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zsawyer

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Everything posted by zsawyer

  1. zsawyer

    Additional Languages

    Great, but is there any way to switch back to English?
  2. Introducing MumbleLink an open-source client-side Arma2OA and Arma3 mod to link with mumble natively. It provides directional and positionally attenuated VOIP when using Mumble. Download using Play withSix! (website) Download BETA 3 as zip-file Installation Notes Change Notes Head over to dev-heaven for more information.
  3. The PRMumble Client has the clicking feature (but that's it). I am unaware of such a program. The aforementioned Virtual Audio Cable is the closes thing I can think of. Sorry. No. There is neither of the two functions. As much as I would like to include features like that, I cannot: This mod is not remote-controlling Mumble in anyway. It simply tells it your own ingame position and some identifying properties. However as an alternative you can bind hotkeys for those features in Mumble itself. Ofcourse that is limited to manual control. On a side note: There might be the possibility of a hard-core work-around, an independent mod, that involves virtual key presses to trigger those hotkeys.
  4. The main problem you will face is that mumble's link-plugin (the basis for this mod) is a one-way communication. You tell mumble where and who you are, that's it. Mumble does not give any feedback what so ever. I cannot even tell if the client has positional audio enabled nor would I be able to get specific settings without reading it from the config file/registry. I don't know of a way to find out whether the mumble client is transmitting or not. The mod itself can easily call those ArmA functions and if I remember correctly there are even more nice functions that would help you simulate the effects on radio signals (basically what ACRE does). You can even have a server side mod that relays that data to the client mod. The problem again is... where should this information go? The answer is simple: Nowhere. The standard Mumble client has no interface for such data. You would have to make a custom client to take and handle that data. This is why my current mod is so rudimentary. All the information we have doesn't help if no one accepts and uses it. In my honest opinion Mumble is a great voip program but it has quite some limitations. It is completely lacking support for the more realistic use cases where player positions should be retrieved on the server-side and doesn't allow any sort of pre-processing. Sorry if this is not the information that you were hoping for but if you elaborate your approach in detail I might have something better to offer.
  5. Mumble has the option to set an "audio cue" (Settings -> Audio Input -> Misc) that would mimic the xmit-click and hangup noise. However it might be that it is still audible when transmitting positionally too. Note that PRMumble uses the audio cue to help distinguish between local and radio comms. It should be compatible with this mod however I am not sure you are able to switch murmur servers. To workaround the permanent radio distortion effect, I think you could set the "On" cue file to a very long white-noise file. It would not distort but give you an indication of the origin by overlaying the noise resulting in a worse noise-audio level which you usually have in radio comms too. It is just an idea, I have not tested it and it might not work at all. Setting the codec to something really low will also give you a nice radio feeling. A receiver-side program would have to distinguish whether the sound is coming from the "radio" or sent directionally. While there might be distortion effect programs I don't think any would be directly mumble compatible in regards to the radio-pa-differentiation problematic. Other than hacking/writing a custom client I cannot think of a way to accomplish this. The program you are looking for would probably create a virtual mic and allow some special effects. Maybe something like this: Virtual Audio Cable or a voice scrambler?
  6. Sorry, if MumblePAHelper shows that data is being sent to mumble correctly then it is out of my hands (I'd still be interested in a screenshot to verify that). Are you by any chance using Mumble 1.2.5? If so try using 1.2.4 instead. Thus far I have not tested if PA works for the Mumble version 1.2.5 . Thanks for the feedback, that looks complete. (Just to remind you: I wrote some info to get you started here)
  7. Note that you should hear 2 effects: distance (sound becomes quieter) direction (sound is more prominent on the left or right ear) The first (distance) is influenced by Minimum Volume (Optional Setup step 1.2). Make sure your minimum volume is set to something very low (like 0%). The second (direction) requires that at least a stereo setup is working (check your drivers?). If this is a problem in the mod you can find out by running MumblePAHelper and making a screen shot during the game. The mod sends data to mumble which MumblePAHelper is able to peek at. The values in the X, Y, and Z fields should be updating when ever you move (avatar) or look around (camera). It helps running ArmA in windowed mode to simultaneously peek at the values while moving around in game (not necessary with dual monitor setup). If values stay at 0,00 then this means the mod is broken and would explain why it links but there is no audible effect.
  8. Thanks for the log file. The less mods the better but in this case I doubt the log will be much different if you have already tested it without success. I am assuming that you do not experience this degration with vanilla Arma (no mods at all). What parameters are you running arma with (do you use a special memory allocator)? Did mumble unlink or have problems with assigning the sound to the right locations during the low FPS phase? The log hints at a memory leak. Although MumbleLink is the last to write before the memory issues turn up those messages are probably separated by multiple minutes and are not directly related. The only reason to think that this is due to MumbleLink is because you are saying it is the only constant to the issue. Therefore I have done a code review to find what might be causing it. Unfortunately I have not been able to find any reason for a memory leak. Although there is still room for optimizations regarding memory allocation in the code. As of now, I will have to dig further into this and do some field tests and have to reproduce the issue to resolve it.
