Monsada 10 Posted March 4, 2010 is fantastic, but there is a little problem. When TS3 starts with pluggin activated consumes 50% of processor, if you deactivate plugin and activates again consume of ts3 falls to 2 or 3 % so there is a problem with initialization of plugin. I hop you could repair because is a great great tool. I love it Share this post Link to post Share on other sites
Rafalski 10 Posted March 4, 2010 (edited) "Reload All" works as well. Just every time you start TS3, [Reload All] plugins. If you forget, your arma almost freezed -> [Reload All] should help. Edited March 4, 2010 by Rafalski Share this post Link to post Share on other sites
Southern-16AA- 0 Posted March 4, 2010 Perhaps that's the problem my squad mates are experiencing. Share this post Link to post Share on other sites
Defunkt 431 Posted March 4, 2010 I've noticed this also, 50% being an entire half of a dual-core. Sounds like the plug-in is polling the clipboard without yielding to other processes. I think they've said they're moving to QT and that this has clipboard event handling which should fix this. Share this post Link to post Share on other sites
le_culto 0 Posted March 4, 2010 is fantastic, but there is a little problem.When TS3 starts with pluggin activated consumes 50% of processor, if you deactivate plugin and activates again consume of ts3 falls to 2 or 3 % so there is a problem with initialization of plugin. I hop you could repair because is a great great tool. I love it Already had this problem. But I'm working on a new plugin version. No more loops, using events now... so the plugin respond faster and use less cpu time. Share this post Link to post Share on other sites
oktane 0 Posted March 5, 2010 Great idea! And nice diagram. :) Looking at the code, doesn't look like it's required to be an addon at all. So mission makers or server admins, you could just integrate this in your normal public missions if you wanted. Users would still have to get the TS3 addon however, but there would be no arma addon requirement. (similar to mando missile script edition) Thank you for keeping it open source. Regarding DLL injection, a possible entry point is the BE dll itself! (if you can hide it from BE?) BE has added RCON for server admins, so I think it will become more widespread soon. If only BIS would allow us a few variables to be accessed externally, via named pipes or whatnot. (not any variables, and no external code execution.. vars would need to be polled. Or else it would be easily exploited) Share this post Link to post Share on other sites
mr.g-c 6 Posted March 5, 2010 Regarding DLL injection, a possible entry point is the BE dll itself! (if you can hide it from BE?) BE has added RCON for server admins, so I think it will become more widespread soon. If only BIS would allow us a few variables to be accessed externally, via named pipes or whatnot. (not any variables, and no external code execution.. vars would need to be polled. Or else it would be easily exploited) Yes yes yes, please open a Ticket in CIS and male BIS aware of the issue/suggestion! :) Share this post Link to post Share on other sites
Rommel 2 Posted March 5, 2010 I don't like how each radio is exclusive to the player, rather then the radio.I think it is a little silly how 10 people can crowd around one radio and use 10 different frequencies. It would be nice for radios that use a speaker (not headphones/earphone/etc) to emit the response be audible to players nearby. Coming soon. ;1582991']I have a few questions for the authors' date=' if they don't mind. I'm afraid I've only skimmed the 20+ pages of this thread, so I might have missed the answers.[/quote']So go back and read the answers... ;1582991']The basis of my questions is that my squad mates have been reporting big increases in their CPU consumption will running this add-on and consequently a big decrease in game performance. The new version is heavily optimized and bench marked to avoid this' date=' it was a noted issue from day 1 and is solved in the closed beta tested with a few squads, expect it soon. ;1582991']You talk of using the clipboard for communicating, is this a blocking action? ie. Can the game continue while the clipboard communication is ongoing, or does the game have to wait while this completes. If it does, I'm guessing that could be a cause of the slow down and we'll just have to live with it, I don't think code injection would be smart if it causes BattleEye kicks. It does not stop the game, nor is this the largest CPU consumption issue. ;1582991']How often does the add-on poll the game for the current positions of nearby players? Can the user low the polling frequency if this is causing excessive slow down? In the new version it queries at approximately 10HZ' date=' it was previously around 25HZ or more. ;1582991']I believe the add-on does the maths for determining nearby players internally and sends to TS which players can hear a transmission at any given time. How efficient is the add-on scripting language? Would it be less resource intensive to dump the raw positioning data for all nearby players into a data package on the clip board and have C/C++ do the book-keeping/maths? This would increase data flow between the instances greatly, and is probably not a good idea; considering it is predominately simple maths anyway. Share this post Link to post Share on other sites
oktane 0 Posted March 5, 2010 Yes yes yes, please open a Ticket in CIS and male BIS aware of the issue/suggestion! :) Vote for it: http://dev-heaven.net/issues/9436 Share this post Link to post Share on other sites
Southern-16AA- 0 Posted March 5, 2010 Rommel: Cheers. It seems that my squad mates problems were resolved by reloading their ts plugins, as suggested above. Now everything is smooth as butter :) Share this post Link to post Share on other sites
