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jaynus

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Everything posted by jaynus

  1. 1.2.9 Update released 1.2.8 was a internal testing release and skipped Changelog -- 1.2.9 -- * Fixed: The 3d attenuation "carrier bug" is gone now (http://tracker.idi-systems.com/issues/32) * Fixed: Build errors -- 1.2.8 -- * Added: ACRE now has an interact and self interact key. Default to LALT+LSHIFT+Q for interact, LALT+LSHIFT+E for self interact (http://tracker.idi-systems.com/issues/46) * Changed: The "transmitting hint" dialog now has a yellow border that instant goes on/off when you transmit/let go (Fixes http://tracker.idi-systems.com/issues/28) * Changed: Action menu items for remote radio usage are gone. Now uses ACRE Interact key (http://tracker.idi-systems.com/issues/46) * Changed: BTRs, BMPs, Bradley's and M113's should now attenuate realistically * Fixed: RETRANS NOW WORKS AGAIN BITTTCHHHHESSSS (Fixes http://tracker.idi-systems.com/issues/1) * Fixed: Issue with having to run everything as admin cropped back in again. Smashed and fixed again. * Fixed: MPPT_1 was not working when you only had 1 radio (Fixes http://tracker.idi-systems.com/issues/38) * Fixed: Hint for the first MPPT radio was not working (Fixes http://tracker.idi-systems.com/issues/37) * Fixed: Z-Axis was not working for 3d positional audio (as in it was 2d, not 3d) (Fixes http://tracker.idi-systems.com/issues/32) * Fixed: The "half-second hearing a person global when they die" bug came back. Smashed again. (Fixes http://tracker.idi-systems.com/issues/41) * Fixed: using addWeapon with a new radio, not an existing ID in respawn scripts, previously was causing error (Fixes http://tracker.idi-systems.com/issues/43) * Fixed: Make acre_arma2 require caweapons (Fixes http://tracker.idi-systems.com/issues/45) * Fixed: Using the remote radio of an AI now works correctly (http://tracker.idi-systems.com/issues/47) * Fixed: Using a persons radio remotely would sometimes break (http://tracker.idi-systems.com/issues/47) * Fixed: Having your radio open when someone else used it would cause GUI syncing errors (http://tracker.idi-systems.com/issues/47) * Fixed: If you JIPed at a long distance the JIP player would not register and would be global (http://tracker.idi-systems.com/issues/54)
  2. jaynus

    Why is this game not more popular?

    http://srv1.unitedoperations.net/mpmissions/ Check out our TVT series. They are a bunch of missions optimized for TVT at around 80-120 players. They use a framework written by three of our best mission makers (Sandiford, Krause and beta). Also, some of the larger co-ops there (redbear) show some interesting trigger based/wave spawning AI for larger co-ops. We usually play TVT when we are > 40 players though, as its just more stable because the AI *does* suck up resources. Anyways, for the mission makers looking for good frameworks - have at it. That is our full PBO list currently on our servers. It is linked directly from our mpmissions list on our servers; so it is actively/instantly updated.
  3. jaynus

    Why is this game not more popular?

    Go use ACRE. WE handle servers crashing with grace, and it *still* works even though the rest of A2 breaks. Its avoidable. The reason your getting AI warping is because AI mod makers don't realize that FSM and SQF share different schedulers, causing overall script lag - which causes AI update lag. e.g. spawn/spawn/spawn/spawn is ^4 more destructive to the engine than one master FSM loop. and vis versa. Oh - and server settings affect AI lag as well (proven in test cases I did a year or so ago with multiple AI addons). ---------- Post added at 03:28 PM ---------- Previous post was at 03:26 PM ---------- Posting again - I should point out that BIS also realizes the same, and does it anyways. Vanilla AI has the same issue, with multiple FSM's sharing scheduler space.
  4. jaynus

    Why is this game not more popular?

