Malf on 6/3/2017 at 08:38
Just a note Thirith, there's no ARM version of Teamspeak 3, so I can't run it on my Pi. There's virtual machine software available that allows me to run x86 code on ARM, but it costs money. So looks like you'll be setting up the TS3 server.
Thirith on 6/3/2017 at 12:18
Thanks for checking, Malf. It's worked with my second PC most of the time, so it shouldn't be a problem - and if there ever is an issue with the server, we can always go Mumble at short notice.
I'm really curious to see whether/how well ACRE2 works. The original ACRE was a bother to set up, but then that was the unique and wonderful adventure that was running and modding Arma 2 and Operation Arrowhead, and once it ran it was a revelation due to the great positional audio. At least in theory it seems that Arma 3 and Steam Workshop make things a lot easier.
Thirith on 9/3/2017 at 07:44
Quick reminder concerning the Saturday session, since we're moving on to a new game.
Quote:
Date: Saturday, 11 March 2017
Time: 4-6pm UK time
Game: Arma 3Things to note:
* Bring a headset and install the
latest version of Teamspeak 3. Note: Make sure to
set up Press To Talk (PTT), ideally with a key/button other than Ctrl (which is used in the default
Arma 3 keyboard setup).
* Please make sure to
download the mods I've put together in a Steam Workshop collection here: (
http://steamcommunity.com/sharedfiles/filedetails/?id=877349651). This includes three mods:
CBA_A3, Shacktac UI, ACRE2.
* ACRE2 is a fantastic radio mod that also adds great positional voice chat. The regular voice chat works with your
TS3 PTT key, the in-game radio works with Caps Lock (default).
* Once all the mods have been downloaded,
activate them in the Arma 3 Launcher and launch the game at least once. If you run into any problems, please post them in this thread.
I'll be online a bit before 4pm to set up the server and check who's on Steam, and I'll launch a server shortly before the session. Hoping to see you there!
In theory, everything should work... but just in case, if
Arma screws with us for one reason or another (not that
Arma would ever do that, would it?) and someone isn't able to connect, let's perhaps have
GTA V ready as a quick, dirty, deadly alternative.
henke on 9/3/2017 at 07:51
Yup, mods installed. Thank you Thirith for making the list, and thank God(and Valve) for Steam Workshop making it a whole lot less painful to set up than the Arma 2 mods.
Sulphur on 11/3/2017 at 07:53
I most probably won't be able to make it today, gents. Do take lots of lovely screenies/videos though. I'll see about joining you in the next run.
Thirith on 11/3/2017 at 14:15
Sounds good. After today we'll ideally also have a better idea how well Arma 3 works with players who have relatively high ping. Since this is something that Arma 2 did astonishingly well, I'm cautiously optimistic.
Thirith on 11/3/2017 at 18:07
Thanks to henke, Malf, Jeshibu and Al_B for our very first session of Arma 3. It definitely still needs some tweaking; some of the missions didn't allow for killed players to take over one of the AI units, which meant that if you were unlucky and got killed too soon, you'd be twiddling your thumbs for 20 minutes. Also, there's definitely something fishy with the ACRE2 radio mod, although I don't know if that's a matter of settings or not, or whether it's by design - half the time we couldn't hear each other, which definitely makes it more of a hassle than an asset.
We will persist, though, possibly without ACRE2, because when it works it's a great coop game. I'll have to see if our annoyances with ACRE2 were there by design, and if they can be toned down or deactivated.
P.S.: Never get caught by a Dutchman with a gun while you're piloting a helicopter. It doesn't end well (except for the Dutchman).
Thirith on 12/3/2017 at 09:42
Quick P.S. on yesterday's session and the problems we had with ACRE2:
* The mod does deteriorate the radio signal based on interference (are two or more people using the radio at the same time?) and objects/environment getting in the way of radio waves. However, these realism features can be turned down or even off server-side, so I'm thinking it's worth tinkering with this and see how this works.
* Also, I've read up on the push-to-talk vs. voice-activated issue, and it seems that ACRE2 works well with TS3's voice activation. I'm thinking we should also try this next time, as it is a hassle to have two separate voice chat buttons.
* Having said all of this, if we find after tweaking that ACRE doesn't add enough (whether that's for immersion or strategy), we'll drop it and go back to Mumble or TS3 without the mod.
Definitely looking forward to a second session of Arma 3 - with fewer communication problems and less dying, I hope! :cheeky:
Thirith on 20/3/2017 at 10:25
This is TBC, but most likely we'll return to Arma 3 on Saturday, 1 April. (No, it's not a joke.) I did a quick test tweaking ACRE2, and we should be able to make it work much more smoothly than it did last time round.
Confirmation and details to follow at a later stage.
Thirith on 23/3/2017 at 11:43
Quick question to henke, Malf and the rest of the TTLG cooperanauts:
I'd originally planned for Arma 3 on Sat, 1 April, but at least one of the regulars can't make it then. Should we return to Altis and Stratis earlier than planned, namely this week already, on 25 April? Would people be around for that? Or do we already have anything else planned for then?