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#3545830 - 03/27/12 01:21 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1097
Loc: U.S.A.
Yes, I have been reviewing maps and mods carefully to ensure that they authorize redistribution in their README file, or don't have any onerous restrictions. Several good things have been cut as a result, but so it goes. I used to do some open source development so I know how it can be... I will make a necessary final pass and contact adlabs about it when ready if anything needs to be cleared up.

Honestly with the large number of new maps & units I was able to include in a relatively small package, I don't anticipate a need to update these or add more stuff with any kind of regularity, unless some show-stopping issue pops up somehow after everything. This new stuff will probably get us to A3 with plenty of fresh action. In that sense, it's not really a change from the current model.

Everything "super cool" that I wanted to implement I can do client-side, I think. That will update with some frequency. But it'll be 100% optional.


Edited by Taosenai (03/27/12 01:22 AM)
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#3546252 - 03/27/12 06:53 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
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Registered: 03/29/11
Posts: 1097
Loc: U.S.A.


Hype video!

Sorry about the weird music.

Skip to 2:46 for some good stuff.


Edited by Taosenai (03/27/12 10:31 PM)
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#3546304 - 03/27/12 08:38 PM Re: Community feedback on adding new units to server [Re: Taosenai]
gatordev Offline
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Registered: 09/30/06
Posts: 293
What is(are) the desert island(s) in the vid? I was looking for something in a Syria type scenario, but wasn't sure if Qom was "it."

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#3546327 - 03/27/12 10:03 PM Re: Community feedback on adding new units to server [Re: Taosenai]
saghen Offline
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Registered: 03/18/07
Posts: 1166
Loc: USA
Oh oh oh. Looks like Podagorsk made the list, tentatively, anyway. attack

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#3546332 - 03/27/12 10:24 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1097
Loc: U.S.A.
Qom Province (which is Iran) has been dropped due a licensing issue, unfortunately, so it wasn't in the video. However, there is a desert area on Island Panthera, and Capraia looks a bit deserty as well. Both were on there. And yep, Podagorsk was really small, polished, and had a lovely license -- how could I not include it?

adlabs is kindly doing some licensing terms checks on a few of the units and the Capraia map for me. Soon I should be able to announce a final list.


Edited by Taosenai (03/27/12 10:27 PM)
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"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3546384 - 03/28/12 12:22 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Pmike Offline
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Registered: 04/17/10
Posts: 35
Loc: Chicago, IL
Winter one looks fun! Nice video.

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#3546525 - 03/28/12 08:42 AM Re: Community feedback on adding new units to server [Re: Taosenai]
Punisher5555 Offline
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Registered: 04/02/07
Posts: 682
Loc: Cleveland, Ohio
On the one with the bridges at 0:18 (cant think of the name offhand) I have always seen that the AI refuses to use the bridges. Can you check that?
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#3546555 - 03/28/12 09:47 AM Re: Community feedback on adding new units to server [Re: Taosenai]
fatty Offline
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Registered: 07/04/07
Posts: 3035
Loc: Brussels, Belgium
Apologies for getting a bit off on a tangent there - I don't mean to sound overly conservative. We all have ways we like to game, and that's cool. But getting back on topic, I didn't realize the expansions menu in ArmA2 was fixed in 1.60. That's a godsend over the old practice of #%&*$# with shortcuts - something which invariably caused problems for people. And kudos about lumping things into big folders. Back in the day of ArmA1, we had one folder for all the downloadable stuff. It was just @SimHQ, and that was that. Somewhere down the line we started going with separate folders for each component - presumably to make it easier to push updates down the line. The other hand is that newcomers now have to grab and install four packs to get started. I still maintain accessibility to outsiders should be important, and so I think Tao's move towards a few unified folders is a great idea.
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#3546587 - 03/28/12 11:04 AM Re: Community feedback on adding new units to server [Re: fatty]
Meatsheild Online   content
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Registered: 03/31/08
Posts: 1196
Loc: Peoples Republic of Yorkshire
Originally Posted By: fatty
I didn't realize the expansions menu in ArmA2 was fixed in 1.60.


I've been useing it since it was introduced and not noticed any problems !

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#3546617 - 03/28/12 12:05 PM Re: Community feedback on adding new units to server [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1097
Loc: U.S.A.
I always assume that bridges don't work with AI, for whatever reason. They don't work on Sahrani for sure either, and rarely work on Chernarus even. I just work around it by not making the AI cross them...

@fatty: Yep, the fix to the Expansions menu is much of what prompted me to go for this, since you no longer have to say to a player "add all this arcane crap to your shortcut, use a confusing launcher (or some monster colorbomb UI like SIX Updater), sacrifice a goat, etc." just for players to use an addon or two.

I have a really neat fight on Thirsk winter with a crazy snowstorm effect. It should be intense.
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"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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