SD_BOB 10 Posted March 23, 2008 Has anyone found a problem running the site adjustment mod with the newest version of ECS? Im running NWD TRUE etc. which work fine, but as soon as i can the sight adjustment ECS wont initiliase in game. Share this post Link to post Share on other sites
4 IN 1 0 Posted March 23, 2008 it works for me, the only problem is that i cant bring up menu and ask for wind info as i am using q11 wind deflection, the addon itself works but i just cant bring up menu, might not be ECS related issus through(as i am using tons of other addons) Share this post Link to post Share on other sites
SD_BOB 10 Posted March 24, 2008 Hmmm strange one, i am using Q Wind and can access the menu fine, just cant get the adjustment on. At the moment its a trade im willing to make for the AI and sounds. Share this post Link to post Share on other sites
nobrainer 0 Posted March 25, 2008 We runned @ECS last night at our server and the server FPS dropped from prox 40 to prox 20 with the same missions. When people joined, server freezed up for some seconds, everything stood still and everybody had 6-8000 in desync for that period of time. When we stopped @ECS it all went back to "normal". We uses patch 1.11. ECS Dedicated Server version 10150 with ECS patch version 10151 and ECS Themis component for the server. ECS Client HD version 10150 with ECS patch version 10151 and ECS Themis component for the clients. Using dual-cpu Xeon 3.06 GHz server with Windows 2003 and 4 GB memory. Love the effects it brings, but hate the hughe performance drop the server gets... Best retard NoBrainer Share this post Link to post Share on other sites
the.d 0 Posted March 25, 2008 We found the older, tweaked version to be far more reliable. I took the liberty of reintroducing it to the add on thread. I can't give any promises, of course, but concerning our squad, we'll use the modified ECS_Core by sickboy, with removed "preload" entries and skip Themis fix for now. Maybe somebody else is interested in this as well - we couldn't find any issues so far. So without further ado, I'll just quote: <span style='font-size:11pt;line-height:100%'>3) Introducing ECS (@ECS) <span style='color:green'>(using a modified ECS_Core.pbo)</span></span> <span style='font-size:9pt;line-height:100%'>3.1) What is ECS?</span> --- ECS stands for "Enhanced Configuration System". It's a collection of scripts and other upgrades, substantially created by project leader L. François. The mod introduces a multitude of expanding features to ArmA and came at first unnoticed by the community. <s>Updated to ECS patch version 10151! Manual tweaking of ECS_Core.pbo is not necessary anymore! Well done, guys!</s> <span style='color:red'>Correction (25/03/08): In fact, it turned out the previously used and modified ECS_Core.pbo was far more realiable and let people join in even if they didn't run ECS themselves. SIX and everything else is also tested to work properly. Hence we decided to implement it for now and use it as a compatibility fix for this particular file setup, disregarding the patch. The idea and concept behind it is courtesy of scripting-heroe sickboy - I merely removed the "preload" entries for ECS_Armory, ECS_Quiet and ECS_Tracers! Get the compatibility-tweaked ECS_Core.pbo HERE!</span> --- Features we would like to make use of: - ECS AI enhancements - ECS additional effects (fire, explosions, weather system) - ECS sound immersion (radio chatter, environmental sounds) Dispensable features, due to superior alternatives and/or compatibility issues: - ECS weapon and projectile sounds (ECS_Armory.pbo) - ECS "mute radio" system (ECS_Quiet.pbo) - ECS tracer effects (ECS_Tracers.pbo) Now that we have an overview, let's get started. Keep in mind ECS is quite modular and allows for a lot of user-specific configurations. The guide here refers to a modified version solely designed to be working with all add ons discussed int his thread! Refer to their site for more details and support for their latest version - which might very well differ from what's being discussed here - and also have a look at the BIS Forum thread. <span style='font-size:9pt;line-height:100%'>3.2) Tweaking for compatibility</span> --- - Download ECS from their site and install it. Mirror: ArmedAssault.info, thank you, ofpdeadeye! - Make sure you're using this tweaked ECS_Core.pbo! Replace the original file in your @ECS\AddOns folder with it. Nota bene: this runs without "Themis Compatibility Fix" and enables players not using ECS to join an ECS server - so far this has been tested "working" and we had a lot less problems by reverting to this older version. <span style='color:red'>If you are going to use ECS without anything else in this list, look on their site for the latest version and disregard this!