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Archer

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Everything posted by Archer

  1. stingfish74 Â Posted: April 08 2008,22:44 Â Which radio chatter? you mean the vehicle sounds or the squad commands? radio chatter: do nothing, ECS does them by default squad commands: remove the ecs_quiet.pbo Also check your ECS panel ingame, and the readme file.
  2. Archer

    SLI Flicker

    Have you tried going to your destop 3-D menu and selecting "force v-sync" option? Can't hurt to try.
  3. Archer

    Binoculars

    It would be more practical though, like when I'm behind an object peeking around, to be able to shift a little to the side and get a better view without having to put them away and pull them out again, and be able to unzoom them with the optics key like the M4 Reflex, where you drop them down them bring them up. But one cannot have everything I guess.
  4. The D. The idea behind using keys is so they stay private, otherwise anyone can sign a cheat with your key and join your server. Not sure if I understood you right, just keep it in mind The maker of the addon is supposed to make a PRIVATE key adn sign his addons, always with the same key; the distributes a PUBLIC key that everone installs on their pc. BTW the BIS bisign info aint the friendliest in the world but its all there.
  5. Archer

    Server side addons

    Typically, anything that modifies the games' original config must be installed identically on server and ALL clients or there will be conflicts in the ArmA engine between client/server communications when it tries to resolve the differences. Best if the server enforces identical setups on all clients to improve stability .. Then again its not my server.. and what do I know? so do as you wish
  6. Screenshot : AWESOME!
  7. sickboy Very true; I say to each his own! We never made this to satisfy anyone but ourselves. Not saying its superior, just put it out so anyone that wants can enjoy it  slugCDN I guess they don't believe in negotiations? acadiancrusader 1- play a mission with and without; see the enhancements? (I don't know how to describe all the AI behavior other than they will hunt you down, take cover and find the best position to attack from, no matter where you hide! 2- Themis addon was designed to allow EXH addons to work in parallel with ECS on a server/client. Not sure about compatibility but if other mods are carefully written not to overwrite ArmA reserved command or variables, then there should not be any conflict. Also since ECS runs the AI enhancements you don't want other scripts running that also modify thier behavior in tandem, other than the mission scripted ones. ECS variables are all either internal protected or ECS labeled public. It is doubtful anyone will use one by accident. 3-The EVO series for one, the scripting is very unconventional- to say the least- despawning of large numbers of units then respawning is increadibly counter-intuitive, especially given the BW requirements to update the clients with or w/o ECS, causing your system to hemorage. Play a conventional mission then try EVO and check the .RPT logs and look at the errors when you run that; you'll be amazed. I think they could have scripted that a little better and made everyone happy. You should not have problems with a conventional mission. We are slowly updating the ECS website to include other information on how to install and use ECS, I'll post here when the new patch comes out and I've updated.
  8. NoBrainer, Mar. 25 2008,13:35 Were other people connecting with mods other than those running on the server, and what missions were you playing? And were they all running the same unmodified version of ECS?
  9. Just thought I would make a suggestion - a mod shouldn't have to include new addons as part of the mod, it should only modify those parts of the game that make the game more like what you want the sim to be; addons should be addons, so new vehicles should be added as a seperate component that way they can be installed independant of the mod itself. As mods get heavier with addons they just become more difficult to update, keep track of and store. Just my 2 cents.
  10. Archer

    ArmA Effects

    Well, the next mod in the target overwrites the previous mod(s), DBE1 is Queens Gambit, and the patch (that which modifies the game to version x.xx) is intended to overide the games original configs (DBE1 inclusive). Addon 3rd party mods then come after.
  11. The.D Posted on Mar. 25 2008 Can't honestly understand what ECS Server could have to do with non-ecs clients unless there is a problem in the server-side mods (and the clients have those same mods) running. ECS can't interfere or cause issues with people that aren't using it. Please come to our forums and help us understand what problems you are apparently experiencing; it should be noted that Themis IS necessary for ECS to work with those mods, and using a modified ECS (like the one suggested on an earlier post) breaks ECS and it is unlikely that it is doing anything useful on your server? FYI there is another update coming to fix some minor bugs, it would be useful to hear from you before we post that update. As for system load, we just made a test mission (334 soldiers) on a single player client, and ran ECS (42fps) and w/o (44fps). If you are having FPS issues, you might look to at what you are running on your system, including addons.
  12. Archer

