jaynus
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Everyone - RE the "randomly can't hear people" bug. http://forum.teamspeak.com/showthread.php?t=56000 Apparently this is a TeamSpeak bug, NOT an ACRE bug. -
VERSION: 1.2.6 - Added OA 1.52 beta 72418 support
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Right now: Direct Very Soon: Some in direct (depending on vehicle and positions), some via radio Planned Soon: http://dev-heaven.net/issues/10891 -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
have you specifically installed the 1.52 patch? Gamersgate/sprocket say 1.52, but they aren't really 1.52 To run beta, you have to copy dsound.dll into the beta folder. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We'll work on this off of your associated DH thread. Argh! We'll see what went wrong there. We have gotten some push-back on this. However - we cannot think of any easy way to add a sub-second method to access this. #1 would be a hotkey (which ACE takes all the good ones) or add it to the ACE action menu (but not everyone has ACE..) We'll see what else we can try to come up with. People *really* wanted a quick way, without having to open up their radio and turn the volume down, to shut people up. Where did you come up with this assumption? Especially from this thread? I specifically said in response to you: This means we do have API's getting all set up for this (custom radios), we just are not making them publicly available until 1.1. They just aren't robust enough for random people that do not understand the full internals of ACRE to use yet. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Version 1.0.6 is now released!!! Main post updated. Changelog: * Issue with JIP players sometimes not hearing players at all now fixed * Complete re-write of 119 Radio logic using FSM * Complete re-alignment and re-exportation of images for 119 * Complete re-alignment of 117F dialog options * Text on the 117F and 119 now look more radioesque * Volume knob/buttons on the 119 and 117F now work * You now have "lower" and "raise" headset options to decrease your active radios volume quickly * The 148 has been re-imaged and no longer shows as white for certain players * Garbage collector no longer collects your radio from your body as quickly * Compat for latest TS3 B23. This beta fixes multiple bugs and issues reported by the ACRE team which affect ACRE performance * 117F programming menu for power no longer breaks the entire radio * ACRE radios no longer flood and make the ACE magic box completely useless -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
None at this time. We think direct volume is well attenuated. You can hear a FTL, over fire, from 30-50m away. Already patched. We are just not pushing until we complete 1.0.6 testing and implementation. That is correct. We are vanilla compatible. To repeat for everyone else: ACRE has NO external dependencies besides JayArmA2Lib and CBA. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We have just recruited a new tech writer / documentation person to assist us with this :) You'll see the wiki fill up with massive amounts of cool info shortly. ---------- Post added at 03:58 PM ---------- Previous post was at 03:55 PM ---------- We have been busy fixing the dialogs now. They should be a lot better with our next release. Yah, we are fail at dialogs :) We are getting the hang of it though. No. We are not attached to the in-game radio at all; and this is still mission-maker/whatever dependant. We are implementing volume functionality as we speak, however, and it will be for control of radio volume from the radio interfaces. We do not plan on implementing custom-made radio API's until at least 1.1. Our actual radio functionality in our main core addon's is not yet mature enough to allow the public to use it (e.g. it breaks unless you use it correctly, rather than error-handling). -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry to answer for Nou but the sound modification part of everything is my game, so I'll answer :) Short answer: We've been looking into the possibility of these as to just completely override in-game VON as well as having AI's broadcast over radio. This is not trivial and requires a large amount of work in JayArmA2Lib to modify/read this information in A2. We determined so far the time required just isn't worth it, and are doing more 'work around' style methods for the AI behavior. Long answer: BI doesn't provide any easily accessible methods for these types of features to the extent we need them. Because of that, I would have to go through and actually hook two different things within the arma2 process itself: 1. The 'play sound' engine 2. The audio streams themselves I have not looked into how they implement this; but assuming its like most modern sound engines, I could hook specific sound streams (e.g. an explosion, a VON stream, or even footsteps), and then perform waveform modifications of these to do all sorts of further sound realism. The problem with this though, is two fold: 1. The time required to figure all of the engine out and its intricacies is extensive 2. Associating an in-game explosion with a sound stream is even more difficult than just the sound engine. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yah it could be some kind of layering issue or format issue for you guys (we save in hi-def PNG format, then convert to PAA). Perhaps try a driver update and let us know? If that doesn't help, then we can sit and try to replicate (we havnt yet) -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Version 1.0.5 of ACRE is now available! This includes many fixes for usability, respawn, and even a new radio. --1.0.5 Changelog-- * Added AN/PRC-117F * Reattenuated direct chat volume curve to loose volume more quickly (previously was too loud for too far) * Integrated latest JayArmA2Lib build supporting up to OA beta 72291 * Installer now targets OA by default instead of ArmA2 installation directory * Changed low power on AN/PRC-119 from 500uW (microwatts) to 10mW (milliwatts) * Added scaling for ITU terrain loss model. Set acre_sys_signal_terrainScaling between 0 and 1 to scale. 1 is default normal, 0 is no effect. * Voice activation appears to no longer cause issues * Fixed issues with random radio/direct speaking cut outs after respawn * Fixed issue with respawn scripts where users would spawn with duplicate or no radios * Fixed "Install Only For Me" issue where installer would incorrectly copy or not copy plugins * Fixed multiple crash sources in teamspeak * Fixed issue with respawning and not being able to broadcast. This persists though with a 10 second delay now due to respawn script compat. * Fixed issue with low-fps/high-desync situations where coms would cut out. * Fixed multiple race conditions, order of operations, and scope conditions related to active speaking * Fixed issue where ACE Russian radios were not being identified as radios * Fixed error on server side related to radio garbage collector Enjoy! -
retarded
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updated for latest beta...again.
