jsmuk
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Everything posted by jsmuk
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I had a similar issue a few months ago, and it was caused by the strangest issue. If the teamspeak channel is set to a certain codec (opus I think?) then that sound happens whenever someone talks. It confused us for a while as we were setting up babel and thought we had broken it. I was never able to confirm if it was ACRE or something we were doing but the issue went as soon as we changed codec. So that might be worth looking at.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
jsmuk replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its nice to see more ArmA mods becoming open source, IMO its better for everyone involved. I look forward to possibly contributing. However I have one possible concern / issue. I am not a lawyer so forgive me for possibly speaking out of turn (especially if you lot actually know better) but... surely by releasing it under the GPL you relinquish all rights to forbid people from monetizing it? I completely understand (and agree) with why you wish to do that but it seems to be in contradiction to my understanding of the GPL. My concern is that you might be powerless to actually stop people from doing so. I hope I am wrong mind you. That said, I look forward to seeing how ALiVE develops on from here, its already a pretty exciting and fun way to play ArmA and it can only get better. -
Difficulties in setting difficulties post 1.58
jsmuk replied to fourjays's topic in ARMA 3 - SERVERS & ADMINISTRATION
This is great and all, but what about us who do not have a mission cycle set up and load missions as and when they are to be played? The inability to force the difficulty settings is a really short sighted move on BI's behalf IMO. We cannot be the only group that has for years forced all difficulty options to the same to allow us not to have to worry when we start missions. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jsmuk replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you download it via PWS? They decided to put all the optional PBOs into the addons folder. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jsmuk replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you ACE team for making IceBreakr get back to modding :o -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jsmuk replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So question time I guess as its not 100% clear in the first post. Will we see "advanced" features from ACE2 like the mortars etc any time in the future? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jsmuk replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I can't believe no one noticed that. I even read that exact ticket in January (before the proper discussion).. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jsmuk replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Even though I have been expecting this for a good few months, its great news. -
Its the version that doesn't require TS.
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ALiVE - Advanced Light Infantry Virtual Environment
jsmuk replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have quickly searched this thread and I could not find anything about this so my apologizes if it has been mentioned. Is there a way to save items (other than vehicles / boxes) spawned with Zeus? I seem to recall that in ArmA2 with MSO there was a command you could run on things spawned by MCC to save them, is there anything like this for ALiVE? -
How Long And How Much Work To Build Future New Engine?
jsmuk replied to infiltrator_2k's topic in ARMA 3 - GENERAL
New content in VBS3 is (from my experience) exactly the same as older content (animations, controls, features etc) apart from the fact it looks better. It still appears to have a lot of the older issues that we got away from after ArmA1/2. I think I may have come across wrong in my first post though (that'll teach me to write posts at 4 in the morning). However I still stand by my initial point, if ArmA was on the exact version of RV as VBS3 is then people would not enjoy it at all. Now a hypothetical combination of both engine versions would be great.. -
How Long And How Much Work To Build Future New Engine?
jsmuk replied to infiltrator_2k's topic in ARMA 3 - GENERAL
The engine is geared towards that content, it has the same clunky problems that plagued ArmA 1. All of the nice content in the world wont get over that (there is ArmA 2 / 3 content in VBS3 yet it still feels just as bad as A1 did). -
How Long And How Much Work To Build Future New Engine?
jsmuk replied to infiltrator_2k's topic in ARMA 3 - GENERAL
You really do not want that. Unless you love ArmA 1 era graphics and physics (and bugs) and features which would destroy gameplay. Edit: Admittedly a lot of the newer content looks impressive, but the majority of it is pretty old stuff. -
I wouldn't normally post something this off topic but if it really is this mod used in that first screenshot then the maker should contact IPSO (the independent press standards org) which is the watchdog for newspapers in the UK and lodge a complaint. The way the article is written seems to sound like defamation or libel.
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Ah okay, that seems a sensible way of getting access to the information. Looking forward to more features to the API, with what you have added already is making some interesting (for me anyway) things possible.
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I was wondering, is there a list of the field names for use with setPresetChannelField for each radio? Or should I just hunt around inside the PBOs to figure it out?
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Authentic Gameplay Modification
jsmuk replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you running MCC by any chance? Since this "bug" appeared in AGM I have been thinking about other issues I have had and the C key issue came to mind as MCC has a key bound to C. MCC might have the same bug. If its not MCC then I am equally at a loss. -
I feel stupid now, I guess I haven't been paying enough attention when switching radios. In that case, I retract my previous suggestion, there really is no way you can make it more obvious then. I don't see how not knowing what radio you are using is an issue anyway to be honest, as soon as you key it up you will notice if you have selected the wrong one..
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The only way I think it could be improved IMO is if you showed the popup when you cycle through the radios, so you instantly know which radio you have selected instead of having to hit capslock first.
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With antennas that long you should simulate walking into power lines. No idea if it is even possible but it would be briefly amusing to watch people do it.
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That is a really nice model.
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Ah good, I look forward to the update then. Semi related question / feature request is there a command like "acre_api_fnc_setDefaultChannels" which can be executed on a specific radio to reload the default channels from a preset? It would be immensely useful as I cannot see any other (non hacky) way to reprogram radios once they exist in game.
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So out of curiosity I have been playing around with presets and stuff. It seems that I cannot program any frequency that is xxx.0xx, am I doing something wrong or overlooking something? When I put it in via a preset script it just drops the zero (so 173.0625 becomes 173.625). Anyone else experiencing this?
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Press "add to drive" and then you can go onto your own google drive and right click the folder and download it as a zip. Not ideal, but it does seem to work.
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If my understanding of Nou is correct, its not going to be fixed as its the "correct" thing for the radios to do. Inform people to stop doing it every time they do it, took me a few weeks to explain that to someone but in the end they got the picture (I kept deliberately doing it to them when they were talking till they understood it) Which reminds me, I have one person in my group who always has the end of his messages cut off over the radio. Is this person just failing to use the radio properly or is this a bug?