roberthammer 582 Posted April 6, 2011 Ticket # ? Rejected :mad: http://dev-heaven.net/issues/14272 Share this post Link to post Share on other sites
sickboy 13 Posted April 6, 2011 Rejected :mad:http://dev-heaven.net/issues/14272 Cheers - so there's the answer :rolleyes:. ---------- Post added at 15:24 ---------- Previous post was at 15:17 ---------- How about this one, seems related? http://browser.dev-heaven.net/cfg_weapons/show/1105243 Share this post Link to post Share on other sites
BD1 0 Posted April 6, 2011 (edited) Very little has changed in ACE re initialization in a long time.Perhaps you're running into the loading time bug, unrelated to ACE? http://dev-heaven.net/issues/13594 It's being mentioned in the Unsung thread everywhere too, ref; http://forums.bistudio.com/showthread.php?t=113678 Try and see if the -exThreads=0 startup param makes any difference. In ref to in-game performance, it's said that since latest patches performance is lower because visual quality is higher - in that case you might want to lower settings / disable ATOC etc. Generally the first time initialization after game startup is slower, but another issue is that at JIP, script compiling during initialization is a lot slower than when not JIPPing (And depends on if you just started up the game, or already played a mission on island) - this is out of our control. We take care for performance and amount of assets should have no or minimal bearing, while feature initialization code is rather small. Your report lacks details like repro mission and steps, info like system spec, startup parameters, singleplayer/multiplayer (or both) and numbers (how long does it take, in what situation). Please create a ticket with these details: http://ace.dev-heaven.net/wagn/Bug_Reporting (Especially include your rpt) With these details we can try to find the cause, possible workarounds etc. Also perhaps it's useful to test with just @CBA, then with just @CBA + @ACE, then continue to add the other modfolders 1 by 1 and measure the difference, perhaps it sheds some light on the situation. Sick, thanks mate, a number of useful suggestions there. Will endeavour to try all and report back. EDIT- This was my RPT file from just starting up with the thread=0 fix: ===================================================================== == D:\Bohemia Interactive\arma2OA.exe == "D:\Bohemia Interactive\arma2OA.exe" -nosplash -cpuCount=2 -exThreads=0 -mod=@cba;@ace;@acex;@acex_usnavy;@acex_sm;@acex_ru;@KHPackAce ===================================================================== Exe timestamp: 2011/03/31 22:28:01 Current time: 2011/04/06 16:33:04 Version 1.59.79384 Item str_disp_server_control listed twice Conflicting addon WarFXPE in 'warfxpe\', previous definition in 'warfxpe\loading\' Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/ Updating base class ->ShellCore, by ca\weapons\config.bin/CfgAmmo/ShellBase/ Updating base class F35_base->Plane, by warfxveh\config.cpp/CfgVehicles/F35B/ Updating base class Plane->F35_base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/F35B/ Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 [409,67.556,0,"XEH: PreInit Started. v3.0.6"] [409,67.729,0,"MISSINIT","intro","utes",false,true,false] [409,76.107,0,"XEH: PreInit Finished"] [409,76.505,0,"XEH: VehicleCrewInit: 10"] [411,77.995,0.1,"XEH: PostInit Started"] [411,78.148,0.1,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace","acex","acex_ru","acex_usnavy"],[[[0,7,4,151],-1],[[1,10,0,475],-1],[[1,10,0,323],-1],[[1,10,0,42],-1],[[1,10,0,44],-1]],[[0,0,0],0]]] [411,78.727,0.1,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"] [409,75.425,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] All seems pretty good so far, will test tonight and check further in MP. This is my machine spec! (Dont laugh!) ------------------ System Information ------------------ Time of this report: 4/6/2011, 00:47:41 Machine name: Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.100608-0458) Language: English (Regional Setting: English) System Manufacturer: TOSHIBA System Model: Satellite X205 BIOS: Ver 1.00PARTTBL Processor: Intel® Core2 Duo CPU T7100 @ 1.80GHz (2 CPUs), ~1.8GHz Memory: 3070MB RAM Page File: 1428MB used, 4912MB available Windows Dir: C:\Windows DirectX Version: DirectX 10 DX Setup Parameters: Not found DxDiag Version: 6.00.6001.18000 32bit Unicode Edited April 6, 2011 by BD1 Share this post Link to post Share on other sites
