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zoog

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Everything posted by zoog

  1. An early access is planned for the future, after a free public tech/test build :)
  2. zoog

    [MP CO15 Campaign] Wolfpack Vol. 1

    Excellent missions so far, would recommend this to anyone interested in spec ops style and challenging missions :) Great attention to detail and atmosphere. Feedback - Would be interesting if the texts would have voiceovers. Of course the mission filesize will increase dramatically, but for immersion purposes it might be worth it. I've played quite some missions with added voiceovers, including some made by Tangodown members, and it really adds to the immersion when information is passed on from "HQ" over a "radio" with an actual voice :) - I also think that the spawn location should be made clear in the briefings. On the top of my head, in mission 1 and mission 4 you do not get any details about the spawn location. If you don't play with GPS and on hard difficulty, and are not using the optional cTAB addon, you have no clue where you are in the middle of the sea as far as I know. I think it would be realistic for these teams to at least know approximatly where they spawn/insert (GRID reference for example). Or maybe I missed something :confused: Thanks for the great missions so far Whiztler.
  3. More like 2 or 3 people, in their spare time, without any financial backup from other parties and normal jobs on the side for basic income. I believe, during their "best" days of development, it was never more than ~4 people or something. JohnS could elaborate on this with the exact details, but stating the same things again and again is probably just a waste of time better spend on other things. In general. It has not been in development since 2007, it was announced as an idea on paper in 2007. People seem to forget that year(s) they spent trying to find investors, the year(s) spend on trying to use the Sky Gods project for military simulation to fund Ground Branch, the months spend on getting ready for the Kickstarter, the many months nothing could be done at all because of real life jobs to gain any kind of income, the switching from programmers during the development cycle, the switch/upgrade of two game engines etc. Ah well. Game development is easy, right? :j: I actually would expect that their determination, working on this project in some way/form or shape for 7 years without any revenue being created, would at least create some respect for their perseverence. I prefer not take make this comparison, but their situation could actually be compared to a mod team in many ways (as well as some indie developers). Developing during their spare time with changing teams over the years as not everyone is suited to do this kind of work without any pay for a long time. No funding whatsoever, many setbacks and trying to keep the things also up to date with current gen graphics and models, while things are crazy slow at the same time. Add to this that it's an very ambitous project and you get the idea. Ah well. Who cares if it takes long without funding? As long as the preview build they deliver will be interesting right? Because once some funding is secured, it's finally possible to work on the game like a "real" developer, with actual MONEY that is. Ditching the project somewhere along the way would've been the easy way out, and would have prevented many headaches for those who currently work or have worked on it. But they haven't chosen the easy way out. Just as they haven't chosen to take the easy route in regards to their features and core gameplay elements. And let's face it, they aren't doing this for the money. So just fill in the blank why they are doing this ________. Yes, PASSION. But let's bitch on indie developers who actually try to do something innovative instead of being the next run of the mill shooter...... Because more generic shooters will bring us where we want to be, right? At least they are trying to do something about it. Even if it takes one year, five years or eight years. At least they are trying to make a difference, with the limited resources they have. If someone is building his own house from scratch, a very ambitous project with high tech features almost never seen before, and without any budget. Would you expect him to finish this house in a few years, while he works 40+ hours a week and needs to stop working on the house from time to time because of real life constraints/winter season? I don't think so. But somehow, game development is magically different, and doesn't need money and time to get things done, right?
  4. zoog

    The new ARMA 3 DLC system - debate

    Yeah, if they would have added a text on the main menu screen for example when you start the game with a message something like "DLC content not purchased will have low res models and textures in the game. Currently owned DLC content: BAF (1 out of 3). See all DLC content <HERE>" for example this "issue" could have been fixed without any intrusive measures. Maybe even like the previous official messages they used "THIS IS AN ALPHA PRODUCT" / BETA during the A3 alpha in the top right corner. Combine LITE with pre-game message about LITE models/units.
  5. zoog

    The new ARMA 3 DLC system - debate

    Being able to use content with certain restrictions creates a bigger gap compared to Lite versions of fully available content IMO. What I propose? A Humble-Bundle style pay what you want DLC system. 1. BIS would be the first company to treat it's DLC differently, allowing the community to decide the added value of the DLC based on what they are willing to pay. 2. It forces the developers to create DLC that has added value so that people are willing to spend money on. 3. If the DLC has added value I expect (needs to be studied/researched) there will be enough supporting customers who are willing to pay a normal amount for extra DLC content. 4. People who cannot or don't want to buy the DLC content can get it starting at $0,01 or $1. You could influence the above system just like Humble Bundle with added perks if you pay more than the average amount or more than a specific amount etc. This way you can influence the price tag you're aiming for. I know it might be a bit crazy, and needs research on the customer base, but it works for Humble Bundle. Why not for A3 DLC? This would be truly a new approach to implementing DLC content IMO, and a big f*ck you to all these big developers charging massive amounts for DLC's with little content to show for. I think it would be good for BIS's PR/marketing as well ;)
  6. Nevermind, was launching the wrong version, just a user error (as to be expected :P)
  7. Somehow I am unable to launch the winter version of this map. I installed all the required mods and downloaded the Winter version from Armaholic, but somehow I always get the regular version of this map. Am I missing something? :)
  8. zoog

