Jump to content
Sign in to follow this  
noubernou

ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)

Recommended Posts

so heres my issue, i have the exact same files that my buddies are using ( 5+ people ) and its not working for me. we went over it several times and re installed everything multiple times, ts and acre. sometimes i dont get the message "warning acre is not connected to teamspeak" but it still doesnt work.

i checked my acre log in the TS folder and it never gets longer, stays 8 lines, as follows

no luck and a whole lot of frustration, especially because it works for everybody else.

need help ASAP!

well let me post this again, seem to be getting ignored ;)

Share this post


Link to post
Share on other sites
well let me post this again, seem to be getting ignored ;)

That story sounds familiar :)

Me and some other guys have been trying to get acre working yesterday, and for most of us it works, but for one of the guys it doesn't work at all. We've tried reinstalling cba, acre, jayarma2lib, ts3, tried all kinds of starting flags (-mod=...).

Basically he has installed OA, and then installed arma 2 to the same directory, to get a combined operations configuration.

We're not using ace, just CBA, jayarma2lib and acre. The acre plugin is activated in ts3.

The only time we managed to get it to work was in arma 2, and it only worked once, after that it didn't seem to work anymore.

For all the others it works fine in arma 2, oa and combined operations ...

Any help would be appreciated...

What versions of the game are you guys using, and what mods (and in what order, don't know if this is important)...

Edited by dikkeduif

Share this post


Link to post
Share on other sites
That story sounds familiar :)

Me and some other guys have been trying to get acre working yesterday, and for most of us it works, but for one of the guys it doesn't work at all. We've tried reinstalling cba, acre, jayarma2lib, ts3, tried all kinds of starting flags (-mod=...).

Basically he has installed OA, and then installed arma 2 to the same directory, to get a combined operations configuration.

We're not using ace, just CBA, jayarma2lib and acre. The acre plugin is activated in ts3.

The only time we managed to get it to work was in arma 2, and it only worked once, after that it didn't seem to work anymore.

For all the others it works fine in arma 2, oa and combined operations ...

Any help would be appreciated...

What versions of the game are you guys using, and what mods (and in what order, don't know if this is important)...

1. Make sure you have @ACRE installed

2. Make sure you have @JayArma2LIb installed

3. Make sure dsound.dll is in the ROOT arma 2 directory or in the EXPANSION/BETA directory (if you're running a beta EXE)

4. Make sure TS3 is up to date (beta 26)

5. Make sure you're running via MODLINE and not OA in-game mod management (This breaks JayArma2LIb)

6. Clear out any arma 2 crap from your virtualstore, game could be reading old content from that location.

7. Confirm that your Plugin dlls are in the correct directory and that you have not accidentally installed TS3 to your user/appdata location by not running installer as admin.

If it doesn't work after that then you're doing something seriously wrong, conclusion... the guy installing has NO IDEA what the hell he is doing and should seek a remote assist by someone who does. If no one from your group can fix it, either myself or someone from the ACRE team would most likely be happy to help. I can provide assistance via teamview or RDP, the choice is yours.

Edited by rexehuk

Share this post


Link to post
Share on other sites
1. Make sure you have @ACRE installed

2. Make sure you have @JayArma2LIb installed

3. Make sure dsound.dll is in the ROOT arma 2 directory or in the EXPANSION/BETA directory (if you're running a beta EXE)

4. Make sure TS3 is up to date (beta 26)

5. Make sure you're running via MODLINE and not OA in-game mod management (This breaks JayArma2LIb)

6. Clear out any arma 2 crap from your virtualstore, game could be reading old content from that location.

7. Confirm that your Plugin dlls are in the correct directory and that you have not accidentally installed TS3 to your user/appdata location by not running installer as admin.

If it doesn't work after that then you're doing something seriously wrong, conclusion... the guy installing has NO IDEA what the hell he is doing and should seek a remote assist by someone who does. If no one from your group can fix it, either myself or someone from the ACRE team would most likely be happy to help. I can provide assistance via teamview or RDP, the choice is yours.

