Jump to content

digitalgeo

Member
  • Content Count

    72
  • Joined

  • Last visited

  • Medals

Posts posted by digitalgeo


  1. You could split the game folder to two drives with symbolic links.

    For example move the 'expansion' folder to HDD and create just a link to it in the SSD.

    That's an interesting suggestion. I'll do some research on it :)

     

    EDIT:

    After messing around with symbolic links, I managed to split Arma 3 into my HDD and SSD.

    If anyones curious to how I did it, leave a post, because for now I'm going to play some Arma!

    • Like 1

  2. Hi all,

    Here's my problem: I just got a new SSD, but its only 15GB. Vanilla Arma 3 is 12GB, but since I own Apex the Arma is 20GB. 

     

    I know for a fact that non-apex users have the Apex units/vehicles downloaded, but not the Tanoa map itself. Tanoa is 6GB.

     

    (Apex Owner)

    20GB > 15GB  => I can't fit Arma in my new SSD!

     

    (Non-Apex Owner)

    20GB - 6GB = 14GB

    14GB < 15GB   => I can fit inside my SSD!

     

    I like Apex, but I want to try out Arma on an SSD and I know I need to become a non-apex owner again to make it fit.

     

    I've tried unticking "Arma 3 Apex" in Steam's DLC menu, which uninstalls Apex completely. However this kicks me out of every server. 

     

    Does anyone have any ideas?

     

    Thanks!

     

    EDIT: Solution

     

    You could split the game folder to two drives with symbolic links.
    For example move the 'expansion' folder to HDD and create just a link to it in the SSD.

     

  3. To be honest, I can't see full planetary simulation really adding much substance to the game. RV Is already capable of handling maps in excess of several thousand km^2.

    What Arma 4 really needs is simply to enhance the capabilities of the series; making use of modern tech for full hardware usage, leading to better physics, handling mass numbers of AI and players, allowing for deformable terrain and ground cutting etc.

     

    Another area that can see improvement is the detail of the game's simulation. For instance, if the ACE devs are capable of creating a ballistics system as detailed as they have as a purely script-based system, there's nothing stopping BI doing it even better at the engine level.

    Such a thing could also be enabled and disabled, like RotorLib, to allow the game to remain accessible to more casual players.

     

    That's what Arma needs; all the terrain in the world won't save it if the game itself is limited.

     

    Ok, lets assume Arma 4 has all the improvements you mentioned. It offered Deform-able terrain, mass AI and a fantastic ballistics system.

    As a customer, I'd say that's nice, but there's no innovation.

     

    Then I look at TitanIM. They offer PLANETS (plus deform-able terrain, mass AI and  ballistics system).

    Innovation like this gives a "WOW" factor bigger than any of Arma's features.

    Instead of a "meh", I get a "HOLY SHIT" reaction. 

     

    Now, I like Arma. I want Arma to stay number one.

    But to sustain that, future milsim's will need implement innovations like planets (or even VR) to stay competitive.

    World-wide combined arms is the future!


  4. You do realise a good PC/Server would be needed for that sort of setup.

    Correct me if I'm wrong, but the planetary map itself doesn't necessarily need a good computer to run, since it's partially procedurally generated (like minecraft). 

    TitanIM's planet itself is rendered by its Outerra engine, which by itself has lower requirements than Arma 3.

    You can check out the requirements and download an Outerra demo here.

     

    The recommended 2-Core CPU and 2GB graphics memory is surprisingly low for rendering a planet.

    Even when offline, you can explore up to 90km of terrain, with near unlimited render distance.

     

    Server though could be a different story. 

     

     

    If you think gameplay springs out of scale

    Smaller maps are better for certain scenarios  :)

     

    I do agree that smaller maps are better for certain scenarios. But a planet is a like a map, made up of thousands of smaller maps isn't it? I bet you can even find Altis and Stratis in Outerra :D  (Maybe without the buildings)

    Good missions should limit the scale of the play area, like the vanilla A3 campaign.


  5. I guess it was only a matter of time before BI's unchallenged monopoly of the military sandbox scene came to an end, I wonder how such competition might change their approach?

    One thing to add though, BISim have already done this with VBS Blue, which (although I might be wrong) runs on their branch of RV. Maybe this could come to Arma/Enfusion someday?

