jaynus
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Everything posted by jaynus
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Typo responding sorry :P TO EVERYONE CONCERNING COMPLEXITY DISCUSSION - A basic ACRE user can get away with knowing how to push a PTT key. A mission maker can set up the radios on the correct channels, and the user has to interact with only his PTT key. In case you were unaware, ACRE basically functions with 1 key that you really need to know. A PTT key. If the mission is set up correctly, you literally have to do nothing else but push a key to use it. Without the mission maker preconfiguring things - To operate ANY radio in ACRE, you only need to know really 2 knobs. A channel knob, a volume knob. All the radios have a very obvious knob or key for this function - so literally, all radios are operated using 2 knobs and a PTT key. It really can't be any less simple than that. If you have multiple radios, you have 1 extra keybind to switch. In regards to "get confused on which radio you are using" - I'm sorry, but we show a display in the bottom right corner of what radio your using. If that confuses you, I'm not really sure what more we can do. We tell you what radio your using, and you are saying you don't know what radio your using. I understand the desire for keys for faster switching of these methods, but we do provide AltPTT keys for this functionality. In regards to keys to actually change operational functionality of the radios - we probably won't explore this any time soon. You are welcome to look at our API and implement your own desired keybinds to this affect, however. We may explore it later in ACRE2 Arcade, if we ever go that route. Lastly, we are not looking to introduce only a method of communication. We revoluationized the ArmA series doing that in ACRE1. We enjoy breaking the limits and revolutionizing gameplay in arma. We are looking to simulate radios. You can just use TS3 with a radio filter plugin if you wish to just sound cool - we are geared towards simulation the hardware and the hardwares limitations; thats the true gold of ACRE. A regular player, without having to program radios at all, still experiences something very, very close to real life operator experiences. This is our goal - and many active and former duty radio operators will tell you, we are getting closer and closer to spot on as we progress in our development.
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It appears the *display* for the volume controls in plugin settings for some reasons won't display the saved value; rest assured, the values in the ini file are in fact the ones being used, as well as the value while you edit the dialog. Once we wrap omnibus and and push we'll sneak that in there.
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Theres a crate init for you.
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We generate a new arma3 key for every version. The keys work on all other servers/users. Let us know if resigning works, or perhaps something got corrupted in a repo.
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Still a lazy implementation. We will be implemented the purpose-made packs, which still have removable radios, as they should be. Thanks, jaynus
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We will attempt to reproduce with button-mashing :P RE: the 117F - it starts with a default power of 5W, same as the other radios. TX power has been fixed for displaying its changes. Expect the bug-fix release tommorrow. RE: Does anyone actually program these radios on a regular basis? ACRE is basically mostly used from 2 buttons; the channel knob and the volume knob. Just curious what scenarios people are deeply programming the radios (Especially since people tell us ACRE is too complex, when its 2 buttons, but then we hear about the deeper features almost exclusively)
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This sounds like your sticky keys in windows, or some logitech et al form of sticky keys, has activated.
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You ignored his answer. We are working on attaching radios to whatever backpack you are wearing if you have a radio in it - rather than replacing models.
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Please see above. This has been internally fixed now, but the combinations of quotes/spaces/not spaces/par/not par/config in arma3 server configs was a bit insane. We've correctly for it and now support spaces and quotes for config paths. The next RC will contain these fixes. in regards to #3 - the virtual arsenal and boxes inherently break inventory systems in arma3. We've removed the ability to have radios used in them to prevent them from breaking ACRE as well (since everyone blames ACRE first :p )
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Please file a ticket with logs for the FPS drops, as well as modsets, we have not received any information on any FPS drops yet. http://tracker.idi-systems.com I suspect something is conflicting with our PFH causing the drops.
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http://tracker.idi-systems.com/issues/390 Also, see Amit's suggestion for making your settings permanent.