We will try to remove everything, delete remaining files, and reinstall the whole thing. 6 is a good tip, since we haven't tried that one yet.

Saying that he has no idea what he's doing is a bit harsh though :) One can only do as much as follow the installation documentation.

Your help is much appreciated! Let's hope we can get acre working!

Share this post


Link to post
Share on other sites

If we play without ace, is it possible to use the long range radio, the one in the backpack? As far as I know we can only wear backpacks in ace.

Share this post


Link to post
Share on other sites
If we play without ace, is it possible to use the long range radio, the one in the backpack? As far as I know we can only wear backpacks in ace.

Yes, and we are implementing the ACE ruck models in ACRE.

You can add the long range radios with out ace as a normal weapon, they will take up your launcher slot in your gear.

You have to add them to crates or units manually, their class names are as follows:

ACRE_PRC119

ACRE_PRC117F

Share this post


Link to post
Share on other sites
We will try to remove everything, delete remaining files, and reinstall the whole thing. 6 is a good tip, since we haven't tried that one yet.

Saying that he has no idea what he's doing is a bit harsh though :) One can only do as much as follow the installation documentation.

Your help is much appreciated! Let's hope we can get acre working!

Hey there,

This message of dikkeduif is concerning me!

Ive done everthing you mentioned earlier, although Im not sure if I do have this virtualstore map (im running XP, does that make sense?).

The problem is, is that when im starting the map, I hear the radiobeeps when I press the PTT for the radio. But I cant talk with my voiceactivated TS to others. Others dont hear the beeps.

TS is NOT installed in userapps and everything is up to date. When one of u guys kan assist me with teamview I would be happy .

Share this post


Link to post
Share on other sites
Saying that he has no idea what he's doing is a bit harsh though :) One can only do as much as follow the installation documentation.

My experience working on ACE and ACRE, and my professional experience as a programmer is that a LOT of people can not follow even the simplest directions, and even when they do follow the directions they end up still breaking it somehow.

---------- Post added at 03:53 PM ---------- Previous post was at 03:52 PM ----------

Anyway, we reached a huge break through this morning performance wise. Hopefully this breakthrough will extend out into other parts of the community that need to have the same performance for their code as we do.

Share this post


Link to post
Share on other sites

k so i went through the stuff again. i have 5 people helping me and it works for all of them. i installed it through the .exe and manually, i even went and downloaded jaylib separately. i reinstalled teamspeak after downloading the most recent one. i made progress, i dont get the error that acre is not connected to teamspeak. so now theres no error message, but it still doesnt work. when i key up the yellow key up thing pops up but it doesnt transmit (yes im on the same frequency). i cleared

1. Make sure you have @ACRE installed

2. Make sure you have @JayArma2LIb installed

3. Make sure dsound.dll is in the ROOT arma 2 directory or in the EXPANSION/BETA directory (if you're running a beta EXE)

4. Make sure TS3 is up to date (beta 26)

5. Make sure you're running via MODLINE and not OA in-game mod management (This breaks JayArma2LIb)

6. Clear out any arma 2 crap from your virtualstore, game could be reading old content from that location.

7. Confirm that your Plugin dlls are in the correct directory and that you have not accidentally installed TS3 to your user/appdata location by not running installer as admin.

did all that as well, no luck. any chance to get direct help from you guys?

Share this post


Link to post
Share on other sites
k so i went through the stuff again. i have 5 people helping me and it works for all of them. i installed it through the .exe and manually, i even went and downloaded jaylib separately. i reinstalled teamspeak after downloading the most recent one. i made progress, i dont get the error that acre is not connected to teamspeak. so now theres no error message, but it still doesnt work. when i key up the yellow key up thing pops up but it doesnt transmit (yes im on the same frequency). i cleared

1. Make sure you have @ACRE installed

2. Make sure you have @JayArma2LIb installed

3. Make sure dsound.dll is in the ROOT arma 2 directory or in the EXPANSION/BETA directory (if you're running a beta EXE)

4. Make sure TS3 is up to date (beta 26)

5. Make sure you're running via MODLINE and not OA in-game mod management (This breaks JayArma2LIb)

6. Clear out any arma 2 crap from your virtualstore, game could be reading old content from that location.

7. Confirm that your Plugin dlls are in the correct directory and that you have not accidentally installed TS3 to your user/appdata location by not running installer as admin.

did all that as well, no luck. any chance to get direct help from you guys?