zio sam 77 Posted April 6, 2011 Hi a friend of mine has some problems rinning CO with ACE mod this is what he writ me: "Hi, i've some problem using ACE mod on the steam version of Arma 2: Combined Operations. It seems that when I enable ACE mod, using either Arma's built-in manager, either Alpinestar Launcher and either editing the _runArmaCO.cmd file, Arma starts as Operation Arrowed only and not in Combined Operations." Share this post Link to post Share on other sites
sickboy 13 Posted April 6, 2011 (edited) @Zio Sam: Details are required like rpt file, please create a support ticket with these details; http://ace.dev-heaven.net/wagn/Bug_Reporting At first thought - if using SU - launch arma2 (the original) through steam launcher once first. If using manual shortcuts - make sure he doesn't miss the ArmA2 folder in the -mod= line. @BD: Thanks! So the exThreads seems to be your saviour, or did I misunderstood? Edited April 6, 2011 by Sickboy Share this post Link to post Share on other sites
galzohar 31 Posted April 6, 2011 Zio: - Clean up your player.arma2oaprofile from any mods (find the class ModLauncherList and make sure it's empty). - Use this launcher to make your life easier. Share this post Link to post Share on other sites
BD1 0 Posted April 6, 2011 @BD: Thanks!So the exThreads seems to be your saviour, or did I misunderstood? It has certainly helped thanks mate, I am narrowing it down and I think it could well be a 'missions/server' issue as opposed to an ACE issue... but certainly for some reason Arrowhead is tasking my lappy far harder than vanilla A2. Will have to do for now... until I get a new rig. Thanks again for the assistance. Share this post Link to post Share on other sites
sickboy 13 Posted April 6, 2011 It has certainly helped thanks mate, I am narrowing it down and I think it could well be a 'missions/server' issue as opposed to an ACE issue... but certainly for some reason Arrowhead is tasking my lappy far harder than vanilla A2.Will have to do for now... until I get a new rig. Thanks again for the assistance. Cool, np. Did ya defrag after your mass cleanup from before, if not, perhaps that helps some. Share this post Link to post Share on other sites
tonysoft 10 Posted April 7, 2011 Hi all, i like make mission with score bonus for reviver and penalty for revived with the functions ace_sys_wounds_rev ace_sys_wounds_rev2 i can handle the wounded and killed event. the functions give me the revived unit name how i get the unit reviver name?? sorry for my poor English!! thanks. Share this post Link to post Share on other sites
sickboy 13 Posted April 7, 2011 Hi all, i like make mission with score bonus for reviver and penalty for revivedwith the functions ace_sys_wounds_rev ace_sys_wounds_rev2 i can handle the wounded and killed event. the functions give me the revived unit name how i get the unit reviver name?? sorry for my poor English!! thanks. If it's not in the parameters, please create a ticket requesting the functionality you would like to use ;)http://ace.dev-heaven.net/wagn/Bug_Reporting Share this post Link to post Share on other sites
BD1 0 Posted April 7, 2011 Yeah the first thing I did after the data dump was a defrag. While I will admit to being a techie 'clot', I did know that much to do! ;) Share this post Link to post Share on other sites
sickboy 13 Posted April 7, 2011 Yeah the first thing I did after the data dump was a defrag. While I will admit to being a techie 'clot', I did know that much to do! ;)Hehe, cool, np :) Share this post Link to post Share on other sites
jocko-flocko 13 Posted April 7, 2011 Just another quick question, I'm sorry if it's been asked before but I've searched the forums and the dev site and couldn't find any specific information on the issue at hand. Does using the ACE modification with Arrowheads campaign cause any issues? I started a new OA campaign using ACE because I wanted the realism that ACE provides, highly immersive and realistic warfare. However, in the SP campaign as my squad takes the airfield and engages the enemy, they begin to break up and run away to different waypoints causing issues with the flow of the campaign. Should the ACE mod be compatible with the OA SP campaign? Or was it designed mainly for new missions? -Jocko Share this post Link to post Share on other sites
