I shot a lot of dudes with a very large rifle and got to blow up a house.
Today's warcrime count was encouragingly low. We're getting better at not shooting civilians. If we could stop executing everyone who surrenders we may be able to operate above-board again someday.
Even though it did take me fucking ages to download the map because of the youtube sounds. Still, was a surprisingly not-bad mission all things considered
Yo shout-out to Cappy tho for being the squad leader we deserve.
His capacity to tolerate all our shenanigans and calmly deliver orders (that end up working) while simultaneously absorbing enemy fire is pretty top-notch.
That mission was fun, we definitely have to try it again (now my sodding out of date mods dont kill me)
Whatever
Spoiler:
oranges wrote:singulo.io is the center point of rational and calm debate, where much of tg's issues are worked out in a fun and family friendly environment
miggles wrote:it must have been quite the accomplishment, killing a dead butterfly
WeeYakk wrote:If you take a step back from everything watching the community argue janitor related changes is one of the most surreal and hilarious things about this game. Four pages of discussing the merits of there being too much or too little dirt in a video game.
Operative wrote:Vote PAS for headmin! Get cucked and feel good getting cucked.
TheNightingale wrote:I want to get off Mr. Scones's Wild Ride...
NikNakFlak wrote:Excuse you, I was doing intentional bug testing for the well being of the server. I do not make mistakes.
Fragnostic wrote:stop cucking the first shitshow ever that revolved around me.
This is my moment, what are you doing?!
Anonmare wrote:Oranges gestures at the thread, it shudders and begins to move!
Saegrimr wrote:
callanrockslol wrote:all you have to do is ban shitters until the playbase improves/ceases to exist, whichever comes first.
IM TRYING
Screemonster wrote:hellmoo is the mud for grown adults who main reaper in overwatch
Kor wrote:
confused rock wrote:...its like if we made fire extinguishers spawn in emergency boxes and have them heal you when you put out fires rather than them being in wall storages...
Are you having a stroke
bandit wrote:you are now manually GLORFing
MrStonedOne wrote:The best part about the election is when I announce my pick because I'm just as surprised as everybody else.
PM:[USER]->IrishWristWatch0: Yeah, im make it on but how im make the station to to sun and not go to sun
OOC:Francinum: Five Rounds at PAS's
"You are destinied to defeat Dr. Uguu and his 5 Robot Masters
(All-Access-Man, ShootyBlackCoat Man, ChloralHydrate Man, Singulo Man and TeleportArmor Man)"
Oh hey the forums are back. Time for some updoots;
We're migrating to the /a3g/ pack again. This simplifies our whole installation/management process and also gives us access to a fucking ton of missions that should be less buggy and have fewer conflicts. No more "I want to revive this guy but my inventory converted all my medkits into bandages and I can't do it" or "I spawned into the mission without clothes on and no ammo for my gun" shit.
You can read through how to setup bitsync and get the /a3g/ shit here:
Well, having a look over the maps included, it seems that they aren't entirely working. A significant portion of the buildings seem to either have missing textures or are entirely missing. I'm not sure if that's because they're still being properly ported for Arma 3's enterable buildings or if the versions that this pack has are out of date, but I doubt those maps will be of much use for missions as it is, unfortunately
It seems like the group itself has been inactive for a bit. The latest anythings from the group are from January, and most of it is "group is ded".
Not sure where the fuck that really leaves us or what we should be trying to run for modpacks.
I would probably vote for a pruned PWS list. I mean, I know PWS is shitty and all that, but so long as our mods are up to date and all that, once we actually get it working there's usually no problems ingame.
I mean we all already have playwithsix and that ass load of mods right? Would probably be easiest to tweak that rather than starting from scratch again with bitsync
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
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All things considered my vote is for Play With Six.
The software sucks shit but at least we can curate it ourselves and keep it current. Pruning it down is probably a good idea; if we could aim for keeping it to 10gb or less of shit instead of the 22gb of bloat it is right now would probs be breddy gud.
I would've preferred to use /a3g/ but I didn't realize the group was prettymuch dead now and a huge chunk of their mission content isn't available for public download.
