Jump to content

noubernou

Member
  • Content Count

    2460
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by noubernou

  1. Improve on it. Artillery is my favorite part of the game, and ACE2's system was widely praised, even in the military training community as being the most realistic gun crew simulation available anywhere. I don't plan to let that title slip. :)
  2. noubernou

    ACRE2 Public Beta Release

    Make sure you connect to a game with the ACRE plugin already running at least once. It most likely did not transfer the click files over.
  3. There are no CSE or AGM devs anymore. They are all ACE3 devs. AGM and CSE are closed. The biggest April Fools Day joke was that there was no joke.
  4. Since I am being inundated with requests for joining the ACE team and to be test groups I thought we should clarify how that is going to work. :) The same information is on the first post as well now. Working With Us ACE3 is going to be entirely open source, and when we release the GitHub URL to the public you will be able to pull the code and suggest your own merges and fixes. If you are interested in working with us get involved, if you are regularly suggesting and committing features and bug fixes to us that we accept then you'll probably get asked to join the team officially. If you aren't doing work directly on ACE3, keep at it. We are alway scouting the best talent in this community and looking to mature good projects by bringing individuals and teams officially on board with us! Test Groups We already have a number of test groups lined up and currently we are not looking for suggestions on new groups. In the future if we need more active testing we'll be sure to announce it, and do not forget that, again, because ACE3 is open source, you'll be able to pull the latest commits and build the mod yourself, for you or your group! If I haven't replied to you directly, my apologies! The excitement for this is truly staggering!
  5. Actually if you guys will remember, the official stance of the ACE team (before the merger) was that we would not enter ACE in any such contest due to it feeling unethical. You can read the statement we released here: http://forums.bistudio.com/showthread.php?169555-Big-Announcement-(Make-Arma-Not-War)&p=2574432&viewfull=1#post2574432 We are not looking for monetary support or compensation from BI for this mod, so let's nip this conversation in the bud shall we?
  6. We are working closely with groups such as RHS and BWMod to provide functionality and compatibility where we can. :)
  7. Haha, my favorites are probably not really Arma scale. Prefer Minuteman and Peacekeepers. I am a nuke freak at heart... PK more than Minuteman probably, just cause of cold launch (any missile with a cold launch ranks high for me, so awesome haha).
  8. It's my favorite missile in the whole world. Well... maybe not my favorite.
  9. We've been working together for almost 3 months now. It went amazingly smooth during the merge. :)
  10. noubernou

    ACRE2 Public Beta Release

    We are actually switching over to a new bug tracker that is on the internal system we've been using for the last 6 months or so. The DNS should resolve itself over the next day or so. Till then the new tracker can be reached here: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues Also some of the wiki content is no longer available for the radio making API. That needs to be recreated (it needed a big rewrite anyways).
  11. noubernou

    ACRE2 Public Beta Release

    Correct, at the moment for it to happen automatically you need to be using a dedicated server. You can start the JVON server manually and connect to it using the JVON GUI client though just fine.
  12. noubernou

    ACRE2 Public Beta Release

    Correct, the omnibus version contains not only the TS version of ACRE2 but also the version that uses JVON, our own voice client/server that integrates seamlessly into Arma 3 on servers with it enabled.
  13. noubernou

    ACRE2 Public Beta Release

    Another RC! ACRE2 RC6 Hey everyone, this is probably going to be the last RC before stable. We only have a few image replacements we want to do over the next couple weeks and then we feel we are ready to push this out from beta! Changelog: Fixed: Server side radio discovery is now throttled; this resolves server FPS loss with large amounts of radios Changed: Client side no longer connects/mutes in Editor/SP Fixed: Delay at end of a mission during reset has been drastically reduced Fixed: Radios now finish loading/animating regardless of whether the GUI is closed. Fixed: AI alerting broke with 1.4, fixed now Fixed: isSpectator now returns the correct values for remote units Fixed: naming module Fixed: Basic Mission module fixes, now works as intended Changed: 117F had the wrong SINAD rating. Changed: Cycling languages now always creates a hint Fixed: Sometimes the ACRE volume slider was wrong Download Normal: http://acre.idi-systems.com/archive/acre2_2.1.0.763.zip Download Omnibus: http://acre.idi-systems.com/archive/acre2omnibus_2.1.0.763.zip
  14. noubernou

