jaynus
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Everything posted by jaynus
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We have unexposed internal functionality we have used for testing for this. [] call acre_sys_debug_fnc_checkPipes; Returns [true, false] Values are: [TS3 Pipe Connected, JVON Pipe Connected] both are boolean true/false
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This is operating as intended with squelch nets which we have enabled by default; the radio will not pick up a transmission when you switch nets Additionally, it wont actively key a active squelch when you are already getting a transmission. I'll look into it to speed this process up for this use case and maybe work around it a bit. Also - it appears your looking to disable interference, then, instead of duplex. [false] call acre_api_fnc_setInterference; This will disable the affect other transmitters have on your radio signal, thus making multiple speakers on a net not interfere with eachothers transmissions at all. ---------- Post added at 08:21 AM ---------- Previous post was at 07:33 AM ---------- We are experimenting with it; we are still only doing 2D dialogs so we are looking into methods to make that dynamic and still match our standard of quality.
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This is fixed in latest dev versions of ACRE. We are currently finalizing some fixes to some gear issues (arsenal, etc) and will be releasing the optimizations.
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you want to use: allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi", "b64"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.19.124216)
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Volume controls in Settings->Plugins->ACRE->Settings to provide tweaking your volume accordingly. These settings save and can be changed in real-time for testing. This will resolve anyone with the lingering volume issue. http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/ACRE_21_Release
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Correct. However - it is enabled by default. You'll only want to be calling that to disable it....
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It will be tomorrow. I know its not there today, we have automated the documentation process so it is updating and as we add functions :)
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All clients need it. yes, it is implemented in our latest builds. We will be releasing another RC tommorrow (thursday PST time)
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I really need to automate the "Welcome to ACRE" popup - i'll try to get to that this week.
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Nou is currently working on pulling TS3 configured volumes in some locations to experiment with how it might sound (and how it will break/allow cheating).
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I'd recommend having a "get your volumes right" party, spend 20 minutes getting everyone equalized a bit better :)
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#1. People can tweak their inbound volume settings via Settings->Plugins->ACRE2->Settings. This will change how loud others are. People should not be changing their microphone settings for *other peoples volume issues* #2. Our sound system is designed this way; I suppose we can in the future look into polling the TS3 volumes and user information.
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You are correct; we equalize all volumes and you need to master-boost volumes accordingly (via the volume controls in the plugin). This is to: #1. Give a uniform volume experience. If people are coming across as drastically quieter or louder, then their microphone is set up incorrectly and needs to be fixed. #2. in TVT scenarios, being able to boost individual users basically negates direct speech distances in TVT. You can just boost the other team and hear them before they hear you. ---------- Post added at 06:26 AM ---------- Previous post was at 06:25 AM ---------- This is currently a "feature" which we have been discussing back-pedaling on. Most likely, we will be implementing an in-game key for administrators/spectators to hit which will disable the ACRE sound system. We are still deciding on the best method for this, from that method to maybe a server-side toggle on which method to use. ---------- Post added at 06:27 AM ---------- Previous post was at 06:26 AM ---------- This was not completely misread. I am just pointing out we are signing ACRE *the exact same way you are*. Additionally, we re-generate a new private key *every single build*. This would inherently mean a bug in the DS******* key tools provided by BI, as we use the exact same methods as other users. Additionally, only some servers/users exhibit this problem and I personally have never seen it nor reproduced it. So this may warrant a bug with BI via the feedback.arma3.com due to the fact its a setup-dependent and arma3-dependent issue.
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The same volume control ACRE2 has will be in JVON, we just havn't added the interface as mentioned in one of my previous posts.
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It is not on our todo list, as it is not our issue. This is an issue with custom malloc implementations and server set up. We generate keys the exact same way everyone else does, there is absolutely nothing we can do to fix peoples broken malloc implementations. We literally use DSSignFile like every other mod in the world, and like we historically have for years. The fact the malloc engine *probably* breaks our game plugins would be a problem with those malloc implementations.
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Please read the previous reply, where JVON is not required. ACRE2 Omnibus and ACRE2 for TS are exactly the same, just the actual application utilized for VON is different. JVON does not live in the actual server, and does not need to live on the same server - we strictly bypass A3 networking code to allow server discovery and host negotiation; you can host a JVON server wherever you like. You strictly configure your game server to reference the appropriate JVON server. The revolutionary portion of this process, is synchronization this information and automatically connecting on server connect seamlessly; not on mission start or requiring 3rd party applications. There is no inherit overhead using JVON vs. using TS. JVON does *NOT* use the server to transmit all of its data, it strictly negotiates with the server on "what JVON server to connect to", after that, it is wherever you host the server. We also utilize some mesh networking to cut down on client-server-client communications. You can read more about JVON on our wiki and our webpage. In regards to your PVP questions: Please check the ACRE API. ACRE2 implements full spectator and babel functionality for these scenarios. You can control these all to your liking to limit the ability to share radios between teams, understand teams, or even hear teams; this applies to both alive and spectator players. We don't only offer different radios for different sides, but the ability to speak different languages or share languages between only specific players. All of these features have been in ACRE2 since release, and ACRE1 for over 4 years. None of these are new problems, and I recommend you look into our API and our documentation for all the functionality you are looking into.
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Both of these are upcoming in the next version of JVON. ACRE2 currently has a volume control within the plugin which allows you to tweak volumes to your setup (hence your low volume). This just isn't accessible from JVON at the moment; we have no way to get to the ACRE plugin settings! Voice activation is already currently in JVON, and is just disabled for testing purposes. We utilize the exact same VAD (voice activation detection) library as TeamSpeak, which is the Speex VAD engine, so we are confident it will have the same volume "feel" as you are used to in teamspeak. These changes are coming over the next week or so, are we finish the final RC and STABLE releases of ACRE, which means we can then push more priority towards JVON development again. ---------- Post added at 09:04 PM ---------- Previous post was at 09:01 PM ---------- Six Updater currently provides all of this functionality. If there are issues, please report to the Six team so they can fix. As far as easier use, that is the concept of JVON. We will look into installers again. We historically had a bad record with them ~4 years ago and discontinued them. Its currently low priority on whether we want to dedicate some time to this route.
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Please file issues here http://tracker.idi-systems.com/projects/jvon/issues To help us work out these quirks :) FYI the full duplex will still limit based on range; there will just be no terrain loss. We are working on implementing no range loss, as well. Will look into the delays and stuttering - as you said, its beta for a reason - we have not done *any* performance work on JVON to date yet. Thanks for testing!
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1. The 343 and 77 work in build 721 - may be a hotkey or administrator/non-administrator issue. Its currently in use at UO with no issues. 2. Yes, racks/components are in the works. 3. There are new modules in ACRE, one of which is the 'Difficulty Settings' module; this has a setting for radios to add. Alternatively, if you'd like them to *not* receive a 343 and replace that as default, you'll want to remove ItemRadio and give them a different radio at start.
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This looks like an incorrect preset assignment.
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Test Version of Omnibus which should fix the launcher. http://acre.idi-systems.com/archive/acre2omnibus_2.1.0.721.zip @Six Folks - Please *DO NOT* Add this to the six network. This is to verify fixed for the people in this thread requesting the working JVON versions.
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Steam running as admin does not mean A3 is running as admin.
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Correct.
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Please check this thread we had with AGM concerning this: https://github.com/KoffeinFlummi/AGM/issues/1529 ---------- Post added at 08:38 AM ---------- Previous post was at 08:37 AM ---------- They support it, just the labels are named differently RE the examples. the 148 is label, 152 is description, 117 is name.
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Are you sure? setGlobalVolume should apply to everything.