That guy 10 Posted May 27, 2009 So, it is not just me? Good to know I am not going nuts :p The problem with the current weapon sounds is you have to turn your speakers WAY up to get the same "umph" as the old sounds. When these are loud, they are fine, just you need hearing protection, and everything else is louder as well. Like pissed off neighbors And, honestly, I dont want to have to ware hearing protection just to make a gun sound like a powerful instrument of death rather than a cough or dropping pebbles on a carpet. Most of those sounds would be AWESOME for suppressed weapons like the M4s and those ever so numerous "cool guy guns" Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted May 27, 2009 (edited) all my weapon sounds have been replaced with the exceedingly wimpy novus aunum (or what ever they call them selves) sound mod FX. Is this something you (ACE) did or is hifi infiltrating my ace folder? Ermmm, what the hell... LOL...Not unless you downloaded said 'exceedingly wimpy novus aunum' Edited May 27, 2009 by Mark XIII for the love of god.... Share this post Link to post Share on other sites
sickboy 14 Posted May 27, 2009 I've come across some complaints about ACE and the compatibility with other Mods and Addons. I would like to invite anyone who can point out compatibility issues caused by ACE, so we can evaluate and make sure not to make the same mistakes with ACE2. The thread is located at: http://dev-heaven.net/boards/40/topics/show/1061 Thanks in advance! Share this post Link to post Share on other sites
spooky lynx 73 Posted May 27, 2009 Hmm... is it possible to switch wound effects off? They are just make the game (not MP) finished when the player gets rather serious wound. If it happened while being armor crew, AI won't take you away from damaged tank, and you'll just die soon as you can't fire and the enemy will sell the final round to your tank or APC. While being infantry, the situation is the same - medic won't heal you quickly and you'll just lie on the ground and bleed because your AI teammates won't drag you to the hospital or to the nearest to the AI medic location (if he's still alive). Share this post Link to post Share on other sites
walker 0 Posted May 27, 2009 Hi all There seems to be problem with the drag script since the 1.08 update. Lots of spinning around like the drag vehicle is spinning top or something. Kind Regards walker Share this post Link to post Share on other sites
Bunkers 0 Posted May 27, 2009 The sound of a gunshot should be much louder than surrounding ambient sounds, like footsteps, breath and so on.Quoted for truth. There might be good reasons for developers to adjust their gunshot sounds as low as they do since most of them seem to do it. But realisticly gunshot sounds should be uncomfortably loud when ambient sound is adjusted to a realistic level. I'm excited about the replacement sounds coming up from Mark and the HiFi crew. I admire their work so far. I hope they might turn up the volume (for guns) though, I want my guns sounding loud and powerful. Share this post Link to post Share on other sites
PTV-Jobo 821 Posted May 27, 2009 ...but, well, all my weapon sounds have been replaced with the exceedingly wimpy novus aunum (or what ever they call them selves) sound mod FX. Is this something you (ACE) did or is hifi infiltrating my ace folder? Well I don't find his opinion as humble as it is insulting. However, re-reading his post I noticed he mentioned novus aunum? Well no wonder why he's having issues--he's running novus aunum which is the overseas knockoff version of Novus Aevum. Doh! :nerner: The only way our "exceedingly wimpy soundmod" could infiltrate ACE is if the exceedingly clueless individual downloaded said wimpy mod and ran it alongside ACE. If you are not using any outside sound modifications as well as not having the "#define ACE_OVERRIDE_BIS_SOUNDS" line commented out, then it's certainly not our exceedingly wimpy sound modification but ACE sounds directly. Well, unless you accidentally downloaded our mod, commented out the clientside config entry and ran it alongside ACE. :rolleyes: ;) Share this post Link to post Share on other sites
Baker65 0 Posted May 28, 2009 Hi!http://community.bistudio.com/wiki/arma.rpt Please move away ace_sys_disposal.* to see if this solves your issues I moved the 2 files out of the addon's directory and the scenario won't load now. Says it can't be loaded or edited because it depends on downloadable content that has been deleted. I'm restarting the scenario and testing it again Share this post Link to post Share on other sites
