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whisper

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Posts posted by whisper


  1. @whisper:

    There is a single PBO which is located in Addons folder. You can try downloading the addon and bisign with links provided in the first post of this thread and placing them in you DS addons folder manually.

     

    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. After subscribing on Workshop and restarting the game, Warlords scenarios will appear when setting up a MP game. Stratis and Altis both have their dedicated missions.

    If you've downloaded the .pbo's from a mirror, create a new folder in the game's root, name it '@Warlords', and run the game with parameter -mod=@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. I do too. But i'm afraid we'll have to adapt our judiciary system to what is happening now. It's a war, we mustn't stay as naive as we were, even if that somehow defeats what Charlie's journalists were fighting for.

    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. While trying to run a few mods (ASR and TPWCAS) with zeus on dedicated, I found out that since curator spawned units are local to the player's machine rather than on the server. After toying with a few ways of getting the mods to work, I found a workaround that involved spawning the units, then quickly leaving and joining again to force the server to take on the units. This had the unintended effect of giving me a lot of my FPS back as game master, and I'm starting to wonder if there isn't a reason that spawned units shouldn't just be immediately moved to the server. Can anyone correct me on this? My knowledge on these things is painfully limited. :confused:

    By the way, if anyone happens to know of a script that moves the AI ownership to the server without my having to leave and join again, I'll be eternally grateful if you can point me to it! :) I've heard that the setowner command doesn't work, though.

    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. Yes, I'm running a bunch of mods and can confirm that my screen goes black for a sec every 3 secs when I'm fatigued.

    I'd rather respawn than wait for fatigue to cool down.

    I'm running in combat stance all the time (because clearing town). If I do anything else, I'm dead as soon as I see an AI or he sees me.

    I haven't played online for a good while. I get bored without mods.

    Much more fun to play around with scripts etc in editor and fire up some big-butt-war.

    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. Wind deflection, like in ACE mod. Realistic, challenging and funny way.

    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. I went to my 300m rifle range today and after posting my target I ran back to the line with an interceptor vest on (plates in), a backpack with 50lbs of weight in it, and shot from standing, crouched, and prone unsupported. Every shot hit within 6 inches of the bullseye because I know how to handle a rifle. There was *very little* horizontal sway, only vertical from my breathing.

    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. The 'money thing' was a valid excuse upto late ArmA 2, they (the money pile) have grown 10 times bigger since then. They even have enough money at hand to give it away in a contest. Maybe they are saving the money for a new engine and ArmA 4? :)

    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. You left out the other 10+ complaints.

    Whats the point with enterable buildings if AI don't use them (much). Taking over a town should be about building-clearing to a certain degree.

    But I guess buildings are too buggy. AI could get stuck, walk through walls, probably die from going up/down stairs etc.

    Wind? I haven't noticed that at all. I'm using AGM for wind, affecting bullets.

    I could type til morning but I'll stop.

    Updates used to be about performance (not much improvement) and bugfixes. Now they are about introducing new systems. Which I feel is best left to someone competent, like modders. BIS makes engine, quality content is made by modders(OFP campaign aside). Thats the way I've always seen it.

    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. This fatigue / weapon sway is unplayable horrible now. I just had a game night yesterday with my friends and we aborted the mission and closed the game after waiting 4+ minutes (prone position) the drunk soldier get his aim straight. Please, guys, you got the Gameplay X Realism right this time with A3 (compared to A2), why screw it?

    I'm starting to regret have buying the dlc bundle since I'm mostly like not going to keep playing if the game stays like that.

    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. Unfortunately some things they have added makes the experience worse instead of better. A3 has now AI with more complex pathing, result is that 100+ AI on a huge map already causes noticable performance drops. In A2 I could easily have 200+ AI on the map (with a far worse PC) doing their thing, now on the biggest map ever you can only have much less AI on the map as in A2. Creating large missions is not really doable anymore unless you use spawning AI and on 1 location at a time. Arma 3 is a big 'empty map' experience.

    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. You grant Valve and its affiliates the non-exclusive, irrevocable right to use, reproduce, modify, create derivative works from, distribute, transmit, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content.

    OK, not the same, but pretty close. Why would anyone do that willingly is something i cannot grasp though

    Do you know who are Valve affiliates for instance? Is it something you have control over?

    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. You don't really get it. If it is hosted someplace else, you are not infringing another person's IP, unless

    1. stated otherwise in the addons readme (EULA/ terms of use / distribution methods)

    2. the place you hosted has an EULA that grants them same IP rights as the creator. - case of point, everyone uploading to Steam Workshop addons that have NOT been created by themselves is infringing the original author IP rights and/or Valve's EULA. It is obviously not the case if I put them up on my google drive /dropbox or on my own dedicated server box. Or even on armaholic/PWS and alike

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

  14. 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. Hey guys,

    just wanted to bring in my opinion about the new update: It completely is a mess and one of the worst updates since we got the new mechanic in Arma 2, where the weapon not moves back into the original position (normally the shoulder pulls the rifle back into the rough position and not stays, where shooting ends).

