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Thread: The Fighting TTLGers present: Arma 3 (a TTLG Coop Saturdays spin-off)

  1. #301
    Member
    Registered: Apr 2001
    Location: Switzerland
    Quote Originally Posted by PigLick View Post
    also my sound had some real issues and I played mainly in silence, which is quite an odd experience, I just kinda tagged along with you guys and hoped for the best.
    The radio mod has been a problem for you for a while, right? Teamspeak 3 itself seems to work reasonably well before we actually start a mission. It might be an idea if you deactivated the Task Force Radio mod for a session, because that way you might be able to hear us, even if we can't hear you, which would already be an improvement. Unless, of course, the problem is TS3 itself losing connection or your sound more generally (did you not even get the regular sound from Arma?). Anyway, it's something we could try.
    Last edited by Thirith; 4th May 2020 at 06:40.

  2. #302
    Member
    Registered: Feb 2001
    Location: Somewhere
    no the sound from arma game itself is fine its just anything online it seems. Next time I join should suss it out.

  3. #303
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Quote Originally Posted by Thirith View Post
    even if we can't hear you, which would already be an improvement.
    Harsh

  4. #304
    Member
    Registered: Apr 2001
    Location: Switzerland
    Hey! That’s not what I said!

    You have some great moments in the video, Al_B. I love the one where I shout at you, too late, to get into cover, you collapse in a tangle, and then you lie there apologising meekly.

  5. #305
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    To be fair that pretty much my level of ability every session but I do enjoy it regardless!

  6. #306
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'm not particularly good, and I'm downright dreadful at keeping myself alive, which is why I surround myself by people who are better at it and AI so they get killed first.

  7. #307
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    I don't know if I mentioned this before, but I learned to hit the deck the second I suspect something is off from a scene in Remarque's All Quiet on the Western Front. A group of rookie kids gets of a train just as a British plane swoops down, and while all the veterans jump into cover, the kids just stand there and the whole lot of them get mowed down before they even have time to get the reflex. And ever since then, my reflex is to jump into cover at the slightest hint of trouble (in video game situations that allow me).

  8. #308
    Member
    Registered: Apr 2001
    Location: Switzerland
    I’ve learnt to do so from you. Sadly, some maps make it impossible to see anything through the grass, but last time round hitting the dirt helped me take out a bunch of bad guys behind some sandbags. They still got me as I was crawling back towards the others, but I survived much longer than expected... and the moment when henke crawls out of the underbrush to patch me up was pretty damn cool. (It’s in the video embedded on the previous page, roughly at 25:00.)

  9. #309
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    It'd be nice if ARMA had demo recording capabilities a la Quake 3. That's where the game's telemetry gets recorded to a file instead of raw video, so you can do cool shit like change player viewpoints and add proper cinematic camera movements to playback. But I think that's fallen out of fashion in these days of video streaming

  10. #310
    Member
    Registered: Apr 2001
    Location: Switzerland
    I've seen videos and machinima that suggest this is possible, although it might also just be very clever use of scripting and live in-game cameras. I'm pretty certain I played a helicopter training mission (though for Arma 2) that recorded and replayed the heli teacher's moves.

  11. #311
    Member
    Registered: Apr 2001
    Location: Switzerland
    Due to unexpected circumstances involving a wandering band and an electrical socket, I won't be able to run an Arma session this coming Saturday. Instead, we'll be returning to the battlefield the week after:

    The next Arma 3 coop session:

    Date: Sat, 23 May 2020
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  12. #312
    Member
    Registered: Apr 2001
    Location: Switzerland
    Nice game! We just finished making Fallujah a safer place... especially with our final act on the road to glory. I'll again try to put together a video based on our endeavours, but in the meantime, thanks to henke, Jeshibu and Malf!

  13. #313
    Member
    Registered: Apr 2001
    Location: Switzerland
    And here's the video of last Saturday's session. It's got it all: legless soldiers, more unwitting war crimes*, Jeshibu's war crime envy and his resulting acting out against palm trees and traffic signs, Malf's impeccable skills of telling the difference between a garbage can and a civilian, Jesh's dainty little gun and henke feeling hurt not just once but twice. And that downright Hemingwayesque final exchange between Malf and henke, as the former was dying on the street: "It's a vehicle!" "Yes. Yes, it is."



