Jump to content

noubernou

Member
  • Content Count

    2460
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by noubernou

  1. noubernou

    ACRE2 Public Beta Release

    Spent the last couple nights tweaking ACRE's signal propagation code. I've not only got the original signal path code running faster, but I've added a better building signal occlusion algorithm (based off the ITU indoor loss model), and most importantly I have added single-point reflection multipathing (including terrain loss modelling and the new build occlusion algorithm). Worst case scenario searches are taking about 40ms (when it has to search every possible reflection test point), but when it finds results the search pattern returns a full set (5 reflection points to cache for further usage) in around 9ms! Yea, that is less than one one-hundredth of a second to do LOS terrain loss, free space path loss, 5 single point reflections with terrain loss and free space path loss, the new building occlusion tests across all the paths, and sampling antenna gain maps for both the transmitter and receivers antennas (again across all signal paths)! Considering that it takes only 4x as long to do a full depth search across almost 1000 samples... I'd say that is pretty freaking good (especially considering this is in SQF and not a native language)! This probably will not make it in to the stable release (as we are generally feature freezed for that, except some new mission maker API stuff), but it's going to be soon after!
  2. I am going to 100% guess the feature is (and this is a guess I stole from Commy on the AGM team) that they want to show the muzzle velocity in the Virtual Arsenal for the guns and associating it with their default magazine would be too complicated (for some reason). :p
  3. Can you explain where this would change would ever be useful from a design standpoint? Every mod now is going to have to put initSpeed = -1 in all weapons to retain the original functionality because the original functionality offered way more options in terms of implementing weapon behavior. Please consider not pushing this and using a modifier like you already do with suppressors, you guys made the right design choice there, and to go a totally different incongruent direction with this just seems silly.
  4. noubernou

    ACRE2 Public Beta Release

    ACRE2 RC3 Release RC3 is out, with Omnibus updates! Running changelog for the RC below. Changelog: ACRE 2.0 STABLE - AN/PRC-77 Manpack Radio added - Virtual Arsenal no longer shows 2000+ radios - Fixed issues with i7 K CPU users - Removed click from buttons on the 117 and 152 - Fixed pink noise volume scaling with radio selected volume - Added lower headset toggle keybind - Fixed a compiler issue of plugin-per-compile compatibility - Optimizations for PFH regarding transmission reception on 148/117/152. This should greatly reduce the FPS drop when rx - Fixed ACRE volume settings not loading or being saved in some circumstances - Fixed volume controls and feedback displays on the 152 and 117 - Fixed being able to set a power of 9999 on the 152/117 - 152 can now actually specify its squelch - RX only now actually RX's only - Fixed an issue with a script error which happened in some spectator scripts (GDT/F3) - Fixed an issue of a script error in the 148 Omnibus - Fixed an issue where the JVON icon wouldn't appear in the system tray at launch - Fixed an issue where AGM would cause JVON not to auto-start - Fixed an issue where spaces and/or quotes would cause server config loading issues - Fixed a bug where jvon server_win32 would cap connections to 16 sometimes - Fixed an issue where dedicated servers would sometimes not initialize JNET Normal Download: http://acre.idi-systems.com/archive/acre2_2.1.0.678.zip Omnibus Download: http://acre.idi-systems.com/archive/acre2omnibus_2.1.0.678.zip
  5. That is simple, BIS needs to fix their stuff. Poorly implementing bandaid fixes does nothing but frustrate the mod makers who then have to compensate for it, wasting our time. The fact of the matter is bullets should be bullets, weapons should be weapons, there should be no requirement between them beyond the fact that they are correctly chambered for that round. Everything else should be independent. Linking the two together is just a frustrating experience for everyone.
  6. Holy crap this has been implemented in the WORST possible way. I don't know who decided this, but wow. This is NOT how you improve weapons configurations, this is how you make them horrible. This is reverting pretty much every improvement BI has made since OFP to magazines and weapons. Want to know how to fix this? Add muzzle velocity multipliers to weapons. Each magazine should define it's initSpeed of a muzzle velocity from idealized barrel length. Ammo cartridges have a set, specific impulse of energy, and to drastically simplify, the main thing that affects internal ballistics is barrel length. If you define the initSpeed in the magazines as the muzzle velocity for a "perfect" barrel length you can then define a multiplier for initSpeed in each weapon that scales it up and down for the specific weapon. This is how it should be implemented, the current implementation does nothing to make life easier for modders, just harder.
  7. I am asking you. I know the devs know what it means.
  8. Do you even know what multi-core means?
  9. LOL imagining SQF in multi-thread environments. Say good bye to 99% of mod makers. Also A3 is multi-threaded, but the thing is that almost all games are single threaded for their core systems, it is just easier that way, especially when you throw in scripting languages. Also the main overhead in Arma is AI CPU usage, and in multiplayer you can multithread, it's called headless client, heck you can even have massive parallel processing with dozens of machines running AI if you want.
  10. noubernou

