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washington
07-01-2012, 08:24 PM
UPDATE: DAY TWO (2nd mission) is scheduled for Saturday february 4th, 1930 GMT.

Gentlemen, thanks for last the event! It's now time for the second -working- installment of the three-part Mediterranean Weekend campaign on the evening xxx.
The assigned roles can be found at https://docs.google.com/spreadsheet/ccc?key=0Ah_MFv8QZZNOdF9RU3JYcTk2czBSb0Vpd3JGZ0pqZ VE (https://docs.google.com/spreadsheet/ccc?key=0Ah_MFv8QZZNOdF9RU3JYcTk2czBSb0Vpd3JGZ0pqZ VE). If you're on this list and feel like you rather wouldn't be or if you aren't on this list and feel like joining up for a time travel shoot-out, please post here or contact me through PM or on Steam (washington in RPS Steam group).
The time travelling module is Invasion 1944: http://www.armaholic.com/page.php?id=12465,
the place is Isola di Capraļa: http://www.armaholic.com/page.php?id=12961.

Now, initially the idea as posted:

So, after having played the Invasion 1944 mod with ARPS recently, I've decided to make a small campaign for it, to try out some new tactical goodness. It would be approx. 3 missions, one each - presumably - per
-DAY TBA- over 3 weeks. Probably 1-2h playtime each, mostly dependent on in-game strategies and efficiency. There'll be sign-ups for playable roles (which are sticky'd for each player through-out) for continuity and tacticalness.. err. Yes.

It would be played on -MAP TBA-, on Veteran, with hierarchical command (Squad > Fireteam > Soldier) and using only direct communication VON. So, perhaps not for everyone. Number of roles depending on people willing.

Direct comms VON hasen't worked satisfactory and mumble is always to the rescue. However, I'm very keen on using ACRE instead. Hold on, hang on! Yes, ACRE IS bound to be a hassle. The desired in-game direct communication effect I'm looking for, however, works beautifully with it. It would also make use of the RTO's as they'd be the only ones able to communicate with sister squads. But, is it worth it? Either we do this mandatory or not at all (Mumble groups instead). The installation alone is a multiple files/folders deal and requires TS3 (we'd be using a new private TS3 server). Using ACRE would mean that you (not RTO-you!) would only be able to communicate with people in your immediate vicinity, enforcing sticking togetherness, firefight pandemonium and a great [harder] experience. ACRE is at: http://www.armaholic.com/page.php?id=11339. Naturally I'll offer my non-expert services in helping with installation if needed. Afaik no other -working- option for direct communication exists, hence this.

BUT, I want to hear what you think. This is yet just an idea, nothing set in stone. There's even a poll(!).

Comrade Commissar
07-01-2012, 09:08 PM
Let's use it.
Can't hurt. People will just have to think ahead a bit and set it up properly before we start.

Joseph-Sulphur
07-01-2012, 11:11 PM
I'm for it. It'd be fun to try out at least.

SvDvorak
08-01-2012, 11:28 AM
After trying it out with Wash I'm sold on it for a special event like this. The direct communication in Acre is like VON, but actually works!

Roods
08-01-2012, 01:31 PM
Happy to use ACRE as long as people don't have issues with getting it working; I had some initial set up issues with it but when it works it does make for a much more immersive expereience.

kataras
09-01-2012, 03:12 PM
As DOG 1, and someone who always has some kind of problem with VON, I could try this and see how it goes... Is it really that hard to set it up?

Grizzly
09-01-2012, 09:00 PM
Hmm. I know last time around we had revive, but to me, being a medic whilst having revive on always felt that I had a bit of a redundant role, as medics were not really into the life saving business, but only to the apply bandage busininess.

Comrade Commissar
10-01-2012, 10:41 AM
If we are going to abandon revive, we need much better intel and planning, though.
Although I think that no revive would be cool, too.