</span> - Add a folder named "Disabled Add Ons" to your \@ECS\AddOns directory. - move the following files into this folder: - ECS_Armory.pbo, thus re-enabling a sound mod of your choice <span style='color:red'>(Tested and works)</span> - ECS_Quiet.pbo, re-enabling radio voices <span style='color:red'>(Tested and works)</span> - ECS_Tracers.pbo, re-enabling SIX tracers <span style='color:red'>(Tested and works)</span> - Tweak the .hpp files. Note that ECS' fire effects do not "override" Matt's Effect Mod! The two add ons can be combined for quite a nice effect! I took the liberty to upload two presets but play with them to your own liking. <span style='color:red'>To disable the dynamic fog, open your ECS_local.hpp with a text editor and adjust this entry:</span> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECS_local6[] = {false}; - Run Armed Assault with ECS as the first custom entry in your mod loading order, e.g. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"...\Armed Assault\beta\arma.exe" -maxmem=512 -nosplash -profiles=Profiles -mod=beta;DBE1;@ECS;@General;@Replacements This last step is still of major importance to make NWD and Q11's ballistics and weapons tweaks work. Sounds will still depend on the removal of ECS_Armory but make sure you're using the right modfolder order! Share this post Link to post Share on other sites
MEDICUS 0 Posted March 27, 2008 Does anyone have any experiences with an ECS v.1.01.51 Dedi-Server and DACv.2-Missions? We played some yesterday and got massive performace drops. Some clients also CTD (some with ECS running, some without). "Normal" missions (also one using custom addons and/or QG content) worked fine. MfG Medicus Share this post Link to post Share on other sites
SD_BOB 10 Posted March 27, 2008 Going back to The.D's comment, i have gone back to using the modded core and ditched Themsis. So far all seems good, my sight adjustment works now, definatly better. Share this post Link to post Share on other sites
the.d 0 Posted March 27, 2008 It works, but at the expense of ECS' features - the modified Core.pbo will only enable client-side attributes. Joker and Archer kindly explained this to me. Personally, I don't mind. The main goal was to take the benefit of ECS' great sound immersion and this is working like a charm. Share this post Link to post Share on other sites
Protegimus 0 Posted March 29, 2008 Like the environmental effects adds a lot to ArmA, good job ECS and thanks for making the mod so configurable. AI enhancements are also cool. Suggestion: Reduce volume of environmental effects, they need to be scaled to the other sound effects in ArmA, e.g. crickets shouldn't be louder than trucks, etc. Anyone know how to disable the incidental player chat short of editing the .pbo's? Bit too Duke Nukem for me. Share this post Link to post Share on other sites
Archer 0 Posted March 29, 2008 NoBrainer, Mar. 25 2008,13:35 Quote[/b] ]We runned @ECS last night at our server and the server FPS dropped from prox 40 to prox 20 with the same missions. Were other people connecting with mods other than those running on the server, and what missions were you playing? And were they all running the same unmodified version of ECS? Share this post Link to post Share on other sites
acadiancrusader 0 Posted March 30, 2008 you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it Share this post Link to post Share on other sites
mrcash2009 0 Posted March 30, 2008 you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it Was that really worth posting here? I mean, its easy to post in threads and compare directly .. not a great help is it really. Share this post Link to post Share on other sites
manzilla 1 Posted March 30, 2008 you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it Although they aren't even comparable, as in, they aren't the same; why would that be funny? If it was to become pointless Joker & Co. wouldn't be laughing. To be honest I'll still play with ECS, just as I still use XAM after ECS arrived. I like to use everyones content if I enjoy what they released. Different mods on different days. Regardless, I'll keep using whatever Joker puts out there. Share this post Link to post Share on other sites
sickboy 13 Posted March 30, 2008 you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it Every Different Mod Got it's own Magic Share this post Link to post Share on other sites
Noraf 0 Posted March 30, 2008 what missions were you playing?And were they all running the same unmodified version of ECS? well, one of the missions were Op. Trojan, witch have worked allright for us before. tough, the rest of the missions i can't say i do remember at this time, maybe nobrainer remembers and, yes, we should all be running the same version of ecs ( we use yoma's arma addon synchroniser to keep in sync with the addons on the server ) the differences i know of would be in the local.htt file, in the bin folder, since not everyone like to have the same settup for ecs Share this post Link to post Share on other sites