    ACRE2 Public Beta Release

    How many radios do you have on you?
  15. If you load ACRE2 at least once in game with the plugin in TS loaded you can find the actual wav files in your temp folder in a folder called acre (or something like that, i cant remember what i called it). ACRE2 stores all of its sounds in a format that Arma can read and send to TS3 so "sound mods" if anyone chooses to make them are the same as any other Arma addon. If you open the .b64 files you'll see they are arrays of base 64 encoded lines, remove the SQF syntax and just leave the base 64 text and decode it to a wav file.
  16. noubernou

    ACRE2 Public Beta Release

    You seem to misunderstand the severity of this bug. It breaks Arma 3. It isn't a bug in ACRE, it is a bug in Arma that means gear is becoming desynchronized between clients and the server. It means that other clients and the server no longer know what gear you have. This can cause all sorts of undefined behavior down the road when playing, for ACRE and every other mod. We make this message appear because, yes, we do not want tickets. We do not want tickets that are the result of this bug causing behavior that should never occur in the first place, and which causes us to go on a wild goose chase to find when it is happening in a situation that is going on when the game is broken.
  17. noubernou

    ACRE2 Public Beta Release

    ACRE2 RC5 RELEASED Woot, we have a new RC guys! Some big changes in this one! As you can see we've skipped RC4 and gone to RC5 for this release. ACRE Changes All radios have received a visual revamp for prettiness Buttons now depress TS3 individual set volumes are now applied to people speaking Multiple performance and caching fixes vastly improving FPS hit Mission examples added to extras folder Squelch operations now working on all radios Added modules and API and example missions for easier use Many edge case bug fixes Added lower headset functionality Integrated ShackTac ACRE Volume Control, this is now accessible from the keybinds AI can now hear players speak and radios on speakers. this utilizes advanced occlusion and inverse-square calculations for realistic chances of awareness Gearing and equipping system changes Fixed any issue where some gear scripts would cause chat to break Added multiple builds for possible CPU architecture issues (see extras folder) Added backwards compatible TS 3.0.11 DLL's Radios now go into the container they were found String parsing functions improved for performance Extensive API and module updates for ease-of-use We probably missed something Module Changes Added ACRE Basic Mission module for basic radio/babel/ACRE settings configuration in a mission Added difficulty setting module for strictly changing ACRE settings Added ACRE Channel Naming module for easy ability to name nets on the 148/152/117 API Changes Please see ACRE API Documentation for details. Downloads Standard: http://acre.idi-systems.com/archive/acre2_2.1.0.750.zip Omnibus: http://acre.idi-systems.com/archive/acre2omnibus_2.1.0.750.zip
  18. noubernou

