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Discussion: Simulation / Armed Assault - TG Mod Pack Update - Originally Posted by Inkompetent 5) Syncronize : Go to the Syncronize tab, chek so that
  1. #46

    Sabre_Tooth_Tigger's Avatar

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    Re: Tg mod pack update

    Quote Originally Posted by Inkompetent View Post
    5) Syncronize: Go to the Syncronize tab, chek so that the Local addon folder points at the folder you want to, then Compare and Download the files. It'll sort itself.

    \Bohemia Interactive\ArmA 2\@TGModpack



    put that there, didnt seem to work so I'll have to come back to this one


    404 and cannot locate xml


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  3. #47

    Mikee's Avatar

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    Re: Tg mod pack update

    Ok, I did everything as in PDF readme and Im having an error.

    "Could not download http://www.tacticalsites.com/~arma/u...modfolders.txt - a web page was returned from the web server."

    and second error:

    Invalid Addon Password.

    WTH?

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  5. #48

    ThePieSpy's Avatar

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    Re: Tg mod pack update

    seems when i look at the addon list for the server its missing several things from the first iteration of the modpack such as the british units/weapons and Blackhawks. Am i doing something wrong or are those not included yet?

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  7. #49

    OzyTheSage's Avatar

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    Re: Tg mod pack update

    My guess is that they have been removed until they are fixed (or that other, better addon comes out. I wasn't really paying attention)

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  9. #50

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    Re: Tg mod pack update

    all the files from the first addon are there. beleive me. they have not been removed. there is a temporary fix for the sound bug with the SA80's

    there is no password for the pack so i'm guessing you have done it wrong.

    IF YOU CANT DOWNLOAD ANY OF THE FILES, THEN DELETE YOUR EXCISING MOD PACK AND DOWNLOAD IT ALL FROM SCRATCH. I PROMISE THAT THIS WILL BE THE HARDEST THING TO GET WORKING FROM NOW ON. IN THE FUTURE IT WILL BE A " CLICK JOB

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  11. #51

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    Re: Tg mod pack update

    I pefer the old way to as like others i tried the Yomas b4 but became lost an gave up after 1st attempt to get it to work, so guess i'll have to give it a go again. Also KUDOS on the KIOWAS!!!! Now were all gonna have to have a grudge match each map just to see who gets to be pilot an gunner 8)-
    "It doesn't take a hero to order men into battle. It takes a hero to be one of those men who goes into battle."
    "To show you what a difference retirement makes. Last year when I gave an order, 541,000 men and women jumped," he explained. "Now I can't even get the plumber to come over."
    Norman Schwarzkopf

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  13. #52

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    Re: Tg mod pack update

    Hey this is great news, but is there any particular reason why the old version of Yoma was selected instead of the new one? I'm having a bit of PITA trying to get the new version to work with this.

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  15. #53

    Jorge.PT's Avatar

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    Re: Tg mod pack update

    Quote Originally Posted by Fincuan View Post
    Hey this is great news, but is there any particular reason why the old version of Yoma was selected instead of the new one? I'm having a bit of PITA trying to get the new version to work with this.
    I can't make this work with the new version also, but with the old one, posted by browna, it works 100%.

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  17. #54

    Miles Teg's Avatar

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    Re: Tg mod pack update

    Personally I am extremely unhappy with this "official" mod pack update in that I don't even remember seeing some of these units requested. It just seems that one or two TG admins put in what they wanted to play while the rest of us could go to hell. If I am wrong, Brown, can you illuminate me on the selection process? Were these units tested extensively? Were other addons tested that players requested the most? I know the last pack was not as the errors on those were glaring (giant triangles on landrovers in MP, buggy fast rope scripts in MP, buggy gun sounds on UK rifles).

    Now, if I am wrong I apologize, and I know you can't please everyone and that someone will always get all butt-hurt that their favorite addon wasn't included, but there's a bit of a disconnect between the server admins and the players I think, so it would be nice if a bit of insight into the selection process was posted especially if you guys are trying to get players to become paying members of TG.
    Right honestly right now, I'm looking at maybe taking a break from TG servers until this pack gets replaced with ACE2. (I need to concentrate on addon making anyways).

    Chris G.
    aka-Miles Teg<GD>
    "LETS ROLL GROUNDHOGS!!!" -Supreme Bashar Miles Teg (Heretics of Dune)


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  19. #55

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    Re: Tg mod pack update

    Firstly let me say that I am not privy nor do I have any input to the content of the modpack, that said.

    This process is new, Browna is working hard to ensure the delivery mechanism works in such a way that updates can be sent to players ensuring they only have to make a small download, please give the bloke a break whilst he tries to get the technical side nailed down. He is working to ensure this process is trivial in the future.

    As for requests / what is in / what is out, as explained above any future changes required can now be delivered easily with a minor update, however I do want to stress that I doubt very much the server admins will see this as a democratic process and more likely will attempt to ensure the content of the pack is:

    Stable.
    Enhances play to a considerable degree.
    Is easy for new players to install.
    As lightweight as possible.

    As for testing, please PM me if you would like to give your time / server / willing players who are able to test at length and document the process, if this is not possible then players need to recognise that admins donate their time and do the best they can with the resources they have.

    Be aware that the current problems with the mod pack came to light with "real world" testing, the only scenario we will realistically get accurate data with.

