Defunkt 431 Posted July 15, 2009 Good Lord, if it's your own server you're worried about take 5 minutes and learn how to sign it yourself: http://community.bistudio.com/wiki/ArmA:_Addon_Signatures Share this post Link to post Share on other sites
bearbison 10 Posted July 15, 2009 Good Lord, if it's your own server you're worried about take 5 minutes and learn how to sign it yourself: http://community.bistudio.com/wiki/ArmA:_Addon_Signatures I know how to sign a mod, but I will never sign someone else's work that is just bad practice. In my eyes it's as bad as those that port someone else's mod without permission. Share this post Link to post Share on other sites
Defunkt 431 Posted July 15, 2009 Then you don't understand what the key/signature system is. What it isn't is a claim to ownership, rather it is an approved-for-use (on your server) mechanism. Share this post Link to post Share on other sites
bearbison 10 Posted July 15, 2009 maybe I don't but they way I see it from the overview in the wiki is Addon is signed by its creator this way the key is also released to all which makes life easier for a public server. Share this post Link to post Share on other sites
TangoRomeo 10 Posted July 16, 2009 @ BearBison not a problem, just go ahead. The reason i don't have any updates out yet is that someone offered help on getting smoother transitions on the startup/shutdown sounds, still waiting for him to finalize it. In any case, i want to have a new version out by friday. Share this post Link to post Share on other sites
Orton 0 Posted July 17, 2009 so when i found a addon that i like but it is not signed yet, i could make a key for it to put on the server?without probs? Share this post Link to post Share on other sites
Linelor 10 Posted July 17, 2009 Just tried making a key for it. It doesn't work. I think only the origional creator can make the key. Share this post Link to post Share on other sites
Dwarden 1125 Posted July 17, 2009 TR said there will be update soon so stay tuned :) Share this post Link to post Share on other sites
TangoRomeo 10 Posted July 17, 2009 WSS Edition up! Features * .wss audio file format (direct .wav conversion) * binarized * signed + contains key * seperate config file Grab it here: Tracked Vehicles 1.0 (.wss Edition) Share this post Link to post Share on other sites
bearbison 10 Posted July 17, 2009 nice one TangoRomeo, downloaded and will test in the morning on our servers. Share this post Link to post Share on other sites
TangoRomeo 10 Posted July 17, 2009 Tango, is there anyway to stop the distorted sound of t72 and t90 when driving around? You might want to try the latest version. In case the problem persists, could you post your audio hardware, including speakers setup? Share this post Link to post Share on other sites
Guest Posted July 18, 2009 Does this new version replace the old version? Or would you like to keep both versions? Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted July 18, 2009 Thankyou mate, been waiting eagerly for this all week :) Anyways, I'm off to put the m1a1 through some rally checkpoints... Share this post Link to post Share on other sites
-=seany=- 5 Posted July 19, 2009 you should update your first post if you releases new versions..else its gets confusing :) ty for the mod ;) Share this post Link to post Share on other sites
Liability 10 Posted July 20, 2009 Thanks for the signage, felt kinda odd self-signign one for my server. WSS Edition up!Features * .wss audio file format (direct .wav conversion) * binarized * signed + contains key * seperate config file Grab it here: Tracked Vehicles 1.0 (.wss Edition) Share this post Link to post Share on other sites
camus25555 10 Posted July 20, 2009 got the key for my server thank you TangoRomeo :) Share this post Link to post Share on other sites
Mudkip 0 Posted July 20, 2009 You should update the first post with the .wss version, I only just found it now... Share this post Link to post Share on other sites
7 0 Posted July 20, 2009 The BMP-3 & T90 are ridiculously loud and make the sound distorted. I can also notice waveform clipping in both of the samples used. Share this post Link to post Share on other sites
TAW_T-Bone 10 Posted July 20, 2009 For some reason the .bisign and the .bikey don't work - i placed them on the server and its telling me that the 2 pbo files need a signature. are they wrong or should i do something else. Share this post Link to post Share on other sites
Dwarden 1125 Posted July 20, 2009 For some reason the .bisign and the .bikey don't work - i placed them on the server and its telling me that the 2 pbo files need a signature. are they wrong or should i do something else. you only need the key on server in ArmA\Keys directory the bisign must be placed on client together with pbos ---------- Post added at 22:27 ---------- Previous post was at 22:26 ---------- The BMP-3 & T90 are ridiculously loud and make the sound distorted. I can also notice waveform clipping in both of the samples used. yep that should be fixed by some normalizing to prevent outofrange distorsions ... Share this post Link to post Share on other sites
TAW_T-Bone 10 Posted July 21, 2009 It seems to work - i didn't thought it would make an difference. So i got the .pbo and .bisign on the client side in the same folder called @Tracked_Vehicles/Addons. And i got the .bikey file on the server side in the Keys folder. Share this post Link to post Share on other sites
.kju 3245 Posted July 24, 2009 Thanks again to the update TangoRomeo! Once again he is the fixed config: http://ifile.it/2azdrbk Here is your current config: old config Use compareIt to see and understand the changes. Share this post Link to post Share on other sites
TangoRomeo 10 Posted July 24, 2009 @7 I´ll look into this. Peak volume for both samples is -4dB. To have ~ continous RMS power for engine sounds i used a multi-band limiter plugin. Config (.cpp) wise similar settings are used for volume also. If i´m playing the master .wav files on my setup via the sound editor or winamp, i do not notice any audible clipping. Ingame, it's almost the same, difference being the addition of processing added by the sound engine. I have EAX and HW acc. disabled in Arma² (running Vista). Going to experiment with sample volume a bit, and upload a new version. @ kju Thanks. :) I tried downloading a previous config of yours, but link would timeout. I got this one though, will incoorporate it in the new release. :cool: Share this post Link to post Share on other sites
cossack8559 10 Posted August 1, 2009 Noob question alert, Can you tell me why we have to add this line "-mod=@TRSM_Tracked_Vehicles" to the shortcut? the sounds work just by pasting them in the folder... :confused: Edit: Love the new sounds by the way :D Share this post Link to post Share on other sites
Flarmapoint 2 10 Posted August 1, 2009 (edited) they are just two different methods of using the mods, you can use the shortcut method, or you can just copy and paste the mod into your arma 2 addons folder ;) Edited August 2, 2009 by Flarmapoint 2 Share this post Link to post Share on other sites