    ACRE2 Public Beta Release

    Implemented. Uses the same values as TS.
  19. Current Version: 1.4.10.500 Latest Release Date: 10.23.2012 Current TS3 Support: 3.0.10.1 Hello everyone! It's time for another stable release of ACRE! This time major priority has been given to stability and bug fixes, with a focus on radio reliability, which we view as the core of our modification. We have found and fixed or mitigated a number of issues related to ACRE and its components, in both the TS3 plugin and the Arma code. This includes an almost total overhaul of the spectator system, which now works very well when turned on by spectator scripts. Increased stability hasn't been the only thing achieved in this release though. Time has been spent on additional features, the most major of them being 4 different modes for direct speaking. In addition to the original static volume curve for direct speaking voice fall off we have implemented an additional 3 modes. The first of which is our new Amplitude mode, in which the range of a persons voice directly corresponds to the amplitude of the speaker; yelling is yelling, whispering is whispering. This is the most immersive mode we have right now and really increases the feeling of being there. While this mode is very stable, it does rely heavily on coordinated calibration with the people who play, mics being too quiet or too loud will cause people to sound unnaturally louder or softer than they should be. Because of this we plan in the future to introduce a calibration tool to help stabilize people's voice levels. Until then though this mode is not the default mode. The last two modes are also highly requested features. Taking inspiration from the original A2TS mod that ACRE owes its spirtual origins to we have introduced two modes that allow dynamic selection of the voice curve. While we do not provide an interface as of yet for these new features there is an extensive API for the system and already multiple communities in the ACRE testing group have developed their own systems for changing the range at which someone's voice travels. Another major change has been some fixes to 5.1/7.1 handling in Teamspeak 3. While this code is still somewhat unstable due to the nature in how TS3 handles (or mishandles maybe) audio data, it is available for you to try. We hope that you have success with this, but can not guarantee any stability. We hope that the new stability and features of ACRE 1.4 continue to impress and as always our goal is to exceed any and all expectations in regards to game communications; allowing for the most realistic and immersive communications engine within ANY current simulation or video game on the market today. The ACRE team would like to thank the entire ArmA2 community for its support, and is proud to announce the latest stable version of the addon for everyones enjoyment. - IDI Systems / ACRE Team - WHERE TO PLAY? United Operations is the OFFICIAL ACRE COMMUNITY! Come play with us at http://unitedoperations.net! NEED HELP? Bug tracker & Wiki: http://tracker.idi-systems.com/projects/acre Please feel free to ask questions in this thread, or visit our official community, UnitedOperations.net, as there is almost always someone around to help with any issues. DOWNLOAD Available on the SixUpdater Official Network Development/Current non-public builds available on the UnitedOperations.Net SixUpdater Server Zip Package: http://raceriv.com/arma2/acre/ACRE_V1.4.10.500.zip REQUIREMENTS * CBA - Community Base Addons (not included) . http://dev-heaven.net/wiki/cca * JayArmA2Lib (Included) . http://dev-heaven.net/projects/jayarma2lib/wiki * Arma 2 Beta Build (if using included JayArmA2Lib) . http://www.arma2.com/beta-patch.php LINKS Wiki - http://tracker.idi-systems.com/projects/acre/wiki FAQ - hhttp://tracker.idi-systems.com/projects/acre/wiki/Troubleshooting_FAQ_Bug_Reporting Tracker - http://tracker.idi-systems.com/projects/acre/issues Whats new in 1.4? * Increased Stability and bug fixes! * Optional dynamic voice models! * Rewrite of the ACRE spectator system (see acre_api_fnc_setSpectator in the API documentation linked above) GENERAL FEATURES * Five ACRE-Specific Radios . AN/PRC-117F man pack radio . AN/PRC-119 man pack radio . AN/PRC-148 handheld radio . AN/PRC-152 handheld radio . AN/PRC-343 personal role radio * Vehicles now contain rack mounts and already included radios! . AN/VRC-103 (AN/PRC-117F Vehicle Rack) . AN/VRC-111 (AN/PRC-148 Vehicle Rack) . AN/VRC-110 (AN/PRC-152 Vehicle Rack) * Rack mounts contain loud speakers that allow anyone within hearing distance to listen to radio conversations! * 100% ACE2 Compatible . Integration with all ACE2 man pack radios, using default AN/PRC-119 statistics. * ACRE now implements ACRE interaction keys utilizing the CBA framework. Most player should be familiar with these from their prominence in ACE2. * PRC-343 now replaces the default ArmA2 'ItemRadio' * Realistic GUI interfaces for radios, they are the real thing * Directional speaking for non-radio, normal communications . Real-time 3d positional information * Realistic terrain affects for radios . Signal lose & distortion from buildings, hills, trees, and other objects . Realistic power output and antenna length considerations for all radios that effect signal . Realistic frequency wavelength falloff; higher frequencies do not travel as far . Real-time positional calculation for fast-moving objects * Separate Push-To-Talk key (non-toggle) for using your radio . If a person speaks on their radio and you aren't on that frequency, you can hear them 'directly' * Multiple hotkeys and quick-displays for fast information about your radios * Players can carry multiple radios on different frequencies . Hot-swap radio hotkey . Current radios selection menu . Pop-up display on broadcast to know current radio in use * Radios are now considered unique objects within the ArmA2 world . Radios are droppable and maintain ALL settings for anyone who picks them up . Program a radio and trade it with a player! . Pick up your dead enemies radio and discover his platoon's frequency * Man pack Radios have the ability to use 'PA' mode in a vehicle, broadcast at 40,000mW! * Custom Squawk sounds for all radio transmissions (credits to Krause) * Realistic distortion effects . Normal broadcasting distortion . Signal lose distortion and noise * 100% BattlEye compatible * Performance and desync considerations . All time critical radio information is communicated via TeamSpeak3, server desync doesn't break ACRE . Crash/Desync fallback functionality. Sound "anomalies" are no longer possible with lag/desync. . Optimized distance, terrain, positional and signal calculations . Use of JayArmA2Lib for Named pipes communication; 0-latency inter-process communication between TS3-ArmA2 . Server side garbage collection of radios to prevent object clutter/long mission lag . Many fixes for ts3/arma2 crashes, server/mission disconnects * Global 15 second reset for any of these scenarios * Dead player and respawn handling for both radio and direct chat Changelog between 1.3.5 and 1.4.10 THANKS * All the official & unofficial ACRE testers * UnitedOperations.Net Community for dealing with us pushing broken updates all the time * Havoc Company (www.havoc-company.com) for all the 1-on-1 and beta time :) * rexehuk for killing so many animals on our behalf * Shack Tactical (www.shacktac.com) for multiple thorough testing sessions * SSG Clan (www.ssg-clan.se) for so much thorough testing and dealing with crashes * Task Force Blackjack for their unending unguided testing and bug reports which have helped us so much * The ACE/CBA teams for random scripting and engine discussions and debugging * All the various ArmA2 Skype channels for listening to us (Think tank, im looking at you) * Sickboy specifically for his heavy work and integration on making with SixUpdater became a reliable and extensive platform to deliver ACRE and JayArmA2Lib * BI Forums community for the support
  20. noubernou