W0lle 1050 Posted March 30, 2008 you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it If you have nothing constructive to add to a thread, then don't post at all. Spamming the forums to increase your postcount might result in exactly the other way around. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted March 30, 2008 I just wanted to chime in and say I'm having a blast with this thing, especially now its compatable with all the addons I use (an issue that I've always had with XAM, unfortunately). I'm really glad this was stumbled upon and released for the community to enjoy--and I've surely enjoyed it. So two big thumbs up! @acadiancrusader Wow, dude that was harsh, especially from someone representing a "mature adult online gamer" community in his sig line. That comment was hardly mature. Crappy comments like that is what drives creators away from doing anything nice for the community. Anyways, I especially loved the radio chatter. Man I love those little touches, hehe. Share this post Link to post Share on other sites
acadiancrusader 0 Posted March 30, 2008 i think that my comment was either misunderstood or miswritten (or even both). for that, i apologize. the point is that even though there are major, major mods in development to accomplish certain community needs, the community is never apathetic. it is always pro-active. it is always finding the best possible solution for today. just as this thread is accomplishing! all it takes is one person to spawn a movement and people will follow and contribute. i have, and i'm sure many others have, completely restructured their add-on folders because of this thread. it has greatly enhanced my SP and MP (both coop and pvp) experience. even if a super-all-purpose-mod comes along and takes care of most of what is discussed here, we will still have this thread as a resource to cover everything that we all want to see in arma. the best part of this thread, it's constantly evolving around what is released. Share this post Link to post Share on other sites
mrcash2009 0 Posted March 30, 2008 i think that my comment was either misunderstood or miswritten (or even both). for that, i apologize.the point is that even though there are major, major mods in development to accomplish certain community needs, the community is never apathetic. it is always pro-active. it is always finding the best possible solution for today. just as this thread is accomplishing! all it takes is one person to spawn a movement and people will follow and contribute. i have, and i'm sure many others have, completely restructured their add-on folders because of this thread. it has greatly enhanced my SP and MP (both coop and pvp) experience. even if a super-all-purpose-mod comes along and takes care of most of what is discussed here, we will still have this thread as a resource to cover everything that we all want to see in arma. the best part of this thread, it's constantly evolving around what is released. Well, knowing what you really meant, im sorry too ... it makes sense now I think your post before just reads like a flame/sarcasm ... kind of jumped in to knock ECS and run out again .... Share this post Link to post Share on other sites
acadiancrusader 0 Posted March 30, 2008 omg, when i wrote, "you know what the funniest thing is about this thread? how pointless it will become once ACE is released. lol. nevertheless, it is fun and useful to see the evolution of this thread. i personally learned a lot and got a lot out of it "... that was meant for the add-on compilation thread, not the ECS thread. no freekin' wonder it got people upset. that comment in this thread is completely out of context. i feel very stupid right now. i am very sorry. ps- i have much love for the ECS mod. ok, back on topic... i do have a question about a few things of ECS. specifically the server side add-on and the AI enhancements. specifically, what are the AI enhancements? should i be on the lookout for certain other add-ons that may conflict with ECS? has anybody experienced bizare AI behavior due to possible conflicts? Share this post Link to post Share on other sites
PTV-Jobo 820 Posted March 31, 2008 Hehehe, it happens. A lot than I'd like with me personally too, lol. Anyways, I'm using the FFN replacement thingamabob with ECS and seems to get on really well. I'm playing peek-a-boo with 1-2 OPFOR side-stepping in and out of cover while another one is trying to grenade my @$$ into kingdom come. But I get 'em back when I set their tanks ablaze and watch 'em run around on fire. So far I'm using with ECS: ----------------------------- FFN (replacement thingy), 6thSense Tracers, etc IDF units, Syrian units, Hamas, Mapfact Air/Misc, NIM Weather, Real M136, NWD TankFCS, ArmA Effects & DM Smoke, EddyD's shelthers, BK12 US camnets and hangars, Infantry Weapon Replacements (Rebus and RH weapons), Cam's 1ID US Infantry w/ replacements, sc9 signs, Sky Replacement and my own sound mod.....(Whew! *wipes sweat off brow*) --------------------------- All completely work fine. Share this post Link to post Share on other sites