  9. Thanks for your detailed error report. I am very interested in solving the issue. Could you provide the RPTs in question (via pastebin or attachment)?
  10. Thank you! @feldmaus, can you please confirm that it is working for you now? Let me know if you have any more questions.
  11. Thank you. Request sent: http://dev.withsix.com/issues/73940 ---------- Post added at 01:35 ---------- Previous post was at 01:28 ---------- The idea is that mumble is already packed with the mod itself. So if you have mumble already installed you would have a second one. However that second one would run from the mod folder. I am hoping that withSix will provide exactly what you are asking for. However some more research will be needed. A custom launcher could do what you are asking for by executing or passing a specific URL.
  12. This is a great suggestion. I had the same idea lately but haven't come around to further think about it. I am unaware of any security issues that might arise. This would have to be researched. A cool fact is that this would also rid the users of the process of setting up mumble for the plugin as it could be preconfigured. And maybe this can then be registered as an App in withSix. .kju, do you have any hints for feldmaus or me on how to get him to be able to check the repo out as anonymous? thx
  13. You can now download this mod through Play withSix. However all setup for Mumble still needs to be done manually. Download using Play withSix! (website)
  14. I am using [email protected]:mumblelink.git . Make sure you have the ".git" at the end. I think that's what my mistake was the first time too. You can get the urls from http://dev.withsix.com/projects/mumblelink/repository . Let me know if that works, else I'll have to escalate it to kju.
  15. The code is open-source and available at http://dev.withsix.com/projects/mumblelink/repository . The license is LGPLv3 so you should be free to do what you want :) I am sorry that it is not very well documented (e.g. I don't think the squint-file is up-to-date). The LinkAPI is being developed at github and is still WIP. The project mainly consists of 2 components: 1. The sqf is the ArmA mod code. 2. The natives assembles the DLL which is needed to write the data to the memory where mumble can pick it up. Look for the README for instructions on how to setup the compile script if you need to. If you are interrested in how those two components communicate have a look at the natives_test for a simple sample/exemplary use of the callExtension paradigm. Feel free to ask any more questions you might have. (I am often in the mumble-IRC channel, so you can ping me there too). On the contrary I do not quite understand what exactly you are trying to achieve because to get radio effects to work you would have to implement a custom Mumble client afaik. To get a crude radio functionality (more like channel separation) to work you would probably want to customize the server with something similar to Mumo (I elaborated this Idea for the Minecraft version of this mod here). The minecraft mod already implements an API for injecting custom context. I have this planned for this mod too but to be honest I don't see me doing it in the near future, yet, sorry. Good Luck and do keep us updated about your progress :) EDIT: If I am correct at thinking what you are trying to do then you might want to consider modifying _context and _identity at those lines (35-37).
  16. Great, I am glad you have got it working now. Customizing those output values is a good idea, that is why I explained what they do :) The weirdness in the HMMV can be due to the 3rd person camera position. The voip will come from the avatar's position in the HMMV but if you are in 3rd person your "ears" are actually at the camera's position (but that is just how ArmA does it itself too). If it happened in 1st person it might be because of the fast movement speed combined with somewhat high ping to the mumble server. There is also a known concurrency issue with the link-plugin which I blame for these weirdnesses. Also remember, you can bind mouse buttons to mumble as shortcuts (might be more convenient than pressing a button on the other side of the keyboard).
  17. Hi and thanks for trying this mod. I have elaborated the instructions and updated the wiki page (even with screenshots). It should already be inside your @MumbleLink folder, it is required. If it is not present, then yes, put it in there (Make sure you are using the one from an official link (dev-heaven is best). See Troubleshooting for an example of the folder structure. The key of this mod is to not show up in the plugin list directly. Instead it uses the "Link v1.2.0" plugin. So "Link v1.2.0" needs to be there and enabled. This is not done in the Plugins section but in Audio Output. See the new instructions Installation#Optional-Setup-for-better-immersion. If you still have problems getting this to work, please post your ArmA log.
  18. I think you should check your RPT and see if there are any errors showing up. Also enable show script errors ( -showScriptErrors ). As for starting with scripting the biki and KillzoneKid's is the place to go. You learn from experience, so looking at code of others helped me a lot. Searching this forum, looking at projects at Dev-Heaven and peeking at other's decompiled pbos can help.
  19. I am think of two ways: 1. Either prevent the body from despawning or 2. place a "weaponHolder" and dump the loadout into it (see http://forums.bistudio.com/showthread.php?124892-Spawning-weapons-on-the-ground)
  20. zsawyer

