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Everything posted by oktane
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Their FMOD TS3 plugin implementation already sounds very much like a radio. And it behaves how you expect, radio sounds like radio, voice is normal. Complete with little mic key beeps. (aka Roger Beep) It's very cool.
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Thanks for pointing that out, I added it instead and reuploaded the pack. Maybe it would have given an error when in the game. I think the reason it halted loading on Dedi is because the warfare trucks referenced are on the map. (ie, in mission.sqm, and the Dedi has zero tolerance for missing or unreferenced classes at init/load time)
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Dear Mr Know-it-all: While a tiny annoyance for clients, missing class errors can sometimes cause dedicated servers to fail to load the map. (see here) And it confuses people, they think somethings wrong with their game, not everyone is a A2 techie. In this case, the mission uses the Warfare trucks but does not reference the correct classname in addOns[]={} located in mission.sqm. BIS renamedsplit the 'warfare2' base class to 'Warfare2Vehicles' in the 1.07 retail patch, just as alef explained. The solution is to resave out the mission with 1.07, or manually search and replace warfare2 with Warfare2Vehicles. Sickboy made a tool for this, I'll edit it and batch convert after I eat, unless Xeno beats me to it. :D I did check with and without ACE, it seemed the error did not occur when ACE was active, only happened with stock addons active. Edit: Here's the pack of edited missions that are 1.07 happy. Don't bother Xeno if you have issues with the files in this zip, they are not his problem. All that was done is a mass search and replace for 'warfare2'add of the vehicles classname, including all PBO's (with ACE util), the dommaker and base dev folder. Download Here (Patched Domi Mission Pack v2.11 for ArmA2) (updated, add instead of replace, per alef) I didn't test every single mission, but the tool has worked flawlessly in the past. Hopefully BIS didn't rename anything else. :D Cheers
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oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope so. Rommel posted some screenshots, but it was the same. Maybe they are in the INI or a later revision. (Rommel has a review version) ---------- Post added at 11:45 PM ---------- Previous post was at 11:43 PM ---------- Okay I have fixed up the documentation, hope it is more understandable now. :D -
oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
FOR 1.07 RETAIL ONLY! okt_noBlur_for_Retail_1.07.7z If you have an old version of the noBlur installed, always delete it's modfolder before installing the new one. Delete old versions completely, do not overwrite. ---------- Post added at 10:07 PM ---------- Previous post was at 10:07 PM ---------- -
This just made me realize all the people with a wide range of crappy mics, and how they are going to sound, lol. Really crappy, even when the signal is perfect. They will have to improve their setup for the sanity of others.
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I don't think Beta patches are relevant in this situation. If you look in the RPT file someone posted above, they ran the game with the stock 1.07 exe, and without a modline at all. That means no beta whatsoever, neither beta binary or beta 'modfolder'. == "F:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -world=empty ================================================== =================== In any case, all that needs to happen is for the mission to be resaved out I bet. ACE has had similar issues when moving/inheriting classes.
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oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm working on it. I already have the noblur done for 1.07 but I'm putting together the new package/readme, etc. (final patch/beta patch will be separated now) -
oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
FOR BETA 71726 ONLY! @okt_noBlur_for_Beta_1.05.71726.7z -
You are welcome to release edited Domination maps, Xeno has encouraged it many times throughout this thread. Be sure to start a new thread in this forum instead of using this official thread, otherwise things get really confusing with bug reports and stuff. Thanks.