    ACRE2 Public Beta Release

    This is pretty common, depends on a number of things (mostly power at this point). Also this will get more complicated once I integrate signal reflection. It is generally not a bug. This is all 100% dependent on mod makers following current Arma 3 standards for configuration. The vehicle system uses Arma 3 sound system defines to figure out if you can hear outside a vehicle or not. Some vehicles though do need special configuration, but that is almost always for inter-vehicle communications (compartment to compartment). This is a side effect of almost entirely replacing the TS sound system with our own. Maybe in the future we will be able to apply individual gains. Fixed in dev, will be released after this weekend. The volumes do change, it is just the sliders do not reflect the value. This is intended and will not change. Most likely will not be changed.
  11. noubernou

    ACRE2 Public Beta Release

    ACRE2 RC2 Release! Hey guys, RC2 is out for ACRE2! Changelog: ACRE - AN/PRC-77 Manpack Radio added - Virtual Arsenal no longer shows 2000+ radios - Fixed issues with i7 K CPU users - Removed click from buttons on the 117 and 152 - Fixed pink noise volume scaling with radio selected volume - Added lower headset toggle keybind - Fixed a compiler issue of plugin-per-compile compatibility - Optimizations for PFH regarding transmission reception on 148/117/152. This should greatly reduce the FPS drop when rx - Fixed ACRE volume settings not loading or being saved in some circumstances - Fixed volume controls and feedback displays on the 152 and 117 - Fixed being able to set a power of 9999 on the 152/117 - 152 can now actually specify its squelch - RX only now actually RX's only We are working through some bugs in the omnibus version and will probably release an update of that after the weekend! Here is the normal download: http://acre.idi-systems.com/archive/acre2_2.1.0.671.zip Thanks!
  12. noubernou

    M109A6 Paladin v1.1 (UPDATED)

    Heh, this is actually almost fully ready to go in A3, I just need to get around to polishing it up a bit.
  13. noubernou

    ACRE2 Public Beta Release

    Be aware that if you are running AGM it might be causing JVON to NOT load. If you are having trouble testing and you are running AGM try disabling AGM. I have put a fix into JNET to make it less likely to have addons conflict with it that should be in the next release.
  14. noubernou