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You can adjust both or only one; we provided them both because frankly, TS3 is broken in a few places for volume so we made sure to provide the ability to work around all issues. PreMix - This amplifiers the volume from TS3 before ACRE2 does anything with it; it basically is amplifying the volumes of people speaking as you receive their packets off the network. PostMix - This will amplifier the volumes after they have gone through the entire ACRE2 audio chain; so after 3d positioning, muting, in-game volumes modifications, and filters. The volume gets amplified basically right before it goes into your speakers. EDIT: and to clarify, before anyone asks, this is because we do our own 3d mixing and do not use TS3's built in 3d mixing; they limit it to 500 meters, and their API does not provide all the functionality we need. So, because of this, TS3's API is broken in multiple places on certain hardware which caused the historical "Volume is real quiet" bug. These controls allow you to compensate for that bug in TS3.
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Please see http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/acre2-omnibus and http://acre.idi-systems.com/products/jvon/ for for details on JVON. 1. Yes, it is basically a teamspeak3/VON replacement; we have integrated it with A3 to feel seemless like VON. 2. Installing the mod. Thats it. 3. Players would require the mod, otherwise they would not near the Acre2 folks speaking. 4. ACRE_PRC343, ACRE_PRC148, ACRE_PRC152, ACRE_PRC117F are our current radios. See This blog post for details on ranges. 5. Yes, you can assign them radios based on the purchases. 6. We are waiting for the videos and material to come in now, but it operates exactly like ACRE from the end users perspective in game; just there is no additional TS3 requirement; it all integrates directly with the game. So the video evidence of such would look exactly the same.
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22:28:16 Pipe Error: Read Loop CreateFileA WinErrCode: 121 22:28:22 11935.8 ACRE: Pipe opened. 22:28:33 11947.3 ACRE: Server shutting down ping loop. 22:28:33 11947.3 ACRE PIPE ERROR: No ping return, attempting to reattach named pipe. 22:28:44 11957.9 ACRE: Pipe opened. 22:28:55 11969.1 ACRE: Server shutting down ping loop. 22:28:55 11969.1 ACRE PIPE ERROR: No ping return, attempting to reattach named pipe. 22:29:06 Pipe Error: Read Loop CreateFileA WinErrCode: 121 Looks like you didn't have the pipe actually open. Either your plugin was disabled, or you had anti-virus blocking the named pipe. AVG and Kaserskye are famous for this. ---------- Post added at 08:12 PM ---------- Previous post was at 08:11 PM ---------- Stand by for a nice release later this evening.
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Things are fun since we all have the holidays off... http://i.imgur.com/BQbVcWe.png (153 kB)
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@Robalo - I quickly patched up an alternate method to do the userconfig. The reasoning behind this was to enable ASR to run on both the server and the client, but to only utilize the server's userconfig directory. We wanted to prevent the huge exploit of a userconfig .hpp file bypassing pbo signing, and we wanted to enforce server-side ASR settings for Zeus users. This way, we can push ASR in our modpack to all clients, but only utilize our dedicated server configuration for ASR *and* prevent users cheating with their userconfig or having failed game starts because of the userconfig, which is a bit irritating. http://acre.idi-systems.com/jvon-alpha/uo_asr_setting.pbo.zip This instead uses defaults for the .hpp config side of things, and then utilizes the variable settings you provide for actually loading the userconfig as an SQF file from the dedicated server only, and then propagating to clients and executing. This works for us at UO, but I know your use cases may be different. This currently prevents configuring ASR on aclient and only allows configuration on dedicated servers.
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We are positive TS3 is doing something different with downmixing strictly because JVON (Which I wrote) does not have the volume issue evident in test subjects which very definitely DO have it in TS3. I do nothing special for downmixing in JVON; I strictly provide the channels to ACRE and let it do its thing - and it just works. TS3 is very definitely doing something differently, causing this issue. We are back to the drawing board determining what that might be; considering Nou boosted volume by up to 75% depending on surround sound setup and that still did not fix the issue, that means TS3 is still reducing volume after the fact.
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Both the 152 and 117 radio programming interfaces have been mostly completed, and we are just filling in small details now like test modes and lighting options. Confirmed by multiple recent radio operators as authentic and "This thing has features I didn't even know how to use when I was in charge of it".