sluggCDN 0 Posted March 31, 2008 I just want to add that this mod is ArmA revolution! Combat effects - superb! AI improvement - beyond the scope of vanilla ArmA! Atmosphere - super-immersive! BIS and especially Suma should try this mod and see how much difference the sounds and battle-atmospheric effects can add to the otherwise stale game. ECS is ArmA 1.5!!! My friends and I run an ECS powered Evo with a few addons and what's really noticeable right away is the AI behavior; AI squads use sustained supressive fire and work in tandem with armour. We had some epic engagements yesterday when me & my buddy entered Masbet and secured a building in the centre of the city; we moved to the second floor and started firing at an AI squad 100m out. The AI identified our position & started supressing us immediately, so heavily that we couldn't even peek outta window. Once they where right upon us they entered the building & went up to 2nd floor trying to flush us out. Meanwhile the rapid supression continued. We were pinned down. Then a Stryker w/ grenade launcher rolled up and sent a few nades into our room. That was it... We couldn't do shit! Now that's the game! It's seemed to be greatly optimized. We ran the game on a Pentium 4 HT 2.99ghz server with 3gb of Ram, from behind a router, firewall and on a DSL cable connection. No noticeable issues FPS wise. Although it was just two players on the server. Share this post Link to post Share on other sites
Archer 0 Posted March 31, 2008 sickboy Quote[/b] ]Every Different Mod Got it's own Magic Very true; I say to each his own! We never made this to satisfy anyone but ourselves. Not saying its superior, just put it out so anyone that wants can enjoy it  slugCDN Quote[/b] ]The AI identified our position & started supressing us immediately, so heavily that we couldn't even peek outta window. I guess they don't believe in negotiations? acadiancrusader Quote[/b] ]i do have a question about a few things of ECS. specifically the server side add-on and the AI enhancements. specifically, what are the AI enhancements? should i be on the lookout for certain other add-ons that may conflict with ECS? has anybody experienced bizare AI behavior due to possible conflicts? 1- play a mission with and without; see the enhancements? (I don't know how to describe all the AI behavior other than they will hunt you down, take cover and find the best position to attack from, no matter where you hide! 2- Themis addon was designed to allow EXH addons to work in parallel with ECS on a server/client. Not sure about compatibility but if other mods are carefully written not to overwrite ArmA reserved command or variables, then there should not be any conflict. Also since ECS runs the AI enhancements you don't want other scripts running that also modify thier behavior in tandem, other than the mission scripted ones. ECS variables are all either internal protected or ECS labeled public. It is doubtful anyone will use one by accident. 3-The EVO series for one, the scripting is very unconventional- to say the least- despawning of large numbers of units then respawning is increadibly counter-intuitive, especially given the BW requirements to update the clients with or w/o ECS, causing your system to hemorage. Play a conventional mission then try EVO and check the .RPT logs and look at the errors when you run that; you'll be amazed. I think they could have scripted that a little better and made everyone happy. You should not have problems with a conventional mission. We are slowly updating the ECS website to include other information on how to install and use ECS, I'll post here when the new patch comes out and I've updated. Share this post Link to post Share on other sites
twisted 128 Posted March 31, 2008 This mod is excellent and I've played using it from the day it was released but i haven't seen much suppressing fire action or the AI being pinned down by it. Will keep my eye out. Share this post Link to post Share on other sites
mr.g-c 6 Posted March 31, 2008 Quote[/b] ]We had some epic engagements yesterday when me & my buddy entered Masbet and secured a building in the centre of the city; we moved to the second floor and started firing at an AI squad 100m out. The AI identified our position & started supressing us immediately, so heavily that we couldn't even peek outta window. Once they where right upon us they entered the building & went up to 2nd floor trying to flush us out. Meanwhile the rapid supression continued. We were pinned down. Then a Stryker w/ grenade launcher rolled up and sent a few nades into our room. That was it...We couldn't do shit! Now that's the game! Amen! We had similar experiences here in LAN and its simply outstanding, awesome, amazing and such. Imagine now if you had additionally REALISTIC penetration levels together with this suppressing Just that tiny feature, the AI behavior with suppressing adds so much to the game... this is so great and exactly what i wished back in 2006 from Vanilla ARMA as a improvement over OFP... however it need the community again to realize such tiny thing which adds so much to the game.... Yes, SUMA and MARUK should both play a round of a ECS powered COOP to see how great it actually is. Yet i hope the AI in ARMA2 will be at least as "good" as with this outstanding MOD. I remember Maruk said something like "A fight with 5 people within the new ARMA2-AI is as challenging as fighting with dozens of AI in ARMA1" Lets hope this is true and they find a way for storing more Ammo, as suppressing fire is a real ammo-killer. Best Regards, Christian Share this post Link to post Share on other sites