    ACRE2 Public Beta Release

    ACRE2 Stable RC1 v2.1.0.651 Hey everyone! We are very close to a stable release of ACRE2, and as such we are now releasing a release candidate with a lot of new features and fixes for the community to test. Below is a list of changes/fixes in this release. To see a full list of changes, as well as additional information please check out the wiki page for this release: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/ACRE_21_Release Changes Major Changes Volume controls in Settings->Plugins->ACRE->Settings to provide tweaking your volume accordingly. These settings save in the TeamSpeak 3\acre2.ini file and can be changed in real-time for testing. This will resolve anyone with the lingering volume issue. Distortions and sounds have received an overhaul. You no longer hear incoming squawks, instead you hear clicks and static (per real radios) Muting at the end of a mission fixed. All clients are now unmuted locally Bush/Tree/Building occlusion tweaked to fix "cant hear through a bush" The "ItemRadio" slot has been removed in ACRE2 - all radios now appear in your inventory Fixed a bug that would cause repeatedly beeps/squawks with the 343 ACRE Omnibus released - please see below. Additional Changes ACRE2 Debug & Testing functionality added to acre_sys_debug and acre_sys_gui Entire engine upgraded to VS2015+C++11; if you require an older runtime, see the extras folder Named Pipe permissions fixed to not require running as administrator. If you have issues, try running Teamspeak & Arma NOT as admin, but as a regular user. Solved some cases where named pipes would not connect Editor stutter fixed CfgAcreRadio's have changed to CfgAcreComponents, in preparation for racks and components The 152 and 117 have been implemented, operational as the real radios and co-operational with the 148. See their associated manuals for usage. The PRC-117 needs to go INSIDE a backpack Fixed a frequency programming bug in the 148 where the channel frequency would invert The API Function of globalVolume now actually applies to global volume ACRE now loads a custom font for better realism of UI's Huge internal code breakout and function cleanup You can now double click radios in your inventory to open them Radio Noise disabled for intercoms. The effects stay the same, but the new noise is not generated on intercoms. There is also new volume controls in TS3 for ACRE2. If you are experiencing low volumes please use the new settings screen to adjust them to a comfortable level. Settings->Plugins->ACRE, select Settings. Change the pre-mix and post-mix volumes until your sound is better. New Radios AN/PRC-152 AN/PRC-117F Also an AN/PRC-77 is almost ready for release, as well as a remade 343 courtesy of JP, though these will probably come post-stable release. JVON & The ACRE2 Omnibus ACRE2 Omnibus provides seamless VON experience in ArmA3, replacing the in-game VON system and removing the need for external voice chat clients (such as TS3). You can still use your favorite chat client alongside JVON, but this integrates ACRE2 and in-game voice into a single solution. This is an alpha release of JVON, it is not considered stable! To find out more information on how to setup JVON/Omnibus on your server please see the following tutorial: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/acre2-omnibus Download ACRE2 for TS3: http://acre.idi-systems.com/archive/acre2_2.1.0.651.zip ACRE2 Ominbus: http://acre.idi-systems.com/archive/acre2omnibus_2.1.0.651.zip
  15. noubernou

    ACRE2 Public Beta Release

    That's not a good test, a better test is you should hear people the same volume point blank (like face to face) with the plugin off and the plugin on, actually technically they should be slightly louder with the plugin on because we actually amplify the voice cone instead of subtract from outside the cone.
  16. noubernou

    ACRE2 Public Beta Release

    Are you still getting the volume issue? Most people reporting the volume issue said radios were also very quiet.
  17. noubernou

    ACRE2 Public Beta Release

    Not only that, but the attachment system is in the master code branch of last night. Work on UI integration will start soon, but yea, all sorts of fun goodies coming.
  18. noubernou

    ACRE2 Public Beta Release

    The holidays are coming! :) Hatchet is our Santa! :459:
  19. That isn't the issue, the issue is that in TFAR as in ACRE when you do not have a radio that is able to hear someone near you broadcasting you hear their voice as if they were not on a radio (just like in real life when someone speaks into a radio their voice doesn't magically stop being heard by those around them, as cool as that would be). So it'd be annoying to hear the person speaking next to you also be "saying" the gun fire and other sounds around you. It'd be confusing and weird. You need two audio streams to do this correctly (TS only provides 1 mono stream across the network) because you'd have to send one that is just your voice, and another that is your voice mixed with your game sounds, so that way people near you would hear the unmixed sound, and people on radio would hear the mixed sound.
  20. noubernou

    ACRE2 Public Beta Release

    Yup, there is a bug in the 148 when setting frequencies. It is fixed in dev right now.
  21. noubernou

    ACRE2 Public Beta Release

    Yea it has nothing to do with ACRE. It actually happens LESS when ACRE is running for me. ---------- Post added at 01:17 AM ---------- Previous post was at 01:16 AM ---------- It'll still work with TS. If you join a server running JVON it uses JVON, if not it uses TS.
  22. noubernou

    ACRE2 Public Beta Release

    In real life those beeps don't even exist, so it'd just sound like interference. The beeps in ACRE2 will probably be removed and replaced with real sounds if the radios have them.
  23. noubernou

    ACRE2 Public Beta Release

    Tell him to restart TS. Some people get a TS bug where for some reason it just stops sending packets for the last bit of the message. I get this bug with and without ACRE and it appears randomly.
  24. noubernou

    ACRE2 Public Beta Release

    There is an incredibly detailed component system in the works. JVON is taking up most of the time right now though. Lots on the plate. :)
  25. noubernou

    ACRE2 Public Beta Release

    If it is people trying to talk at the same time, they shouldn't do that. Radios don't work that way. It is your radio fighting to figure out which signal is stronger. Enforcing proper radio protocol helps this.
×