Wolfenswan
10-01-2012, 12:20 PM
IIrc you can set norrins to be revive-by-medic-only though I prefer the approach we have in Force Ten: everyone can revive but it's the medic's job to focus on it and the others to stay in the fight.

Grizzly
10-01-2012, 03:50 PM
Mabye everyone can revive, but people will still be wounded afterwards? Along with stricter timelimts?

As probably already known by many, I am not a big fan of revive, but making it a more tense affair would certainly help. My problem is that Revive makes dying an annoyance instead of a definitive state, but mabye making it Left 4 Dead style affair (as in, very tense) could help.

washington
11-01-2012, 11:56 PM
As DOG 1, and someone who always has some kind of problem with VON, I could try this and see how it goes... Is it really that hard to set it up?

So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.



Mabye everyone can revive, but people will still be wounded afterwards? Along with stricter timelimts?

As probably already known by many, I am not a big fan of revive, but making it a more tense affair would certainly help. My problem is that Revive makes dying an annoyance instead of a definitive state, but mabye making it Left 4 Dead style affair (as in, very tense) could help.



The plan was/is to have revive without respawn, no time-limit, the 20ish second revive animation and medic-only heals needed afterwards. Also prolonging the heal action is tempting. Although not as unforgiving as the permanent DED-state, it should force fireteams to maneuver into "covering mode" whilst the casualty is being treated and add complexity more than annoyance (hopefully). Granted, the fear of having to sit out for the rest of the mission isn't there, but making firefights more complicated for your teammates and the squad at large should dampen the urge to rambo.
The alternative of giving only the medics the revive action is an option, but not that's too appealing to be honest. As these are planned as longer-than-average sessions, it'd be great if everyone had a chance to see it through whilst holding a rifle. Anywho, that's how I'm reasoning at the moment.

kataras
12-01-2012, 10:57 AM
So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.

Thanks, I ll download it and see how it goes and if I need help I ll give you a shout.

I agree with your thoughts on revive. The times I played medic and when I was the sole person able to revive were fun for me, I don't know about the people waiting to be revived. I think generally though the aim should be for everyone to be able to continue playing even if something happens to them, and not spectate for the next 2 hours...

Grizzly
12-01-2012, 06:58 PM
So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.




The plan was/is to have revive without respawn, no time-limit, the 20ish second revive animation and medic-only heals needed afterwards. Also prolonging the heal action is tempting. Although not as unforgiving as the permanent DED-state, it should force fireteams to maneuver into "covering mode" whilst the casualty is being treated and add complexity more than annoyance (hopefully). Granted, the fear of having to sit out for the rest of the mission isn't there, but making firefights more complicated for your teammates and the squad at large should dampen the urge to rambo.
The alternative of giving only the medics the revive action is an option, but not that's too appealing to be honest. As these are planned as longer-than-average sessions, it'd be great if everyone had a chance to see it through whilst holding a rifle. Anywho, that's how I'm reasoning at the moment.

Sounds good. I came up with an idea whilst I was supposed to listen to rambling about fossils: How about that one uses the standard BIS revive script, but ensure that nobody actually can die (so no progressing beyond 'mortally wounded')? Not that it makes all that much of a difference from the method described above, but I still wanted to put it out here.

washington
13-01-2012, 03:51 PM
How about that one uses the standard BIS revive script, but ensure that nobody actually can die (so no progressing beyond 'mortally wounded')?

Can't really see any difference between that and the current revive setup (barring the spectate-system); why do something like that?

EBass
17-01-2012, 01:30 PM
I think just using standard BiS revive would work fine, so long as you don't get too far from your squad you can normally be helped up unless you get into a serious firefight where you're too exposed to be revived or get hit by something heavy (tank shell, AA fire) and perma-die. In all honesty this seems fair enough.

Or maybe use standard revive system but ONLY allow revive (hence) no respawn and have a moderate timeout on it, say 1-2 minutes before perma-death?