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The only issue I've encountered is (both 32+64) sometimes when transmitting, instead of going over the radio, it goes over the 'direct/voice chat'. So you think you are transmitting over the radio net, but in reality nobody can hear you unless they are close by. It's like using a radio with a intermittently broken PTT button. Other thoughts: When in the lobby, alt-tabbed, or not in game, if you have the plugin loaded in TS, it doesn't allow you to communicate in TS at all. The TS TX light comes on, but nobody can hear you. This is by design, since the way you are supposed to transmit is via the ACRE PTT key of course. But it breaks TS as a versatile any-time communications tool, and it's a bit misleading to a user that does not understand what is 'wrong' with their TS. (actually all that is wrong is they have the ACRE TS3 plugin loaded and are not using ACRE in game) In order to disable the plugin, a restart of TS3 was necessary in my case. In other words, when you have the plugin loaded, your TS3 is essentially a slave to ACRE in all voice-chat applicable ways. Perhaps in a future version after release, a way to make this a bit more obvious/easy to use for the player in this situation, some of the following could be thought about: Mute their microphone if the A2 ACRE pipe is down. (via TS3 API) If they have Text to Speech enabled, it gives a notification that the mic is muted. But most importantly, if you attempt to talk when you have your mic muted, TS3 beeps at you to signal that you can't be heard. Example Code: (not as good, but provides meta 'away message') Set them away, with a custom away message like 'Unable to transmit, A2 ACRE not running' Example Code: Provide a toolbar button to disable ACRE (afaik, this is impossible, TS3 SDK exposes no UI classes), or make the plugin able to cleanly unload without restarting TS. (if this unload issue is caused by the plugin in the first place, otherwise perhaps it's simply a limitation in TS3.) Concerning the user without plugin exploit problem, here's an idea that may or may not be viable: ACRE collects all ACRE enabled TS3 client ids (via backchannel check? can you set client meta-info that another client can query? Like 'I have acre!') Programmatically create and update a whisper list of all users with ACRE. When clients transmit, they aren't transmitting to the channel but rather the group whisper list. Therefore, non ACRE clients cannot hear them at all. This actually fixes the previously mentioned issue of not being able to talk while out of game. If you were out of game, you could talk in the channel. (However it would be annoying to ACRE users in that channel) With a whisper list setup like this, ACRE users could conceivably enter a special 'moderated' channel (ACRE Only) in which nobody has channel speaking rights, solving the above annoyance of non-acre client talk-over. Channels would be essentially irrelevant with whisper lists. This probably has a few holes I haven't thought of, and it's complicated (the dynamic whisper list), but maybe it is feasible.. Installer Issues: I don't know if it's possible but maybe the installer can check for the file @CBA\.version.txt which would imply that Six is handling that folder, and not bash it. Or check the version value and only copy CBA if older. (likely non-trivial) It's a very minor thing, but if a person previously updates via SIX, then installs ACRE sometime after, they may be confused why their CBA is out of date now. Let me know if you want CIT tickets for any of this stuff. It's looking great guys, cheers.
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oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well they mentioned that OA will have more fine grained control of those effects. If BIS thinks they look good enough to be enabled by default, there is really nothing we can do. It looks passable when the framerate is really great, but often that is not the case. When coupled with video compression, the results aren't pretty. Not quite sure what you mean about lag fest, lag and blur are very different problems. Lag is evidenced by people warping around in MP, blur happens continuously when you move your view. You may also have an issue with the overdone headbob, but that is easily turned down. As far as promo videos, they must think it looks great or something.. I think it looks like a shiny console game. At least we know there's solid gameplay behind all those crappy effects. -
Well I did end up calculating a correct ratio, I think. Also I doubled it to compare what that would look like. See these animated gifs: Huey Cockpit http://www.506th-pir.org/scripts/oktane/forums/anim_hueycockpit.gif First Person http://www.506th-pir.org/scripts/oktane/forums/anim_rifle.gif SU Cockpit http://www.506th-pir.org/scripts/oktane/forums/anim_sucockpit.gif In the end, I used: fovTop=0.56; fovLeft=1.11; (I did have to change the horiz/left number because the screens don't conform to a known aspect in my configuration.) At this setting, there wasn't too much of a difference, but it does feel more immersive. The gun is 'real' size, I can see the part of it I would expect to see if I looked thru a window the size of my monitor, etc. Some notes: The IGUIScale cannot seem to go lower than (Very Small) .55000001, it is just ignored. At high resolutions, the GUI is still way larger than it needs to be. When Triplehead=1 is set in the profile ini, the GUI is forced onto the middle screen. If you have a huge resolution like me, the GUI is unusable in that mode since it is too big and now elements overlap each other. Same situation when you set the uiTop/uiBottom values to attempt to put the gui in the middle. (I think this is all the Triplehead bool does actually) So heads up on a few minor GUI issues with very high resolutions.