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Zeus integration is coming slowly - however, the Zeus will now have a "master ACRE" interface for listening in on all radios. RE the positional updates, we'll look into it - it has historically worked off the zeus's camera so we'll look into it. Direct occlusion on maps as they come out with more vegetation is definitely on our radar; we've seen this destroy gameplay on Schwemlitz. We are working on a workaround.
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We need more information/context/RPTs to test. ---------- Post added at 08:29 AM ---------- Previous post was at 08:24 AM ---------- ACRE2 Omnibus is nearing public beta. Besides work on JVON, we have the following coming up in the next update. We've been working hard. - Fixed users sometimes not unmuting all players in the channel (The "Unmute at mission end" bug has been fixed) - PRC-117F, PRC-117G and PRC-152 will be in and simulated to an even higher level of realism than the 148 (credits to ThePieSpy for the UI) - A new PRC-77 and PRC-343 by JB - A whole new, complex attachment system for attached and external antennas, manpacks, vehicle racks, retransmission, and other goodies. - ACRE "easy mode", which will include single-line commands for mission makers to automatically use a ACRE easy mode configuration. These will include radios by side, removing or softening signal loss, automatic spectator initialization, and other features to make using ACRE easier. - Clients will be JVON ready; it can be completely up to server administrators to enable JVON on their server. The actual use of it is now narrowed down to 3 lines in the server config. If a server is JVON enabled, a user will seamlessly switch to JVON instead of TS3 and it is 100% transparent and interactionless. - Tons of bug fixes and tweaks. Here is a teaser for things to come:
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We have extensively tested this specific issue in JVON and it does not occur - stay tuned for ACRE2 Omnibus Edition. http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/acre2-omnibus
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His point was the current maps are not big enough to require such a strong radio with simulation. If the radios are not long enough range for you or if you wish to play in "easy mode" , then that is coming soon as a ACRE "Easy Mode" mode. Currently, you can also do this yourself in your missions, by turning off the ACRE signal loss model. Communities can do this if they want the radios, but not the signal realism associated with it.
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Reports are now coming in that the bug is in fact fixed. So Nou may have been being a bit pessimistic ;) This fix is still DEFINITELY worth it.
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VERSION: 1.4.35 CURRENT OA BETA SUPPORT: 1.60 RC2 Current ArmA2 VERSION SUPPORT: 1.09 FINAL UPDATED: 12.10.2011 PLEASE NOTE: this is initial release for preview and peer review. The first final release, later will include: SQLite support, C/C++ extension support, and a full Addon for API access to allow for ease of Yoma/whatever updates. Besides the above mentioned, however, all features mentioned in the README work as documented. Initial install is also documented. It is the simple copying of 2 DLL's into your ArmA2 directory. SECOND NOTE: The final release version will consist of 1(ONE) DLL in the ArmA2 Root that will *not* change, and 1(ONE) DLL in an addon folder, @JayArma2Lib. So please do not rely on this release structure for anything critical/special/whatever. Link: http://dev-heaven.net/projects/jayarma2lib/files IF you run into a wierd error starting ArmA2 consisting of library errors, try: http://www.microsoft.com/downloads/details.aspx?familyid=a5c84275-3b97-4ab7-a40d-3802b2af5fc2&displaylang=en README: ------------------------------------------------------- LINKS ------------------------------------------------------- Dev-Heaven: http://dev-heaven.net/projects/jayarma2lib BIS Forums: http://forums.bistudio.com/showthread.php?t=98647 ------------------------------------------------------- CREDITS ------------------------------------------------------- - A2TS3 Team for helping with functionality requests - Nou for addon help and getting me in touch with A2TS3 - Task Force Proteus @ TacticalGamer.com for being my guinea pigs. - TacticalGamer.Com Admin team for supporting me and helping me with so much server side testing. ------------------------------------------------------- CONTACT ------------------------------------------------------- E-Mail: jaynus@gmail.com BIS Forums: jaynus TacticalGamer.Com Forums: jaynus Dev-Heaven Jabber: jaynus@gmail.com ------------------------------------------------------- KNOWN BUGS -------------------------------------------------------