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noubernou

ACRE2 Public Beta Release

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Hey Nou,

we found an issue in combination with BWA3 and ACRE2. The Fan's of they's "Demokratiekiste" (under Ammunation) creates horrible Lags.

But only with ACRE2. Can you please fix that Problem?

greets Sk3y

EDIT: You need 3 or more of them. 1 is ok but not so hard.

EDIT: And a Link to BWA3: http://www.armaholic.com/page.php?id=24147

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Hey i hope you can help me...

my friend tried to install A.C.R.E 2 but aslong as acre dlls are in the plugin folder, Teamspeak wont launch and will crash on start.

he have windows 7 professional and 32 bit version of teamspeak (up-to-date).

we made sure to run as admin aswell.

i have uploaded the dump file into my google drive for you to look at if you can..

please help..

Edited by Dilen

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^ make sure Windows isn't blocking those .dll files "for your safety". Right-click on the DLL file and look for an Unblock option.

http://www.izenda.com/Site/KB/FAQ/How-to-unblock-your-dll-under-windows-7

he checked but there is no such block on the dll files

*Edit* he had 64 bit windows and was runing 32 bit teamspeak

by installing the 64 bit version it solved the problem with acre!

thanks for efforts :D

Edited by Dilen

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Hey Nou,

we found an issue in combination with BWA3 and ACRE2. The Fan's of they's "Demokratiekiste" (under Ammunation) creates horrible Lags.

But only with ACRE2. Can you please fix that Problem?

greets Sk3y

EDIT: You need 3 or more of them. 1 is ok but not so hard.

EDIT: And a Link to BWA3: http://www.armaholic.com/page.php?id=24147

What?

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What?

The Demokratiekiste (smiliar to the Magic ACE box) is an Box with all items that you have loaded i think this just spams all radio IDs and spawns them. :)

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second try:

we have found out a problem:

Two or more democracy crates placed in a mission, causes hugh lag. Its not the framerate... the game itself just freezes periodically for a second. This happend only with CBA, BW-A3 and ACRE2 all together.

Would it be possible for you to search for a fix or something?

@meat not all items, only BWA3, check it :)

Edited by Sk3y

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Yea, I figured it out. Not my problem. BWMod needs to fix it, I am not making fixes for random gear systems in ACRE2. It is very simple. There are MULTIPLE values they can check both standard BI ones and custom ACRE ones to see if they should show in a system like that or VAS, or the Zeus system.

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I was 99% sure democracy box in that mod spawns only BWmod items, No reason It should conflict with ACRE2 as far as I know, weird to hear that.

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It is probably because they are constantly walking the CfgWeapons tree to refill the box, which now contains an extra 1000 some entries from the ACRE radios.

Really they need to be just storing their CfgWeapons entries at the start of the mission and just caching what they need since there is no way in the regular game that the CfgWeapons config will grow after mission start. The way BWMod is doing it is not expandable, ACRE or not.

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The next ACRE2 release will be out as soon as the next CBA patch is out! The keyhandler system has been fully switched over to the CBA key system. No more userconfig files!

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The keyhandler system has been fully switched over to the CBA key system. No more userconfig files!

*Sound of children cheering*

I can hardly wait! Thank you NouberNou!

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The next ACRE2 release will be out as soon as the next CBA patch is out! The keyhandler system has been fully switched over to the CBA key system. No more userconfig files!

Could you explain what this means to us simple folk. :)

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i have quick question will this acutally work for Arma 2 Also or is it just for Arma 3

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It's an arma 3 mod only.
Yeah but no :
So fun little bit of info, ACRE2 seems to be working perfectly fine as far as I can tell in A2OA. :)
For me it was the best news ever, but I tried and it doesn't work with A2 right now, so I guess there's something missing for it to work on A2. I'm also looking for more news about that

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Is there anyway to solve the extreme quietness? Not sure if its something all the people I play with doing something wrong or if something is wrong.. Like to the point where I have to set my windows vol to 100% and set TS to +20db to be able to barely hear people in game.

Also is this a bug or a feature: Some kind of intercom between crew slots in vehicles? I might have missed it but I didn't see this documented but its kinda neat.

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You will have to wait for a new ACRE2 version with many bugfixes. It will be out soon as new version of CBA A3 comes out.

Wysłane z mojego Xperia Live with Walkman

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Yeah but no :

For me it was the best news ever, but I tried and it doesn't work with A2 right now, so I guess there's something missing for it to work on A2. I'm also looking for more news about that

It needs a build for A2. The PBOs for A3 will not work with A2. A2 support at this time is NOT planned. It was just a test.

That being said the system is designed to work on pretty much any RV Engine platform at this time, including VBS, with minimal effort.

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Not sure if there is a video for this already but I made a video for my community as most people like to watch others install it and get the same results so they know they are doing it right.. we're just starting up and I wanted to make it as easy as possible for people to join in with some milsim.. so heres how to get ACRE2 installed, thought I'd share it here:

Great work on getting ACRE2 up and running, its working near flawlessly - explaining double duplex to people is more challenging than anything though.. people gon' learn though!

Also not sure if the right place or if mentioned already but you can't sprint and use the radio... you have to use the radio first and then sprint, maybe similar with other keys. I know TFR (can I mention them here without being hung?) had issues with the radio staying open when you hold alt and another key. Wonder if its an Arma issue.

Edited by ToejaM

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As someone whose not worked with ACRE in A2, can someone explain the ID of radios to me? Does it affect their use on loadouts? What am I spawning on a units INIT line to ensure everything works? If I just link a single "ACRE_PRC343" does it get assigned an ID or something?

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As someone whose not worked with ACRE in A2, can someone explain the ID of radios to me? Does it affect their use on loadouts? What am I spawning on a units INIT line to ensure everything works? If I just link a single "ACRE_PRC343" does it get assigned an ID or something?

Answering your questions in order.

I don't know the specifics, but the way IDs work is the following:

Through a series of checks, it spots an ID not in use and takes it.

This is made so that two players don't have the same radio and thus, cannot change eachother's settings/channels/volume/etc.

Exempli Gratia:

-Player A has a PRC 148 with the ID: 2.

-Player B has a PRC 148 with the ID: 2.

-A changes the channel of his radio to 5.

-B has his radio channel switched to 5 despite doing nothing to the radio itself.

The usage of radios in your loadouts should not affect them (unless you specify the radio ID from the start and somehow someone else ends up having the same ID like what happens with Task Force Radio).

On a unit's init field (mission editor), you can probably get away with something like:

this unassignitem ItemRadio; 
this removeitem ItemRadio;
this additem ACRE_PRC343;
this assignitem ACRE_PRC343;

As far as implementing them into your loadout, the "ItemRadio" present in most if not all vanilla default loadouts should work and be converted by ACRE's default to a 148 if I'm not mistaken.

But putting in the init field "ACRE_PRC148" instead should make the process of converting vanilla radios to ACRE radios and assigning IDs that much simpler (you essentially skip the "conversion" part).

TL;DR version

1. It finds the unused IDs and uses them.

2. As long as you don't specify an ID for the radio, no. Not affected adversely.

3. See code above.

4. Yes.

Edited by Subscyed

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