    [SP/MP] BeCTI

    The collision is client-side :) Hey. I was goofing around with it some more and had a player confirm that it is actually not client-side only. Well, this means that the effects of the client-side collision are propagated to other clients. Another player will see a vehicle bounce or the bush fall over. It seems to be that this is a vehicle-vehicle collision as this effect does not happen with statics like the bunker but only the enterable defence assets. I haven't tested it but applying disableCollisionWith to the asset and all vehicles within the vicinity might prevent these effects. Keep up the great work and I'd like to add that it was a pleasure to peek at such clean and well structured code.
  21. I updated the mod to explicitly also support Arma2OA Download Beta 3 beta 3: - NOTE: incompatible when others use beta 2 - added Arma2OA support - fixed: losing link when in menu while ingame PS: I am unsure whether I should also make a thread in the Arma2OA section. :?
  22. zsawyer

    [SP/MP] BeCTI

    Great mission! Here are some minor issues I have come across: When I was placing defenses around the base I noticed that after a while the guns would not be manned and simply time out. Appearently this is intended with "CTI_BASE_DEFENSES_AUTO_LIMIT". However it would be nice to get feedback whether the defense will be manned prior to buying it. It can become frustrating seeing your funds vanish into thin air after the unmanned timeout, not even speaking about the time wasted finding the location for the asset. When previewing the placement of MGs you can knock over map placed walls (high concrete wall) and even knock around vehicles with that preview. I am not sure if this is client-side only but can become quite irritating. Thanks for considering and keep up the great work!
  23. Thanks guys! Foxhound, thanks for putting that up on Armaholic like you did, it is very much appreciated!
  24. zsawyer

    Farooq's Revive

    Nice job on this. :) We found a bug: There is a rare chance that you can drag any object instead of the player which you are trying to get to cover. This is probably due to how you use "cursorTarget". [cursorTarget] spawn FAR_Drag; - Instead of cursorTarget you might want to reconsider your usage of "addAction" so you can get "_this select 0" as it is the target of "addAction". - Or at least filter "cursorTarget" for "Man". - Or 3rd alternative cache your first cursorTarget which was found and actions were added based upon that. Funny enough one of us was dragging the model of a whole ruin around. This issue manifested for the "drag" action but probably applies to your other occasions where you use "cursorTarget" as well.
  25. Hello, I just would like to let you guys know that I am currently working on implementing a mod that will support/use mumble's link plugin to get positional audio working. Basically this will be a work-around until (hopefully sometime) BIS will support mumble's link plugin without requiring a modification. The project can be found over at Dev-Heaven and will be free and open-source (LGLP3): https://dev-heaven.net/projects/mumblelink I have got experience with this kind of thing as I already have successfully done exactly this (a mod) for Minecraft (https://sourceforge.net/projects/modmumblelink/). Using my experience and code from that project I am hoping I can adapt it to Arma2/Arma2OA. While I am quite confident of achieving this I could still use some help from the community. I am not very experienced in making Addons/Mods for Arma2. I only had a little glance at SQFs from MSO, FPScounter and of course the BIKI. Mumble requires information about the player to compute the positional audio. Extracting this information from the available functions is proving difficult but I think I have found some promising interfaces that might work: https://dev-heaven.net/projects/mumblelink/wiki/Developer%27s_notes Basically there are 3 things I need right now: avatar's positional data camera's positional data avatar's meta data 1. avatar's positional data This consists of 3 vectors: location in the world which direction is forward which direction is upward 2. camera's positional data This consists of 3 vectors (very similar to avatar): location in the world which direction is forward which direction is upward 3. avatar's meta data This is data related to the player. For identification and grouping. Minimum should be: player identity (nick name or UID) Optimal would be: player identity (UID) server identity (IP/IP+port or UID or server name) player's team player's squad Note: The meta data is intended for mumble's "context" (see description at the bottom). However right now team or squad will probably not be used as this will lead to only squad or team members being able to get linked. Also note that not linked players will be heard and hear others non-directional and with full volume ("force center"). This project consists of two parts: SQF-Mod Native Library 1. SQF-Mod This is the part I am fairly new to. Basically it will tell the native library to hook up to mumble (init) and then continually acquire all the necessary information and hand it over (update) to the native library using the callExtension method. 2. Native Library This is a rather easy part for me. This native library (DLL) will initialize (init) mumble's link plugin and take the information passed by the SQF-Mod's callExtension-Call and parse the arguments to then "shove" (update) them over to Mumble (mumble's link plugin; pipe structure "linkedMem"). A basic and totally untested implementation is already in the repository. So how can you help? Generally any technical input especially regarding SQF and Addons is much apprechiated. That being said... Please have a look at my developer's notes and see if you have any suggestions. I still desperately need a server identifier. How can I get the IP of the server that the client is connected to? As I am not too fit in SQF and modding maybe you can lend me a hand and contribute by creating the actual mod (SQF stuff). I will provide the native library interface for callExtension. Thanks for reading.
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