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oktNoBlur - Signed Blur Remover Addon
oktane replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, I was surprised I was the first one to ask that. Not many people asked about glaring bugs or broken features. ---------- Post added at 01:55 PM ---------- Previous post was at 01:54 PM ---------- Yep, here it is: FOR BETA 71548 ONLY! @okt_noBlur_for_Beta_1.05.71548.7z -
I thought jayarmalib didn't work with the beta anyways? (because of the complexities of shifting memory locations in each new binary version) It does work now? It used to have an error about 'version mismatch' yadda 1.05 only. Edit, Nevermind, I just found this: http://dev-heaven.net/issues/11234 Playing catchup with sometimes tri-weekly betas is frustrating. (I have to do it with my noBlur also, but I have automated it. Unfortunately, unless Jay used some code to ID the new memory locations dynamically(difficult), it would be too time consuming for him to do every beta. And even if he could dynamically find the memory locations, there's no guarantee he wouldn't have to keep 'fixing' it if BIS changes the code operation. Keep in mind that many people sync the beta via six updater too. Instead of supporting a beta, the time is probably better spent on ACRE itself, or other features of jayArmaLib such as sqllite support.
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OT About Eyefinity:
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Awesome attitude dude' date=' glad to have you as a part of the ArmA community! :D Nobody is forcing you to play it. It's a custom map they made for a magazine event and tournament, with prizes and such. Their map, their event & rules. Those that complain about the rules/gameplay design which enforces realistic and challenging play should probably just play somewhere else. The reasons you provide actually seem to [i']support[/i] respawn punishment. :D
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Hmm. This is relevant to my interests. I recently got a shiny new video card (rare, I hardly ever play the PC upgrade parts game, since if it plays arma - I'm happy.. but I wanted to check out eyefinity ) After a nightmare of display port adapter woes (which turned out to be resolved eventually by the drivers+card bios) my 5850 now pushes 3x old ass dell 24inch monitors @ 3600x1920+bezel waste. (these junk monitors had blown video/power boards, now repaired for this ) Now when I first got it working, I was using them side by side in normal orientation.. this is rather ridiculous. (as in excessive..!!) (pics) As you can see in ultra-wide, the middle screen looks normal, but the L/R screens 'stretch' distortion is so bad that it's an almost unbearable waste of power/pixels to run them like this. Plus the screen is like 5ft across! So now I run in portrait like this (also seen in the other shots on the previous gallery): kGJj9qKRH3g But after reading this thread, I think I may have another go at making it look nice with them all wide. I never messed with the ini settings, other than to fix the UI to one screen. (I love arma's flexibility here) I do hate to use windows with them like this. (the vertical space is great, but apps are somewhat horizontally squished unless they span over bezels) On the other hand, 5ft start menu/task bar is not fun either. More info on eyefinity/triplehead as well as a FOV calculator is here: http://www.widescreengamingforum.com/ At least the ATI drivers have become mature regarding the eyefinity features, way less problems now compared to the beginning of the year. Thanks for the info! (note: those silly lights in the pics are called 'AmbX, they change color to match the colors on the screen(to provide more immersion), but they were disabled during the video. Also, like 50% of the LED's are burned out because the thing is extremely cheaply made. I got it for free so I can't complain. When it works, it's pretty cool though.)
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The things you are proposing here are pretty harsh. But I understand the desire to attempt to instill 'importance of life' into folks.. it's fairly tricky area. (specifically for a public game with popular map) But I hope the system is robust. And what if it wasn't their fault? (heli crash for example) Do they still get punished? If you do this, hopefully you'll check what killed the person and only punish if it was enemy AI. In the past I have noticed people just leave when they get fed up with inane punishments. (something similar happened with Xeno's poor man revive punishment code in ace2.. man people whined about that.. and it was kind of mean, since there was no indication as to what happened) If it public, make sure people know what they are getting in to? Maybe a hintc would be suited after they join, to explain what happens if they die. +1 on never using disableuserinput. That command shouldn't exist. As far as the actual respawn mechanism, warfare BE has a dialog that appears after death+bis respawndelay which operates in an ideal way to facilitate this. 1 Death 2 BIS Respawn (to boot hill after like 3 sec, short respawn timelimit) After that, run your code. 3 Show intermission dialog. (would be nice if you show something interesting, like a high camera of the town being attacked instead of a black screen... may prevent people from getting frustrated and quitting) Loading doesn't really matter because the people have no choice and cant move. :D 4 When punishment elapsed, setpos player to base or wherever. Remember that very likely you will not be able to anticipate every single instance of how a person operates the game, and may end up inadvertently punishing innocent players, to which they will become very frustrated at. I come from the no-respawn OFP camp. But things have changed over 8 years.. especially with JIP.. for good and bad. Definitely less patience from the pubbers these days. I voted too, hopefully it gets added. Good luck.
