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Edit: thought I found the problem ... didn't work ...

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Having a little trouble getting this mod to work on my dedicated server. After i add all the music and everything to the server can i run the mod just server-side or does it have to be on client side as well? 

 

Also every time i put the mod on the server i get a key miss match error. Now im assuming thats because i have the config.pbo and file.pbo in the addons folder and the key doesn't accept that for the server so i have to run the mod on my client with out those .pbo's so i get this error. 

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So what im stuck on is signature mismatch...

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  On 2/20/2018 at 7:21 PM, rebelvg said:

I'll take a look.

 

I really appreciate it. Any success so far? I can now confirm that it certainly has something to do with JIP. When I add the radios to objects via Zeus (MCC execute) the turn off action only shows up for the players that are on the server the moment I add it, everyone who connects after that (or if i rejoin) only get's the turn on action when it's off.

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Hello,

I'm trying to use the radio on my modserver with ace.

 

I have the radio controls in the ace interaction menu but the musc not playing.

radiopbo.png

Thats my 3 PBOs, I used the config creator tool and put the created config into die configs pbo.

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All the other is default, what did I do wrong?

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  On 2/20/2018 at 9:59 AM, jmbo said:

I tried a few more things. When I add it with the radio already running, I don't get any action at all, so it looks like something with the turn off action is wrong for dedicated. Everything works fine when I host it in Multiplayer from the editor.

 

But when I log onto the dedicated server, select any object as Zeus and add this to it using MCC's init box:

[_this, false] call klpq_musicRadio_fnc_addRadio;

it works completly fine. Only when I add the call within the editor it does not seem to work on dedicated. Am I doing something wrong here or is this a problem within the mod?

 

https://github.com/rebelvg/klpq_musicRadio/issues/3

It looks like you have the same issue.

Try disabling any kind of dynamic simulation for the object and check if the object has simulation enabled in the properties (or that it's not a simple object).

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Hello rebelvg, of course I have to start with the obligatory worship. Your mods, both KLPQ and Immersion Cigs, are awesome and have increased immersion greatly for my crew and I. You're awesome, keep being awesome.

 

I am posting however to report that I am experiencing the same issue as jmbo with KLPQ on dedicated server when joining in progress. I have done quite a bit of testing over the past 2-3 weeks and can confirm that there is an issue with the turn off radio ACE action when joining in progress. The radio functions perfectly fine if I join during the mission start and will transition songs, turn on and off again without issue. But when joining in progress I either have the option to turn on the radio if the radio is off, or no option if the radio is on. Further if I turn the radio on after JIP I do not get an option to turn it off.

 

I have tested all three cases of simulation on the radio object, simple, simulation and dynamic simulation. The radio does only work when simulated, as the git issue states, but it still suffers the issue jmbo and I are facing.

 

I added the add radio function to the objects init eventhandler using an addon that clones the radios. I did this so that the objects can be built in a dynamic campaign my crew and I are playing, but I did all my testing in a blank VR world with just the radios. It all works correctly apart from JIP.

class Land_LoudSpeakers_F_klpq: Land_LoudSpeakers_F
{
	class EventHandlers
	{
		init="[(_this select 0), false] call klpq_musicRadio_fnc_addRadio;";
	};
};

I cannot seem to figure out what in the script might be going wrong, but not for lack of trying. Granted I only started getting serious about scripting and addons about a month ago, but I have spent many hours trying to figure it out. I'm hoping you might be able to do some further testing and find a solution and if you need anything from me I am happy to help.

 

Again, thank you for your work on these great mods and I hope we can figure this out.

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  On 4/13/2018 at 1:44 PM, Krynoc said:

Hello rebelvg, of course I have to start with the obligatory worship. Your mods, both KLPQ and Immersion Cigs, are awesome and have increased immersion greatly for my crew and I. You're awesome, keep being awesome.

