jaynus
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Everything posted by jaynus
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Hotfix to 1.1 for server side crash. Updated in DH :)
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Latest test with TacticalGamer.Com . We broke ArmA2 after 4 hours. Plugin never crashed though :) 872XGsUT3Pg
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Nevermind. a German ACRE tester was kind enough to test for me. http://dev-heaven.net/projects/jayarma2lib/files Updated to V1.0. Supports 1.07 and OA.
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Woops. Because it was late, and I was banging my head against the wall with a bug. Ignore the thumbs down part :P Right now we have 0 AI support, and that includes the ingame radio's stuff. We plan on, in the future, over-riding the entire VON system (depending on how OA's pans out...). Until then, its all meat-to-meat TS3 only.
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Ts3 already does this actually. It normalizes sound into a small frequency range. EDIT: removed retarded "I posted late and did a thumbs down cause i was tired".
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"ACRE Dolphins" This is the culmination of what happens when we spend the past 4 hours testing and re-producing and testing and re-producing the same bug. 4oxuD4Gnh2M Enjoy!
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Yes, it will all be signed for official release. We pump out so many versions for testing, that we haven't bothered doing any signing until its an official version. This goes in line with the fact we package (sometimes old) versions of CBA with it. This is, again, strictly to make testing easier for all involved. I think we have somewhere in the range of 200-300 people regularly testing the mod, if we include all the communities that have been testing on a regularly basis for us. Yes, we will be providing a "modders guide", which will include the API's and classes which must be implemented in order to allow compatibility with ACRE.
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ACRE Update: V1.0 test sessions are just about done. We just fixed our last major crash for that, and it seems pretty stable. So expect a release on that shortly. Just so everyone knows, heres what happens with the dev's when we want to figure something out. This is us discussion v1.1 features :) http://pastie.org/1003467
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Many people in this thread are involved with our final roll of testing before release. No official release yet.
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TS3 Beta 21 is not backwards compatible with plugins.
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hi guys - I'm back! Worked pounded me this week, but I am commiting my last few bug fixes this weekend. I'm going to run through and address a few things reading ack from this week: To address the WHOLE server-side issue. We use a server side plugin for 2 reasons: 1. Synchronize Radio ID's between all clients so there are no duplicates 2. A central obelisk to store related radio information for all players on the server To answer the question: Our system WILL NOT work without the server side plugin. Period. Ace included. Due to the way we handle physical, droppable radio's, the server side ID sync is required. If you have a radio without an ID (which means server-side is not running), the radio's will not work; only direct speaking will. If you turn off mod checking on the server, clients without the client-side plugin will not get ANY TS3 functionality; just like before. Sort of. Right now, you can use our custom objects *or* ACE radio objects. we do have full ace_compat; all ACE radios right now get the PRC119 GUI and settings. So - this means all missions which had just ACE radios on them will work just fine. The reason for this is we will be extending to far more radios above and beyond ACE, and we needed a way to do this. So to answer your question: If people use our radio objects, its required; if they keep on using ACE objects (including base arma ItemRadio, we work with that too) then there will be no changes to requiredAddons. jayarma2lib is completely client side; it is not required on the servers. We found 2 bugs in our last test run last week that crashed the server and client on domi. We wouldn't have found it without a single person running an obscure TS3 Addon. The community here would have chewed our nuts off (mine mostly, the bugs were my fault) if we released with a bug like that. Like nou said - not perfectionism, but there are some things that just *have* to be done. I am going on a coding frenzy again this weekend. No fear folks :)
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That would be awesome! Pictures, manuals, links to pictures/manuals, or his life story about radios...anything. No one seems to know anything about Russian radios :)
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Just to give everyone a quick update - We just had a massive network-layer rewrite happen; working out the "oops fat fingers" now, and performing another big test this evening to see how it handles. We'll keep it all posted on how it goes this time :)
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Yes, they already are. But since ACE doesn't supply GUI's, we just have to pick the best one we have.
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Two new videos from last night, since wea re putting the polishing touches on and bug fixing now :) #1 - New Signal Quality Test This includes squawk, new distortion numbers, moving lips, and tons of internal changes :) b1OE6bss2zs #2 - Droppable Radio Demo It was late, so the video could be way cooler...but this just shows, you can drop, pickup and trade radio's and all knob and frequency setting are saved and attached to that radio, so if anyone else picks it up, its the same settings..that means real RTO's! YYdiRdTsNlo
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Yes I could hook these and/or rename them for the addon. The problem we have with this, is we don't want to hotkey too much functionality, so I doubt we'll go this route. I'll still look into it as a feature for arma2lib, but for a2ts3, I don't think so. What we run into is then we have a scenario where people can run and change their radio frequencies. In real life, I don't think many people have things memorized so well as to be running, shooting, AND reaching an arm behind their back and switching frequencies, AND keying their mic all at the same time. The work around for this is that to actually interface with the radio, it stops you. We will, however, allow for an interface that gives information on your current radios (mode,power,freq) so you can see what all your radios are at a glance.
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Also - on top of the UAV style "relay" we plan on implementing (that's in the future), don't forget the two following line items: 1. Aircraft (obviously) have much better clearance over terrain 2. Radio's will support "PA" mode. This is 40,000mw :)
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I am predicting (and hoping) that OA will be in sync with the changes they are making to beta when it comes to an actual script/execution standpoint (multithreading, some internals changes, etc) Assuming that - I already have arma2lib working for the latest beta builds; so it shouldn't be an issue at all. Otherwise -it's just more work for me :)
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A2TS3 UPDATE 1. Clipboard is gone. We are now using jayarma2lib(yes, mine) to use pipe communications. This is a 100% reliable and lose less communication channel. 2. Terrain obstruction is now 100% implemented and working. See Example video below. 3. Communication between TS3 and ArmA2 have now been optimized; no weird "everyone can hear you bugs". 4. All signals, distances, and strengths on radios are 100% realistic. This includes signal strength, broadcast strength, location, terrain, you name it! Radios are *not* based off of "short range" or "long range". They are based off of broadcast strength (mW) and terrain. There *IS* is short range or long range, just your radio battery :) Example Terrain and Distortion Test: Z9uwHwyqKBs Example Gui: a2pKKHrhPFw
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For dedicated server? There is, it will just take some porting on my part. I'll make a ticket of it and see :)
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Yup, it will be making it in; I just haven't completed DirectX hooking completely yet. This is last beta until I push a V1 final.
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Beta 2 complete. - Made named pipe reading non-blocking, readpipe will always return immidiately; and null if no data was avialable - fixed clock syncing - fixed a few crashes where values wern't being checked correctly - implemented Addon structure - Changed kbAddTopic name back to original; now passthru to function if the call isnt for us. Fix for ALICE/FUNCTIONS/whatever foo - initial SQL functions are in but function calls not implemented - DLL Extensions integrated and avialable - Functions renamed for CBA function declarations - Now requires CBA
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#1. Nou hit the nail on the head for these. I can see the desire for mysql server side; but performance wise, unless your topping 20,000 records, sqlite in-memory will be faster, hence I'll be sticking with that (same syntax anyways). #2. no, source code for the actual DLL's wont be released. I am making an "extension" API for 3rd parties can load up as well and "register" commands with my library.
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Thanks Foxhound! I'll get the final out by Friday, and then we can setup mirroring :)
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JayArma2Lib V1.00 - Pre-Release Discussion
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
http://dev-heaven.net/projects/jayarma2lib Version 0.9.5 BETA 1 for initial peer review. See included README.txt for features :)