    We have attempted to share out insights. Whats the base problem here? The only mission makers that deal with high intensity situations on a regular basis, I'm sorry to say, are the makers at UO. Most mod maker and mission maker assuming 20-30 players max. We deal with 70-90. We had 89 players on UO today. For 4 hours consistently. Scripting and mission making are a completely different ballgame at this area. Minimal desync or server lag. This is also our *norm*. This isn't a "once a month" thing. These are our average weekend numbers. We average 40-50 on week days. Oh, and proof I've shared my insights: http://community.bistudio.com/wiki/Biki2.0:Performance_Considerations#Scheduler Mission makers don't care to learn these things. So you cant blame it on the engine. Blame it on the lack of desire to learn. It has nothing to do with "who you work with". We've made this information public and have promoted it, and have helped multiple scripters *deal* with their perf/lag issues. Some just don't care.
  5. Yes. It was a hotfix for pre12, so there is no version increase and it is safe to use.
  6. in ACE, you have to hit the hotkeys corresponding next tot he menu options. SO its ACE interact + H + 1/2/3/4/5/etc @ UO, we have a uo_handsignals which uses cba userconfig and binds these to shift+numpad keys.
  7. @DaveP: I would still highly recommend migrating, despite the beta standard of TS3. this is why the installers have a self contained version of TS3, to prevent "retard-alert" with the move. We run on average 40-80 players @ UnitedOperations every single night of play (~300-400 actual players), so really we have gone through all the possible retard-error permutations you could possibly imagine. If you have absolutely any other questions or need assistance with common issues, feel free to hop on our ts. @J-Guid: sounds like server isnt running acre, or domi is messed up. I dont have much insight into this, since we dont run domi as a primary mission. @Everyone else: Expect 1.2.8 today; We have retrans fixed and some other minor bug fixes.
  8. http://unitedoperations.net/Thread-Mission-Ambience-NIAC-Non-Intrusive-Ambient-Combat
  9. Installation guides are coming - although most of the ACRE community has already been using these versions.
  10. Current Version: 1.1.1.244 Latest Release Date: 01.17.2010 Current TS3 Support: TS3 Beta 36 (TS3 API v8) This is the next stable version of the A.C.R.E. addon. This new version implements many new realistic features for the ArmA2 engine. Our continuing 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. - ACRE Team - WHERE TO PLAY? United Operations is the OFFICIAL ACRE COMMUNITY! Come play with us at http://unitedoperations.net! NEED HELP? Read the next post! DOWNLOAD Package: http://raceriv.com/arma2/acre/ACRE_V1.1.1.244_hotfix.rar Installer: http://raceriv.com/arma2/acre/ACRE_V1.1.1.244_hotfix.exe Mirror: Package: http://srv1.unitedoperations.net/acre/ACRE_V1.1.1.244_hotfix.rar Installer: http://srv1.unitedoperations.net/acre/ACRE_V1.1.1.244_hotfix.exe Alternate (both): http://dev-heaven.net/projects/a2ts3/files REQUIREMENTS * CBA - Community Base Addons (not included) . http://dev-heaven.net/wiki/cca * JayArmA2Lib (Included) . http://dev-heaven.net/projects/jayarma2lib/wiki LINKS Wiki - http://dev-heaven.net/projects/a2ts3/wiki Installaion - http://dev-heaven.net/projects/a2ts3/wiki/Installation_Instructions FAQ - http://dev-heaven.net/projects/a2ts3/wiki/Troubleshooting_FAQ_Bug_Reporting Community Tracker - http://dev-heaven.net/projects/acrecommunityhelp/issues Whats new in 1.1? * You can now "spatialize" your radio (change what ear you hear it) with hotkeys. This is defaulted to cntrl+shift+up/right/left. Up is center, left and right are their respective ears. This is saved whatever your current radio is when you use the hotkey * "Buddy Radios", or "Remote Radios" are now fully implemented. You can now run up to anyone with a manpack radio and steal his handset, using it for commander needs. This is all available in the action menu when facing a someone with a manpack radio. Lastly, if you mess with another persons radio, then they see the changes * Multiple push-to-talk keys are now implemented for your first 3 radios. These are defaulted and configurable via userconfig as cntrl+alt+1/2/3. They switch your "active radio" to the radio you hit, as well as allow for PTT with that radio. Afterwards, capslock will use that radio unless you switch/use a different Multi-PTT * Vehicle/Intercom attenuation is now finalized for the basic vehicle types. You cannot be heard outside a tank when turned in, and all crew members hear each other louder and as if they were wearing "intercom" headset gear. * Many new API functions for customization by mission makers and communication mission designers * The AN/PRC-343 PRR is now the default radio. Its a squad-level radio on the 2.4ghz band, not sharing bands with the other radios. Its used for inter-squad communcation only * Many, many crash/bug/hang/error/wierdness fixes for stability. This versions stability is ~80% better than 1.0.14 * Actual antenna's fully implemented. Each radio has a different antenna that affects transmission. This is a beginning to actual removable and configurable Antennas * Realistic antenna and radio models for multiple radios so you can visually see what a person is carrying GENERAL FEATURES * 100% ArmA2, OA and OA Combined Arms Compatible * Four ACRE-Specific Radios . AN/PRC-117F man pack radio . AN/PRC-119 man pack radio . AN/PRC-148 handheld radio . AN/PRC-343 personal role radio * 100% ACE2 Compatible . Integration with all ACE2 man pack radios, using default AN/PRC-119 statistics. * 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 FOOTAGE ShackTactical (www.shacktac.com) ACRE Mission Scenes G4CR5-lK-Hw Uxoi_Bw8T7c SSG Clan (www.ssg-clan.se) ACRE Mission Scenes dwTYGa3kCLU UnitedOperations.net (www.unitedoperations.net) ACRE Mission Scenes tQVEO082nNA Hhp4pzhgdAc THANKS * All the official ACRE testers * UnitedOperations.Net Community for Testing * 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 * Dev-Heaven community for listening to us complain * BI Forums community for the support * kju & Sickboy for the dev-heaven space * BWF's Le Culto and Johnson with A2TS for giving us the motivation to do this.
  11. Creating new release thread for 1.2, since TS3 is lagging on final release... NEW THREAD LINK: http://forums.bistudio.com/showthread.php?p=1898121
  12. Hence why despite numerous complaints, we picked capslock for default :P
  13. Yah. Sounds like a gameplay/ts3/client issue. You can note on youtube many, many UnitedOperations videos with ACRE recordings being flawless.
  14. Most likely your not running into bandwidth or server settings issues at this point then - probably script lag / performance issues.
  15. Confusing, and those of us that do manage larger steam player bases ( > 30 people on steam), we *do* see the random times where steam doesnt update the registry, runs a random file check when it shouldnt, etc. Forcing a user to disable updating *all* their steam games, just for A2, is asking a bit much.
  16. jaynus

