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Everything posted by Banshee

  1. After the latest update, it always crashes in the main menu screen directly back to the "desktop". iPad3, latest software update and the payed version of firing range. Any ideas? Any places I can look for crashreports?
  2. Since BI standard config for the silencers/suppressors dumb them down quite heavily, we have decided to do something against it since it is nowhere realistic. tl;dr: These Suppressors overwrite the standard BI config. Supressors do not influence bullet balistics. Therefore the rounds do exactly the same damage as without a suppressor. However the suppressor muffles the sound, making it harder for the AI to hear you. Also it reduces the muzzle flash making it harder for them to see you. This mod removes the damage penalty from BI Suppressors. The BI default suppressors change the velocity and damage to a degree that would possibly simulate subsonic ammo. However for subsonic ammo the values are too good (aka not weak enough). And in addition to that it's unrealistic that if you put a suppressor onto your gun, all ammo magically gets subsonic. :) Modern suppressors do not influence the bullets velocity in a negative way, nor do they require the use of subsonic ammo. A suppressor exactly does what it's supposed to do. It suppresses the sound made by the gunshot and suppresses the muzzle flash. However it does NOT silence the weapon such as specialized integrated full barrel silencers with subsonic ammo (e.g. MP5SD). This mod will replace the current BI suppressors, so there is no need to change any gear- or mission-scripts. This mod will most likley get updated with special subsonic ammo in the future. We hope you enjoy this little mod. You can download the latest version as well as the sourcecode on Github (https://github.com/tier1ops/t1_silencer_fix/). We invite you to put up featurerequests or bugreports on the Github issue tracker. All code is avaible under the GPLv3. Thanks to the awsome Tier1 Community for years of great games. Thanks to Colundrum and everyone else from the Arma Model Makers Channel for answering my sometimes stupid questions. Thanks to Github for free open source code hosting. All Mod makers should move there and host their code under a clear (maybe free) license. Download now Banshee Tier1 Operations http://tier1ops.eu
  3. Banshee

    Tier1 Silencer Fix

    Of course it does. We've done testing on this topic. While the AI gets the general direction the shooter is at if you fire at them with super sonic rounds, they don't if you use subsonic. However with Subsonic the damage and range is greatly reduced.
  4. Banshee

    Tier1 Silencer Fix

    How intrested are you guys in a mod that brings in subsonic ammo for all the rifles? Will it be worth the work or not? We as Tier1 don't particulary need it at this moment since for subsonic we can just use the Vermin .45 and the new FN .45 pistol.
  5. Banshee

    Tier1 Silencer Fix

    Well in fact the rounds do create a sonic crack when shot trough the mods suppressors. Alltough you can only hear it when the bullet is shot at you. We've done some more testing yesterday. AI 300m away will react to incoming super sonic rounds and roughly estimate where the shooters position is, but won't know exactly where he is. So that's the diffrence between suppressed or not. Kinda realistic, isn't it? For .45 (The Vermin for example) the AI does not really know where you are since they don't hear the shot. They go into alerted mode, but won't spot you as good as with suppressed 6.5mm for example. This leads me to the desire to update this mod with subsonic rounds for all calibers. But for that I need real life ballistics which I'm trying to come by at the moment.
  6. Banshee

    Tier1 Silencer Fix

    From what I've heard the surpressors do change the POI because they slightly decrease the muzzle climb that's influencing the round while it travels trough the barrel. But that's about it.
  7. Banshee

    Tier1 Silencer Fix

    I don't see any dangerous part in this. I've published 3 public keys. These keys can't be used to sign any files but only to verify the given signatures. However I see that providing the 2 non addon keys is not needed (beeing lazy there). Every server admin has to check for himself what keys he wants to put on his server. He can either chose to put the tier1pub key on it. Allowing all mods signed with that key (aka the mods we run on our public server) on his server as well. Or he can only allow the mod-specific key, to only allow these mods. Don't mistake the tier1priv key with a private key. That'd then be a .biprivatekey which is not provided in any of the source repositories, and never will. :) The tier1 admins are the only ones who can sign addons with these keys. The keys never leave the box they've been created on. But thanks for caring anyway. :) Nope. Since I don't have good recording equipment nor the weapons and surpressors to record the "real" sounds, I didn't change it. If you have good sounds and you put them under a GPLv3 like license, I'll gladly include them if they're good.
  8. Banshee