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RCon server administration coming to ArmA 2!
oktane replied to $able's topic in ARMA 2 & OA - Servers & Administration
Nit-pick: Why set up your own project system when we all use dev-heaven? Sickboy is happy to provide you space on there. http://dev-heaven.net/projects I have a little place on there for my noBlur that he granted me, as do a ton of other folks. It is also where the main ArmA2 bug tracker resides. I only mention this because it's redmine too, they are the same! :D And the source control systems are in place should it be chosen to go open source too. (SVN or GIT) :) Thanks for your efforts on the RCon Tool. ---------- Post added at 05:34 PM ---------- Previous post was at 05:30 PM ---------- The packer may be the authors attempt to obfuscate the source code. (dunno why.. maybe because it's .Net based) But more likely it is a false detection. Packers are normally not inherently bad themselves. They are sometimes used to lessen the size of the resulting EXE binary, or obfuscate the innards. (usually used in a pay-app rather than a free one) In any case a tool like this is optimally open source, since it involves the security of our servers. (so the code can be audited, etc) Does anyone want to assist in making a c# version, anyone familiar with windows sockets and a bit of threading? I can help, but in order to make it a robust and error free app, someone with experience designing a simple network tool like this would be a plus. -
Xeno broke stuff down into different folders, client and server, kinda nice. So it's moved to: _handle = [this, 120] execVM "x_server\x_vehirespawn2.sqf"
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A2T came before, from the Blackwater.fr guys, see the original post. (Nou has a separate dev team for the new version, for good or bad the thread is intertwined with discussion from the original and Nou's new rewrite) Advanced because it riffs off of ACE, which stands for Advanced Combat Environment. It's safe to say it's the 'advanced' version of A2T too. (regarding the original) Advanced can also mean realism, realistic, I think ACE may use it in this regard. Environment because it riffs off ACE again, but more importantly it encompasses everything (relevant) regarding radio simulation to this game. (or will in the future, I'm sure the devs have far reaching dreams :)) Or, Environment could mean the environmental interaction the radio simulation has as one of it's primary features. (distortion, signal propagation based on terrain, etc) Since it interoperates with ACE, and it's codebase shares a lot of the same coding syntax/rules/macros/userconfig system (via CBA really), and developers themselves are intertwined, it isn't that much of a stretch. :) Cheers
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Ha, ARE you receiving me? But seriously while the acronym is somewhat cheez, the meaning is good. Environment symbolizing the LOS simulation. If you are a farmer, you may like: ACRE Advanced Combat Radio Environment, which is easy to repeat but again kind of cheezy. :)
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Lawl, comon now. http://www.powergrep.com/replace.html Disregarding any differences, if the original devs continue providing updates to the old version, wouldn't that make things somewhat confusing? New releases keep coming about, will they continue along after the new ver from Nou's team comes out? (I am guessing no, but you never know) To those that are annoyed by this in some way, or think who cares, so sorry! Even the OP for this thread suggested it. (you know, the guy that told you all about A2T in the first place!) A name is somewhat trivial, but I'm sure you'll be talking about it a lot in comms. And since the new version is a completely new thing, I bet there's not a bit of code from the old version, maybe it should differentiate itself with a slick name? (depends on if the new version supersedes the old one I guess) To clear up any confusion (darkhorse!): The original was sometimes called A2T (modfolder for addon, six repo) and sometimes ArmA2TS. (docs and stuff) The new one is going to be called A2TS3 per Nou's last post. Cheers! Oh and some others: ARS is actually good, sim or sys. SIMCGARS (play on SINCGARS) CNR - Combat Net Radio The one I thought had the most promise was JTRS (jit-ters) which is Joint Tactical Radio System irl (replacing SINCGARS), but could be Joint Teamspeak Radio Simulation. (but hopefully someone could think of a better replacement for J.. :))