sickboy 13 Posted June 9, 2010 (edited) v1.2.0 Stable == v1.2.0 RC1, as available on the updater. A.C.E. Homepage v1.2 Release Notes (Including downloadlinks) How to Download/Install/Play A.C.E. (Mirrors welcome!) Support, Bug reporting, feedback and suggestions DocumentationAll features of ACE and ACEX are documented with descriptions and possibly with howto, and mission / addon developer coding notes! All kinds of Community and Developer information available, including dynamic classlists. [*]& More! A.C.E. Mod for ArmA 2! Edited June 9, 2010 by Sickboy Share this post Link to post Share on other sites
nobrainer 0 Posted June 9, 2010 Thanks Sickboy and others! Share this post Link to post Share on other sites
pauliesss 2 Posted June 9, 2010 Thank you ACE Team! :) Share this post Link to post Share on other sites
icebreakr 3159 Posted June 9, 2010 Thanks to all the project contributors. You're pure gold! Share this post Link to post Share on other sites
Tonci87 163 Posted June 9, 2010 Thanks to all of you, this Mod is great Share this post Link to post Share on other sites
clawhammer 10 Posted June 9, 2010 Thanks ACE2 TEAM! Is PLA_v1.1.1.19 the newst Version? Share this post Link to post Share on other sites
Guest Posted June 9, 2010 (edited) Is it me or do all downloadlink redirect to cheap server hosts? If not........than I guess something is wrong here :) [edit] Actually I get redirected all over the place. Now all links give me the google main page..... WTF :) Edited June 9, 2010 by Guest Share this post Link to post Share on other sites
sickboy 13 Posted June 9, 2010 (edited) Everything regarding method of release is the same as with 1.1 mate, no difference :) I'm sure a lot of people will be happy once armaholic and armedassault.info mirrors are updated aswell :) Lol, not sure what you're experiencing, but here's the direct links :D @CBA @ACE @ACEX @ACEX_SM Edited June 9, 2010 by Sickboy Share this post Link to post Share on other sites
Guest Posted June 9, 2010 Lol, not sure what you're experiencing, but here's the direct links :D @CBA @ACE @ACEX @ACEX_SM Thanks for those links. Not sure whats going on but I just can not reach multiupload at all. I see blank pages, get redirects to complete different sites and server errors. Maybe they banned me for downloading to much from them :butbut: I will just wait for more links, thanks anyway :) Share this post Link to post Share on other sites
gunterlund21 10 Posted June 9, 2010 Once again great job ACE team. Its basically the only addon I use (other than some visual addons). Still waiting to here more about the mortar system the team is working on. Its sadly missing. The R3F system is good but has a few kinks in it and we need the ability to tear down the weapon and man port it like the old WGL system. Share this post Link to post Share on other sites
thearies 12 Posted June 9, 2010 thanx for update but i would like to see all us army units with acog-scopes cause in real life scenarios it´the preferred one. is it poissible to get different weapon configs in ace, or does anyone have such a script ? Share this post Link to post Share on other sites
Fox '09 14 Posted June 9, 2010 thanks for the update! I've been waiting for 1.2 stable, my friends want to play without updating every few days. Share this post Link to post Share on other sites
xy20032004 0 Posted June 9, 2010 (edited) Very good job indeed! Thanks a lot! I have found a file in @ace folder 'ace_sys_camshake.pbo'. After unpacked it, I found many camera shake definitions which I like so much as they give me a more real feeling in batterfield. I opened a topic in http://forums.bistudio.com/showthread.php?t=100204 which asked for a 'full screen shake' mod. How do you ACE team think about this idea? Is it possible to add such a thing to your mod? Thanks. When we are in a tank and fire the main gun, we will feel the strong recoil. So if the screen shakes up and down a bit, would it be more real? Edited June 9, 2010 by xy20032004 Share this post Link to post Share on other sites