Anyway, I'm there.

Grizzly
17-01-2012, 06:50 PM
Can't really see any difference between that and the current revive setup (barring the spectate-system); why do something like that?

Oh I don't know. Just posted it without thinking.

I do a lot of things without thinking.

Comrade Commissar
17-01-2012, 07:12 PM
So what's the status now?
Are we using ACRE or that Mumble plugin head was working on or not?
I'd like to set up things in advance, preferably until Friday.

washington
17-01-2012, 09:11 PM
Oh I don't know. Just posted it without thinking. Damn those fossils, they're messing with your mind man! :P


Or maybe use standard revive system but ONLY allow revive (hence) no respawn and have a moderate timeout on it, say 1-2 minutes before perma-death?

That is a good idea, makes it a lot more hectic. Although for this I'm not too hot on having perma-death enabled, so it'll be no time-limit revive (without respawn).



So what's the status now?
Are we using ACRE or that Mumble plugin head was working on or not?
I'd like to set up things in advance, preferably until Friday.


Even though the poll results are a bit low compared to the player list, we're doing ACRE for this one. Unfortunately Head's plugin isn't completed, which is a real shame as it's a absolute beaut when it works. But, so, yeah. This will be a test for both for those who want to try it out in action and to decide if it's viable for the last session as well. ACRE will be mandatory so for those so-far two who voted no, I'm sorry :/ I really hope that you'll still join in .

As for the practical parts of getting ACRE running, I'll run a brief in-game introduction on thursday 1900 GMT, without I44 on the mods server if you haven't tested it out by then or just want to join in. In the meanwhile (although only RTO's will be using radios), please check out Head's excellent ACRE radio tutorial: Part 1 (http://youtu.be/09jy0in3JZs), Part 2 (http://youtu.be/CgHG0l7V-84).

As for the playerlist, we were missing a lot of people last time and I have a feeling we'll be missing even more on caturday. Not yet sure if we just let the non-essential roles go first come first serve or if we do a new list. The second alternative would be a lot easier for planning and slotting but would require a new and complete headcount.

Comrade Commissar
18-01-2012, 12:04 AM
Let's set up a new list to just get an overview on who will be joining for sure, and who most likely won't.
That would be a nice opportunity to promote me to FTL *hint, hint*

EBass
18-01-2012, 02:01 AM
Prob won't make the 19th, got an essay due in on the 20th. Either way, can we have another slot added to the list so I can sign up? Maybe a second assistant MG?

washington
18-01-2012, 07:36 PM
Let's set up a new list to just get an overview on who will be joining for sure, and who most likely won't.
That would be a nice opportunity to promote me to FTL *hint, hint*

I'm counting heads at the moment, we might need to adjust the fireteams somewhat. We'll see how FTL's pan out. https://docs.google.com/spreadsheet/ccc?key=0Ah_MFv8QZZNOdF9RU3JYcTk2czBSb0Vpd3JGZ0pqZ VE



Prob won't make the 19th, got an essay due in on the 20th. Either way, can we have another slot added to the list so I can sign up? Maybe a second assistant MG?

OK!

Kelron
18-01-2012, 10:14 PM
I'll have to miss this one I'm afraid.

Grizzly
19-01-2012, 06:59 AM
Me too. We'll be off to Belgium (family visit), which I completely forgot about.

Draakon
19-01-2012, 08:08 AM
I'm counting heads at the moment, we might need to adjust the fireteams somewhat. We'll see how FTL's pan out. https://docs.google.com/spreadsheet/ccc?key=0Ah_MFv8QZZNOdF9RU3JYcTk2czBSb0Vpd3JGZ0pqZ VE

How about having fixed CO and FTLs, but the rest get filled by random basis during the slotting? That way, if some people can't make it, we can shuffle around people much easily and balance the FTs better.

kataras
19-01-2012, 09:07 AM
I m gonna miss the 19 rehearsal but I will be there for the game on 21st. Hopefully I can figure out how to work ACRE before that...
Also it would be nice to have another dog in the company!

washington
19-01-2012, 01:42 PM
For ACRE, a few pointers on stuff:

-Make sure you run both OA and TS3 with "Run as administrator" (can be checked with right-click on app > Compatability > "Run this program as an administrator"). This is especially important if you run windows UAC.