 

I am posting however to report that I am experiencing the same issue as jmbo with KLPQ on dedicated server when joining in progress. I have done quite a bit of testing over the past 2-3 weeks and can confirm that there is an issue with the turn off radio ACE action when joining in progress. The radio functions perfectly fine if I join during the mission start and will transition songs, turn on and off again without issue. But when joining in progress I either have the option to turn on the radio if the radio is off, or no option if the radio is on. Further if I turn the radio on after JIP I do not get an option to turn it off.

 

I have tested all three cases of simulation on the radio object, simple, simulation and dynamic simulation. The radio does only work when simulated, as the git issue states, but it still suffers the issue jmbo and I are facing.

 

I added the add radio function to the objects init eventhandler using an addon that clones the radios. I did this so that the objects can be built in a dynamic campaign my crew and I are playing, but I did all my testing in a blank VR world with just the radios. It all works correctly apart from JIP.

class Land_LoudSpeakers_F_klpq: Land_LoudSpeakers_F
{
	class EventHandlers
	{
		init="[(_this select 0), false] call klpq_musicRadio_fnc_addRadio;";
	};
};

I cannot seem to figure out what in the script might be going wrong, but not for lack of trying. Granted I only started getting serious about scripting and addons about a month ago, but I have spent many hours trying to figure it out. I'm hoping you might be able to do some further testing and find a solution and if you need anything from me I am happy to help.

 

Again, thank you for your work on these great mods and I hope we can figure this out.

 

Hey, thanks a lot for your kind words, really appreciate it and really appreciate that you tried to find a fix yourself! The information that you've given here is a lot and I really appreciate it cause it makes it so much easier to find a fix for this issue, as they say, "A problem clearly stated is a problem half solved". Can't promise anything, but I'll definitely make a closer look at the problem as soon as I get some time for this. Really busy with all kinds of things right now (good things at least).

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New update!

https://github.com/rebelvg/klpq_musicRadio/releases/tag/1.0.9

 

The disappearing turn off option after reconnect bug has been fixed.

Easy pack option for the configuration tool.

 

The packing process is not properly streamlined yet, but in general it should work fine. You have to select a folder you want to pack, generate a config and after pressing an easy pack option the tool will ask you to point to the location of the addon builder (once) and also ask you where you want your pbos exported to. In the middle of the process the tool will create a temporary folder on your desktop with the config and pack both folders with the addon builder to the destination that you've selected previously.

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That was quick. Nine hours to push a fix is pretty impressive and not just a fix but refactor to remote. Further proof you are awesome.

 

I've just finished running through the same testing as before with the new update and I can confidently confirm that you've fixed the issue we were having. It now seems that any loudspeaker wont start playing music until the next song change, but turning it off and on again will have it play immediately. Given that 3d space radio has no guarantee of being synced due to the inability to start at a mid point I'd say this is is an acceptable trade off for the ability to control the radios in JIP.

 

Thank you again for your hard work, it truly is appreciated.

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Hi, sorry for necroing a very old topic, but i was trying to set up the radio for an example build for my unit, but I couldn't get the music to work. I followed the instructions in the video as best as I could but your accent makes it a bit hard to understand. The music doesn't play nor does the name of the music popup. So far to my understanding this is the steps i should and have taken:
 

  Reveal hidden contents

These are the steps i have followed with no luck, so maybe i missed something in the video. please help me

 

Also, here is my Config file that the tool generated and is present in both configs and files folders

  Reveal hidden contents

 

Edited by WolfoftheWest
added in the config file

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guys, check out this update preview

when you leave the vehicle the music now switches to positional without it restarting from the beginning. thanks BI for updating say3d command.

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Published an update.

This update utilizes new say3d functionality allowing for a full radio experience. There's no radio and loudspeaker distinction for vehicles now. Once you start a radio people will be able to hear it outside of the vehicle as well as inside.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1241545493

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I know this is quite an old mod now but i appreciate any response, is there any way to fix a problem where the song randomly cuts and goes to the next song? none of the files are corrupt and i have narrowed it down to be something with the mod itself. Thanks for reading.