    ACRE2 Public Beta Release

    Try NOT running anything in admin mode. We changed the pipe system to theoretically not require administrative privs, but it might cause issues if you still do use admin privs.
  21. noubernou

    Scripting Discussion (dev branch)

    Hopefully Items are added too... Be nice to remove the hard limits on unique items in ACRE... Though will have to investigate and test in depth with any system as crucial as radio IDs.
  22. noubernou

    ACRE2 Public Beta Release

    The way the system works is only based on players having specific presets assigned to them automatically.
  23. noubernou

    ACRE2 Public Beta Release

    Shacktac used ACRE 1 with 100+ players all the time and had no problems. ACRE2 is being regularly used with 80-90 players every weekend at UO with no issues. As always though performance is a moving target as features change and as improvements and tweaks are made. ---------- Post added at 10:05 AM ---------- Previous post was at 10:04 AM ---------- Right now it doesn't work on self-hosted, as the server config is not loaded and sending JVON config information to the client. ---------- Post added at 10:07 AM ---------- Previous post was at 10:05 AM ---------- Yes, it has been like this since day 1. Spectator scripts should call [true] call acre_api_fnc_setSpectator to fully enable spectator mode options (including hearing other spectators).
  24. Yup, all the dialogs are defined in config files, and even if they aren't they generally have an IDD and SQF commands for GUIs run fine outside of the actual game (just in menu). You can do a shit ton of crazy things if you want to. Problem is no one does and Jaynus and I don't have the time to do things ourselves. :p
  25. You could actually do it with a mod, with pretty much no changes to configs.
×