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#3987711 - 07/29/14 12:44 PM SimHQ Server addons updated to V2  
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adlabs6 Offline
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As of this morning, the SimHQ server addon package has been updated to the latest V2 pack released by Meatsheild, plus the latest CBA.

If you don't have the pack, send a PM to either Meat or myself to get the link.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
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#3988071 - 07/29/14 10:24 PM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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JoeyJoJo Offline
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DL'ing now

thanks all you guys that make SHQ Arma! cheers

#3988228 - 07/30/14 10:40 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Ohhh... two new maps/locations to play with. Nice. bananadance

#3988667 - 07/31/14 01:52 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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I just realized that the Thirsk, Schwemlitz and Celle maps were flushed. So, no more snow ops? frown

A heads up to mission makers might have been nice, so time wasn't wasted on in-progress missions.

In any event, the new maps look nice.

#3988704 - 07/31/14 03:05 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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I think the AI seeing through the trees and bushes on those maps is why they were cut.

The new ones do look quite good, I'm eager to see them in action.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
#3988714 - 07/31/14 03:43 AM Re: SimHQ Server addons updated to V2 [Re: saghen]  
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near_blind Offline
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Originally Posted By: saghen
I just realized that the Thirsk, Schwemlitz and Celle maps were flushed. So, no more snow ops? frown

A heads up to mission makers might have been nice, so time wasn't wasted on in-progress missions.

In any event, the new maps look nice.



I'm kind of curious about the reasoning behind keeping the Russian weapons, but removing the actual infantry and their uniforms, vests, and helmets. Because now we've got a bunch of great russian armor, and no russians to put in them frown


Off to greener pastures
#3988751 - 07/31/14 08:01 AM Re: SimHQ Server addons updated to V2 [Re: near_blind]  
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Meatsheild Offline
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old maps were cut cos of the many errors that just made them totally frustrating to play on.

Russians were removed cos we never used em! We had 2/3 missions they were actually used in ....


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3988805 - 07/31/14 12:38 PM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Tyco Offline
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Granted we did not use the Russians much however, we used the terrorist faction in that pack all the time. Also the likelihood of us using the Russians would have gone up with the addition of vehicles for them.

#3988837 - 07/31/14 02:51 PM Re: SimHQ Server addons updated to V2 [Re: Meatsheild]  
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near_blind Offline
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Originally Posted By: Meatsheild
Russians were removed cos we never used em! We had 2/3 missions they were actually used in ....


I cannot speak for anyone else, but of the 11 missions that I can remember submitting since we adopted the mod pack, 9 of them used either the Russians (5 missions) or the "Terrorist" faction (5 missions) that was a part of the pack.

Last edited by near_blind; 07/31/14 06:10 PM. Reason: I knew I forgot one

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#3988880 - 07/31/14 03:56 PM Re: SimHQ Server addons updated to V2 [Re: near_blind]  
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Meatsheild Offline
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Quote:
we used the terrorist faction in that pack all the time.


no we didnt, i've just finished redoing all the missions so they'll work better with the new fatiuge, only 3/4 missions actually used them.

Originally Posted By: near_blind

I cannot speak for anyone else, but of the 10 missions that I can remember submitting since we adopted the mod pack, 8 of them used either the Russians (4 missions) or the "Terrorist" faction (5 missions) that was a part of the pack.


yea sorry bout that, but 8 missions tend to hide pretty well in the 149 other ones dizzy


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3989226 - 08/01/14 08:34 AM Re: SimHQ Server addons updated to V2 [Re: Meatsheild]  
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Meatsheild Offline
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Just a note to everybody, this update will be required for THIS WEEKENDS AND MONDAYS game play!! If you havnt got it yet, do so! if you havnt got a link PM me or adlabs and we'll send it over


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3997210 - 08/18/14 12:06 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Any plans to move the mods to the Steam Workshop now that it can handle that?

#3997292 - 08/18/14 04:43 AM Re: SimHQ Server addons updated to V2 [Re: rcmodels]  
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Meatsheild Offline
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no, mostly because its a collection of mods which we have been granted permission to use. We dont have any right to upload it to the steam workshop ... and even if we did, i think it smashes the size limit by a long way.


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3997314 - 08/18/14 06:55 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Well in theory, we wouldn't be uploading anything.

We could create a collection of mods on the workshop, which players would subscribe to. The collection would automatically download any mods added to the collection, and update whenever those mods were updated.

The obvious wrinkle here is that we'd need all of the mods we want to be available via the workshop, which has not happened at this time.


Off to greener pastures
#3997435 - 08/18/14 02:03 PM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Indeed. And I'd need to know that the subscription service was functional on the Steam headless client, which is what I use to install and update Arma3.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
#3997555 - 08/18/14 05:43 PM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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Taosenai Offline
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The current workshop implementation is a proof of concept, not a real tool. Reasonably complex mods like TMR can't even be distributed over it.


Taosenai, TMR Modular Realism Developer
"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
#3997733 - 08/19/14 01:36 AM Re: SimHQ Server addons updated to V2 [Re: adlabs6]  
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rcmodels Offline
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That's a bummer. They're some hefty and ever updating mods smile


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