    Tier1 Silencer Fix

    Keys and signature files added. You don't have to use all three of them, one will fit. :)
  9. Banshee

    Tier1 Silencer Fix

    I wasn't aware of TMR's addons. But yes, it'll most likley do the same. However I'm a fan of small modular mods rather than bigger ones that do all kinds of stuff in a combined package.
  10. Banshee

    Tier1 Silencer Fix

    Clientside only. I have not included any keys since our community does resign all addons anyway. If you guys want, I'll sign them. That's not true. That is true for old surpressors that use metal mesh or rubber inlets. However in modern suppressors the round does not touch any parts of it at all. If at all you'll see a slight increase of muzzle velocity due to increased barrel length. Thanks mate.
  11. Banshee

    Tier1 Silencer Fix

    Yes. I'm sorry, English is not my native language. That combined with not enough sleep might lead to spelling mistakes. :)
  12. Banshee

    Tier1 Silencer Fix

    Right, maybe it isn't clear enough. Let me try again: A suppressor suppresses (not silences) the shot. Also removes the muzzle flash. This is modeled into the game already. Yes, it does reduce the AI ability to locate the shooter, but that already is done by adding a normal BI suppressor. We don't change that effect on AI. It already is there. However in BI standard config the rounds shot trough a suppressor have done much less damage than without a suppressor. That's not realistic hence we removed the negative effect with this mod. In real life suppressors do not affect rounds in a negative way. What BI did was to "simulate" for subsonic ammo. However that's not realistic at all. Maybe you are looking for suppressors or silencers that are really silent (like the MP5SD). These weapons also use subsonic ammo (below 330m/s). However with that kind of ammo you'll also have a huge impact on range (lower muzzle velocity for the same round/weight) and penetration power. That's why for example a silenced AWS only has an effective range of about 300m (https://en.wikipedia.org/wiki/Accuracy_International_Arctic_Warfare#AWS_.28Arctic_Warfare_Suppressed.29) instead of the common 800-1000m of 7.62 Nato. That'll obviously effect other subsonic ammo as well. Then suddenly a 6.5mm MX only has an effective range of 200m (guessed now). That's not really far, but is a tradeoff you'll have to make between power and noise. The mod will be expanded by special subsonic ammo soon with the known tradeoffs. That's better? :)
  13. Does anyone experience duplicating radios over time? We have the following problem: During a mission, if you have a longrange radio (aka non-343) your radio gets duplicated over time. We couldn't yet determine under what circumstances that happens. This obviously is a problem when using 3 radios on purpose or using the left-/right-ear feature, since a new radio will be set to center on default.
  14. We have had the same problem with diffrent people who didn't have any modifications as well as people with modifications. What is this?
  15. I hate repeating myself. Around 12th of april he announced the change that clients won't be able to run several instances anymore, in effect in the Dev build. That lead to the whole discussion about the headless client not working anymore on Dev as well. That was way before we even saw a dedicated server at all. In no stage it was possible to run several dedicated server exe at the same time and have people beeing able to conenct to both instances since the security fix that was applied to the clients are in there as well and have not yet been taken out. Is that so hard to understand? And yes, a client exe with the -server switch is still just a client exe that falls under the announced limitation.
  16. In fact he did talk about the client limitation of one instance per box and you are wrong. He explicitly talked about the limitation that clients will only be able to be launched once per box in the future (already included into the DEV branch). The discussion at that day (around 12.04.) was mainly about the headless client but obviously also applied to the client launched with the -server switch. He also said, that the upcoming Dedicated Server might have the possibility to act as a headless client. He also said, that the dedicated server will be able to run more than once per machine. The reason is to prevent piracy but also cheating and such. The ability to spawn as much clients as you want in fact has been a security concern. You yourself have been aware of this very fact: And as an answer you got: Also please see http://forums.bistudio.com/showthread.php?153010-The-urgent-debate-about-headless-client-in-A3-(and-HC-general-info)&p=2372140&viewfull=1#post2372140. You