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

  1. #401
    Member
    Registered: Apr 2001
    Location: Switzerland
    Just finished a long, intense, fun session. Thanks to Al_B, Henke, Jeshibu and Malf for joining!

    It was the first time we played with the ACE3 mod and with its medical system, but considering that we hadn't used them (before except for a short test a few weeks ago) it worked quite well! Except for those times when someone went down and we simply didn't know where they were, but that didn't happen too often. We did a long mission on the Lythium map, taking down two High-Value Targets, and it would've been even longer if henke hadn't cancelled the third mission objective. Intense, gruelling firefights, but we prevailed in the end - except for the poor AI that didn't manage to make it into the helicopter (and was unceremoniously shot by Jeshibu for his utter failure to fit on the side bench).

    I'll have to see what the footage looks like, but if there's some good stuff I'll put together a video. And most likely I'll run another session in two weeks (to be confirmed).

  2. #402
    Member
    Registered: Apr 2004
    Location: Netherlands
    Here's said failure at sitting:



    Pretty fun today! I like the new mod we're using, even though I need to pack more bandages for my playstyle.

  3. #403
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'll have to see if I've got some nice video of you hunting henke and threatening to inject him with an eleventh or twelfth dose of morphine...

  4. #404
    Member
    Registered: Apr 2004
    Location: Netherlands
    Hey, at least he wasn't in pain.

  5. #405
    Member
    Registered: Apr 2001
    Location: Switzerland
    It was a wonderful touch that henke died once you put him in a body bag. Like a grim version of “Clothes make the man.”

  6. #406
    Member
    Registered: Apr 2001
    Location: Switzerland
    Here are the details for the next Arma 3 coop session:
    Date: Sat, 20 March
    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.

    Based on our experiences with ACE3, we'll continue using it for now. I will post an update about what this means concerning mods very soon, since ACE replaces some of the mods we're using, added to which some of the other mods on our list should be replaced by newer, better alternatives.

  7. #407
    Member
    Registered: Apr 2001
    Location: Switzerland
    More updates from me:

    • As we'll probably be using ACE3 going forward, this means that some of the mods you'll already have loaded are no longer needed.
    • You can deactivate (and unsubscribe to) CH View Distance and FHQ_GroupInfo, since ACE3 offers very similar functionality to those.
    • It's also time to retire the ShackTac User Interface, since that one is no longer being updated. The more recent mod DUI - Squad Radar does the same and more.
    • I've updated the two TTLG mod collections accordingly: 1) the TTLG coop collection now includes all the ACE3 mods as well as DUI, but FHQ_GroupInfo has been dropped, and 2) the TTLG coop collection: optional add-ons no longer contains CH View Distance.

    Make sure to subscribe to the mods that you haven't subscribed to yet and adjust the list of mods that loads when you launch Arma 3.

    Edit: And a snippet of last Saturday's session:

    Last edited by Thirith; 8th Mar 2021 at 16:26.

  8. #408
    Member
    Registered: Apr 2001
    Location: Switzerland
    And finally, here's the video I put together of last Saturday's session. Enjoy!


  9. #409
    Member
    Registered: Apr 2001
    Location: Switzerland
    Yeah, that didn't happen. Arma screwed up today's session - or, it seems, Steam Workshop did. I'm still looking into this, but it seems that a Workshop update made a mess of versions and keys.

    I'm hoping to run a special Easter session, where we'll find whoever was responsible for this and point at him until he dies of embarrassment, but I'll send around a message and post a confirmation later.

    My apologies to everyone who turned up, especially those who stayed up until very, very late to play some Arma.

  10. #410
    Member
    Registered: Apr 2001
    Location: Switzerland
    So, the issues that resulted in yesterday's game being cancelled seem to have been resolved. At least it all worked this morning, and I'll make sure to check again before the next session. So here are the details for the next Arma 3 coop session:
    Date: Sat, 3 April
    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.

  11. #411
    Member
    Registered: Apr 2001
    Location: Switzerland
    On a different note: we've been using more helicopters recently, and I've found this guy's heli keybinds to be a real improvement on the game's default keybinds. He does recommend some kind of headtracking, and while I have that myself,* it's obviously not something I'd recommend to anyone to get just for Arma unless they're likely also to use it in other games. The keybinds, though, will give you better control over helicopters than the default settings.



