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AnimalMother92

ACE 1.9 (Advanced Combat Enviroment) for OA/CO

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I cam to run Arma2 today using sixupdater and I have suddenly started to get this message popup;

No entry 'bin\config.bin/CfgInGameUI/MPTable.shadow'

if I OK this message I then get...

Error compiling pixel shader PSSpecularAlpha:0

I OK this and Arma crashes.

I had no problems yeserday and I notice that sixupdater is now 2.2dev - not sure when this updated though.

I have tried uninstalling and reinstalling six, but get the same thing. I can run Arma2 and Arma2OA directly from steam and from a shortcut (with mods).

I can run from six if I choose A2 Standalone or A2 OA Standalone - i.e. it only seems to fail when mods are added.

I have the Steam version of Arma2 and Arma2 OA (with BAF and PMC). I was running this happily until today as OA Combined Ops from sixupdater.

Any ideas?

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I cam to run Arma2 today using sixupdater and I have suddenly started to get this message popup;

No entry 'bin\config.bin/CfgInGameUI/MPTable.shadow'

if I OK this message I then get...

Error compiling pixel shader PSSpecularAlpha:0

I OK this and Arma crashes.

I had no problems yeserday and I notice that sixupdater is now 2.2dev - not sure when this updated though.

I have tried uninstalling and reinstalling six, but get the same thing. I can run Arma2 and Arma2OA directly from steam and from a shortcut (with mods).

I can run from six if I choose A2 Standalone or A2 OA Standalone - i.e. it only seems to fail when mods are added.

I have the Steam version of Arma2 and Arma2 OA (with BAF and PMC). I was running this happily until today as OA Combined Ops from sixupdater.

Any ideas?

Perhaps http://ace.armastack.info/index.php/93/i-get-an-error-message-about-compiling-pixel-shaders ?

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Damn, current userconfig is not compatible with latest stable, and now I have to swap in between them when I want to swap between stable and latest beta (which would have been fine, if I didn't have to also teach all my friends how to do it)... :(

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Damn, current userconfig is not compatible with latest stable, and now I have to swap in between them when I want to swap between stable and latest beta (which would have been fine, if I didn't have to also teach all my friends how to do it)... :(

Simple solution; Move everyone over to Ongoing Development :yay:

If the excuse is only having annoying basic file access to server, fear no more, because Six Updater Preset Upload 's here :D http://six.dev-heaven.net/wagn/Updater_2_2_Upload_preset_to_server_by_FTP_or_rSync

Edited by Sickboy

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Has anyone else noticed for example if you take a M240, go prone and try reloading once you go empty, you can immediately resume fire a second after you press your reload key? In previous versions, I always had the reload animation and had to wait a few moments before the MG was reloaded before I can resuming firing. Now I'm instantly getting reloads. O_O

I have been running that MP fix where you can see and hear people reloading during MP sessions. Might have to retry without it, just in case if something with the latest ACE update and/or the latest Beta patch is not liking me run it anymore.

However, there is another issue. Now I've downloaded off UGAF's Repo as well as KH now, and every time I get this outdated ace userconfig.hpp message in yellow. Like I said, both the above servers have the latest. I let Yoma overwrite my previous hpp's twice now (once from each repo mirror) and no matter where I download the userconfig stuff from, I'm still getting this annoying message.

Has anyone else around here had the same thing? If so, how did you fix it? If not, guess I'll have to open a ticket then.

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Just launch the new clippi from @ACE\clippi\ACE_Clippi.exe and all should be well again.

Might have to run as administrator on win7/vista with UAC.

Perhaps the yoma servers do not have the userconfigs updated. Otherwise give the new Six Updater a spin.

For the reload issue, a support ticket with your rpt could paint us a picture. A quick retry without mentioned mods could be useful too.

But I guess you're mostly after finding out if other people experience the issue.

Edited by Sickboy

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Aha! Might be the clippi.exe, I'm wondering. I tried a google search for it, and it brought me to a page that had the 3 month old one [ http://dev-heaven.net/issues/15047#note-17 ]. Checked UGAF and KH and it's not showing any needed updates. Might try your program, Sick, and hopefully get the new clippi off that. :)

Also, thanks for reminding me about running as Administrator. Forgot all about having to do that too, haha. Oops! I swear, some days it feels like I must have been born with my head up my arse.... <sigh>

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Another six-updater question.

Previously I had a load of custom mods (i.e those not synced by six-updater) in the MOD column of the PRESETS tab. Since the update to six-updater these are no longer being added to the profile, hence they are not being added to the command line.

Any ideas?

By the way - I am assuming this is the best place to ask these questions - they seemed to get resolved here!

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Another six-updater question.

