alexcroox 29 Posted July 24, 2016 +1 for auto move feature. Miss that from TFAR, especially since ACRE doesn't allow you to hear anyone else in the channel, which is confusing for all if you forget to move yourself. 1 Share this post Link to post Share on other sites
blackburnrus 31 Posted July 24, 2016 We had auto-channel move in ACRE1 and no one used it. Also since TFAR requires specific TS channels it makes more sense for them to implement it. We've never found the need for it to be that strong with ACRE2. I used, We have separate briefing before mission starts in deffrent ts chanels when playing pvp missions Share this post Link to post Share on other sites
noxx99 1 Posted July 28, 2016 Does anyone else have this problem that you always hear your friends with this Babel voice? Tried everything? All three modules are set in the mission. I can't even hear my mate if he is in the same BLUFOR unit. Can someone confirm this bug? I am using the newest Teamspeak and Arma Apex update on Tanoa. Greetings. noxx Share this post Link to post Share on other sites
Guest Posted July 29, 2016 We're having the same issue. Haven't found a fix. Share this post Link to post Share on other sites
snippers 36 Posted July 30, 2016 Does anyone else have this problem that you always hear your friends with this Babel voice? Tried everything? All three modules are set in the mission. I can't even hear my mate if he is in the same BLUFOR unit. Can someone confirm this bug? I am using the newest Teamspeak and Arma Apex update on Tanoa. Greetings. noxx There is a confirmed bug for JIP (join in progress) players, this should be fixed in the next release. What I can assume happening is that the affected player isn't present at the start of the mission/rejoins the mission. An alternative for now is to not use the modules. An alternative for now is to not use the modules but rather the scripts see - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info#babel Share this post Link to post Share on other sites
noubernou 77 Posted July 31, 2016 Tanoa support is now in the next release betas. Hopefully we can call this an RC and get it out the door soon for everyone. 3 Share this post Link to post Share on other sites
noxx99 1 Posted July 31, 2016 What I can assume happening is that the affected player isn't present at the start of the mission/rejoins the mission. It's not that. I've set up a simple mission with just two BLUFOR playable units and just the modules... Does not work. Can't understand a single word my friend is saying. Does it simply not work with Tanoa? Greetings again, and thank you so far! noxx Share this post Link to post Share on other sites
almanzo 144 Posted August 1, 2016 Hi!I've been trying to figure out how to do this on my own, but haven't been able to. We use persistent death in our community, and we use the MCC spectator script. I've seen that Shactac uses the same, but the key difference is that ShacTac is able to hear the people they are spectating as if they where there. In our case, if you are dead you only hear the other people who are dead.Is there a way to do this, and if so, how? Share this post Link to post Share on other sites
snippers 36 Posted August 2, 2016 It's not that. I've set up a simple mission with just two BLUFOR playable units and just the modules... Does not work. Can't understand a single word my friend is saying. Does it simply not work with Tanoa? Greetings again, and thank you so far! noxx It seems the Basic Mission Setup module is broken for the setting "Babel Language Per Side" if you use the option "Per-Side /w Common" try using "Per-Side" instead. Everything should just fine on Tanoa. Share this post Link to post Share on other sites
El Tyranos 1264 Posted August 17, 2016 Boop Who are you ? What do you want ? What do you mean ? Does it start with "up" and finish with "date" ? Share this post Link to post Share on other sites
atomictim7 18 Posted August 18, 2016 Just a heads up, those people who use ACRE and are on Teamspeak Beta, version 3.1 of teamspeak will not allow you to enable ACRE. They've changed their plugin/addon screen, and this message is given: "Plugin failed to load: Api version is not compatible: 20 (current: 21) Share this post Link to post Share on other sites
marcatore 20 Posted August 18, 2016 Boop it seems that release is near :) Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted August 18, 2016 Why not use the stable release version of Team Speak? Share this post Link to post Share on other sites
lordprimate 159 Posted August 19, 2016 im about to break down and use tfar.... I really dont want to... ACRE keeps crashing any mission i make on TANOA... if i disable ACRE the mission loads and progresses fine. Words cannot describe how mortified i am at the idea of having to put TFAR on my server... I absolutely LOATHE the audio fidelity. it just sounds like a pile of crap echo'ing in my ear.. Please push out that Update... I cant count how many times i have asked why some group uses TFAR and everytime their initial response is, "Well i downloaded ACRE first but i couldnt get it to work.." I would ask if they got ACRE or ACRE2 stable release ... they would always answer ACRE and didnt know there was an ACRE2... I honestly feel like the early exposure TFAR got and its "more complete" feel, Is killing ACRE2... I never Ever find servers that use it. Very rare, few and far between... My server has ran ACRE2 since its release and its been empty because no one uses or knows about acre all they hear is TFAR.... TFAR.... TFAR... so sad.. Share this post Link to post Share on other sites