    English is not my native language, but I need to say, that weapon sway and fartigue are all things, that lowers the pace. Many clans I know got new players, because Arma 3 movement got a bit more dynamic and felt improved. Now we completely counter this good approach with "realism", that should be implemented optionally. The 2 reworked features made everyone in my surrounding very mad. Some were very angry. And that, although most of us are sim-only players with games like DLC, IL2, etc. But this is not, what balances the game correctly in my opinion.

    Vehicles even get more important and infantry movements without get frustrating. We got to know many new people from other games in the last months and they all love the scale and the slower pace of Arma3. But now I don't know anybody, who wants to stay with this sway (in combination with the traditionally bad mouse implementation; one of the worst in shooters history and existing since arma 1) and this fartigue mechanics. I think, that the fartigue before the patch was well enough and weapon sway was even in the old versions frustrating. Adding significant differences in the weapon types in weapon sway makes sense. But please make them all more playable. The mouse movement in Arma always felt completely disconnecting and that is the essence of a shooter to play.

    Let us be honest. It is a sandbox with a great pace simulating combat environments very well. And the pace of a soldier was great as it was. Aiming even could get better. Otherwise those last 100k, that now bought the game and liked it, will leave again in my opinion. Always keep that in mind. I am willing to get a new flight model and possibly a more difficult targeting system than it is currently. But the FPS side should stay as it was with new weapon resting and more moves to get more dynamics (see some good ideas of Red Orchestra 2).

    The rule of cool should also have a word as this greatly has increased the number of new players. My suggestion: Make that an option and you will see, that most will not play it with the new mechanics.

    They are messed up and most do not want it in that current state.

    If I run 100 m with full equipment, I am in a pretty bad constitution to shoot. But I would always be able to cross one more road, while I am afraid of getting shot. Even completely exhausted, I would run fast than walking.

    Generally it just makes the infantry pace far to slow, unintersting and frustrating like hell.

    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. I am not comparing ArmA 2 and ArmA 3 at game start but what they have done in 1 year in comparison.

    You seems to forget that ArmA 2 OA not only bringed content and features to the table but also fixed a lot of bugs and server issues.

    I remember that ArmA 2 OA was pretty stable at time.

    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. Just for curiosity but...how many people here have some experience about weapons?

    I am asking it because i dont understand how you can belived that in real life, something like a wepaon assault, can to be so hard to keep the aim in stable in relax time for 2-3 sec.

    If you have time try to go in a polygon and you will see that the sway it's a lots less in confront to this game....dosent matter in whic condition or posture!

    That dosent mind that it will be easy shot the target....but that happen for other cause as poor concentration....too many repetitive sessions to hold your breath..and so on!

    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. Pretty agree with that. This game has a such a lake of content compared to ArmA2 (not speaking about mods). Just to remember that ArmA 2 OA came out only 1 year after ArmA 2 with TON of new content. So what changed at BIS? My guess is that BIS has move a good bunch of his workforce on the more lucrative DAYZ SA :(

    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. They don't own the content read the clause.. it says they can use said content however they want "in connection with the operation and promotion of the Steam site". This clause is here to stop people going hey my stuff is indirectly helping promote your system therefore i am now suing you for all my lost profit!!

    Why does everyone miss this part of the agreement, it's literally says that they have the power only for this part of it nothing says 'we can do whatever we want with anything you upload', that shit won't fly anywhere.

    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. Played the mission on regular, seemed fairly easy.

    Despite being fairly incompetent at ARMA, I actually found this mission quite easy. I went into the town, grabbed a Mk200, just hid while the helicopter landed and then kept on creeping through. When I had to cross the road at the foot of the hill I went inland a little, then sprinted across, there were a couple of AAF who shot at me a little but missed and then I just headed up the hill and linked up with James.

    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. Cool. Which part of the demo though? I mean immediately as soon as you rendered the first mission? Or what? Never got the chance to play the demo =/. Only got the game a few months after it's release. And ofcourse jumped straight into the campaign! Then got my roomates involved, we had some great times with ofp. Couple of my roomys lived in ofp even when Arma2 came out. But, I've convinced them both to shell out the 60$ for Arma3 so we're all on the same page. :cool: Luckily I payed for mine in beta. Wanting to do some serious LAN stuff soon.

    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. A realistic island will provide good gameplay because you can use real tactics which would be used in real life on real life terrain.

    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! :)

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