That guy 10 Posted May 28, 2009 That was exactly my point. I DLed the hifi because the previous versions were very good. unfortunately NA just didn't cut it. sorry lads. After that I STOPPED using the Hifi mod (but did not delete it until this thing with ACE came up) as in no longer activated it with yoma's tool. I never added any other addons to my ACE directory (and typically use the direct ACE shortcut on my desktop to launch the game) I was a bit unfair in targeting the hifi mod. Perhaps ACE use sounds similar in quality (subdued), but not the actual mod. I mean, i never used NA long enough to get real familiar with the individual sounds, and ACE only reminds me of them? Because when i first loaded up ACE with 1.08 i thought "WTF, I though I did not load up HIFI". to the hifi team: sorry I did not intend to be insulting, just the weapon sounds dont live up to the previous versions of HIFI. If it is any reconciliation, I still use Hifi 1.5 for when ever i am not playing ACE :D But my point remains: did ACE replace ALL the weapon sounds in the game, or just the two machine guns? Share this post Link to post Share on other sites
Baldman 10 Posted May 28, 2009 All sounds have definately been replaced. Vanilla sounds pack far LESS of a punch then the ACE sounds do, so maybe there is another mod running that is over-writing the ACE sounds, because the sounds included with ACE are great. Share this post Link to post Share on other sites
merlin 17 Posted May 28, 2009 Quick question, what are the classnames for the disassembled crew served weapons? particularly the AGS-30 AGL. thanks! Share this post Link to post Share on other sites
igeighty 2 Posted May 28, 2009 @Merlin Launcher, ACE_AGS30Proxy Tripod, ACE_AGS30TripodProxy Ammo, ACE_AGS30_CSWDM @ACE Thanks for the bugfixes. there is still some life in the old girl yet :) Share this post Link to post Share on other sites
nominesine 0 Posted May 28, 2009 The CTD bug when AI soldiers fire a disposable AT-launcher is still there. Unfortunately. I also encountered another strange bug when I tested 1.09. Some AT-launchers now seem to have unlimited ammo. After firing seven missiles from the RPO launcher I found myself surrounded by emty tubes, with a new one respawning in my hands whenever i fired. I did the testing in the editor in SP mode. The ACE mod is by far the best conversion I've seen since OFP:s ECP and Tonal projects. I hope you can make ACE stable again. Right now it's unplayable, wich is very unfortunate. Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted May 28, 2009 That guy to the hifi team: sorry I did not intend to be insulting, just the weapon sounds dont live up to the previous versions of HIFI. If it is any reconciliation, I still use Hifi 1.5 for when ever i am not playing ACE Mate NO PROBS...tbh I found the whole thing rather funny :) Also, you maybe interested in knowing that we're going to do a HiFi 1.5 weapons module for HiFi 'Novus Aevum' or NA, lets call it NA, its easier :) Anyways if you'd like to offer some input on it, pm me or post over on HiFi thread. Anyways totally off topic so... Good work with the latest update ACE guys, I know alot of you are less public than most, so a special thanks to the unseen & unheard hiding in the ACE labs... Cheers Share this post Link to post Share on other sites
Richieb0y 0 Posted May 28, 2009 i dont want to be Ass or something but does some have a beter link i only getting 25kb/s if someone has a link then plz Pm me thank you Share this post Link to post Share on other sites
merlin 17 Posted May 28, 2009 @MerlinLauncher, ACE_AGS30Proxy Tripod, ACE_AGS30TripodProxy Ammo, ACE_AGS30_CSWDM @ACE Thanks for the bugfixes. there is still some life in the old girl yet :) thanks, also to the ACE team fantastic work on the crew served weapons, the range tables on the AGS-30 are incredibly useful and can make it a devastating weapon at even long ranges. setting up a sandbag nest and maintaining a stationary weapon is really a unique experience in a genre flooded with run and gun shooters. could i make a request that you guys add sight adjustment and range tables to the D-30, and m119 as well? Share this post Link to post Share on other sites
sickboy 14 Posted May 29, 2009 The CTD bug when AI soldiers fire a disposable AT-launcher is still there. Unfortunately. I also encountered another strange bug when I tested 1.09. Some AT-launchers now seem to have unlimited ammo. After firing seven missiles from the RPO launcher I found myself surrounded by emty tubes, with a new one respawning in my hands whenever i fired. I did the testing in the editor in SP mode. The ACE mod is by far the best conversion I've seen since OFP:s ECP and Tonal projects. I hope you can make ACE stable again. Right now it's unplayable, wich is very unfortunate. Hey, sorry, seems my reply from yesterday got lost somehow :eek: Please move ace_sys_disposal.* away from the Mod Addons folder to see if it resolves your issues. We will research and try to resolve the issue or otherwise temporary remove the system until the problem has been fully resolved :) Share this post Link to post Share on other sites
