igeighty 2 Posted May 19, 2009 Shadow.D.^BOB^ two ways you could do this.. the hard way 1. on a client machine, make a copy of your arma folder, then update your original folder with ace mod. then use winmerge to see the differences between the copied folder(1.07). and the original folder(1.08). winmerge is opensource and is used to see what differences there are between files and or folders.. or the easy way 2. upload the 1.08 patch to your server and run the patch from there :) hope this helps. however with such a large amount of changed files, you are really better off doing option 2 if you are able regards. Share this post Link to post Share on other sites
manzilla 1 Posted May 19, 2009 Hey guys, does anyone know exactly which files the 1.08 patch updated?I'd like to update my server and rather than upload the whole ACE 1.08, if i could just upload any changed files. It would be much quicker. Thanks in advance... There's a DL that is just a patch and not an entire DL. That should do it for you. Share this post Link to post Share on other sites
SD_BOB 10 Posted May 19, 2009 Thanks guys, i'm aware of the patch. I have used it myself, the problem comes with running it on the server. I have access to the FTP for uploading new files etc. But no way to run the .exe In the past i have just downloaded then uploaded the entire ACE dir. Needless to say this is time consuming and would tie up my internet connection all day (Forgot to put it on last night). I'll get pestering the host, or failing that guess it'll just have to wait till tommorow and i'll upload the normal way over tonight. Share this post Link to post Share on other sites
Blackbuck 9 Posted May 19, 2009 (edited) Someone delete this please, being a dolt I dlld the wrong patch :-| Edited May 19, 2009 by Helping_Hand Share this post Link to post Share on other sites
Binary 0 Posted May 19, 2009 Thanks guys, i'm aware of the patch. I have used it myself, the problem comes with running it on the server. I have access to the FTP for uploading new files etc. But no way to run the .exe In the past i have just downloaded then uploaded the entire ACE dir. Needless to say this is time consuming and would tie up my internet connection all day (Forgot to put it on last night).I'll get pestering the host, or failing that guess it'll just have to wait till tommorow and i'll upload the normal way over tonight. I'm pretty sure you can just unpack the .exe using WinZip Share this post Link to post Share on other sites
jackass888 0 Posted May 19, 2009 it seems my game always crashes when ai fires the m136 :confused: since noone else has reported it i will try a redownload/reisntall apart from that ACE is wonderful as always Share this post Link to post Share on other sites
gunterlund21 10 Posted May 19, 2009 when I pick up an at 4 now in the ammo box it loads in my gear as a magazine. Is that intentional. It doesnt show in my action bar as a weapon anymore. How do you use it now. Or is the missle icon off by showing as the launcher? Share this post Link to post Share on other sites
sparks50 0 Posted May 19, 2009 (edited) The AT4 launcher is one-shot and then disposable, it should load up like a magazine. It should still show up in the action menu if you have a unused one in your gear. Edited May 19, 2009 by sparks50 Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 19, 2009 it seems my game always crashes when ai fires the m136 :confused: since noone else has reported it i will try a redownload/reisntallapart from that ACE is wonderful as always excuse me Sir, could You reproduce this error? I think You're not alone here, I'm occasionally suffering from such CTDs too... Share this post Link to post Share on other sites
jackass888 0 Posted May 19, 2009 (edited) excuse me Sir, could You reproduce this error? I think You're not alone here, I'm occasionally suffering from such CTDs too... Sure i can.. it happen always here! Just when any AI soldier fires the m136. Crashes the moment when model should be deleted and placed on ground. Arma 1.16+ only ACE1.08 edit: it does not CTD when fired at a long distance target Edited May 19, 2009 by jackass888 Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 19, 2009 we're working on it, but this error seem to happen in specific conditions which arenot defined yet... Share this post Link to post Share on other sites
sparks50 0 Posted May 19, 2009 I hope someone can find the cause of these crashes, its an absolutely awesome feature and it would be very sad to see it go away again :( Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 19, 2009 try playing with my Compact Fix without A.C.E., it has similar disposal system - does it happen to You with it too? Share this post Link to post Share on other sites
Blackbuck 9 Posted May 19, 2009 For some reason my NEM_Zombies have stopped working in the editor. I've gone through the .hpp and changed the settings to what they should be to allow them but still no joy. Other units say the TSN Landies are present and work etc, just not the zombies. Seems strange :-\ Share this post Link to post Share on other sites
