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Member Since 24 Jul 2008
Offline Last Active Yesterday, 08:25 AM

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In Topic: arma 3 hosted session this weekend.

28 July 2015 - 02:59 AM

You can see which dependencies each mod has.

If dependencies are wrong, they're usually quickly fixed if anyone actually bothers to complain. Mostly they will be correct first time, as long as the mod author mentioned the correct dependencies when he released the mod or mod update. In cases where mistakes were made, I've noticed that they were fixed within 1 day of being reported.

The .sync folder can be saved anywhere, doesn't have to be on your SSD (if you have Arma and your mods on your SSD, which is highly recommended). It can be configured in the options. Those files are necessary for fast updating and checking for updates. There is no other way to check for updates and update efficiently without looking comparing the date of your last update with the date of the latest version release and you will still have to re-download everything. Could they make something a bit smarter? Maybe, but this is still more efficient updating than any other method you can find right now.

Arma3Sync requires your own download server to host the mods as far as I'm aware, which costs extra money. PWS is free, even hosting the text file with the mod list configuration is not necessary. Then there is the maintenance. If the capable admin is on vacation and one of the mods udpated, you're out of luck. With PWS any dummy admin can update the server, and the only thing the capable admin needs to do is maintain the mod list (which mods to actually use).

With SIX, I've had absolutely new players set up our mods faster than what very experienced players were able to do without SIX. It's really that easy.

In Topic: Switching To Windows 10 And Games On It...

27 July 2015 - 12:08 AM

I have a friend who could barely run Arma and got a huge performance boost from Windows 10. Though if it doesn't work well for you don't hold me responsible, it hadn't been extensively tested. But he has dual-boot so he can compare similar scenarios and does see a big difference.

In Topic: arma 3 hosted session this weekend.

26 July 2015 - 04:44 AM

The most important feature with SIX is automatic mod updates. Without it, if one of your mods is out of date and you haven't checked if it had updated since your last session, what will happen is either:

1. You will fail connecting to the server, have to close the game, re-download latest mod version (may be large download for some mods), and re-launch the game.

2. Connect successfully, and have bugs/errors during play due to wrong version (some mods don't outright fail when the version is mismatching, but they obviously aren't going to work correctly).

Same goes for if the server added a new mod to its mod list and you weren't aware of it.

With SIX, it will show you that your mod list is not up to date, and the "JOIN" button will be replaced by an "UPDATE" button, or if new mods are required (for example, new mod used by your server or new requirement added to an existing mod with the latest mod version) an "INSTALL" button. Click it, and you will delta-patch to the latest version of all out-of-date mods, which means you only download the changes required to update your files (not even the whole changed file! Just the changed data). Even with slower download speed of the SIX servers (which is fast most of the time anyway), this saves a LOT of time since most mod updates change very little (compared to the total size of the mod).

If you were getting the mod list from a server or pre-configured list maintained by the server admin, any new mods added to the server will be automatically installed.

If you find the initial download with SIX slow, you may download the mod manually (just make sure you save it in the same folder you configured SIX to save its mods into), and then keep it up to date using SIX.

As for bugs/crashes/not working, most of the time it is working, and when it doesn't, a simple restart usually solves it.

Map pack is a large download, if you don't use it and want to make it more accessible then removing it is a very good idea. Especially since there is a more up to date version (All In Arma Terrain Pack).

In any case, you are all welcome to join our DTAS PvP games on Saturdays and Sundays at 18:00 GMT (20:00 GMT), mod installation help can be found at www.arma-il.info and we're currently using IDF mod, RHS, TFR, CBA, ASDJ_JR, STHUD_A3, st_stamina bar (though if you use SIX you will get it automatically along with any possible changes to the mod list).

In Topic: About Arma 3

22 July 2015 - 08:30 AM

View PostJonathan, on 20 July 2015 - 11:42 PM, said:

I know the basics of Arma but I have never gotten a chance to play it. I am seriously thinking of getting it though so I can kind of be inspired on mods for Ground Branch & possibly make a total remake of the island Stratus and introduce it to Ground Branch. I do however have a few questions in regards to Arma. Is the game an open world game? it sure looks like it from the videos I have seen. Do you get to select where you want to go or do you have to travel by foot,heli or other armored vehicle to get to your next mission after you are done your first one? Or do you get to select locations in a UI?

Short answer is "all the above". It's all possible, depending on which mission you play and what was scripted into it.

By default, without any scripts, the game is 100% open world, and you can walk anywhere.

For example, in DTAS mission (see videos on www.youtube.com/galzohar ), the objective is randomly placed in random spot in one of the areas marked as valid in advance, attacking team can spawn anywhere over 1km away from the objective using vehicles of their choice while defenders spawn at the objective, and you are not restricted from going anywhere. What makes the players meet is that there is a well-defined objective that attackers must capture within a time limit. But, in theory, the fighting can take place anywhere - There is no script in DTAS to restrict that.

In Topic: ArmA3 announced...

18 July 2015 - 03:35 PM

View PostFlogger23m, on 18 July 2015 - 11:50 AM, said:

I thought that was in standard ArmA 2? Maybe it was an ACE thing I got used to.

Was never in. Though some models had pistols hard-coded to their model, with no functionality.