    Did some research.

    There's a mod which adds a planet Earth map for Arma 3.

    Its called the "Cosmos Engine", but it's somewhat limited in MP, and you cant land everywhere.

    I think I tried to play it once, but it was broken at the time. It could be working now.

    Try Cosmos engine here:

    http://www.armaholic.com/page.php?id=27261

    Fingers crossed BI can figure out Enfusion planets.

    Planets look really attractive right now, and TitanIM has it!


  6. TitanIM is a military sandbox ( just like Arma).

    Like Arma, it supports combined arms, modding, editor and even sling loading.

    But unlike Arma, you can play anywhere on the entire PLANET: land, sea, air (& space!?)

    It's coming to standard desktops this December.

    BI's upcoming game engine, Enfusion, has yet to support worldwide maps or planetary scale warfare.

    Guys, what are BI's chances on competing with this Sandbox?

    (Maybe BI should consider planetary maps or other next-gen features like VR to ensure Arma 4 remains the most attractive milsim out there)

    TitanIM

    http://titanim.net/www/#blog

    Youtube

    Discuss!


  7. Hi, I have a (hopefully) small request. 

     

    Currently, players will get a notification to when a new person takes the Game Moderator slot.

    However this notification is non-existent for the Game Master himself.

     

    When the Game Mod slot is taken, players will get a notification to who the new game mod is. The Game Master on the other hand will get no notification. If the new Game Moderator is a troll, he can take the slot, mess up the session, then exit the server before the Game Master relies's something is wrong.

     

    My request(s):

    - Make the notification visible to Game Master as well

     

    - OR (better still) disable all rights completely by default for Game Mod (for Official Zeus servers), so we don't have to worry about troll game mods

     

    In the official servers, the Game Mod's the default rights (only editing is allowed) is not a good compromise. 

     

    In the usual sessions, Game Masters either want full mod rights so mod can help create larger objectives or completely disabled mod rights to prevent troll mods (one extreme or the other). The default rights can't achieve either since it doesn't allow object movement but it still allows trolls to delete all the objects or move objects/spawns in inappropriate places.

     

    The common practice right now is to vote an admin to edit those rights. 

    However it would be appreciated if the default rights were disabled completely, for our convenience.

     

    Thannks,

    digitalgeo


  8. Hi,

    I'd like to support this issue as structure placement in Official Zeus servers has been removed.

     

    The feature I looked forward to the most was the ability to search items in the Zeus interface in 1.64.

    I said to myself "Wow, with this feature, I could finally build bases much faster". Base building in Zeus took time, and players were impatient.

     

    Then 1.64 came out, along with the search ability. 

    "Yes, I can't wait to try- hang on, where's the buildings?" I said during an official Zeus server session.

     

    Turns out you could no longer place the majority of empty objects. Even the pre-built compositions  :(

     

    Since update 1.64 removed the thing search was useful for: Base building.

     

    Why are Zeus objects missing?

     

    Its a bug!

     

    As far as I've heard from rumors, 1.64 removed empty object placement because Game Masters were "trapping players". However these are only rumors. But if this is the case, then I think the devs have overreacted.

     

    I personally don't see trapping happen, probably because of the omnipotent power of vote kick. If it does, then I believe its rare. There are far more common problems out there (such as the dick Game mod).

    The closest definition to "trapping" I've encountered is in PvP Zeus. By default there are 3 teams, but sometimes the Game Master's scenario only accommodates 2 teams. So the 3rd team's spawn is placed inside a box far away. This seems fair, as long the the 3rd team has an objective called "Please switch teams" for JIP's.

     

     

    The second explanation is here in feedback tracker.

    In summary, a Game Master who happens to place an Apex structure on Altis or Stratis, prevents non-Apex players from joining the server. This is an annoying problem. By removing object placement, Game Masters can't place Apex structures and so can't lock the server. 

     

    If this is the case, then there should at least be access to pre-built compositions as these don't have apex structures.

     

    Regardless of the reason, Game Masters can no longer build place structures (in Official servers).

    I will miss the ability to create underwater bases or placing roadblocks. Fingers crossed to change back.

     

    Thanks for reading, 

    digitalGeo


  9. Hi, 

    I've encountered a new "bug" when using Remote Control module from Zeus interface in Official Zeus Servers. This bug possibly extends to all Zeus missions.