Try running both ArmA2 and TS3 as administrator.

If you are using any anti-virus software, try disabling that or telling it to ignore TS3 and ArmA2.

When in game and on TS3 if you press capslock (making sure this is NOT your normal TS3 push to talk key) do you hear it beep and/or do you see the pop up in the bottom right corner of the screen showing what radio you are broadcasting on?

Did you make sure to copy the userconfig or make sure that the userconfig folder in your ArmA2 or Operation Arrowhead directory contains the acre folder and the two .hpp files in side of it?

Share this post


Link to post
Share on other sites

Best way to install is using the Auto .exe file

1. Make sure you have @ACRE running via the MODline or Mod Launcher

2. Make sure you have @JayArma2LIb running via the MODline or Mod Launcher

3. Make sure dsound.dll is in the ROOT arma 2 directory and the main directory of the EXPANSION folder and the BETA directory (if you're running a beta EXE)

4. Make sure TS3 is up to date

5. Make sure you're running your Mods via MODLINE and not OA in-game mod management (This breaks JayArma2LIb) which prevents your ACRE mod from working...

6. Clear out any arma 2 crap from your virtualstore, game could be reading old content from that location.

7. Confirm that your Plugin .dlls files are in the correct directory and that you have not accidentally installed TS3 to your user/appdata location by not running installer as admin.

8. Make sure the ACRE plugin is ticked in TS3

9. Run TS3 in Admin mode and not in normal mode, otherwise it will not work

10. Try and run your game.

Edited by Solarghost

Share this post


Link to post
Share on other sites

I can provide teamview assistance if you need it, contact via PM and we shall get to the bottom of it :).

Share this post


Link to post
Share on other sites

K just to make sure i ran ts3 as admin, dont know what i did different but it works now...

Share this post


Link to post
Share on other sites
K just to make sure i ran ts3 as admin, dont know what i did different but it works now...

There issues with the named pipe connection that JayArmA2Lib makes with TS3 if both are not run as administrator when you have Windows UAC privileges set too high. Its a windows permissions issue.

Share this post


Link to post
Share on other sites
Yes, and we are implementing the ACE ruck models in ACRE.

You can add the long range radios with out ace as a normal weapon, they will take up your launcher slot in your gear.

You have to add them to crates or units manually, their class names are as follows:

ACRE_PRC119

ACRE_PRC117F

Alright, thanks!

The ruck models would be a great addition :)

Share this post


Link to post
Share on other sites

WTF its all the time crashing and so on i wait if it gonna be stable.

biggest FAIL i erver seen A2T was lot of better

Share this post


Link to post
Share on other sites

If you've nothing nice to say...

Btw, fantastic news on the performance thing. I think the biggest bugbear of ACRE (for us at least) are the performance issues; lots of guys on low end rigs (including myself) have constant problems, and more so when lots of stuff is going on, sometimes it just cuts out entirely (and when lots of stuff is going on, is the exact time you don't want it to cut out!). So, if that gets cracked, I can already see the reliability skyrocketting. Can't wait!

Edited by Pathy

Share this post


Link to post
Share on other sites

will it be possible to access somebody elses radio? for example the RTO carries a radio and the squad leader can walk up behind him and use his radio.

Share this post


Link to post
Share on other sites
WTF its all the time crashing and so on i wait if it gonna be stable.

biggest FAIL i erver seen A2T was lot of better

I lolled.

I haven't had a single crash in ACRE for a long long time, only muting issues. I think most crashes are down to people and how they install it... I have seen so many stupid issues with people manually installing it I've begun to lose count.

Jaynus is working on a "dumb" installer so that ACRE should in future come with a reliable .exe install.

