jaynus 10 Posted July 2, 2010 Jaynus, if you fix the armalib so it works with steam OA I want to make babies with you... or I can offer delicious cake (your choice).I've grown accustomed to ACRE and right now just general TS3 communication feels... weird. Doing my best...its a good chunk of work :| Share this post Link to post Share on other sites
Franklin 0 Posted July 2, 2010 the cake is a lie... I hope this works with steam OA, I've been really looking forward to the release of this project. You guys just keep doing what your doing, I'd rather wait a while longer for a good product, than have a messed up and buggy one right now... Share this post Link to post Share on other sites
Defunkt 431 Posted July 2, 2010 A look at the RC7 Known Issues suggests to me you should hold off releasing a while longer yet, quite a few 'biggies' in there. Share this post Link to post Share on other sites
jaynus 10 Posted July 3, 2010 A look at the RC7 Known Issues suggests to me you should hold off releasing a while longer yet, quite a few 'biggies' in there. What do you consider 'biggies'? We consider everything currently in the known issues section as low at the moment. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted July 3, 2010 A lot of deaths on a single mission will cause weird things to happen with your radios. Could you try to describe the weird things happening and also some approximate number of deaths required for this? Share this post Link to post Share on other sites
noubernou 77 Posted July 3, 2010 Could you try to describe the weird things happening and also some approximate number of deaths required for this? If you have 255 people die within 5 minutes or so and they all have radios of the same type then you wont be able to attain a radio of that type again for a few minutes while our garbage collector collects all the dead radio ids and returns them to the pool of available radio id numbers. Share this post Link to post Share on other sites
themaster303 22 Posted July 3, 2010 did you know that acre is a former state :D http://en.wikipedia.org/wiki/Acre_%28state%29 and much more: http://en.wikipedia.org/wiki/Acre_%28disambiguation%29 in the rc8.1 i couldn´t change the button for PTT. is that correct. worked in previous versions. Share this post Link to post Share on other sites
Defunkt 431 Posted July 3, 2010 What do you consider 'biggies'? We consider everything currently in the known issues section as low at the moment. No vehicle radios I'd have thought would be quite disruptive for most missions if they're not written specifically around this. Share this post Link to post Share on other sites
dslyecxi 23 Posted July 3, 2010 More testing footage to ease the wait. First, a compilation of a few missions that show off various aspects of ACRE in actual gameplay. Uxoi_Bw8T7c Next, extended footage from one of the missions in the above compilation: byNfHDAd6lI Share this post Link to post Share on other sites
noubernou 77 Posted July 3, 2010 No vehicle radios I'd have thought would be quite disruptive for most missions if they're not written specifically around this. Nothing prevents you from using your personal or manpack radio in the vehicle. There are just no vehicles yet with radios specifically placed in them. Share this post Link to post Share on other sites
Scrub 0 Posted July 4, 2010 (edited) Thank you Dslyecxi, it truly does whet the appetite as well as ease the pain. Noubernou, is that 'manpack' European, or a gift? LOL. Edited July 4, 2010 by Scrub Share this post Link to post Share on other sites
Defunkt 431 Posted July 4, 2010 Thought it was past time I gave this a proper go but I've been unexpectedly laid-low by the simplest of issues, I cannot get the user defined keys to work. I have within my ArmA root (the same folder I'm running arma2oa.exe from)... \UserConfig\ACRE\acre_keys.hpp ...but the default binds remain however I change the values in this file. The defaults in effect also differ slightly from those listed under CBA in the map menu but neither reflects the key codes I've entered in the hpp. Running CBA v106 with ACRE RC8.1, install is combined A2/OA with 1.52 retail executable. Does anybody have any idea what I'm missing? Share this post Link to post Share on other sites