sickboy 13 Posted June 9, 2010 In an effort to address some common questions, and continuous improvements, two new blog entries: Why Wagn? and Improved_pathfinding_in_ACE2_features Share this post Link to post Share on other sites
Sintacks 10 Posted June 9, 2010 Very good job indeed! Thanks a lot!I have found a file in @ace folder 'ace_sys_camshake.pbo'. After unpacked it, I found many camera shake definitions which I like so much as they give me a more real feeling in batterfield. I opened a topic in http://forums.bistudio.com/showthread.php?t=100204 which asked for a 'full screen shake' mod. How do you ACE team think about this idea? Is it possible to add such a thing to your mod? Thanks. When we are in a tank and fire the main gun, we will feel the strong recoil. So if the screen shakes up and down a bit, would it be more real? Yes that would be awesome. Share this post Link to post Share on other sites
jay316 0 Posted June 9, 2010 Thanks for the update. Share this post Link to post Share on other sites
This is Bosnia 10 Posted June 9, 2010 Thanks to all of you, Share this post Link to post Share on other sites
l mandrake 9 Posted June 9, 2010 Sorry if this in wrong place: Just updated my server to build 366 - all files looking good. However keep getting version mismatch, says server is at 364... I have copied the new configs over, so what am I missing? Cheers. Share this post Link to post Share on other sites
cossack8559 10 Posted June 9, 2010 Do i need to re-download or can i just update the normal way with the updater? Share this post Link to post Share on other sites
sickboy 13 Posted June 9, 2010 (edited) Do i need to re-download or can i just update the normal way with the updater?Negative:v1.2.0 Stable == v1.2.0 RC1, as available on the updater. @xy: please create a ticket: http://ace.dev-heaven.net/wagn/Support unsure atm. Sorry if this in wrong place:Just updated my server to build 366 - all files looking good. However keep getting version mismatch, says server is at 364... I have copied the new configs over, so what am I missing? Cheers. What does the server RPT (http://community.bistudio.com/wiki/RPT) say?366 or 364? If updating with the Six Updater, please try a reset-skip-status and update without autoskip to verify and possibly repair the modfolders: RPT report? Also 366, or 364?</p><p>If the server is updated over Six Updater, please try and reset skip status and run the updater without autoskip to verify and repair modfolders if required:</p><p>http://six.dev-heaven.net/wagn/Six_Updater_Suite+Usage#Reset%20'skip'%20status Edited June 9, 2010 by Sickboy Share this post Link to post Share on other sites
cossack8559 10 Posted June 9, 2010 Opps :o i thought the op was just a copy and paste. Share this post Link to post Share on other sites
[ukf] john r. 0 Posted June 9, 2010 When i target a friendly unit, it shows me the type of the unit... i don't want this, how can i turn it off please? Share this post Link to post Share on other sites
xeno 234 Posted June 9, 2010 John R.;1646603']When i target a friendly unit' date=' it shows me the type of the unit... i don't want this, how can i turn it off please?[/quote']Edit ArmA 2\userconfig\ace\ace_clientside_config.hpp: /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - RECOGNITION SYSTEM -------------------- FEATURES: Adjust wether recognistion system is activated via SPACEBAR or MOUSEWHEEL --------- TO ENABLE: Change the number(s) in the following block ---------- //////////////////////////////////////////////*/ class ACE_RECOGNITION { Scanning_Method = 1; //COMMENT: 2 - Constant / 1 - MouseWheel / 0 - SpaceBar }; Xeno Share this post Link to post Share on other sites