-The ACRE plugin for TS3 (win32 for 32-bit windows, win64 for 64-bit) comes with a few settings (Settings > Plugins > check ACRE > Settings), primarily signal/audio boost.

-The TS3 user information panel (the right one), when ACRE is enabled, should show "ACRE: Version: 1.3.12". Once you run ARMA (with CBA, JayArma2Lib & ACRE) you'll also get "ArmA2 Connected: No/Yes". This will only show "Yes" once you're a playable character in-game.

-ACRE uses CAPSLOCK as default PTT (for radio). If you use CAPSLOCK as default ARMA2 VON PTT, unbind it or tinker with userconfig/acre/acre_keys.hpp (not recommended).

-TS3 server is on baystation12.net.


Nope
Alright, declared MIA. You'll be missed!


How about having fixed CO and FTLs, but the rest get filled by random basis during the slotting? That way, if some people can't make it, we can shuffle around people much easily and balance the FTs better.
I think for this we'll be good with the players registered. As we do have a few maybe's, I'll add a few open-for-slotting roles.


Hopefully I can figure out how to work ACRE before that...
Hit me up anytime, bro.

Unaco
19-01-2012, 07:01 PM
Count me out. ACRE borks my install, works once then needs to verify the Steam stuff before it'll work again. Got rid of everything I copied in, and got it working again.

Unaco
20-01-2012, 06:00 PM
Tried, a second time, to get it installed/working. ArmA2 half is fine, but when I start the ACRE plugin in TS3 I get a "Fatal Error: unable to query number of channels" or similar. Which is weird, because there are NO channels, as I'm not connected to a server. I give up.

Edit: Seems, despite the Fatal error, TS3 still runs. So I'll try and join in tomorrow evening, and if it works, it works. If not, it doesn't.

washington
21-01-2012, 01:01 AM
Tried, a second time, to get it installed/working. ArmA2 half is fine, but when I start the ACRE plugin in TS3 I get a "Fatal Error: unable to query number of channels" or similar. Which is weird, because there are NO channels, as I'm not connected to a server. I give up.


That's excellent! I'll be around all day (saturday) for testing whenever.

So, with the final count is at 13 players, 3 maybe and 4 MIA (if this is you, shout). Updated list on same link as before, here (https://docs.google.com/spreadsheet/ccc?key=0Ah_MFv8QZZNOdF9RU3JYcTk2czBSb0Vpd3JGZ0pqZ VE). Roles not assigned in the sheet will be assigned in slotting screen subject to squad lead's preferences. RTO's will be using the PRC-119.
Having played some ACRE with ARPS-gentlemen recently, this should be good times!

Head
21-01-2012, 10:26 AM
Part 2 of my ACRE tutorial discuss PRC-119
http://www.youtube.com/watch?v=CgHG0l7V-84&context=C359490eADOEgsToPDskJEq6WlLNz-bV_1kjwKuch_

EBass
21-01-2012, 10:44 AM
I literally have nothing to do today wash so call me in if you need help testing

Siddin
21-01-2012, 01:19 PM
I'll have to miss out on this because my download cap won't allow me to download the mod. Have fun!

harakka
21-01-2012, 03:25 PM
I get the same error as Unaco, but ACRE seems to work anyway. Only when running both TS and ARMA2 as admin though.