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Official 1.52 They moved it - http://www.arma2.com/supply/game-updates/folder.html?lang=en
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yah so the current status right now, is that dsound.dll doesn't need to be updated, and I have it auto-updating. I can probably push auto-updating jayarma2lib too (yay for dynamic DLL patching). The big problem is, that the binary analysis will still always have to remain manual. I've got it down to a science now; takes me about 5 minutes. But either way - you never know if something is gonna change. I *could* automate it it now, but we would run into major issues if their code ever made a large change in the portions i use.
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome. Go hit our tracker and file a feature request :) -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. Yah - we are still playing with the scaling for 3d. The newest one in 1.0.3 is pretty absurd; we think we have it down for our next release. 2. Voice chat over the radio *is* distorted by default. The additional problem is that TS3 already does a freq-range limitations for its encoding, so actually getting an effective "radio sound" was difficult for us to begin with. 3. Uhm, can you expand here? That is by design. Your *supposed* to have problems communicating in the mountains with radios... *actually* we could output to any device on the computer we want. But providing a user-interface for this and dynamically configurable, etc etc. its just way too much work at this point. ANYONE THAT IS TRYING TO USE BETA I WILL RE-ITERATE Every single version of beta is NOT going to have an associated ACRE push. Pushing two updates a week is not going to be the ACRE standard. If you are a beta monkey, please pay attention to http://forums.bistudio.com/showthread.php?t=98647 That is where I post the new JayArmA2Lib support for beta's. We only put the most-recent JayArmA2Lib into the ACRE package when a new one is released. To re-iterate again: If you want to use beta, you have to keep track of JayArmA2Lib updates and update on your own. we wont be tracking it in this thread. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Capslock is the default in-game VON key. You must do one of the following: 1. Reassign your in-game VON key using the in game controls menu 2. Change the ACRE Radio PTT via userconfig\acre\acre_keys.hpp (just like in ACE) Next - If you are not getting a popup when you hit capslock at all, and no TS3 broadcast, you either: A. Do not have the plugin enabled B. have not started TS3 as administrator -
updated for Beta 72197 support.
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is correct; Its a known issue and I am working on the fixes for it right now. That is why it said "connect/disconnect WHILE loading plugin" :) Loading the plugin independently while connected will still result in a crash; we will have a fix for that in our next hotfix. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Limitation of the way jayarma2lib patches the binary. Its not avoidable. dsound.dll will *NOT* be updated in future jayarma2lib/acre releases, however. So its a 1-time drop. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
#1. Check the troubleshooting wiki #2. Only @ACRE and @CBA are actually used on the server side. @JayArmA2Lib will be there, but not touched. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
dsound.dll needs to be in the same folder as the EXE, and @JayArmA2Lib must exist as a folder and be loaded as a mod as well. Which means the dsound.dll provided by JayArmA2Lib goes in: C:\Program Files\Bohemia Interactive\ArmA 2\ Unless your running sprocket version, and getting the popup error. That means update to 1.52 -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Troubleshooting guide and FAQ Your RPT file shows JayArmA2Lib is *not* enabled or running. dsound.dll must be copied and be next to the EXE you are running, and you *must* start with @JayArmA2Lib in a modline, you cannot use the internal mod manager. EDIT: p.s. steam has a habit of trashing modlines if it gives you the "launcher popup" -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You will hear all radios currently on your person. http://www.dev-heaven.net/projects/a2ts3/wiki/Class_Names_and_API adds like any weapon. The PRC_119 does take up the back slot. You cannot. It is currently statically hard-coded into the DLL. I haven't heard anyone wanting to change it - if you do, go ahead and file a ticket /w reasoning and we'll all see what we can do. No' date=' it does not. We are just CBA-dependent; nothing different about how any CBA-enabled mods work. CBA_OA is just for standalone OA. There is no difference - we just named them differently from different naming schemes. The auto-installer and the package the same. ---------- Post added at 07:58 AM ---------- Previous post was at 07:48 AM ---------- Right now JayArmA2lib *IS* 72107 compatible, and I am currently updating within 24 hours of every beta release. We are just not officially supporting it via ACRE because of the quick release schedule. If you like to run beta's, keep track of the JayArmA2Lib thread and tracker: http://dev-heaven.net/projects/jayarma2lib/files http://forums.bistudio.com/showthread.php?t=98647 And manually update your JayArmA2Lib. Also - remember that with beta, dsound.dll has to be copied to the "Expansion\beta" folder. Because you run beta - its not my problem if its doesn't work, and we didn't want to track it here (different mod and not an ACRE issue).