 

Edit: After a day of trying fixes i found that the config was generating with the wrong time associated with the songs for some reason, so i just manualy changed every one.

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does the radio select tracks randomly? if not, is it a possibility?

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My install notes.. It's a longer way around but it's a safer way around, if you're not sure what you're doing... Massive thanks to these smart developers that ensure we have awesome gaming with mods like this one! Thanks @rebelvg


1. subscribe to the mod from here - https://steamcommunity.com/sharedfiles/filedetails/?id=1241545493
2. Download the file klpq_musicRadio.zip - https://github.com/rebelvg/klpq_musicRadio/releases
3. Extract the zipfile to a location you can find.
4. Go the extracted folder "klpq_musicRadio" and find the example folder. Go into that Example folder and you  will see 2 x folders ending in _configs and _files
5. Go into the _files folder and create a new folder called "nam"
6. Copy your .ogg file type songs (Ensure music .ogg files names have no spaces or special characters) and paste them into the name folder.
7. In the extracted zip folder locate the tools folder and in there, run the .exe called "KlpqMusicConfigurator"
8. In this little program, double click on the folder browse and browse to your folder ending in _files. If you browse to your "nam" folder you will get an error about missing .cpp this is why you browse to the leve above.
9. Your ogg files should now automatically show up in the app
10. click on generate config
11. click on copy config
12. find your config.cpp file in your "klpq_musicRadio_files" folder (the extracted zip folder)
13. edit the config.cpp file and replace the file contents using ctrl-v
14. save file ensuring .cpp remains as file extension
15. find your folder "klpq_musicRadio_configs" also sitting in the examples folder and inside that, repeat steps 13 and 14.
16. create 2 x .pbo files from the two folder with updated .cpp files and .ogg songs (i use pbo manager)
17. copy those two newly created .pbo files "klpq_musicRadio_configs.pbo" and "klpq_musicRadio_files.pbo"
18. Go to your steam folder and into ARMA3 > !Workshop > @KLPQ Music Radio (mod) > addons and pastes your new .pbo files.
19. jump into your mission editor with the @KLPQ Music Radio mod loaded
20. play a multiplayer game from within your editor, jump into a vehicle and select "turn on radio"
21.  You should have music playing and song titles bottom right corner..

 

I assume you'll need to place those .pbo files onto your dedicated server into the Addons folder of the KLPQ Music Radi mod to get this to work on your dedicated server instance.

  

You can do all this from within your ARMA3 workshop folder (all tools etc download when you subscribe to the mod, see item 1.). I did it the long way but hey, it works and nothing in my game install broke.

Tama

 

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Me and my group are just starting a campaign where we use this mod, however, we can't get the server-side CBA Settings to save for some reason. When I press "OK" they just revert to the default settings. Anyone had the same issue and managed to solve it?

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Hi together, first of All greets and thanks to Rebel for this Awesome project.
In our last Miek Force Campaign (without ACE) everything worked perfect in combination with SOG Radio Music together.

I am preparing now a new campaign and got following problem:
- CBA Setting are not shown
- in Eden placed vehicles everything works fine, after respawning vehicles the addaction for playing music is away.

Maybe some of you has a idea. Thanks a lot.

 

- Same Post as on Steam Worksho Page -

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I made a radio for me and some mates and in singleplayer no problem but when we try in multiplayer the play radio button is there but the radio aint playing

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Well, if someone would be so kind as to help me get this going, I might be able to send a 'lil x-mas gift. Followed along with instructions, works in single player/editor for not MP. Server is eXile running almost CUSTOM everything, but for some reason using the given instructions, cannot get this mod to work / sig mismatch / etc. Shoot me a message if ya can help! seendestroy21 [at] gmail [dot] com or steam my friend code is 10557959

 

Thanks for any help.... suggestions... =/

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