     

    Usually when you control an enemy unit as Zeus, and kill a player, it says "x was killed" in chat. This is normal.

     

    However since update 1.64, killing a player with an Zeus controlled enemy unit will say "x was killed by Renz. (Friendly Fire)".

     

    This is unexpected since:

     

    1) the controlled unit is enemy, so it shouldn't be friendly fire. 

     

    2) My name is showing up in the kill feed when it should not be. 

     

    This bug breaks the role play aspect since your (usually) on the same side as the players and I'd rather the enemy AI take credit for the kill, rather than the meant-to-be-friendly Zeus.

     

    Could one of you kindly address this issue?

     

    Thanks,

    digitalgeo


  10. I would like to offer another useful feature - save the script. Often I want to create a base, put arsenal, ammo boxes, vehicles, etc and save it for future games. It would be very useful to have the opportunity to save Zeus from the routine and allow to save time.

    Huh? You offer this feature? Send me download link so I can use it XD

     

    That was mean, sorry


  11. If the Zeus and the admin on the server let the session devolve into team killing and an overall unorganized mess then that is the problem of everybody involved. The intentional team killer for being childish, the Zeus for not punishing people for acting up, the admin for not kicking troublemakers and the other players for not advocating serious game play. If you stand up and say "No team killing or kick!", "Listen to orders or kick!", you can get even the most disorganized group to get some kind of organization going.

    Now that takes some effort, I get it but just claiming that the Group menu is bad leaves out the part where you didn't even try to make it work. And that is negligence on your behalf. I hope the admins see that too and leave it in.

     

    Also please add Revive to the parameters in Zeus game modes. That will help a lot with encouraging teamwork and team-play.

     

    Thank you BI! Stay awesome!

     

    Without any name calling, I see your point. My first few public zeus sessions with this new system were awkward.

    Perhaps it will encourage more players to organised into groups, which I hope it does soon. 

     

    But I also fear it might not.

     

    For a long time, there was a routine carried out in many public sessions. Through trail and error, random people somehow found a way to organise groups.

    Future Zeus's would follow this routine. Other Zeus's would copy this routine from other Zeus's. I follow this routine, because I saw other Zeus's do it. Then other random Zeus's would copy it from me. Why? I have no idea. All I know is that it works.

     

    A few years and many public sessions later, enough people got the message. 

    All of the sudden it was second nature. Anyone who took that public Zeus slot, knew the routine, no reminder needed. And it was good.

    If you play zeus often (finnsimmons), you must have seen it:

     

    1) The Zeus would place a few flags/ ask players to line up against the wall.

    2) Zeus would then ask players to pick their team leaders, usually people with mics.

    3) Players are then assigned a team leader.

    4) Players would then group up next to their flag/ next to their team leader.

    5) Finally, Team leaders ask Zeus to group them up.

     

    I liked it partly because the routine was psychological: it encouraged cooperation early in the game. Early cooperation meant we were enjoying those rare Arma moments I only see in private milsim groups.

     

    Now that group management was introduced, I have have a few concerns. The players can now pick their groups themselves, so there's no reason to do step 1), step 2) or step 5) since Zeus doesn't need to be involved. I am not seeing the routine in my sessions. So psychological aspect is not being achieved.

     

    Now that group management is involved, the routine has become awkward to achieve. 

     

    Why should BI add this new system, when the old system worked fine? It seems like player's will have to go through the trial and error method again, which could take months, if everyone is to follow a common routine. It feels like an unnecessary solution to a problem. Only that this problem (grouping players), was not a problem at all because of the routine.


  12. Thats just your experience. I found it very usefull the last few games I played. Now it is a piece of cake to set up squads.

     

    Also what the guys above said. Zeus needs every asset in the game/as many assets as possible available to create cool missions. Please don't take away from our creativity by limiting what Zeus can spawn. Thank you!

    That's just your experience. I found it a mess the last few games I played. Now its a disorganized mess to set up squads since players won't stick to their groups.

     

    Also what the guys above said. Zeus needs every asset in the game/as many assets as possible available to create cool missions. Please don't take away from our creativity by limiting what Zeus can spawn. Thank you! 

×