sparfell_19 188 Posted August 19, 2016 im about to break down and use tfar.... I really dont want to... ACRE keeps crashing any mission i make on TANOA... if i disable ACRE the mission loads and progresses fine. I'm using ACRE2 stable and everything is fine on Tanoa Share this post Link to post Share on other sites
Max255 59 Posted August 19, 2016 im about to break down and use tfar.... I really dont want to... ACRE keeps crashing any mission i make on TANOA... if i disable ACRE the mission loads and progresses fine. It's a known and alredy fixed bug in develompement version of ACRE (fixed in build 901). Last stable also should work fine (build 811). Share this post Link to post Share on other sites
granpa_jo 11 Posted August 21, 2016 Anyone able to tell me why my ACRE mod does this?https://youtu.be/8v2MXdkJ0Po Share this post Link to post Share on other sites
snippers 36 Posted August 21, 2016 Anyone able to tell me why my ACRE mod does this? This will be due to how the mission is setup. I am going to assume this is using the modules. There are two issues with the modules in ACRE2 in the present release: JIP - Joining in the middle of the mission and the modules will not work properly The modules that can set babel is bugged with a particular option (as outlined earlier in the thread) Both will be fixed in the next release. This can be circumvented for now but simply not using the modules. If the functionality is still desired use the ACRE script functions in the mission. - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info Unfortunately ACRE is a bit of a burden for the mission maker to setup properly at present with the modules being broken in some typical use cases. For the time being a different setup in the mission could avoid these bugs. Share this post Link to post Share on other sites
jsmuk 13 Posted August 21, 2016 This will be due to how the mission is setup. I am going to assume this is using the modules. There are two issues with the modules in ACRE2 in the present release: JIP - Joining in the middle of the mission and the modules will not work properly The modules that can set babel is bugged with a particular option (as outlined earlier in the thread) Both will be fixed in the next release. This can be circumvented for now but simply not using the modules. If the functionality is still desired use the ACRE script functions in the mission. - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info Unfortunately ACRE is a bit of a burden for the mission maker to setup properly at present with the modules being broken in some typical use cases. For the time being a different setup in the mission could avoid these bugs. I had a similar issue a few months ago, and it was caused by the strangest issue. If the teamspeak channel is set to a certain codec (opus I think?) then that sound happens whenever someone talks. It confused us for a while as we were setting up babel and thought we had broken it. I was never able to confirm if it was ACRE or something we were doing but the issue went as soon as we changed codec. So that might be worth looking at. Share this post Link to post Share on other sites
jonpas 293 Posted August 21, 2016 im about to break down and use tfar.... I really dont want to... ACRE keeps crashing any mission i make on TANOA... if i disable ACRE the mission loads and progresses fine. Tanoa works fine on stable and latest dev-build. If you are using a dev-build between those, Tanoa will not work due to encrypted data which is required for signal calculations. Share this post Link to post Share on other sites
El Tyranos 1264 Posted August 22, 2016 @jonpas : is it possible to access this devbuild somewhere ? http://gitlab.idi-systems.com/idi-systems/acre2-publicI don't have anything here Share this post Link to post Share on other sites
lordprimate 159 Posted August 22, 2016 hello all, thank you for your responses. I went threw again and tested ACRE2 on tanoa after a fresh download ( i had v.811) seems to work, IE it doesnt crash my game during a preview. I have not tested on my dedicated as its still running vanilla missions right now. I dont know what the deal was with my previous tests. more then likely a mod conflict. If i find out what was wrong on my end ill report back. Thanks again peeps, LP Share this post Link to post Share on other sites
noubernou 77 Posted August 26, 2016 New Release Here: https://forums.bistudio.com/topic/193813-acre2-v22-stable-steam-workshop-release/ Mod's shut this one down please! 1 Share this post Link to post Share on other sites