Scrub 0 Posted March 5, 2010 Wow, I think I can't possibly be more amazed at this community.. and then this. Awesome work. Voted for the ticket. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted March 7, 2010 i `don`t get long range radio when i am in a vehicle i only get that when i have the long range radio ? Share this post Link to post Share on other sites
SpazerDane 10 Posted March 7, 2010 I have spotted a bug that is rather annoying, when I'm in a squad 2 and the rest of the guy's on the server is in squad 1. I and the others in squad 2 can hear all the TS chatter but the the guy's in squad 1 can't hear us. Share this post Link to post Share on other sites
pellejones 1 Posted March 7, 2010 You have to whisper to all the channels that you want to be able to hear you if you are in different channels. It is not a bug since you are talking in one channel. Share this post Link to post Share on other sites
snakedoctor34 10 Posted March 7, 2010 just tried this night and its really amazing.For now its only needs an push to talk feauture.and maybe ability for TS3 to define push to talk button more than one.So you can define same three buttons in ts3 and ingame for psuh to talk. Share this post Link to post Share on other sites
Trracer 10 Posted March 8, 2010 We played a large-ish coop yesterday with the sound mod and generelly it worked really well. But.. I was in the commander position of a bradley and noticed that the rest of the crew sounded very low. Also outside noise (helicopters/whatever) sounded really loud, as if I was outside. While sitting in the back or as driver/gunner I could hear my crew members very well tho. Share this post Link to post Share on other sites
noubernou 77 Posted March 8, 2010 (edited) If anyone wants to check out the radio power loss model so far you can download this test mission. http://raceriv.com/arma2/radioTest.Chernarus.rar (REQUIRES CBA) Just place the folder in your editor missions folder and load it up. You can access the controls via, appropriately, the radio menu. You need to start it manually. Signal is affected by free space loss (the distance between transmitter and receiver on a flat plane with no interference), the ITU Terrain Loss Model (returns mean attenuation of an object placed between the transmitter and receiver and the line of sight) and a custom clutter loss model that accumulates loss based on trees, any other objects in the relative path of the signal (determined also by LOS). It shows a hint box with information as follows: Strength % @ Tuned Frequency in Mhz Recieved power (dBm) @ broadcasting power (milliwatts) Your current altitude and distance from reciever The time the whole loss model operation took in seconds (mine is about 0.09 to 0.1). This data is modeled off of the sensitivity and the broadcasting power of the AN/PRC-119/117. It has 3 main power modes with a total operational range of about 10km. The sensitivity is -116dBm @ 10dB SINAD. For this its actually 12dB SINAD since that seems to be the more common measurement across all radios. Basically what this means is that at -116dBm you get about 25% strength. At -122dBm and below it is 0% and anything above -104dBm is 100% strength. You can teleport around the map by using the radio teleport options and clicking on your map. You can also teleport the transmitter around the map as well in the same manner. It works pretty well I think. Let me know if anyone sees anything odd if they test it out. Mind you this DOES not use the actual TS3 plugin, this is just for future development. Also the code is not anything close to final, at all... its VERY ugly. :j: Updated file @ 03:22PST Edited March 8, 2010 by NouberNou Share this post Link to post Share on other sites
Sneaker-78- 0 Posted March 8, 2010 (edited) is this a other addon then armats ? And i do have a probem i thing I use version 003 and i don`t have long radio when i im in vehicle,in earlier version there was no problem can somebody confirm that please tnks! Edited March 8, 2010 by Sneaker-78- Share this post Link to post Share on other sites
noubernou 77 Posted March 8, 2010 is this a other addon then armats ? No, this is a demonstration of part of what is to come with this addon. :) There are a number of ACE members now working on this as well. ;) Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 8, 2010 perfect ! i love it ! i think ace should add a communication truck who can deploy radio tower and generator or a thing like this =) Share this post Link to post Share on other sites
StieMO 10 Posted March 8, 2010 Is it possible to get the option to talk over longrange while u standing near a Radiotower? Share this post Link to post Share on other sites
SoftlyScream 10 Posted March 8, 2010 Can two audio outputs be used? From that I mean, I use all VOIP through my USB headset by setting them as default in TeamSpeak. Then all game sounds come through my normal desktop speakers. Can this still be achieved whilst using this add on? Share this post Link to post Share on other sites
Meek 10 Posted March 8, 2010 Can two audio outputs be used?From that I mean, I use all VOIP through my USB headset by setting them as default in TeamSpeak. Then all game sounds come through my normal desktop speakers. Can this still be achieved whilst using this add on? Teamspeak 3 handles all recording and playback. So if you are able to use your USB headset in TS3, it will continue working using ArmaTS. Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 8, 2010 who can make a compatibility with mumble ? because i haven't a TS server but a mumble server Share this post Link to post Share on other sites
noubernou 77 Posted March 8, 2010 http://raceriv.com/arma2/radioTest.Chernarus.rar <-- tweaked again radio loss model demo map :) Share this post Link to post Share on other sites