KillerP90 10 Posted April 7, 2011 I now can play ARMA 2 CO with ACE online :D That new Six Updater is awesome. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 7, 2011 That new Six Updater is awesome. I wholeheartedly agree! However accessing change-logs, like i do everytime for the ACE-Parts, was easier in the old web-based updater suite. :) Share this post Link to post Share on other sites
sickboy 13 Posted April 8, 2011 (edited) Just another quick question, I'm sorry if it's been asked before but I've searched the forums and the dev site and couldn't find any specific information on the issue at hand.Does using the ACE modification with Arrowheads campaign cause any issues? I started a new OA campaign using ACE because I wanted the realism that ACE provides, highly immersive and realistic warfare. However, in the SP campaign as my squad takes the airfield and engages the enemy, they begin to break up and run away to different waypoints causing issues with the flow of the campaign. Should the ACE mod be compatible with the OA SP campaign? Or was it designed mainly for new missions? -Jocko http://ace.armastack.info/index.php/151/is-ace-compatible-with-official-missions-campaignI now can play ARMA 2 CO with ACE online That new Six Updater is awesome. Thanks :cool:I wholeheartedly agree! However accessing change-logs, like i do everytime for the ACE-Parts, was easier in the old web-based updater suite. Tnx :) You can right click mods in the TreeView and DataGrids, and either select 'open mod folder' and look it up from there, or select 'get info about mod'. While the Info column is a button also. In the meantime i'll add "Open Changelog" action too :) ---------- Post added at 17:47 ---------- Previous post was at 17:40 ---------- Added "Go to changelog of Mod". If you wanna check changelogs of multiple mods at once - just multi-select mods in the Mods datagrid (hold shift / ctrl and click on the row headers (column 0) of the rows.) ---------- Post added at 19:03 ---------- Previous post was at 17:47 ---------- ACE for OA 1.10 RC2 Released! http://ace.dev-heaven.net/wagn/ACE_1_10_RC2 Enjoy! Edited April 8, 2011 by Sickboy Share this post Link to post Share on other sites
AnimalMother92 10 Posted April 8, 2011 ACE for OA 1.10 RC2 Released!http://ace.dev-heaven.net/wagn/ACE_1_10_RC2 Enjoy! Quoting as the previous post was merged. Share this post Link to post Share on other sites
[kh]jman 49 Posted April 8, 2011 Kellys ACEOA YAS Repo updated to ACEOA b.476 (ACE 1.10 RC2) KH Six Updater Info and FAQ Share this post Link to post Share on other sites
SPC.Spets 21 Posted April 8, 2011 Can you make the compass with 2 modes? I dont know, maybe a key to switch off that magnifying lens? Share this post Link to post Share on other sites
Robalo 465 Posted April 8, 2011 Can you make the compass with 2 modes? I dont know, maybe a key to switch off that magnifying lens? It's being worked on: http://dev-heaven.net/issues/18635#note-6 Share this post Link to post Share on other sites
Spartan 163 0 Posted April 8, 2011 Anyone figure out how to add extra weapons to the ESA? it would be nice to have more arming options than what we have now. Share this post Link to post Share on other sites
g-man-853 10 Posted April 8, 2011 [uGAF] ACE_Dev YAS Repo: @ACE__________476 @ACEX_________324 @ACEX_RU______43 @ACEX_USNavy _45 @CBA__________152 Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/ACE_Dev.yas Auto config URL: http://folders.ugaf-addons.co.uk/ACE_Dev/modreopo.7z For a guide and info to use YOMA's addon sync to join our server follow this link:http://www.ugaf.co.uk/index.php?option=com_kunena&func=view&catid=49&id=591&Itemid=192#591 Share this post Link to post Share on other sites
SPC.Spets 21 Posted April 9, 2011 just to be sure, the ace_clientside_config, only says "class Identity {" now? or I have something wrong? Share this post Link to post Share on other sites
galzohar 31 Posted April 9, 2011 http://forums.bistudio.com/showthread.php?t=115889&page=18 Any idea how well Smookie's new animation changes mix in with ACE? Mostly worried about stamina effects (since speeds are different, stamina effects need to be different). Any plans to include it or at least make it compatible? SpetS15, are you using an old userconfig with the newest beta? If yes, you need to update the userconfig. Share this post Link to post Share on other sites