actually have been involved in the discussion in the Skype chat and also been active in the forum thread. See above. In fact he told us before it got introduced into the client way before it got introduced into the dedicated server. In fact a lot of people knew about this. It started in the discussion about the HC you've been part of. And? That gives you the right to make unqualified comments and demands? We just recently bought new hardware as well. Our community payed for it and we're running a popular public server for people to enjoy. Does that qualify us for demands? No. We all bought Arma3 and got Alpha access on top of it. Alpha generally means that there is a lot of bugs and changes to be expected. No promisses have been made and in fact it was stated several times, that this is an Alpha, and stuff will not work as expected. So in this case it has been your private choice to buy Arma3 and participate in the Alpha. It has been your private choice to rent an expensive server. But that doesn't entitle you to demands. It entitles you to do testing and give feedback and therefore bring some influence into how the final product may look and behave. That's all. Quite frankly you have been a pain in the ass since you joined that chatroom and as I have been told a pain in the ass in several forums as well. Your "expert" knowledge about the codebase, about BE and all the involved mechanics lead to the point were people told you that you've been wrong several times. Yet you didn't stop to discuss stuff without a foundation, without real knowledge. That's been leading to a lot of annoyed people. The fact that this chatroom is accessible by anyone doesn't mean that the community inside that chatroom has to accept any behavior.
  17. In fact, Dwarden has been very verbose about all this, and he explained at several occasions in the Server Admin Channel, that in fact measure have been taken to permit to execute the game more than once. Those changes have been in DEV for a couple of weeks now. Dwarden also stated, that the private build of the dedicated server exe has that limitation as well, but won't have it forever. The move to a virtualized environment was brought up as just a temporary solution until the dedicated server is able to run more than once. This involves some work to be done by BI. But as the dedicated server is highly alpha and for testing only at this stage, you can't expect it to be in there yet. Your constant accusations of BI forcing us to spend more money on their games, the accusations that BI is doing stuff just to make our life as server admins more miserable, and that they do all sorts of stuff on purpose is just not only completly counterproductive and disheartening, it is also plain wrong. You claimed that you speak for the community. Be assured, you don't. In case you didn't read it before your kick, I'm going to quote what I answered in that channel: Am 27.04.13, um 18:28 hat "Banshee" geschrieben: > Vittorio, > > you can stop paying for your server right now. Just stop it. Noone forces you. > In fact you can use your server. If you have decided to rent a very expensive one because in the past you could run multiple instances on one machine, that's your business. Noone gave any guarantees. And yes, we are all spending time and money here to not only get some cool MP experience, but also to help BI making A3 an awsome MP experience since we have had a shitlot of fun playing the Arma series during the last decade. > > It has been repeated over and over that the security fixes (not the ones that fixed the "hacker" issues, but other fixes) prevent the game from beeing executed twice. However in the future with the dedicated server you will be able to execute more than one server per machine. > > Noone ever intended to leave us with the ability to only run one server per box. So there is no need for flaming, false accusations nor for that forum thread. > > Stuff like "the forum gestapo" and your general behaviour in this channel will get you a kick now. You are not the community. You are just a jerk that fools around. After taking action and kicking you from that channel, I have received a lot of feedback from people thanking me for it. I have called you upon your behaviour several times, giving you the opportunity to adjust, but you didn't. So I wish you all the best with your expensive server. Banshee
  18. Banshee

    [MP/COOP/60] Combat Patrol Generator

    We explicitly decided to have no gear boxes on the map to prevent people taking whatever they want, wasting a lot of time on those boxes and even try to testshoot the stuff at base. One rifle shoots as good as another. And since we fix the gear layout, people can interchange their mags if need be. ;)
  19. Banshee