    UNSUNG Coop Pack

    Cool, downloading! :)
  9. zoog

    Team Shadow - Sniper Campaign

    This campaign sounds very good, definitely will give it a try. Thanks for making!
  10. Tonight we played 3 adversarial missions from the Fireforce package. It was awesome!! We were not really with enough players (about 8 ~ 10) for the Mango Tango mission (we did one play-through), then we played Saffron Snakes (did a nice ambush on the BMP hell yeah), after which we played Indigo Return. Indigo Return was, with the smaller amount of players, our very favorite. Played it 3 times in a row. We boobytrapped the hell out of the two objectives with the tripwires, as well as blocking access to pathways with a truck and a satchel (read: IED). 3 of the 4 guys from the other team were, during the firefight, killed by our well placed boobytraps and tripwires. Awesome stuff! One possible bug: on Indigo Return we as opfor survived the time limit and blufor was unable to destroy the UAV terminal and unable to gather the intelligence. But the mission kept on going with 0 minutes on the clock. It only ended once the last survivor of blufor was killed. Seems like a bug, because after the time limit, even if blufor kills all opfor, they still loose any way because they didn't get the objectives on time. Video of our session last night:
  11. We have a member who has technical issues with ACRE. Four of our members have looked at his problem in the past 3 days, but nothing works. The user keeps having a closed pipe error (timeout). We tried everything, redownloading, using either 32bit or 64bit plugin, turning off anti-virus software, using earlier versions of Teamspeak, everything is always launched as Administrator. We simply exhausted all our knowledge and resources in this case. Nothing seems to work. Searching for this issue resulted in multiple threads of people who, as far as I have seen, did never manage to fix this, sometimes it was suddenly fixed or some people fixed this with a complete Windows reinstallation. User is on Win 7 32bit. Any clues what else we can try?
  12. Sounds great! Will be playing Operation Mango Tango next week. Definitely will have a look at the others as well asap. Sounds promising :)
  13. I'm trying to set up my triggers that have to be activated by human players during my MP missions with the following settings: Activation: Anybody Condition: vehicle player in thisList On Act: the code I want to execute A friend told me that this way, only human players can activate the triggers, so AI won't activate them. I just tested my mission on a dedicated server, but the triggers using this kind of condition don't do anything (in the editor they work). Searched google and the forums about this, and found a few threads, but still haven't found a clear answer as far as I can tell. Any thoughts?
  14. Ok, I double checked and added a hint as well. Turns out ((vehicle player) in thisList) does work. Still there is a discrepancy of what happens in the editor and what happens on the dedicated server. But this is probably a different issue. The trigger activates a waypoint for a vehicle so it will start to move. Because I wanted to make the vehicle independent it is grouped with independent soldier probability of presence 0%. The movement orders, because the soldier is highest in rank, are connected to him. In the editor this works, and the vehicle will start to move. On the dedicated server, the vehicle just stay parked.
  15. Hmm, mine are set to 'once' instead of 'repeat'....
  16. I just tried these as well: this and ((player) in thisList) ((player) in thisList) But still nothing. The trigger is set to Anybody.
  17. Thanks. I tried this and ((vehicle player) in thisList) but the trigger is not activated when I walk through it as a player on the dedicated server :confused:
  18. I'm trying to figure out how to use the playSound, vehicleradio and say3D commands in a multiplayer environment. I found some things here on the forums, but I still don't really get it. I read that the aforementioned commands are local commands, and you can use the MP Framework to make them work correctly in multiplayer. But the examples I found got me confused thus far. Is there a simple example somewhere which explains how you can use playSound, vehicleradio and say3D commands correctly in an MP mission?
  19. No, where did I say such a thing? :rolleyes:
  20. So the question is, were those official screenshots edited with Photoshop (adding the blur like above for example). At least I believe the A3 screens never had the "IN-GAME" tag added to them, compared to some previous Arma 2 "IN-GAME" screenshots which to my eye basically resembles the in-game quality as experienced by the user.
  21. Cool, thanks, will try those suggestions! I tried it with a trigger before as well, and the dude did a little twitch thing, his weapon disappeared, but soon enough he was normal again, like the animation never started. Will try it again :)
  22. I just can't seem to get the playMove command to work. I searched and looked up how other people did this, but somehow it's not working. What am I doing wrong? I tried in the init of the unit: this playmove "AmovPercMstpSnonWnonDnon_idle56kliky" (which would be a full workout for example) I tried in the init of the unit: person1 playmove "AmovPercMstpSnonWnonDnon_idle56kliky" I tried in a trigger: person1 playmove "AmovPercMstpSnonWnonDnon_idle56kliky" And with different kind of moves I have the same issue, nothing happens, I use the moves list from this page: http://community.bistudio.com/wiki/ArmA2:_Moves Anybody know what I'm doing wrong?
  23. What I'm trying to do is when you drive past a checkpoint there are two civilians with their arms behind their back or kneeling or something along those lines, while some military blokes are sort of talking to them (some kind of casual animation). It's just for immersion when you drive past a specific point. I'm starting to wonder if I should use playmove or switchmove for this? Is it meant to be used for stuff like this?
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