Previously I had a load of custom mods (i.e those not synced by six-updater) in the MOD column of the PRESETS tab. Since the update to six-updater these are no longer being added to the profile, hence they are not being added to the command line.

Any ideas?

By the way - I am assuming this is the best place to ask these questions - they seemed to get resolved here!

Will check. http://dev-heaven.net/issues/18252

'Official' support routes are documented here http://six.dev-heaven.net/wagn/Six_Updater+support

---------- Post added at 18:14 ---------- Previous post was at 18:09 ----------

Solved, please restart the software

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The problem is that some servers simply insist to run latest stable. I decided to go through with it and keep both stable and latest dev release, which wasn't all that big of a hassle until the latest userconfig change.

A more practical solution would be much appreciated. It's hard enough to get my friends to keep both versions (so we can play latest dev build with eachother but still play stable on other servers), now it'll be completely impossible.

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The problem is that some servers simply insist to run latest stable. I decided to go through with it and keep both stable and latest dev release, which wasn't all that big of a hassle until the latest userconfig change.

A more practical solution would be much appreciated. It's hard enough to get my friends to keep both versions (so we can play latest dev build with eachother but still play stable on other servers), now it'll be completely impossible.

Well I can understand the userconfig change and incompatibility is unfortunate.

I've cooked up a solution, you can now keep both the original class Identity and the new define in the same userconfig; http://dev-heaven.net/issues/18254

Do us a favour and next time create a ticket.

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How much of a 'hit' on framerates is ACE for OA. I used ACE2 for ARMA2 and found the reduction acceptable. Is this the same for 1.9 ?

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How much of a 'hit' on framerates is ACE for OA. I used ACE2 for ARMA2 and found the reduction acceptable. Is this the same for 1.9 ?

it depends on your rig/computing power, mission, number of players etc..no one will be able to give you an exact answer to this sort of question, so your best bet is to find out yourself...

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How much of a 'hit' on framerates is ACE for OA. I used ACE2 for ARMA2 and found the reduction acceptable. Is this the same for 1.9 ?

I've checked with one of the OA benchmarks some time ago.

Compared to vanilla OA I've lost only two frames (57 vs 55 FPS) on my system which is totally acceptable specially when you know what is going on in the background (and that is a lot).

We have invested lots of time (and still do) into optimizing as much as possible.

Xeno

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Thank you Xeno - am currently installing via Six updater - what a lot of choices ! - quite a different updater than ACE2....

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I just figured it was a problem on BIS end. I do notice at times in the first mission of my ACE2 campaign that it will get really dark at times when looking in certain directions. Even on full it will get dark like the picture coffeecat showed. I remember that happening a few times with just vanilla as well. I know there's times when in low/high light situations the nvg may be darker or brighter but I never remember them getting that dark, especially close up. I have a pair and although they are early generation, they still are brighter then that.

No clue about the cause though.

Three possible concurrent causes:

A) The BIS global illumination system at night is very much a 'perfect scenario' for very dark nights, the islands in the game suffer little from light pollution (mainly as it isn't simulated, although even if it did it would be miniscule), and so a dark night when there's no moon and low visibility it will be darker than 90% of the player install-base will likely ever be able to see in their home towns

B)There are issues that NVGs have in RL that aren't in the game either because they can't be simulated in the engine as is (the encumberance of having a tube stuck on your head, ghosting of images) or because it'd be too frustrating (not being able to use iron-sights), and this is a way of levelling the competition a bit (less likely than the other reasons, admittedly, but a side effect nonetheless)

C)The in-game lighting does little in the way of light reflections and other visual cues that in the real world let you pick up the form of objects even in very low light; this is in part due to the level of detail available for the resources

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Well tried it, great mod. Love the sound. Unfortunately a test 60 OPFOR versus 12 US soldiers in the editor crawls to the mid 20 to low 20s FPS wise mainly due to the huge volume of fire that gets laid down !. This is opposed to mid 30s with vanilla.

Afraid to say Im just using ACE for its great sound module and leaving the rest unchecked. Monster PC required.

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Im glad you like the sound module, but ACE shouldnt "eat" more than -3 FPS. At least I dont have noticable performance drop with my 4 year old PC.

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I have a question. Each class has a different configuration? I mean for stamina, speed, etc

Eg. a support LMG class can carry more weight? and an assault class, rifleman, have more speed?

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No. Some units have higher stamina levels, but those are the special forces units mostly(only, I think). All "Normal" soldiers have the same levels.

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No. Some units have higher stamina levels, but those are the special forces units mostly(only, I think). All "Normal" soldiers have the same levels.

And thus it is important to spread the load as evenly as possible. A squad is no faster than the slowest member, so to have an automatic rifleman with 1000 rounds on his person can slow down the squad considerably ^^

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