I probably wont be able to opr8 as I'm fucking with my entire Arma3 installation to get it back to what we previously had.
Ask the others on steam?
Once I have this all done there are some extended-length co-op campaigns I'd like to try. Shit with plenty of vehicles, respawns, and procedurally generated objectives.
Well, there are a whole lot of unit packs and the like that could be removed without anybody noticing, plus JSRS is completely optional, so it can definitely be removed from the list. Depending on what everyone else thinks, I could also get rid of CUP weapons, since most of those are included with RHS anyway, and to a higher standard. Namalsk is one that doesn't work properly (in that the items are all screwy, the island itself works fine) due to being made for Arma 2 so removing that is another 700MB saved.
I'm still on the fence on USAF, since on the one hand we've never used it and it takes up 2GB on its own. However, on the other hand, I could start making use of it for fancier missions when we're wanting more vehicles and shit. Although before making any changes to the list, I'll wait until folks have had their say on what should stay and what should go.
Right off the bat anything that is purely cosmetic should be trashed.
If you know what blastcore and JSRS are you know how to install and manage those yourself.
If you don't know what those are, they could be fucking up your gameplay without any idea how to fix them.
ACE, ACRE, CBA, and a bunch of the Shactac stuff (like the compass for example) are obvious includes because they're overall gameplay/ease-of-use enhancers.
I think some of the unit/arsenal mods are fine. The US forces, the Russian Forces, etc. They add real-world weapons and some diversity of kit so it's not always strictly opfor/blufor/indfor guns. Too many of these can be kind-of a clusterfuck to manage though, as trying to find a single gun requires scrolling through a billion things and duplicates of things.
Some of the unit/arsenal things are totally pointless.
The F/A-18, the Apache, the Hummers, and prettymuch all the vehicles will only ever show up if we're purposely putting them in missions...and even then they're just functional clones of stuff that's already in the game. They're pure bloat.
Having more maps, on the other hand, are pre-reqs for random missions that are out there and give us more terrain options. We can have more than just vaguely-desert-y sandbox ops and vaguely-mountainous greekbox ops. There are more forested maps like Chernarus and some arctic maps out there too.
I was considering adding in a map or two after the purge was complete. Things like Panthera and Fallujah. I know they're mountainous and deserty, but they really are wonderful maps.
Also with the A3MP, what maps actually appear in your editor/multiplayer list? I'm only asking since that one mission that was on Zargabad seemed to fuck up for everyone but me and Cappy, which is leading me to think that something went awry with the map pack somewhere.
Yeah you guys kept flickering in and out of existence. Was that maybe not in the mod pack and something you guys had previously installed or independently installed?
It could be, but the only maps I had activated were the ones that were in the PWS collection, so I don't see how they could've crept in there. Plus the fact that Zargabad is a map in Arma 2 should mean it'd be in the A3MP pack is confusing me some
Just removed a bunch of mods from it and reduced the size from 21GB to 14GB. I'm still considering removing the CUP weapons pack since a lot of those appear in RHS anyway. And the TRYK uniforms, since while there's a lot there, the quality is a bit hit and miss to be quite honest.
For the modlist, I think I might be the only one that can edit and all that. Hence why I'm wanting to make 100% sure that any changes are actually what folks want before committing to it.
Some of the uniform stuff is neat, like the OPFOR pack giving us a bunch of random bad-dudes to either fight against or disguise ourselves as and go on rogue-ops against BLUFOR assets.
We ISIS now.
But yeah I think the CUP weapons mod is probably covered by the three different RH/S packs.
So I've tweaked the list a bit, with all those removals, as well as adding in Panthera since it is a fantastic island and is a relatively low size of 300MB. There's probably a few tweaks and/or removals I could still do to lower the size, but I'm not sure what would be missed or not at this stage.
K-64 wrote:So I've tweaked the list a bit, with all those removals, as well as adding in Panthera since it is a fantastic island and is a relatively low size of 300MB. There's probably a few tweaks and/or removals I could still do to lower the size, but I'm not sure what would be missed or not at this stage.
Tbh I don't even know what mods are installed now in the package except for the voice and sound mod
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