Jump to content

b.a.verrecus

Member
  • Content Count

    109
  • Joined

  • Last visited

  • Medals

Posts posted by b.a.verrecus


  1. 3 hours ago, NeoArmageddon said:

     

    I have seen this flickering before and in the past it was related to other maps or objects are not 100% compatible with CUP Terrains (terrains that have self ported A2 content that was not moved to other). If you are sure this is a bug with Summer Chernarus itself, please test it without other addons than CUP Terrains loaded.

     

    that's why i haven't made a ticket in your bugtracker yet. i am not sure if it's a mod conflict and i haven't had time yet to do some testing. also it only seemed to appear if you changed your view distance and object view distance during the mission. i will test that as well next week.


  2. hiho,

     

    we recently experience a strange issue on summer chernarus.

    https://www.youtube.com/watch?v=E48voP3ztII

    this only happens on summer chernarus and all 20 people in that mission had that issue to some extend. the video was taken in spectator, but it was the same during the whole mission.

    i just wanted to ask if that is a known issue and/or if someone else experienced it aswell.

    if that is new i will try to reproduce and then post it in the bug tracker but i wanted to check first if it is somehow already known and maybe even fixed.


  3. i have a quick question: i am trying to make a mine detector and so far i have it ingame, and it is in the right slot and everything. i inherited the class from the ace mine detector, there is no problem there.

    the problem however is that i don't get the action to turn the detector on/off or connect to headset. i had a look at the code of the ace detectors and just could not find what i am missing. could you point me in the right direction? if it is even possible to add detectors without changing things in the ace code?!


  4. 10 hours ago, Foxone said:

    I Don't think you can. As Arma doesn't really allow it.

     

     

    quite a while ago i did some testing with the lesh towing mod and basically just added lesh entries for the howitzer. it kind of worked but would need a little more work. also, i haven't tried it with the new updated version of lesh, so i have no idea if it would still work.

     

    • Like 1

  5. i have a quick question. we are trying out acre for some time now and have one problem.

    our streamers like to mute themselves in teamspeak when they talk to someone via the stream. this seems to not be possible, as acre automatically unmutes the players.

    i have not found a solution for this. is there any solution or have out streamers to deal with it and find another way to talk to the stream?

     


  6. hi,

     

    i have a question about the new hellfires or more about the system behind it.

    icurrently try to add it to the config of a agm and it works more or less. with that i mean that i point the lasermarker somewhere, i can select the agms, i can also select the attack profiles and when i am in range and shoot, the missile hits the target. now the problem is, that i don't see the laser code of the missile (and cannot change it) and i also dont know if i am in range or not.

    so, if i keep the code 1111 with the laser marker it works, but as soon as there is another code used, i can't hit it. i noticed when using the ace hellfires that i have the code shown under the ammo view of the vehicle and also a red (or gray) symbol for the laser. i dont have that with my self made agms, so i guess i am missing something but could not find what that is on the ace documentation page.

    also i would like to know where i can find out what all the seeker types mean and how they behave exactly in game.

     

    also i noticed something with the comanche. i only have a laser marker when i also have at least one hellfire missile with me. is this intentional?


  7. hi, it's me again :)

    haven't had time yet to test the new version, but if i find issues should i send you a pdf again, or would you prefer it in a different way?

    and for the piat on back, maybe the bwmod has some kind of workaround?! they have their launchers carried diagonally on the back. maybe that could solve the issue...


  8. it's me again :D

    done some testing yesterday, and we narrowed it down to a fow issue. we turned off all mods but fow (yes, even cba, even if it needed a little work to get the rifles ingame then. but also tested WITH cba) and still had the issue. we also found out that the casings get spawned while the bolt is still in front position. that means that when you shoot and keep pressing the mouse button, casings get ejected (those casings get multiplied by the clients connected) and when you release the mouse button your character pulls back the lever and only one casing gets spawned (as it should be). this happens with all bolt action rifles and with the garand (here it does not happen with casings, but with the clip). as i am not sure if i used all the right english expressions for what we did, i recorded a video to show it:

     

     

     

    and another quick question: do you guys have a feedback tracker of some sorts? i have taken a great interesst in this mod and found  some minor issues and also would habe one or two suggestions :)


  9. On 14.4.2017 at 7:51 PM, oldy41 said:

    I keep getting crashes with code 0xC0000005 - STATUS_ACCESS_VIOLATION when starting some of my own (rather simple) missions with IFA3Lite.

    The crashes occur consistently when starting to play the affected missions from Eden. Usually it helps deleteing some units, but after re-adding them the mission is consistently crashing again directly at startup.

    Reproducable with both 32 and 64bit dev branch builds for about 2 weeks now.

     

    Does anyone else experience this?

    On 15.4.2017 at 0:10 AM, Unleashthepain said:

    Yeah I've been getting a few times as well. But can't work out what it is as it doesn't happen all the time.

     

    i have been getting this aswell. in a mission yesterday we even had a servercrash.

    from what i tested so far, it appears to happen when a halftrack (haven't tested all vehicles) drives over a specific kind of groundsurface. it is (more or less) reproduceable 75% of the time.

    as i said, so far i tested only the halftrack and also only on merderet river.


  10. i have looked through the previous few pages and haven't seen this mentioned (but wasn't going back more then a few pages), but the lee enfield (and propably also other bolt action rifles) eject dozens of casings. my (totally unproven) guess would be that it seems that for every client connected to an mp game, there is one casing spawned. as i haven't noticed this issue in editor or during sp it really seems to be an mp issue only.

    to show you what i mean, here is a link to a stream from our yesterday's mission:

     

    and also i would like to ask a question about the european theatre. in the previous version of the mod there were a few things placeable in the editor the hinted towards a market garden-ish scenario. so is this still coming or has work been halted (for the moment)?

    and thanks for this awesome mod :)


  11. 4 hours ago, bad benson said:

    are there plants in the sample models? would be interesting seeing bush vs tree vs clutter etc. the way BIS have set up the infamous bamboo high grass stuff could be a good guide line for the corn plant or even the wheat for example.

    there is only a tree in the samples. no bushes or clutter unfortunatly...

    • Like 1

  12. 24 minutes ago, Toczer. said:

    Hey guys!
    I have a performance issue with ACE. On Vanilla empty map I have 140 FPS and with ACE on empty map I have 10. When I play empty map it shows that there is a bug in "Canvas.sqf" line 129. https://scr.hu/JWkNzj
    When there is no tsuch notification the FPS are fine.I don't know.. Does this depends on the weather?
    I tried to reinstall ACE a dozen times. One time it runs (I guess fine) and the other it slows down to 10 FPS. Any Ideas? Should I write some more info?

    this is not an ace script error, but an st hud error.

    • Like 1

  13. it is/was indeed what i thought.

    as i said, first thing i tried was signing it myself and could make a bisign but still had the problem with the signatures not being "valid".

    i then unpacked the pbo, with the bi tools cfgconvert tool i converted the config back to a cpp and then i used the bi tools addon builder to pack it back to a pbo, signed it and it worked!

    to me it seems that your way to build the pbo might be the problem.

    now, i am in no way a modder, so what i say might be total bs, but it worked every time, with mighty gau (all pbo files, not only the main mod) and also with splendid smoke.

     

    oh, and of course i won't distribute it, just really want to use this mod in our modset ;)


  14. thig is, it might not be a problem with the signatures themselves.

    i had the problem with another mod in the past. i signed the mods myself (i sign all our mods myself) but had the same problem.

    i could check if the problem is indeed what i think, BUT for that i would need permission to un-pbo the mod.

×