jaynus
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Everything posted by jaynus
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Updated for ArmA2OA Beta 82604
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latest arma2 has not been supported yet.
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V1 Signature Phasing - 31/08/2011 - Sign up
jaynus replied to rexehuk's topic in ARMA 2 & OA - Servers & Administration
Noticed it wasn't on the list. ACRE has a new bikey for V2, as well as new V2 bisigns (acre2). You should know this rex ;) -
It disables defined complex FSM execution and behavior on a unit. For example, some AI mods will execute additional FSM's on the unit, on top of what is defined in the CfgVehicles classes. This command will disable execution of everything but the basic engine behavior for the unit; thus reducing the amount of FSM execution going on at any given time on the server. Again though, like I said, the engine has basic behavior for any given AI unit outside of the purview of FSM's or scripts, and this behavior still executes.
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some question about "damageResistance"
jaynus replied to norlandis's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#damageResistance And to answer your question, no. ACE uses a largely custom vehicle damage system. -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://tracker.idi-systems.com/issues/111 -
updated for beta 82489
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A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I cant reproduce this. Can someone please file tracker issues with dump files for this? The dump files are located in the "my documents" or "Documents" folder. ts3_blaskdfjasldfkjaslfkjaslfkjsdf.dmp" files. Otherwise - I cannot reproduce this issue. Seems it may be a server/client/addon discrepancy. Or at least the text from the divide by zero error. :? -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I need copies of the exe then. -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is this "all of acre stops working" or just part of it stops working? radios? What revive/death scripts? We added a 5-second microphone mute when you die. Is this what your experiencing? -
Current Version: 1.2.10.381 Latest Release Date: 05.13.2011 Current TS3 Support: 3.0.0-rc1 This is the next stable version of the A.C.R.E. addon. This new version has already been in use by the community at large for months, and has been deemed the most stable version to date. Some new features have been added; but frankly this entire release was a stability and performance release. 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. - IDI Systems / 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://acre.unitedoperations.net/1.2.10.381/ACRE_V1.2.10.381.zip 32-Bit Installer: http://acre.unitedoperations.net/1.2.10.381/ACRE_V1.2.10.381_x86.exe 64-Bit Installer: http://acre.unitedoperations.net/1.2.10.381/ACRE_V1.2.10.381_x64.exe 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://tracker.idi-systems.com/projects/acre/wiki FAQ - hhttp://tracker.idi-systems.com/projects/acre/wiki/Troubleshooting_FAQ_Bug_Reporting Tracker - http://tracker.idi-systems.com/projects/acre/issues 1.2.10 CHANGELOG -- 1.2.10 -- * Added: Lower/Raise headset now avialable via self interact * Added: Owner of a shared pack radio can now stop a person from using their radio via self interact (or running away) * Added: Remote radio usage now works with AI again via interact menu * Added: Current radios are now listed in the self interact menu under "Radio List". Radio dialog's are accessible via this menu * Added: Beginnings of a "dead" interaction menu. This menu does not work right now. * Added: a joinChannel API function * Added: The beginning of server side tvt auto-channel switching * Added: The beginning of enforced channel muting for out of game players * Changed: New distortion engine re-written from scratch. It should not be so ear bleeding now. * Changed: Carriers will, yet again, have direct issues. Sorry guys. * Changed: Distortion engine got a re-vamp, sounds digital now. * Fixed: Devide by zero error when inside vehicle with other players * Fixed: Sometimes you just couldnt talk to people or hear them in flight * Fixed: Script error spam while in vehicles * Fixed: TS3 crashes * Fixed: You would go global when going directly into game as a spectator * Fixed: isSpectator is now respected correctly * Fixed: Spatialization Delay for MPPT pushes is now gone * Fixed: isRadio now checks properly against crappy equipment and returns correctly. * Fixed: Sometimes radios would stop working until you dropped/picked them back up * Fixed: Starting a mission with a radio on ACE back would make the radio not register correctly. Whats new in 1.2? * Complete re-write of the entire TS3 engine utilizing the new TS3 sound engine. We have worked closely with the TS3 team on this new engine, and it is not only faster and more stable, but specially tailored to the needs of ACRE. * ACRE is now 99.9% crash free * A new radio, the handheld AN/PRC-152 * New distortion engine * New API features * Read the changelog for full details :) 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-152 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 COMING SOON THANKS * All the official ACRE testers * UnitedOperations.Net Community for dealing with me pushing broken updates all the time * Havoc Company (www.havoc-company.com) for all the 1-on-1 and beta time :) * rexehuk for killing so many animals on our behalf * 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 * BI Forums community for the support
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A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Moderator, please lock this thread. -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
jaynus replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
placeholder -
M109A6 Paladin v1.1 (UPDATED)