Share this post


Link to post
Share on other sites
WTF its all the time crashing and so on i wait if it gonna be stable.

biggest FAIL i erver seen A2T was lot of better

question is: who is the fail :D

99,9 % of the errors are sitting infront of the computer !!!

would be better you send crashdumps and rpt, than writing such a stupid like "WTF" - " biggest FAIL"

acre works like a charme, and its way better than a2t.

cant play without it anymore !!

Share this post


Link to post
Share on other sites

I keep crashing with this as well. It also slows my ArmaII way down. I will post a rpt. and dump file soon.

Share this post


Link to post
Share on other sites
will it be possible to access somebody elses radio? for example the RTO carries a radio and the squad leader can walk up behind him and use his radio.

Yes that is in the works (its pretty close to finished).

Share this post


Link to post
Share on other sites

awesome, also theres a few other things that would be nice.

1. static antenna's for greater range, for example, a team packs an antenna in their vehicle, drive out, stop and setup the antenna (maybe crew served?). this would vie the radios a much greater range.

2. vehicle radios, a radio (prev the FM 119, inside every vehicle and all passengers can hear the radio inside the vehicle and the passengers can use it without having a 119 on them in person.

3. high frequency antennas, arc-220's for helicopters and ill get back to you on a man pack radio that we use in the army.

4. encryptors, KY 99's and KY 100's.

Share this post


Link to post
Share on other sites
awesome, also theres a few other things that would be nice.

1. static antenna's for greater range, for example, a team packs an antenna in their vehicle, drive out, stop and setup the antenna (maybe crew served?). this would vie the radios a much greater range.

2. vehicle radios, a radio (prev the FM 119, inside every vehicle and all passengers can hear the radio inside the vehicle and the passengers can use it without having a 119 on them in person.

3. high frequency antennas, arc-220's for helicopters and ill get back to you on a man pack radio that we use in the army.

4. encryptors, KY 99's and KY 100's.

All planned! :)

Working on the antenna stuff now. :p

In fact here is a graph of the 148's 14" antenna which is meant mainly for UHF performance (as you can see!).

148_antenna_gain_graph.png

Here is the gain graph for the OE-303 I modeled, which is a dipole directional antenna, good for SINCGARS frequency range.

OE-303_antenna_gain.png

We also are modeling the directional properties of the antennas, on elevation and azimuth.

As part of the Antenna code we started to work on code for all peripherals, such as fill devices, crypto devices, loud speakers, different headsets and handsets, etc.

Share this post


Link to post
Share on other sites

Posting this a third time, probably will get an answer through bone again but the hell with it. This still does not work.

[] spawn
{
   waitUntil {alive player};
nul = ["ACRE_PRC148", [400.000, 440.000, 450.000, 460.000, 410.000, 411.000, 411.100, 411.200, 411.300, 412.000, 412.100, 412.200, 413.000, 420.000, 421.000, 422.000, 422.100, 422.200, 423.000, 424.000, 430.000, 431.000, 431.100, 431.200, 431.300, 431.400, 432.000, 432.100, 432.200, 432.300, 432.400, 433.000, 433.100, 433.200] ] call acre_api_fnc_setDefaultChannels;
nul = ["ACRE_PRC117F", [400.000, 440.000, 450.000, 460.000, 410.000, 411.000, 411.100, 411.200, 411.300, 412.000, 412.100, 412.200, 413.000, 420.000, 421.000, 422.000, 422.100, 422.200, 423.000, 424.000, 430.000, 431.000, 431.100, 431.200, 431.300, 431.400, 432.000, 432.100, 432.200, 432.300, 432.400, 433.000, 433.100, 433.200] ] call acre_api_fnc_setDefaultChannels;
nul = ["ACRE_PRC148", [5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000] ] call acre_api_fnc_setDefaultPowers;
nul = ["ACRE_PRC117F", [20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000, 20000] ] call acre_api_fnc_setDefaultPowers;
   while {true} do
   {
       waitUntil {!(alive player)};
       waitUntil {alive player};
       player setCaptive false;
   };
};

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×