    ArmA Effects

    Just a few thoughts: -We were on a server other day while running ECS client and saw and error related to "rain" , apparently the mission maker was trashing the RAIN variable and then trying to use it, since this ArmA variable is also read by ECS the script error came up as an invalid input. We have seen many bad scripting in arma missions ny people that have no clue what they are doing when mission building; nothing you create that uses scripts can be considered trivial and takes much time and experience to get right. Take nothing for granted, even the WIKI, as it is full of ommisions and sometimes misleading - read between the lines , run tests and make sure you understand what you script will do and what side-effects it will have when run with other mods/scripts that use the same resources. - I have seen people connecting with the incorrect target line: when it should read when connecting with the Queens Gambit installed. - There is an issue with using the "grouplink2" scripts and other mods, something that is not well known; GL2 was created for use in OFP, and as a carry-over is not well suited nor widely compatible with ArmA, especially if using the ECS dedicated server, since it duplicates / overwrites what the server is trying to do - at least form what I've heard. - It would be helpful if the mods makers for different mods would make it easier for users to customize the feature set of the mod so they can select what they want active or non-active, choosing only the items of each mod they prefer to run. This way the effect from one mod does not interfere with those prefered from another when they are all loaded. -As for effects lag - we tested and rejected at least a dozen after-effects in ECS when we realised the ArmA engine is not efficient enough to handle the additional load in scripts, and opted to skip those effects as the value was not worth sacrificing the gameplay. Some if the items in that list: Gun muzzle flash on large calibur weapon (tanks) , shock dust on machineguns, and a few pluggins for various wigits that we felt were too gimic to put in. -I use a dual-core machine, tried both SLI and single cards, and although there is some improvement in framerate with SLI it is not significant, so use the most powerful single GPU card you can get in that case; also the dual-core only helps in that the OS is never starved for overhead resources, like network/firewall and file management, but the game makes NO USE of the second core as ArmA is inherently non-multicore coded process. Quad core as well.
  13. Archer