Bushcat
25-01-2012, 07:04 AM
I dont know how much experience you guys have with ACRE.We used it in UKTF and it was a right pain.The different radios and channels,as well as the constant updates.In my honest opinion it makes a game that requires a fair bit of concentration even more difficult without adding much.Just my opinion.

harakka
25-01-2012, 03:06 PM
I dont know how much experience you guys have with ACRE.We used it in UKTF and it was a right pain.The different radios and channels,as well as the constant updates.

The hassle potential is part of why we won't be using ACRE in normal ARPS sessions.
The I44 operation is more of an one-shot though, so staying up to date and such won't cause that much trouble. Gameplay-wise hassles are reduced by only having dedicated radio operators (1 player per fireteam) worry about radio usage, and there won't be any channel trickery needed either, just maintaining contact and having a sensible comms procedure.

ShowMeTheMonkey
25-01-2012, 05:09 PM
Very much up for this! Put me down for any old role as I'm pretty free for the next week or so.

Comrade Commissar
25-01-2012, 05:17 PM
Meh, we still need wash to fix the mission and think of a new date for the session.

washington
27-01-2012, 04:16 PM
Alright - brothers - let's try for next saturday, if the majourit isn't busy. That is, saturday february 4th, 1930 GMT. Sound ok?

harakka
27-01-2012, 04:57 PM
I'm still in.

Grizzly
27-01-2012, 05:15 PM
Alright - brothers - let's try for next saturday, if the majourit isn't busy. That is, saturday february 4th, 1930 GMT. Sound ok?

Unfortunately that is exactly when I plan to celebrate my birthday, so I will be out.

Joseph-Sulphur
27-01-2012, 05:24 PM
I shall be there.

kataras
27-01-2012, 06:34 PM
me and my blonde wig are there as well.

Joseph-Sulphur
02-02-2012, 11:03 AM
Ah shit. Something's come up, so I won't be able to play on Saturday. Sorry guys.

Comrade Commissar
02-02-2012, 01:08 PM
I'm in. (blala, minimum ammount of letters)

wormball
03-02-2012, 12:29 PM
Hello everyone, I've only just got arma would I be ok to join you guys tomorrow?

Going to spend today/night getting familiar with the game but from the bit I've played already you definitely need a good group of people to play with.

I'm in my 30's so wont be screaming down the mic and team killing everyone ;)

washington
03-02-2012, 01:09 PM
Ah shit. Something's come up, so I won't be able to play on Saturday. Sorry guys.

:/ Any command nominations (or volunteers)?


Hello everyone, I've only just got arma would I be ok to join you guys tomorrow?

Glad to have you!

kataras
03-02-2012, 01:10 PM
I am still in and I still want to order Egg about.
@wormball: welcome!

You need the Invasion 1944 mod, i think the CBA mod, the Island mod and the ACRE mod. Links can be found in the 1st post of this thread... And of course Mumble.

edit: Ninja'ed by Washington.

washington
03-02-2012, 01:50 PM
You need the Invasion 1944 mod, i think the CBA mod, the Island mod and the ACRE mod. Links can be found in the 1st post of this thread... And of course Mumble.

edit: Ninja'ed by Washington.

tru dat. however, we might need to do a newer ACRE version + hotfix for the latest TS3. reports have it bugging a lot though. either we go to the prev. linked ACRE stable + TS3 3.0.2 (i believe was the penultimate version), latest stable + latest TS3 or sixupdater ACRE beta. not sure if it's indeed easier doing it with sixupdater, but it will require even more to do.

Wolfenswan
03-02-2012, 03:14 PM
just make sure to have a non acre version of the mission ready in case things go horrible ;)

Comrade Commissar
04-02-2012, 03:59 PM
I've got the SixUpdater and it would be a pain in the ass if I'd have to manually downgrade again...

washington
04-02-2012, 04:18 PM
Migrated to this (http://www.rockpapershotgun.com/forums/showthread.php?2938-1944-Mediterranean-Weekend-Day-Two-(SAT-FEB-4th-1930-GMT)) thread, no ACRE for tonight (sat 4th).