    MBG Killhouses (Arma3)

    Thank you very much for this one. :)
  20. I would love to have two additional commands for functionality: 1. #status (avaible for everyone) Outputs Number of connected players, logged in admin, server locked, passworded or not?, accumulated desync. Why that? At the moment a serveradmin has no way to see how many people are connected if he is ingame*. Only way is Shift+P and then count the players wich might be okay for 12-slot servers but certainly not for 64+ ones. :) Also from within ingame* it's not possible to check if the server is locked (#lock and #unlock give no feedback) nor who is the admin. 2. #plock [password] Toggles between passworded and non passworded. If no parameter, is set, the password, issued in the config file is set, otherwise the password specified is set. Why? The only way to lock up a public server atm is the #lock command. This also blocks people who should join the server from joining. #lock is often used to make space for clanmembers on a public server if the admin won't kick. It simply stops people from reconnecting. Since there is no reserved slots, this is an effective way of doing this. However this is not the only reason why you would want to set a temporary password without a serverrestart.
  21. Okay, we have found the "seagull" issue and confirmed it with two diffrent clients now: Steps to reproduce: 1. Start a Multiplayer server 2. Let people join the server 3. Go into the 3D-world Result: Everyone can play just fine. 4. Someone who is on the 0.5.102980 dev build joins the server 5. Everyone in the server respawns instantly as a seagull. This is reproducable on various missions/servers and has been tested on seperate machines.
  22. We've ran a special TvT pistols only mission on our server for a few days with great response. It really shows how much Arma3 improved CQB capabilities over Arma2. Playing this mission is loads of fun. However this is not our normal style of gameplay, and we are not running this mission very often anymore. That's why we decided to publish it to the Arma3 community to use on your own servers, because the demand on playing this mission is quite high (the server is full when this mission runs all most all the time). This mission has been tested extensivly and not caused any server crashes (as of today 2013-03-08). In fact the server has been up and running for more than 24hrs with more than 1000 diffrent players connecting. We will publish updates in this thread after multiplayer tests. Terms of usage: You're free to use this mission on your servers. However, please leave the name as it is. If you intend to alter this mission, please talk to us so we can adapt your improvements and give them back to the community as a whole. Here is a video of a random guy recording some gameplay on our server: eUjPLmPlB8w Features: Pistols only Silencer in gear One box with limited HE-/Smoke-grenades in a central location Restricted area of movement (If a player hits the border, he'll get a warning and 10 seconds to return) Base respawn Teammarkers on all friendlies (depending on difficulty setting) Spawnkill protection (After spawn player is protected for 15 seconds) Hidden box with one assault rifle and tracer ammo Future plans: Mapmarker for assaultrifle (So everyone knows where it currently is and can start to fight about it) Optimization ... So feel free to download and use the mission. Also feel free to share thoughts and feedback. If you have cool ideas or want something implemented, tell us. :) Tier1 Pistol Carnage v15
  23. In order to serve your mpmissions from another location than the root game folder, simply delete the folder and create a Junction (aka Symlink) instead. mklink /J C:\steam\steamapps\common\user\Arma 3\mpmissions C:\Users\user\Desktop\Dropbox\mpmissions We are using this to replace the standard mpmissions folder with a folder residing in a local dropbox. This way we can easily sync files from our local machines to the server. Those files are loaded into the server on runtime and then locked once the serverprocess gets hold of them (e.g. going to the mission selection). You can delete them from your local dropbox. On the server they'll get deleted once the gameserver has been stopped and unlocked the resources.
  24. Banshee

    Matchmaking (Small PvP gamemodes)

    I encourage you to try out the Tier1 Pistol Carnage. It's very COD-like and runs stable on our server. :) In general Arma3 and it's movement is quite good for CQB PvP and it's a lot of fun. This would not have been possible with Arma2.