l mandrake 9 Posted June 9, 2010 What does the server RPT (http://community.bistudio.com/wiki/RPT) say? 366 or 364? If updating with the Six Updater, please try a reset-skip-status and update without autoskip to verify and possibly repair the modfolders: RPT report? Also 366, or 364?</p><p>If the server is updated over Six Updater, please try and reset skip status and run the updater without autoskip to verify and repair modfolders if required:</p><p>http://six.dev-heaven.net/wagn/Six_Updater_Suite+Usage#Reset%20'skip'%20status Here's the part of the server.rpt. containing the version mismatch. I've checked every file in my server's ace, acex and cba folders and they are 100% identical to my local folders (which is build 366). I cant use six-updater to update my server, so I use Smartftp/filezilla. ===================================================================== == c:\xxgames\OSCARS1\GameServers\TC83642056745814334743881\arma2Server.exe == "c:\xxgames\OSCARS1\GameServers\TC83642056745814334743881\arma2Server.exe" -server -port=2300 -mod=@CBA;@ACE;@ACEX;@ACEX_PLA;@duala;@FDF_Podagorsk;@Quesh-Kibrul;@WinterCamo;panthera;@Sbrodj_v1.34;@jade;@zcommon_ace -profiles=profiles -config=server.cfg ===================================================================== Exe timestamp: 2010/04/24 14:48:39 Current time: 2010/06/09 20:52:22 Updating base class ->StaticCannon, by ca\weapons\config.bin/CfgVehicles/M119/ Updating base class ->StaticCannon, by ca\weapons\config.bin/CfgVehicles/D30_base/ Updating base class ->Rifle, by ca\weapons\config.bin/cfgWeapons/M24/ Updating base class ->Rifle, by ca\weapons\config.bin/cfgWeapons/SVD/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/CarHorn/ Updating base class ->Default, by ca\characters\config.bin/CfgFaces/Man/ Updating base class CDF_Soldier_Light->CDF_Soldier, by ibr\ibr_mfp\config.cpp/CfgVehicles/AFR_Guard_M9/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class Soldier->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->SoldierEB, by ca\characters2\config.bin/CfgVehicles/Ins_Soldier_Base/ Updating base class ->Ins_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/Ins_Commander/ Updating base class Soldier->CDF_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/CDF_Soldier/ Updating base class Soldier->CDF_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/CDF_Soldier_Light/ Updating base class ->StaticMGWeapon, by ca\weapons\static\config.bin/CfgVehicles/WarfareBMGNest_M240_base/ Updating base class ->StaticMGWeapon, by ca\weapons\static\config.bin/CfgVehicles/WarfareBMGNest_PK_Base/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line File description.ext, line 2: '.disabledAI': Missing ';' at the end of line Mission ACE_Test_MissileGuidance.utes: Missing 'description.ext::Header' [6494.81,0,"XEH: PreInit Started"] [6502.14,0,"XEH: PreInit Finished"] No point in selection pilot. [6519.84,0,"XEH: PostInit Started"] [6530.73,0,"XEH: PostInit Finished"] 1:48:50.751 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=ACE_Test_MissileGuidance, worldName=utes, isMultiplayer=true, isServer=true 1:48:50.797 (0:00:00.000) [x\cba\addons\common\fnc_addPlayerAction.sqf:34] WARNING: Function ran on a dedicated server. Function only usable on a client. Action: ["Open Spectator","x\ace\addons\sys_spectator\fnc_startSpectator.sqf"] 1:48:50.817 (0:00:00.000) [x\cba\addons\common\fnc_addPlayerAction.sqf:34] WARNING: Function ran on a dedicated server. Function only usable on a client. Action: ["Switch debug","action.sqf"] 1:48:50.839 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,1,102],-1],[[1,2,0,364],-1],[[1,1,1,242],-1],[[1,1,1,19],-1]],[[0,0,0],0]] 1:49:05.197 (0:00:03.101) ACE Client pbo check - Check all 1 add [] exclude [] 1:49:05.450 (0:00:03.358) cba_versioning - ace - Version Mismatch! (Machine: slx_xeh_playable0 ([RIP]Mandrake) version: [[1,2,0,366],-1], serverVersion: [[1,2,0,364],-1], Level: 4) 1:49:05.665 (0:00:03.571) cba_versioning - acex - Version Mismatch! (Machine: slx_xeh_playable0 ([RIP]Mandrake) version: [[1,2,0,245],-1], serverVersion: [[1,1,1,242],-1], Level: 4 ) Server: Update of object 2:269 arrived from nonowner Server: Update of object 2:271 arrived from nonowner Share this post Link to post Share on other sites
Jack 0 Posted June 9, 2010 Nice update. Hope to see the M224 mortars/mortar system soon. Share this post Link to post Share on other sites