chopper extraction.... In 2001, all this merged into 1 single mission was just jaw dropping. 2 weeks later, a few (now well-known) community people had kind of hacked the game files and begun peeking into the mission files and how they were structured, and began building their own missions (remember : still on the demo, full game was not yet released), and a special demo mission appeared, where you were dropped by a chopper on a hot LZ. The Vietnam feeling there was so intense, I was trapped by the original demo mission, and this modded mission just made sure I was hooked for years, because there was something special right there, something no one else had done. A community guy built a graphical mission editor (remember : STILL ON DEMO! :) ), and I just saw how the community was responding already. I was very much into combat flight simulations by that time (mainly Falcon 4), and warned as much as I could everyone around me about the upcoming OFP which was potentially a revolution. "There's this game coming, guys, unbelievable, you can play as infantry in a huge world, and drive cars, trucks, tanks, pilot chopper and planes, and do anything you want! Imagine that! WE absolutely need to get it tested in MP, it must be amazing!" Then OFP got out The campaign, the freedom, the built-in mission editor.... The first hilarious multiplayer tests (MP on DirectPlay was quite broken :) ) Steps after steps, this built was has been for me the best game ever. but really, demo mission + community demo mission are the 2 defining events for me. Only 2 games have had this immediate "WOW, this game is going to be huge" impact on me, OFP demo mission, and my first Galaxy drop on Planetside in 2003.
  22. whisper

    Boehmia, be reasonable, and honest.

    So you want a realistic island. Good. 5 posts above yours or so, people are complaining that this realistic islands means boring island. Like I said, the RV Engine scope is too large, and tons of people are demanding conflicting things. In the end, everyone whines. Especially visible at launch day! :)
  23. on top of it, for 10 years apparently, since BI disappointed him EACH AND EVERY TIME! Gotta give the guy a prop, though, he's persistent.
  24. whisper

    Boehmia, be reasonable, and honest.

    ArmA community is playing what you label as "user made crap" for years now. It's the bread and butter of ArmA. Including DayZ. So yeah, some people apparently like the things you don't....
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