    *In my case it's courtesy to the Tobii 5, which offers both eyetracking and headtracking without the need to wear a sensor. I know that Malf has had issues with Tobii's peripherals, though. TrackIR works pretty well, but I find the sensors to be quite the faff, and I don't particularly like the headtracking when you're playing as an infantry unit.

  12. #412
    Member
    Registered: Apr 2001
    Location: Switzerland
    Though we had a decent-sized team of six people, with Briareos H, Demagogue, henke, Jeshibu, Malf and myself, today's session was a mixed bag, with us facing meatgrinder missions and technical problems. The first two missions brought us up against enemies with X-ray vision, and way too many of them, as we tried to first bust a drug operation on Tanoa and then rescue and extract a VIP in wintry Chernarus.

    The third mission was one of the tried and trusted Dynamic Recon Ops, and while it's always a bit of a faff to grab the right equipment, these missions much more reliably produce playable, fun missions. We survived an airfield assault near Zargabad, blew up an enemy radio tower, then took out a local HVT called "Goblin" (with a name like this, I guess he was fated to die at the hands of a player group) and finally stole an enemy vehicle - though, as Malf drove off, I got shot in the back and only barely made it out alive.

    Thanks to everyone for the session - I hope you enjoyed it, in spite of the overly brutal two first missions. I enjoyed hanging out with everyone (when we weren't getting cut to ribbons) and I'm looking forward to the next game, which will probably be in two weeks' time. I'll confirm here and on Steam, as always.

    Public service announcement: For those of you who ran into the problem with the 'H' key not bringing up the medical menu, go to your Settings --> Common and delete the binding for "Last Help". It's not like you ever need those in the first place. If you think you might, you can always set it to Ctrl+H or something.
    Last edited by Thirith; 3rd Apr 2021 at 12:49.

  13. #413
    Member
    Registered: Apr 2001
    Location: Switzerland
    I've not yet had a chance to look at the video I recorded yesterday and I'll be away for a week, so I can't say yet whether I'll manage to put together a video of yesterday's chaotic and often gruelling session. However, I can already announce the next Arma 3 coop session

    Date: Sat, 17 April
    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. #414
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    I was thinking about your video recordings yesterday Thirith, and how the new medical system might impact them (long periods of downtime with nothing but a black screen and only the voices of those nearest to you seem to be quite common recently!)

    I think I asked before, but is there any functionality in ARMA 3 like Quake 3's demo recording?

    In Quake 3 (and the previous Quakes), you could issue a command to record a "demo" during gameplay, whereupon the game would record all gameplay telemetry to a small file. After you'd finished playing, you could then load up that demo file and switch between player viewpoints at any point, even moving the camera around freely.
    Finally, you could render it out to a video file, retaining all of your viewpoint switches and camera moves at the highest graphical quality.

    If ARMA 3 supports something like that, that would strike me as being the best way for you to put videos together (alhough my brain itches when I try to understand how third-party, modded voice comms could be recorded by such a feature).

    The only alternative is asking everybody to start recording at the beginning, then sending you the (large) video files post-game.

  15. #415
    Member
    Registered: Apr 2001
    Location: Switzerland
    It’s not impossible to record Arma games like that, it seems, but it’s definitely not easy; I’m only aware of the biggest YouTube channel that does Arma content doing it very rarely. (The guy does a neat analysis of a recent mission here.)

    At the same time, it’s actually easier to edit around the ACE3 unconscious state than it is with other health/medical systems, where you still see your surroundings but have little control over where you’re looking. You can cut on a black screen quite easily.

    I also have to say that without considerably more work on the videos I prefer to go for a condensed version of what it was like to be in the mission, which includes the fixed perspective (i.e. mine). Doing something more intercut could be cool, but it would be massively more work, taking more time than I want to put into these. It’d be different if I was better at editing, probably, but I don’t think I’m ever going to be good enough at it to warrant putting in three times as much work.

  16. #416
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    The whole process could use being sped up just a bit, on the order of the old system with the little dial.
    And it's already a mod so it can't be too hard to, you know, mod.