jaynus replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Deployed @ UO -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We will probably officially push our latest version sometime next week. Our next version with major feature's wont be for probably at least another month. EDIT: For an idea, next week we will officially release: - Vehicle Radio Racks and Virtualized radios for some vehicles - ACRE Interact menus and usage - TS3 plugin Settings dialog for different volumes and other options - Multiple bug fixes - Performance improvements for games with more than 60 players - Signal strength computations got re-written and is now much better (Full changelog mostly for next weeks release) -- 1.3.3 -- * Changed: You can no longer open a radio in a vehicle rack unless you use it first * Change: Virtual rack radios (tanks/aircraft) are no longer "takable" -- 1.3.2 -- * Fixed: JIPs would sometimes hear people as global. A lot. * Fixed: onvehicleinit script error * Fixed: ACE radios were borked -- 1.3.1 -- * Changed: When using a rack radio, it now becomes your active radio * Fixed: Random game hang/crashes * Fixed: the dead menu showed up when you were alive * Fixed: radio speakers now work again * Fixed: Virtual radios in vehicles would sometimes show frequency any * Fixed: Volume on the 343 did not work * Fixed: JIP players would be global sometimes * Fixed: Other random bugs and crap -- 1.3.0 -- * Added: TS3 now has a configuration dialog which allows controlling global radio volume for your client * Changed: updated for latest ts3 version fixing the constant error message * Changed: Signal code re-worked. Overall terrain detection should be more accurate (no more mystery hills) * Changed: Vehicle racks do not have a "open radio" button anymore * Fixed: Various vehicle rack bugs * Fixed: retrans function rxmtAttachToObj now works properly * Fixed: Sometimes the client would stutter with > 50 players * Fixed: "Over water" volume bug (also known as the carrier bug) * Removed: cntrl+shift+v for radio list has now been disabled. Use the ACRE Interact menu -- 1.2.11 -- * Added: Vehicle racks are now fully implemented. See http://tracker.idi-systems.com/projects/acre/wiki/Vehicle_Racks for details * Added: Vehicle racks now support "speaker mode" for other people to hear them * Added: Players dead, or in "spectate" mode, now get a self interaction for modifying spectator mode settings * Added: api functions. acre_api_fnc_getDisplayName, acre_api_fnc_rack_mountRadio * Fixed: Ace "on-back" was broken again (http://tracker.idi-systems.com/issues/73) * Fixed: Turned in/out attenuation for LAV-25's fixed. dumb animation names (http://tracker.idi-systems.com/issues/74) * Fixed: Bradley's now have proper cargo compartment attenuation * Fixed: Vodnik gunners were perma-turned out, but had turned in attenuation * Fixed: startSpeaking didnt trigger on channel change (http://tracker.idi-systems.com/issues/77) * Fixed: hasKindOfRadio didnt work (http://tracker.idi-systems.com/issues/78) Then, our next feature push is looking at containing the following (within a month): - Rewrite of GUI framework to allow for easier custom radios, as well as all API features working more consistently - Real signal-based half duplex - Input-based distance attenuation - Management of antenna's on radios/vehicles - Digital signal decay completion (cutting out rather than much quality loss) -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cic the new ACRE Settings dialog being integrated into the plugin. This is in anticipation of more manually adjusted settings. -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACRE never had a shout/whisper/talk mode; only a2ts did. We've never implemented, and as far as we are concerned we have no plans to implement it. atm "direct talk" ranges are actually about 12x realistic ranges. We are, however, working on implementing input volume attenuation. This means if you yell into your microphone, your voice travels further. And inversely, if you whisper, it doesn't travel as far. -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I cannot repro any ACE issues with the interacts. Have you made sure to update your ACRE userconfig? in the 1.3 DEV/TEST builds the userconfig changed. p.s. this is why they wernt public release versions ;) -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1.3.1 was a bust dev/test version we deployed only to UnitedOperations for testing. Its been pretty broken, and undergone multiple hotfixes, and is actually getting re-deployed to UO as 1.3.2 But to clarify - the current 1.3 builds *are* flagged DEV/TEST until we stabilize with our testing @ UO. Hence why the post wasn't updated ;) -
Already updated...and you PM and posted within 2 hours of the beta getting released :|
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A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The popup about someone using a new version has been drastically cut down, yes. -
lulzzz (multiple z's cause it has to be 5 characters)
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A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
please post suggestions, thoughts or anything else to the tracker please. -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
jaynus replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We had issues with our server and my build environment (my computer tanked). Use the manual zip install. @everyone else: Hi. I just got out of bed finally. I've been bed-ridden sick with the flu for 6 days. Like, literally, I didn't get out of bed. For 6 days. Nou and I should hopefully be able to start cranking on things again shortly to fix up, update for new TS3, get some new features finalized, and stuff like that. As mentioned above - this thread is the worst possible way to tell us problems. We'll ignore you most of the time. Please use the tracker: http://tracker.idi-systems.com/projects/acre/issues Thanks. -
81423 sorry. Typo :P Latest public beta.