    Also be aware that Bravo is being kept modpack free to ensure that all players are able to join a server whenever they require

    Finally can we resist any suggestion that member fees are associated with the contents of the modpack as this may make the original creators feel uncomfortable.

    Thanks.
    Last edited by HOTMACHINA; 11-15-2009 at 11:51 AM.

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  21. #56


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    Re: Tg mod pack update

    Browna,Marine and I were discussing mods to use all week. We looked at the sugesstion thread and tested every mod posted there. We looked at the functionality of all the mods there and the quality and determined if it is something we wanted to use. We went through most of the mods on armaholic as well. We included quite a bit of new content including some stuff mentioned in the addon suggestion thread IE: German units and Namalsk, Littlebirds and Kiowa warriors. We did look at the Canadians as you suggested miles however, their guns were ugly and they were in desert camo which doesn't help in a woodland environment. I am a former armaholic addon tester so I know what a quality addon is and I try to choose the best available addons with the most functionality. I have all my graphics on high with a very high res monitor so things look very different to me than someone with lower graphics. For me if something was ported from OFP IE the Russian aircraft carrier I can tell because it looks awful in ArmA2. Not many people with high graphics want to see ugly low res content from OFP in ArmA2 which is a high res high detail graphics game. Furthermore, we hardly use the US carrier right now so why would we add a Russian carrier? Lastly, we did not add Challenger 2s or Matecks armor they were quality addons however, we rarely use Tanks right now so there is no reason to add something we would rarely use. We only add things that we feel are both decent quality and will be used often. We do not add anything that would only be used a few times even if it is of high quality. We know the British weapons are not perfect but they will be replaced when a new British weapons pack becomes available. To try and make up for the British we added the Germans, Desert mercs which come with Taliban/terrorists and we added the SLA army for the opfor. If thats not good enough for you guys then perhaps we should not try to add any new content because you all whine too much about what were missing. Us admins do actually have lives too and creating an addon pack is a time consuming process.
    |TG-18th|Socomseal
    Former TG Irregular ArmA Platoon Leader| Former TG ArmA Admin XO| TG Pathfinder - Spartan 1 |TGU ArmA Instructor |TG-18th Member| |Former TG-1st Member|

    "Tell command our squad died during a heroic charge through an open field"-MarineSeaKnight

    Carver you will be cut off for a long time before reinforcements can reach you "I am the reinforcements the main force is only coming to bring me body bags and to clean up the mess Im about to make" - General Carver

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  23. #57

    W-Cephei's Avatar

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    Re: Tg mod pack update

    Quote Originally Posted by Miles Teg View Post
    Personally I am extremely unhappy with this "official" mod pack update in that I don't even remember seeing some of these units requested. It just seems that one or two TG admins put in what they wanted to play while the rest of us could go to hell. If I am wrong, Brown, can you illuminate me on the selection process? Were these units tested extensively? Were other addons tested that players requested the most? I know the last pack was not as the errors on those were glaring (giant triangles on landrovers in MP, buggy fast rope scripts in MP, buggy gun sounds on UK rifles).

    Now, if I am wrong I apologize, and I know you can't please everyone and that someone will always get all butt-hurt that their favorite addon wasn't included, but there's a bit of a disconnect between the server admins and the players I think, so it would be nice if a bit of insight into the selection process was posted especially if you guys are trying to get players to become paying members of TG.
    Right honestly right now, I'm looking at maybe taking a break from TG servers until this pack gets replaced with ACE2. (I need to concentrate on addon making anyways).

    Chris G.
    aka-Miles Teg<GD>
    The desert mercs and the Omon units are my suggestions!

    And I assure you, the Desert mercs and the Omon addons are full working and finished.

    ___
    I have 11,3 GB of addons, and running all together...

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  25. #58


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    Re: Tg mod pack update

    Tested this ok on Vista 64 bit. Very nice way to update the mods we are running. Much better than downloading packs all the time. Good work admins and all involved!




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  27. #59

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    Re: Tg mod pack update

    Quote Originally Posted by Fincuan View Post
    Hey this is great news, but is there any particular reason why the old version of Yoma was selected instead of the new one? I'm having a bit of PITA trying to get the new version to work with this.
    Same here. At the moment I have both versions of Yoma installed (new and old).

    Not a big deal, but bundling the mod with the new method would be nice so the new Yoma tool works. I peeked at the Yoma CAA1 example Auto Config URL ( here: http://caa1.arma-creations.com/yas/caa1/caa1.7z requires 7-zip ) and it does look a bit... complicated. I hope the tool automatically creates that big folder structure with XML full of MD5 signatures and filenames. Creating that by hand would be a nightmare.

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  29. #60


    socomseal93's Avatar

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    Re: Tg mod pack update

    Were working on getting it working with yoma tools beta. Hopefully, the problem will be solved soon.
    |TG-18th|Socomseal
    Former TG Irregular ArmA Platoon Leader| Former TG ArmA Admin XO| TG Pathfinder - Spartan 1 |TGU ArmA Instructor |TG-18th Member| |Former TG-1st Member|

    "Tell command our squad died during a heroic charge through an open field"-MarineSeaKnight

    Carver you will be cut off for a long time before reinforcements can reach you "I am the reinforcements the main force is only coming to bring me body bags and to clean up the mess Im about to make" - General Carver

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