    JayArma2Lib

    How does it not work? Errors? Logs? What pops up? screenshots? Whats it do?
  17. jaynus

    JayArma2Lib

    If you are having this issue please try: http://dev-heaven.net/attachments/download/11530/JayArmA2Lib_V1.4.19.zip
  18. jaynus

    JayArma2Lib

    Dwarden hit the nail on the head. 32-bit 2010 runtime is required for the time being until I have the time to work out exactly why the static builds suddenly stopped working today. EDIT: Attempted fix pushed. Lets see if that works :| ---------- Post added at 06:56 PM ---------- Previous post was at 06:43 PM ---------- Investigating and trying to figure it out. Can only work so fast :confused: I think I got it fixed anyways. Then don't use it. The code is only available to people on request on an as-needed basis. I refuse to let my work give amateur would-be-cheat-coders a leg-up; they need to rip apart arma2 and spend a couple hundred hours the same way I did.
  19. jaynus

    JayArma2Lib

    Install: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84 P.S. Unavoidable problem with the way A2 loads DLL's + my new build env. I have to use the new runtime, and I cant drop the runtime in the A2 folder.
  20. jaynus

    JayArma2Lib

    Updated and fixed. AUto-update pushed with fixed version. http://dev-heaven.net/attachments/download/11519/JayArmA2Lib_V1.4.18.zip Install above zip if you had the problem. P.S. I hate windows xp.
  21. jaynus

    JayArma2Lib

    Looking into it. Not sure what the deal is yet.
  22. jaynus

    JayArma2Lib

    Updated for beta 79600 http://dev-heaven.net/attachments/download/11515/JayArmA2Lib_V1.4.18.zip auto-update pushed.
  23. You mean kinda like the ARENA system (Russian, of course, but its overall basically the same code we could implement) nou was working on that never got finished for ACE? This may just be motivation to get it in now ;) bFD1nrRGKOY
  24. jaynus

    F/A-18 Super Hornet

    See. This is the perfect response to my question. I will be sending a joint-PM to all three of you helping with this now with some questions :) Thanks guys.
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