    *Is it worse to kill one civilian you've been tasked to protect, like last time, or two civilians but the one you're supposed to protect survives? It's a conundrum.

    The next Arma 3 coop session:

    Date: Sat, 6 June 2020
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  14. #314
    Member
    Registered: Apr 2001
    Location: Switzerland
    Two things:

    First, Arma 3 and its various DLCs are greatly reduced this weekend. Anyone who wants to check it out and/or complete their DLC collection should probably go and check it out on Steam.

    The other thing is that I again have to move the next session by a week, I'm afraid - my apologies for the inconvenience:

    The next Arma 3 coop session:

    Date: Sat, 13 June 2020
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  15. #315
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    This week in Arma3... Jesh blows up a truck.


  16. #316
    Member
    Registered: Apr 2001
    Location: Switzerland
    What you didn't mention is that the truck was already lying on its side. First the two AA vehicles scarpered off into the distance because they were scared, and then one of them flipped on its side because of its shit driver. Ah, Arma... Never change.

    Well, that was the second weirdest Arma session I've ever had, but I enjoyed the weirdness of it all with henke, Jeshibu and Malf. Video with high(?)lights to follow.

  17. #317
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Cinéma vérité gifs, eh? I like it.

  18. #318
    Member
    Registered: Apr 2001
    Location: Switzerland
    Arma Dogme 95. Lars von Trier would love it, except there isn’t enough violence against women.

  19. #319
    Member
    Registered: Apr 2001
    Location: Switzerland
    And here's a condensed version of the mission myself. Still not managing to get these down to a shorter length, at least not much, but considering how long the whole game was compared to the one three weeks ago, I'm getting there in small steps.



    My personal highlights: Jesh getting out of the helicopter a bit earlier than expected, henke's aeronautical exploits, Malf trying to make friends with a helicopter and failing, a wounded Jeshibu crawling through a building *as it's getting shelled* and me realising that henke's proposing to blow up the car I'm standing right next to a split second before he actually does it.

    I'll be away in two weeks' time, so:

    The next Arma 3 coop session:

    Date: Sat, 4 July 2020
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.

  20. #320
    Member
    Registered: Apr 2001
    Location: Switzerland
    Smaller-scale session today, and pretty harrowing too, but good fun nonetheless.

    To begin with, it was me and Demagogue, first fighting Dema's connectivity issues, then some Arma issues, but in the end we mostly fought my crap leadership and observational skills playing a small, quick mission called Combat Den (Chernarus), which gave us the task of clearing a camp of enemy units. We approached smartly, keeping the industrial buildings of Chernogorsk between us and the enemy. The camp was behind a small wall, so we approached that... and then I turned left and saw a bunch of enemy guards just standing on the road, looking at us - and then they opened fire. I died almost instantly, but Dema had time and the reflexes to hit the dirt, so he survived quite a bit longer. The Combat Den missions offer some (limited) respawning, so I was soon back in the game - at which point an absurdist ballet of death ensued - because I spotted someone on the ground and opened fire... killing Dema, and when he respawned he mistook me for an enemy and killed me. This went on, and we probably went through 2/3 of our available respawns, but finally we escaped the cycle of death, teamed up again (all the AI squad mates were dead by then) and cleared out the camp. We were tasked with searching it for intel, which we did - at which point someone (probably the enemy, but I wouldn't put it past our own Command to be behind it) started shelling the camp. We ran for the extract point, but by then some enemy units had holed up there and were waiting for us. They took me out pretty readily, and since there were no more respawns left, I watched as Dema hid in the grass and went looking for them. They got him in the end, but it was a tense standoff.