noubernou 77 Posted July 4, 2010 Its a bug in the binarization process Defunkt. It will be fixed next RC release. Right now it seems that the key configs are being binarized and ArmA2 does not read the one in the folder. Gotta figure out why it is doing this. So right now everything is stuck to the defaults. :( Sorry. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted July 4, 2010 It seems JayArma2Lib does support OA, is it just the 1.52 patch being incompatible? Tested a bit with A2 and ACE, this mod rocks :) Share this post Link to post Share on other sites
jaynus 10 Posted July 4, 2010 It seems JayArma2Lib does support OA, is it just the 1.52 patch being incompatible? Tested a bit with A2 and ACE, this mod rocks :) See: http://forums.bistudio.com/showthread.php?t=98647 Our ACRE versions of jayarma2lib are also my test versions for OA support. It supports 1.52 non-steam only. Also, ACRE in OA has the same issue ACRE+ACE+bwMod has; radio's don't work. We will not be putting any time or thought into OA-compat until after 1.0 release. ---------- Post added at 08:07 AM ---------- Previous post was at 07:59 AM ---------- Humble Request: A request to all of you who have been using any of the "black market" copies of ACRE being distributed (e.g. your not in our official testing skype channel) If any of you are running a copy of RC7 or later, we, the dev team, *really* need to get a hold of dumps of the TS3 "Hangs" everyone seems to randomly experience. I say *hang* and not crash. If you are running ACRE, and TS3 just hangs and is going to require a task manager kill. DO NOT KILL IT. First, do the following: 1. Open Task Manager 2. Right click the 'ts3client' process 3. Select "Create Dump File" This will tell you a path in your TEMP folder where the dump file is located. Please e-mail this to me (jaynus@gmail.com) or create an issue in our tracker with the dump attached. We are currently unable to re-produce this hang, an suspect it has to do with JIP. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted July 4, 2010 Running "black market", you could say, but haven't experienced any hangs. Used the installer from the dev heaven repository, then repacked the core, list, radio and server pbos (prc119 caused that radio to not work ^^) with newer sqf files from the repository. All works perfectly except for the ctrl shift v key (that dialog doesn't do anything, and no more acre key presses work after that). Not sure if the installer version is supposed to be RC7 or what it is :) Share this post Link to post Share on other sites
gnarly_rider 0 Posted July 5, 2010 Anyone using RC8.1 installer finding some players have 3D positional sound, and other don't? Share this post Link to post Share on other sites
noubernou 77 Posted July 5, 2010 If you are getting a mix it could be one of two things. The most common is that they just are not running the plugin right. The second, is that there is desync in the propagation of the TS3 ID on the arma2 network. Share this post Link to post Share on other sites
jaromaz 10 Posted July 5, 2010 installer finding some players have 3D positional sound, and other don't in that case TS3 and Arma2 must be "run as administrator" Share this post Link to post Share on other sites
pellejones 1 Posted July 7, 2010 SSG Clan - ArmA2 Operation Arrowhead + ACRE RC9 Testing Tobe from Clan SSG filmed last nights game. Two parts. Share this post Link to post Share on other sites
jonneymendoza 10 Posted July 7, 2010 Awsome mod the ACRE radio is. Thanks mate Share this post Link to post Share on other sites
rexehuk 16 Posted July 7, 2010 Sneak peek for you all, bare in mind this is a BETA and does not represent the final product. http://www.youtube.com/watch?v=4BsQBTQtiQQ Originally created for orientating our guys with the mod. Thanks go out to the ACRE team for allowing us to beta test this fantastic mod :) Share this post Link to post Share on other sites
domokun 515 Posted July 8, 2010 rexehuk: great video. really helps appreciate the value of this mod. Sorry if this has been asked already but will the AI react to the level of players' voices? e.g. a player shouting will attract more attention from AI than a player whispering Share this post Link to post Share on other sites
jaynus 10 Posted July 8, 2010 rexehuk: great video. really helps appreciate the value of this mod.Sorry if this has been asked already but will the AI react to the level of players' voices? e.g. a player shouting will attract more attention from AI than a player whispering Short answer: later. Long answer: Any questions about what features we have, or what we have planned, please check our wiki/roadmap. Share this post Link to post Share on other sites