Alex72 1 Posted May 29, 2009 Sorry for not reading through it all, but i think there is a "bug" or what you would call this. Maybe not a bug, but when you pick up weapons from a crate (my case ACE crate) the world (engine) lags, stops, chops for a very brief moment just as you change weapon. Double click the weapons one after the other and look at other AI's etc that walk around and they freeze for a millisec everytime. I cant recall that happening pre latest patch, and i dont know what other impact that can have on performance etc. Or if its even supposed to do that. I mean if the ACE team is aware of it and its being fixed. ...Or im a stupid fool and it has always been like that... But again i cant recall everything freezes briefly when i change weapons. Just throwing that out there. Might even just be on my pc? Have a great day. Alex Share this post Link to post Share on other sites
nominesine 0 Posted May 29, 2009 We will research and try to resolve the issue or otherwise temporary remove the system until the problem has been fully resolved :) Thanks. And good luck. You did a fantastic job so far. You've even managed to lure an old dinosaur (i.e me) back to the community. Share this post Link to post Share on other sites
stevevcb 3 Posted May 29, 2009 72;1292665']Sorry for not reading through it all' date=' but i think there is a "bug" or what you would call this. Maybe not a bug, but when you pick up weapons from a crate (my case ACE crate) the world (engine) lags, stops, chops for a very brief moment just as you change weapon. Double click the weapons one after the other and look at other AI's etc that walk around and they freeze for a millisec everytime. I cant recall that happening pre latest patch, and i dont know what other impact that can have on performance etc. Or if its even supposed to do that. I mean if the ACE team is aware of it and its being fixed....Or im a stupid fool and it has always been like that... But again i cant recall everything freezes briefly when i change weapons. Just throwing that out there. Might even just be on my pc? Have a great day. Alex[/quote'] I've not had that with ACE, but I have had a similar thing with another weapon pack. It's more than likely caused by the engine having to load a high-poly and/or large, high quality textured object. It's just one of those things. Share this post Link to post Share on other sites
Alex72 1 Posted May 30, 2009 Hmm ok. But it happens now everytime choosing any weapon. Well im not sure so i leave it for now. Thanks mate. M110 Was doing some shooting today with the M110 and noticed that at the test range 500-700 meters the M110 cant collect hits within a heads size. Is that how it is RL? Thaught it feels a bit funny as the army (if im not mistaken) starting to use the M110 more and more for sniping. Im not saying anything here though on whats correct cause i dont know. Just thaught it felt to have a bit too much dispertion. Was thinking of testing them all and save results maybe. Might be valuable to someone. This is what it looked like at 700 meters. Bipods out. Getting back air into lungs between each shot (if that even matters when bipods are out etc?). Screen: http://web.comhem.se/aphex/M110_ACE.jpg Regards Alex Share this post Link to post Share on other sites
millerhighlife 1 Posted May 30, 2009 I''m just curious what happen to all the Iraq modern warfare mod stuff. Like the hummv's with the gunner shields on the back, and all that good stuff. Share this post Link to post Share on other sites
Baker65 0 Posted May 30, 2009 Hey, sorry, seems my reply from yesterday got lost somehow :eek:Please move ace_sys_disposal.* away from the Mod Addons folder to see if it resolves your issues. We will research and try to resolve the issue or otherwise temporary remove the system until the problem has been fully resolved :) OK, I moved the two files out of the addons folder and played another stock scenario and I'm still getting the crashes. Just wanted to give you an update. Share this post Link to post Share on other sites
subs17 9 Posted June 1, 2009 Hey guys I tried patch 1.09 over the weekend awesome work but I have an issue with the fitness of the player. He is way unfit! In fact to the point where he shouldn't even be capable of passing a basic fitness test IRL. Any chance for a look at this? Share this post Link to post Share on other sites
icebreakr 3159 Posted June 2, 2009 SUBS17: make sure you check the weight you're carrying. With just a rifle and couple of mags you can run almost forever :) Share this post Link to post Share on other sites