    At that point, Al_B had also joined, so we finished with a Dynamic Recon Ops (Zargabad), which took us to a compound where we had to get some intel (probably on the weird SCP-like floating, spinning table that was in one of the huts), followed by clearing out the area around the nearby villa on a hill. And man... I don't remember ever facing that many enemies. We progressed slowly towards the market just outside the compound, but the militia just kept throwing guys at us, and it didn't get better once we'd found the intel. From about half an hour into the mission, we had no medkits left, so while we could always revive anyone who was down, we couldn't heal them up, so we were limping and bleeding all the way to the villa, where we were momentarily safe. Once we'd rallied there, after about an hour of gruelling firefights, we knew we had to head back and clear out the area, while there was a Hilux pickup truck with a machine gun doing circles around where we were. We did finally manage to clear the area and called in the evac chopper, but most of the AI would've taken a hell of a long time to get there, they were so badly wounded, so once five out of eight squad mates were on board the Hellcat evac chopper, I took an executive decision to get the hell out of Dodge. I'm sure the Hellcat went back to pick up the other three afterwards... Anyway, we finished the mission tired but victorious, with each of us having taken out a fair number of enemies.

    Unfortunately I forgot to start recording the session because of the tech issues at the beginning - it would've been funny to see the nearly endless cycle of me shooting Dema by accident and him returning the favour until we wised up.

    I'm hoping to run another session in two weeks (on 18 July), but I'll also add a couple of mods to the modset, so I'll prepare a more elaborate post about that. In the meantime, thanks a lot to Dema and Al_B!

  21. #321
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Good session - really enjoyed it. Probably the first time I noticed the AI being useful for healing and reviving - almost as good as Malf Sprinting to the villa in the second mission, holing and healing up before clearing out the rest of the map was particularly memorable. Always felt like we were on the edge, wounded and low on ammo but able to stumble on to the end.

  22. #322
    Member
    Registered: Apr 2001
    Location: Switzerland
    Yeah, I enjoyed it too. Even when it was gruelling, it still felt like we had a chance. It helps that there was a clear ebb and flow to the battle: our progress in between the compounds, our death crawl towards the villa, taking stock and bracing ourselves for the return, it didn't feel like just one-note carnage. And it definitely helps if the AI do their share and revive fallen comrades. But yes, they're no match for the mighty Malf!

  23. #323
    Member
    Registered: Apr 2001
    Location: Switzerland
    Okay, I'm in the process of adding the last couple of mods that I'd suggest for our sessions. I will add them all to the TTLG coop collection today or tomorrow, so if you're subscribed they should download automatically. Please note that you will still need to activate them in the Arma launcher. They include a couple of maps and required add-ons, a faction mod (to keep our enemies more varied) and some AI and quality-of-life mods, namely:
    • CUP Terrains - Maps 2.0 (483.6 MB): The CUP team is working on updating the old maps and bringing them up to Arma 3 quality.
    • LYTHIUM (1434.8 MB): Gorgeous Afghanistan-style map.
    • Roche, Germany (977.1 MB): Great German map with forests, villages and towns.
    • Virolahti - Valtatie 7 (560.6 MB): Great Finnish map with forests, rivers, lakes and settlements.
    • Project OPFOR (1706.9 MB): Adds various enemy factions.
    • Jbad (1910.7 MB): Collection of buildings, needed for LYTHIUM.
    • MBG Buldings 3 (80.6 MB): Collection of buildings from Arma 2, needed for some mods.
    • LAMBS_Suppression (0.1 MB): Mod that tweaks the AI's reaction to suppressive fire, making it a more effective tactic against AI.
    • LAMBS_Danger.fsm (0.7 MB): Mod that tweaks AI units so their behaviour is more varied, interesting and intelligent (without turning them into killing machines).
    • FHQ_GroupInfo (0.3 MB): Mod that allows for better group management (e.g. leaving groups, taking squad lead).