    ArmA freezing after a few minutes

    So you have tried a 7950 , 8800 , and radion?? video card? Only thing left might be the memory or motherboard.. again something I had real issues with on my new mobo was drivers not installing correctly because I didn't set the BIOS first to default. Then had to run through the hardware manager list to make sure everything was snuff. Sound driver and openAL thingy to recheck, might wanna go back to an older version if you have one you used in the old install. Video drivers, tried going back to the previous ones you had that used to work? ** I would have suspected the PSU but since it's only messed up since you did a software reinstall, guessing you should start there. You may have the wrong / corrupted drivers for your system. I don't trust driver updates on hardware that hasn't been changed. And someone mentioned a virus; in case you may have forgot to do so, always disconnect the network cable until you install everything OS related including your a/v programs. I know someone that had the same problem and had to do a linux format the drive to get rid of it. Â
  14. Support for other addons improved - yes That we did not understand XEH - not correct. It will become evident with time who is right
  15. The best thing to do when you have a problem is to check the readme file, our website ECS Team or post there if you don't find the answer you're looking. Posting in the Troubleshooting thread of ECS you are likely going to get a faster responce. I am planning to start a new thread on the BIS forum to address more general questions about ECS and give people a general sense of what the mod is capable of so people can get a better handle on it. Should be a few days before I can get to it though.
  16. Sent him a reply this morning - sorry for the delay TB.
  17. There are some clues in the readme that comes with ECS but information on adding extensions to ECS will be forthcoming as we expand the information on the website ECS Team check for updates in the near future. Please be patient as we did not have anything prepared before the release since we did not expect this enthusiastic a responce. It is imperitive that, per the readme, you not try to modify the ECS_core, ECS_sounds or ECS_misc files as these are crittical to the proper operation of the mod and any changes would also affect the signature should you join a BIS protected server in the future. As you have pointed out, those sounds are still there but were rebalanced to match up with the new sounds. Many hours and tests were done to tune everything in the mod, and, although I will agree that some of the weapons are a bit bland ( for lack of actualy examples ) most were based on what r/l examples we found to tell us what they should sound like. I am not sure but i think the occurance of each sound is also dynamic within ECS, as well as the ArmA environmental treatment + EAX will alter the sounds presence a great deal. This was not a hollywood production with a lot of fireworks nor was it done in a professional studio, but I think the results are decent.
  18. Thank you The.D , and to comment on signed addons, we had to resort to this because after doing so we no longer had any issues with the server once the BIS feature was activated, no hackers or troublemakers except for a few tk's. We need to get the rest of the community to start working towards that so this can be a more pleasant gaming experience. Â
  19. The comment came before the problem became properly understood. This may be redundant but as Joker has already tried to explain a solution has been found and should not impact other mods. We are in testing to make sure all is well before we release the fix (ECS). We did not build this mod with the intention that it would be used with other mods, but that it should not interfere with or cause issues as such, though when we started this project we did not concern ourselves with what others were doing with thier mods. Perhaps if we had known it would be so popular we would have made an effort to contact everyone and work things out ahead of time. Â As it is we are sharing it with the public, as it is a great addition to a 'bare' ArmA, that seems dry and unanimated. If all can be resolved (and it appears the solutions are in hand) we can all sit back and have a great time playing ArmA ! Please give us a few days to post the results and the fix. Thank you for your patience.
  20. Can you furnish any more details or a link so we can know more, errors? Is it possible you have the wrong ECS core running on the server, or a modified one? The client and server cores differ in the config, the dedicated server should have "#define ECS_DEDICATED true" or it will not run correctly. Try downloading it from the site again and replacing it. Let me know what happens. What you may be experiencing is a database update on local immoveable objects in the area (like a town) when you enter a new 'zone'. One of the ArmA script commands tends to shudder when used, this adds area information to the mods list (like fountains and lights) but should only happen for an instant, and only once per ArmA restart; the data are saved between games and once you have passed thru an area it remains in memory. We tried this update at startup for the entire map but this made load times too long for our convienience. The momentary spike was more tolerable and does not repeat is client side only. Was this with the high or low resolution? what other mods were you running and what missions? Try a clean ArmA w/ or w/o QG and a stock mission and see if its still noticeable. I think it might be a couple frames on an average computer and almost not measurable on a high-end system. If you are pushing your resources though all bets may be off. ECS modifies nothing of the original game - no balistics other than the timer on the RUS hand grenade was changed to 3 seconds or so. Were you running any other mods?
  21. First off hello to all of you out there in the BIS community, and a big thanks to BIS for giving this a decent try; despite many problems we still like playing ArmA and appreciate the efforts made to keep up the support. On the other hand, I have waited too long to sign up here (one year actually) and having just gotten my account would like to set a few things straight about ECS and the direction these threads have been taking. 1. ECS 1.0.1.50 is the last stable build , and has been extensively tested and is currently bug free, when used on a clean ArmA install with no other mods loaded. However given the diversity of configurations people have, one bug has been found relating to SP mode when removing a standard pluggin after a game save and a texture bug on 6:9 wide screen formats for the titinus effects that does not show up correctly, that is being worked on now. No other problems are know to exist at this time. 2. ECS is compatible with all installed versions of ArmA 1.08/1.09b and Queens Gambit and have no issues as far as we have been able to test. This build has been out for about 3 months. 3. Many thanks to GAU-8 for his input into ECS and trying to explain about it here, but as one of our early beta testers he was not aware that ECS had gone final and is now available to anyone. We tried to keep a low profile in order to make sure there were no unintended problems with the mod so when people started using it we would not have to keep putting out patches every week to fix things that would cause people to have to update thier servers and clients. This prevents people from having different versions when they connect or not being able to connect to one server because it was not updated in time. 4. This is not the case, and if you really did understand the ECP code as you said in your post, you might better understand why ECS is written the way it is, and how to correct your problems WITHOUT having to butcher the ECS core, which I believe may have unwanted side-effects to ECS which will cause more serious problems down the road. I can appreciate you tried to render a solution as you saw it, and our site was experiencing some host difficulties not long ago when it went down, but you did so without asking the developers how to resolve this issue, and now people are making these changes without understanding why it appears to work and without any support. So if it seems you are having issues related to the modified ECS core and other mods you cannot blame us. I'm not flaming anyone here just pointing out the facts, never the less I have been reaching the boiling point not having anyway for the last week to post a responce to what has been going on here. Sorry if I seem a bit edgy. I talked to our chief coder last night and he's very disappointed. I have a headache for the last 3 days that won't quit and I need more sleep, so I'll finish this post a bit later. Thank you for taking an interest in all the hard work we put into this mod.
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