  17. #417
    Member
    Registered: Apr 2001
    Location: Switzerland
    I’ll see to what extent I can tweak the settings to speed it up, but I have to say I wouldn’t feel confident enough to mod the mod - it is highly complex, and Arma is an extremely fickle beast to begin with. It’s so easy to break something, and we’d have to test every tweak on a dedicated server.

    Saturday’s session was also not the best intro to ACE3, with two gruelling, meatgrindery missions. I think we had a better time of it the last time we played, though we will have to take stock of what ACE brings to the table once we’ve played with it for a couple of sessions.

  18. #418
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Quote Originally Posted by Thirith View Post
    I also have to say that without considerably more work on the videos I prefer to go for a condensed version of what it was like to be in the mission, which includes the fixed perspective (i.e. mine). Doing something more intercut could be cool, but it would be massively more work, taking more time than I want to put into these. It’d be different if I was better at editing, probably, but I don’t think I’m ever going to be good enough at it to warrant putting in three times as much work.
    Yeah, if y'all had yourselves a Soviet Womble knockoff, I bet the videos would be fantastic.

  19. #419
    Member
    Registered: Apr 2001
    Location: Switzerland
    In spite of connectivity issues, I had a great time at today's session, which was joined by henke, Malf and Demagoggles. We had three objectives to complete on the beautiful island of Altis: assassinating an HVT, destroying a weapons cache and capturing and interrogating an enemy officer. Well, we completed two out of three. We also shot Malf in the head just to be able to patch him up and put him in the helicopter while he was off IRL for a phone call (you can't put conscious units in a chopper, they have to do that themselves).

    We also tried out Close Air Support by A-10 Warthog and heavy artillery shelling, which may account for us not finding the enemy officer: chances are he'd been blowing into tiny little bits. Good times!

  20. #420
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'd planned to make a video of yesterday's session, since it had everything: mid-air collisions, heavy artillery, A-10 strafing runs, AH-64 Apache attacks... but it turns out that the video I recorded didn't use my actual mic to record my own audio, so I'm just silent for the entire three hours. It probably thought it was better to record via the Oculus Rift mic, even though the headset wasn't plugged in...

    ... but I did make a short video of henke finding out that you do indeed crash if you fly into the Altis power lines.



    Also, I'll be doing the next Arma 3 coop session in two weeks:

    Date: Sat, 1 May
    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.

  21. #421
    Member
    Registered: Aug 2004
    Quote Originally Posted by Thirith View Post
    ... but I did make a short video of henke finding out that you do indeed crash if you fly into the Altis power lines.
    The lines themselves, however, were just fine.

  22. #422
    Member
    Registered: Apr 2001
    Location: Switzerland
    And so were we, once Malf had stopped burning and had patched us up. (I think henke actually patched himself up.) We even survived that encounter with the technical there at the end of the video, but in the absence of the actual audio of my radio chatter this made for a good point at which to end the video. (Off-topic, but I think that one of my least favourite quirks of Windows is how it loves to switch audio devices in arbitrary ways, and without telling the user.)

    It's a shame that Demagoggles didn't feature into the video; at that point he was mainly struggling with frequent disconnects. There would've been some nice Dema bits later, but as I said, it's difficult to put together a video if part of the conversation is missing.

  23. #423
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Worth noting that when I did finally get a stable connection, I spawned in about halfway between the base and you all with the other AI. Presumably they had died, respawned in the base, and then began the long trek over to you before getting immobilized in some of the shrubbery along the way. It did leave me pretty confused for a bit and searching for a car or something I could GTA off some hapless villager, until I figured out I could use the airlift as my personal taxi.

  24. #424
    Member
    Registered: Apr 2001
    Location: Switzerland
    Heh. Yeah, the different mission types we play all handle somewhat differently in terms of respawn locations and transport options. In this case things were complicated by all the AI dying in the helicopter crash and respawning at base. When I died relatively early in the mission (probably 10-15 minutes after that rather rough and fiery landing), I grabbed a Littlebird helicopter and on my way to where henke and Malf were under fire I flew over the transport chopper, which I guess must've been there to pick you up. If I'd been fast enough to understand what that was all about, I could've touched down to grab you and the AI.

  25. #425
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland


    Kick his ass, dema! Woop woop!

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