    You can also check out the optional mods that I'm using in the collection TTLG coop collection: optional add-ons. None of these are required, but IMO they add something to the game:
    • DynaSound 2 (830.7 MB): A sound modification that redoes all weapon and many vehicle sounds.
    • Enhanced Soundscape (102.5 MB): A sound modification that improves reverb in-game.
    • MRB Voice Stop (0.5 MB): Disables the AI radio protocols. Puts an end to the constant chatter.
    • Weedkiller for Altis, Stratis and Malden (0.2 MB): Reduces the ground clutter that gets in your way when you're crawling.
    • Helicopter Dust Efx Mod (0.7 MB): Increases the helicopter downwash effect. Warning: May create unwanted cover for assassination targets...
    • Enhanced Missile Smoke + Lighting Efx Mod v1.4 (0.3 MB): What it says in the mod name.
    • Immerse (0.1 MB): Adds some subtle camera shake and twitching when there are weapon fire or explosions nearby.
    • Align (0.1 MB): Adds some subtle animation to sights when taking aim; feels less stiff but doesn't actually affect your aim.
    • CH View Distance (0.1 MB): On dedicated servers, the view distance seems to be turned down massively. This mod lets you set the view distance however you like client-side, allowing for different settings on foot, in vehicles and when flying.

    Finally, when's the next session going to happen?

    The next Arma 3 coop session:

    Date: Sat, 18 July 2020
    Time: 3-6pm UK time


    As always, I'll be online a bit before 3pm to set up the server and check who's online.
    And that's it for now! Let me know if you have any questions.
    Last edited by Thirith; 8th Jul 2020 at 13:29. Reason: Another optional mod listed: CH View Distance

  24. #324
    Member
    Registered: Apr 2001
    Location: Switzerland
    A quick P.S., since I added a mod to the list of optional mods, namely CH View Distance.

    I'd been a bit confused and frustrated by the view distance in our online games, since I'd set the server view distance to a relatively moderate four or five kilometres, yet whenever we'd hop into a helicopter it seemed like the world vanished into fog barely 1500 metres away from us. I've since found out that regardless of server settings, missions can set the view distance and many coop missions set it very low. While I understand why they do this (performance), it's still annoying when you play a mission that was made four, five years ago and in the meantime most PCs would be able to handle seeing a bit further. Which also makes a difference to my sense of immersion: Arma works best for me when I can see that there's a whole world out there, when the mountains in the distance don't all vanish into the fog.

    CH View Distance helps with this. It overrides server and mission settings, added to which you can have different settings for terrain distance, object distance and terrain detail depending on whether you're on foot, in a vehicle or in a plane or helicopter. When flying, you can easily set your view distance to several kilometres while lowering the terrain detail quite a bit, so your framerate doesn't slow down too much. And it's relatively easy to play around with on the fly (no pun intended). Arma 3's performance is still a bit hit and miss, in particular with some map mods, but surprisingly you can often raise view distances by a fair bit without much of an impact on performance. For anyone who's been looking at Arma in coop and thinking that the terrain barely looks all that much better than Operation Flashpoint, tweaking the view distance beyond the maximum set by the server or the mission can help wonders. I'm very curious to see what a difference this makes next time I record a coop session.

  25. #325
    Member
    Registered: Apr 2001
    Location: Switzerland
    Thanks to henke (for the first hour or so), Malf, Dema and Al_B for a fun session! Well, I say "fun"... The first mission (Raiders, Takistan, some light compound clearing) started well enough - until I took out Al with a stray shot and he didn't get to respawn. Once we restarted the mission, we did well enough clearing the first compound, but at the second compound we were all taken out by grenades. We then moved on to Combat Den on Chernarus 2020, but first it bugged out when we all got into the transport chopper willy nilly, then it presented us with a nighttime meat grinder, and that's just not all that much fun.

    The last mission, TRGM2 on the newly added Virolahti map, was much more fun, though, and pretty mellow. We took out an enemy officer, rescued a downed pilot and defused a bomb! Not too difficult, but after the murder and mayhem of the previous mission that was just what the medic ordered.

    I'll try to put together a video of the session and will post it ASAP. Also, I should be able to run another session in two weeks, but I'll confirm in a few days.

    Edit: And here's a snippet of Al's ignoble death, shot in the back by the one man he should've been able to trust: his team leader.

    Last edited by Thirith; 18th Jul 2020 at 13:56.

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