sparks50 0 Posted May 19, 2009 when I pick up an at 4 now in the ammo box it loads in my gear as a magazine. Is that intentional. It doesnt show in my action bar as a weapon anymore. How do you use it now. Or is the missle icon off by showing as the launcher? You have to pick up the AT4 weapon in gear, not just the ammunition. Share this post Link to post Share on other sites
Namikaze 0 Posted May 19, 2009 Unless I'm reading something incorrectly, the system you're referencing was used for OFP. Was it converted to ArmA at some point? Is it still a valid method? Even so, the A.C.E. team has a forum for suggestions and such that gets responded to a lot more/better than these. I'm sure that if you posted your suggestion there, it would engender a better response. I would wager that the A.C.E. team has gone over these choices repeatedly, and given that A.C.E. is a rebirth of WGL, they are probably going to stick with the WGL method instead of CAVS. Share this post Link to post Share on other sites
mattxr 9 Posted May 19, 2009 Last time I used them in 1.07, you used the up and down arrow keys to move them up and down... if you're building a wall of sandbags, you have to put them directly on top of each other, you can't place a sandbag over the gap in-between 2 other sandbags. this just doesnt work. Ive pressed every key i can :butbut: Share this post Link to post Share on other sites
gunterlund21 10 Posted May 19, 2009 You have to pick up the AT4 weapon in gear, not just the ammunition. Im doing that. What happens is instead of putting the tube in the secondary slot in gear, it places it in a magazine slot where your m16 mag would go. If I drop it on the ground it it the at4 tube, but I cant pick it up again. No one else has experienced this? Share this post Link to post Share on other sites
sparks50 0 Posted May 20, 2009 As I said, there is a magazine type object, and a weapon type one. The weapon type one is called "m-136 AT4" and nothing more. After picking this weapon up, you can change the grenade "magazine" with a HEDP, HP, HEAT or whatever you intend to use it for. I wonder if the HP (High Penetration) has any advantage over the HEAT (High Explosive Anti Tank) and HEDP (High Explosive Dual Purpose) in ACE? I have noticed that the High Explosive Dual Purpose seems to spawn a bigger explosion, which makes sense. Share this post Link to post Share on other sites
Binkowski 26 Posted May 20, 2009 @Sparks. Yes, they do. HP will do more damage against armor, and less versus soft targets (infantry etc) HEAT is used as a kind of half and half, good for both. and HEDP is PERFECT for anti-infantry and light vehicle take downs. Share this post Link to post Share on other sites
Spartan 163 0 Posted May 20, 2009 Keep up the great work. Will the other medical stuff work soon? Oh and thanks for adding the load wounded thing. Makes hot exfils much more fun! Share this post Link to post Share on other sites
kadinx 12 Posted May 20, 2009 I have just noticed on the newly released update of ACE version 1.08 that the combination view of OPTICS and FREE LOOK has been severely restricted from ~75degrees to ~30 degrees. I am wondering if this was necessary or I am totally wrong and I am doing something wrong on my end. Share this post Link to post Share on other sites
Two Dogs 12 Posted May 20, 2009 (edited) Is it possible, or has anyone, placed in the editor or scripted an ACE Claymore in a mission? If so how? If not, is it possible? While I'm here, Will the AI plant Claymores? If so, how do you get them to aim them? They can plant and detonate satchel charges, but how would they set a tripwire? Edited May 20, 2009 by Two Dogs Share this post Link to post Share on other sites
sparks50 0 Posted May 20, 2009 (edited) @Sparks.Yes, they do. HP will do more damage against armor, and less versus soft targets (infantry etc) HEAT is used as a kind of half and half, good for both. and HEDP is PERFECT for anti-infantry and light vehicle take downs. Tested it in the editor. Took 4 HP to take out a t72 from the front, and 5 HEAT to do the same job. Not a heck of a difference, but then again, the AT4 was never intended as a heavy tank killer :) Edited May 20, 2009 by sparks50 Share this post Link to post Share on other sites
guttersnipe 1 Posted May 20, 2009 Thanks for another very lavish & professional looking update .... looks the business alright :) Two questions (don't think they're bugs as they were a promiment feature of 1.06 & 1.07), but can't find an explaination): 1) Why does it take between 3 and 14 shots to kill an AI? No matter how I tweak their skill level etc (and in most cases no matter what weapon they're hit with (bar maybe the .50 cal) they just don't die. I'm sure this is great for small MP matches but it plays merry hell with triggers & plausibilty on the small coop & SP missions that I use. Can the wound system be user tweaked/turned off ? 2) When I use the respawn option (ie when I'm face down bleeding out & the AI medic is ignoring me, rather than waiting to die) the character I spawn into (though healthy & out of the firefight) seems to 'inherit' the 'black screen of near death' rendering him incapable of seeing. Probably fixable by turning the wound system off for the mission again, but how? Looking forward to future releases (and some answers!). . . . Keep up the great work ! Share this post Link to post Share on other sites