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jaynus

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Everything posted by jaynus

  1. http://ace3mod.com/wiki/feature/javelin.html Read please ;)
  2. Additionally, github is up a bit more than 20 minutes to the hour.
  3. Hi Everyone - Please remember that if you are not using work from our master branch (e.g. you are using random builds off sites, this thread, or elsewhere) your feedback and/or suggestions, although welcomed, may or may not end up being valid; we are committing hundreds of lines of code every single day. If you didn't download off of github and build about an hour ago, its a pretty safe bet that your bug was fixed or there is a setting different than what you are posting about. Once we release, we plan on releasing nightly builds which will help alleviate some of this; but until then, please remember again, using these unofficial builds is AT YOUR OWN RISK - and you are *GUARANTEED* to have broken features at any given build right now as we sprint for an initial release.
  4. These are CBA macros, which we use across our entire code base. They translate to ace_<pbo>_<string>. This applies to most of our short hand macros. inside of say, ace_captives: GVAR(boob) = ace_captives_boob QGVAR(boob) = "ace_captives_boob" FUNC(boob) = ace_captives_fnc_boob EFUNC(common,doStuff) = ace_common_fnc_doStuff This is all documented in our development wiki, which may be worth are read if you are trying to understand things :)
  5. Please keep in mind, if you are using those settings, they are completely wrong and incorrect across clients and none of the data across clients matches at all (unless you allow ACE weather to synchronize it for you). This means that one player may get major wind drift to the left from hurricane force windows, another persons bullets will drift to the right, while one guy will say its a perfectly calm day. This is how bad the A3 weather simulation is, and why ACE weather exists.
  6. This is the correct answer. If you want the wind very specific/technical details, check our variables. We also synchronize the game wind & weather across clients correctly periodically; so the vanilla command values should mostly match and be accurate. This is not the case in regular arma.
  7. This is already done, and is configurable via ACE Settings. This was actually a thing discussed, worked for and implemented :) Additionally, you may want your community members to try it out again - the frequencies have also been changed from the ones in CSE, specifically to not trigger Tinnitus pain. As a fellow horrible tinnitus person, I can tell you the new sounds fall outside the pain frequency.
  8. Fixed, fixed, and fixed. Please start filing tickets on these things as we don't read the thread much. See here for the guidelines on filing issues: http://ace3mod.com/wiki/user/how-to-report-an-issue.html
  9. You need to be in NFOV and thermal to lock. ---------- Post added at 05:02 PM ---------- Previous post was at 04:57 PM ---------- See previous post.
  10. Thats already an option in the ACE Settings menu. Your welcome to start ;) http://acemod.github.io/ACE3/wiki/development/how-to-translate-ace3.html
  11. This is for key binds. ACE Game options are in the top left, "ACE Settings" button.
  12. It has been on our plan, but we have not gotten around to it. You are free to fork and implement, but please read our coding and implementation guidelines very carefully. We will not accept merges breaking any of our "Thou Shall Nots" in the code (spawn, execvm, non-pfh, etc).
  13. This will not work, given it has no extensions built.
  14. No, as we are still actively in development. If people wish to review code and reviews as well as see our documentation/examples for mod compatibility, they are free to do so. Technically competent people are also free to clone and build ACE *at their own risk*. If they would like to test with their communities, that is fine - but we are not officially releasing builds at this time until we finalize things further this month.
  15. jaynus

    ACRE2 Public Beta Release

    ACRE Update 2.1.0.786 - STABLE Release Hello everyone! We have worked to make sure to release in tandem with CBA for the latest Marksman release! Included below is ACRE2 STABLE Build 2.1.0. This build is compatible with the newest version of CBA, as well as the new Marksman DLC. Pending any issues, this issue is being flagged as ACRE 2.1 STABLE Additionally, we have included the below final bug fixes: - Clipping issue eliminated - Phasing from occlusion has been reduced, but still present when running through buildings - Multiple SQF script error fixes - The babel module would sometimes not initialize for JIPs - The 343 no longer breaks when you remove the handle - The ACRE2 Volume control options have been improved - An issue which possibly caused AI to stutter has been removed Thanks everyone! Download Link: http://acre.idi-systems.com/archive/acre2_2.1.0.786.zip
  16. Weather synchronization in ArmA3 is actually, in fact, horribly horribly broken. As is just the weather in-and-of-itself, let alone over the network. It does not stay consistent locally, let alone networked. Additionally, ArmA does not provide the full set of weather parameters we want. We have had to re-work the entire weather system ourselves to appropriately correct it across all clients, and to keep things in sync. It was the source of about 5 days of attempted suicides of multiple ACE developers to get it working. In a nutshell - we fixed weather.
  17. FYI Everyone, Nou is only one person - and we have 10+ guys on our team. His inbox has repeatedly been flooded to max messages (300) and he is not a full-time PR person, he just posted the thread. Please wait to direct the volume of requests for when we have released our github page to the public so the issue tracker can be utilized. Nou will not be responding to the PMs flooding in. Again, please just sit tight, and realize Nou is getting 50+ PM's a day, so he most likely will not be answering. Thanks, ACE Team
  18. We have released a feature trailer! Missiles, Cannons, and Lasers! Features Showcased in this Video: - Ground stabilized turrets - Helicopter FCS / Laser Self Designation / HUD - Interaction Menu in Vehicles - Realistic beam-calculated lasers - DAGR direct LOAL missile guidance - Top Down javelin/titan fire mode - Titan/Javelin CLU targeting and locking (WIP) p.s. no bananas this time
  19. Just trust us. We have tested with TrackIR and other freelook methods; there are some off-the-bat thoughts about possible issues which all are fairly simply and this entire system was designed to avoid. Just have faith!
  20. All you will really get out of the graphing is that AGM/CSE dev stopped when we started merging massive amounts of code into our new repo. To answer a few random questions I saw throughout the (!!!!!!) 15 pages and counting: - Mortars/Arty is coming, but not on initial release; Nou and I are planning a rewrite of a lot of the core systems - Dragons. POP POP POP POP POP POP - I use TrackIR exclusively; so don't fret, its being tested with the new interaction system That's all I can remember to answer off the top of my head. We will soon start dumping the spoilers on everyone over the next few weeks!
  21. jaynus

    ACRE2 Public Beta Release

    These are known CBA issues, fixed in the next upcoming version of CBA.
  22. jaynus

    ACRE2 Public Beta Release

    Please try running 32-bit teamspeak, and the win32 plugin from the vs2013 folder. Also, install the vs2013 runtime, here: http://www.microsoft.com/en-us/download/details.aspx?id=40784
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