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snippers

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Posts posted by snippers


  1. 12 hours ago, doc. caliban said:

    I also saw that the CTRL-SHFT-Down keycombo does two thing: Lowers the headset, and allows you to hear the dead players.  I have not been able to test this yet, but based on that description it makes it sound as though lowering the headset will decrease the radio volume as though the headset were around your neck, and allow *only that player* to be able to hear the dead players.  Is that correct?  So if the headset is raised, that player can no longer hear the dead players?

     

    We know of plenty of workarounds  for this, but all of them have one limitation or another, so I'm not looking for that kind of info.  ACRE2 offers options for adjusting all of the key realism/difficulty features such as interference, LOS signal loss, etc., so I'm simply wondering if it also offers a way to speak with dead players, and if so, how.  Or to put it another way; I'm looking for an ACRE-based solution instead of an external workaround.

     

    So far we really like the mod and are wanting to use it instead of TFAR, but this is one of the potential deal breakers for us.  Being a software tester by profession, I love it when developers don't force their way of thinking down their user's throats, and I applaud the ACRE2 team for offering the configuration options that they do.  Well done!

     

    EDIT:  Well, shoot.  It looks like not being able to talk to people outside of the game is a forced feature.  Seems odd for a mod that allows the modification / disabling of almost all of it's core, A-List features, so my guess is that it's not the contradiction of philosophy that it appears to be.  More likely there's a major factor in how the plugin works that makes it too difficult to make the feature optional, so it simply isn't.  That's fair.  The team clearly wants the mod to be as customizable as possible and has made it so as much as they can.  It wouldn't make any sense to say, "We want the community to be able to use the mod exactly as they'd like to, so here's how to modify all of these features.  Except this one."  :-)

     

    Might as well ask this while I'm here: On a much smaller note, is there a way via the mod or TS3 to lower the volume of the "mic sounds" when transmissions start and stop?  One of my guys has an audio setup that makes the end-of-transmission sound pretty jarring.  If we could simply decrease the relative volume of those sound affects, that would be perfect.  If we have to "engineer" our own way of doing that, I'd thought of unpacking the sounds pbo, editing that file to lower it's volume level, then repacking the pbo, but I assume it would fail to load due to the key not being correct any longer.  Would it work if all of us simply deleted the key for that pbo and used the modified sound pbo without a corresponding key?  Just a thought.

     

    Re-Headset lowering - that is true it does reduce the sound of incoming radio traffic significantly it's intended as an option when the radio becomes overwhelming and you need to focus on talking with those around you. The spectator stuff only applies when the spectator mode is active. Anyone with spectator mode active can hear all other spectators at a constant volume - This headset lowering keybind doubles up as an option to mute them. As you can also hear people talking on direct speech from the camera viewpoint.

     

    Re-hearing players out of game - This typically tends to be a niché request for small communities. It seems the vast amount of ACRE2 users tend to play without wanting those out of game to disrupt their ingame expierence. I can understand that this can be desirable for small amounts of players/mission-testing type setups. However ultimately it doesn't seem like it is worth the time invested to make it happen. The project is open-source so someone could potentially implement this as a toggle-able feature.

     

    There are options to adjust the volume of Teamspeak in game that aren't so obvious that may help. Escape -> Settings -> Game -> configure Addons. The pre-mix and post-mix volume sliders can be used to adjust the Teamspeak volume.

     

    10 hours ago, doc. caliban said:

    Sidetone: Does the feature work?   I've enabled it on the radio but I still don't hear the feature when I'm transmitting.  I assumed it works since it's an option that can be selected, but maybe the functionality isn't implemented yet?

     

    Could you expand a bit further by detailing what you expect to happen re-sidetone?

     


  2. 3 minutes ago, zuzul said:

    Sorry for this dummy question but it is quite hard for me to make MP tests right now and your knowledge might helps me alot. 

    I wish to use ACRE (without ACE) and I will need the inconscious players to be able to continue speaking with the others alive. Do I need to tweak something or are the incapacited players still able to speak/use their radios? 

     

    Thanks for your help

     

    I assume you mean unconscious, in which case it depends on the system you are using for unconsciousness. ACE3's medical system will prevent unconscious players from speaking in ACRE2. As for other systems, it depends whether they added support for this or not. I imagine if you are using vanilla stuff they should be able to talk on direct speech.

    • Like 1

  3. 2 hours ago, WastedMike1 said:

    What happened to the version of acre that didn't require teamspeak? Wasn't there a version that worked over ingame VOIP?

     

    There was never a version that worked with ingame VOIP and that will probably never happen.

     

    There was a version that didn't require teamspeak but used a seperate tool we made called JVON. JVON has been permanently placed on hold, who knows what the future will bring but I think it is unlikely it will appear again for Arma 3.


  4. 6 minutes ago, rekkless said:

    Hi guys

     

    Just thought I'd send through a helpful little installer for the Teamspeak dlls. If you're part of a group that has a number of lets say "computerly challenged" members who are incapable of copying two dlls to their plugin folder in their TS directory a member of my unit has made a handy little teamspeak installer. Simply run the installer and it will automatically install the DLLs where they are required. No copy and paste required.

     

    ACRE team, feel free to add it to your mod, it is my gift to the community as thanks for making such a great mod.

     

    https://mega.nz/#!EkcXjAjC!nKp9r-HKqNhd2jToXK0udWESRLn3enNkYCzDKQmDuss

     

     

    Also neither myself nor my group are having troubles with 3.1.1 and the current build of ACRE.

     

    Firstly it is always nice to have more options and thanks for sharing. But I do feel it is important to point out that as of the new version (v2.4.0) the plugin installation is now part of the game boot process when the ACRE mod is loaded so this shouldn't be necessary. If there are bug/issues with that process it would be handy for us to know about them (i.e. github ticket/message us on slack).


  5. 14 hours ago, bravo93 said:

    Just to clarify - ACRE will now work when running 64 bit on RC branch etc?

     

    It should! I will say that we haven't done any large scale testing ourselves yet.

     

    12 hours ago, domokun said:

    Warning: ACRE2 Version 2.4.0.942 (13-Feb) appears to be incompatible with TeamSpeak 3.1.1 (10-Feb).

    So if you want to use the latest ACRE2, do not upgrade your TS 3.1.0.1 to 3.1.1.

     

    ACRE2 v2.4.0 is compatible with Teamspeak 3.1.1

     

    4 hours ago, shlomogruenbaum said:

    Plugin doesent work with  3.1.1 , do we get a hotfix?

     

    ACRE2 v2.4.0 is compatible with Teamspeak  3.1.1. ACRE2 will attempt to auto-copy on game launch - Trying starting the game and restarting teamspeak after the game has launched. If you still have issue you are probably experiencing a bug it would be good to report that either on our github or just us on our slack with as much information as possible.


  6. On 11/01/2017 at 9:01 PM, Max255 said:

    Yes, the 3.1 version of TS3 is NOT compatible with ACRE 2.2.

    TS API version changed and the ACRE needs to be updated to be compatible.

     

    Indeed there's a dev-build of ACRE2 that supports the new teamspeak. Dev-builds are only accessible through our slack (you can invite yourself by clicking on the slack button (in the readme) on our github page).

     

    On 13/01/2017 at 8:57 AM, perfectum said:

    My unit had a problem when using this. Becuase if we used the radio and pressed alt to lock around or was looking aroung using ALT, when we pressed caps lock the radio wouldn't work. Is there a fix for this or, has it been updated?

     

    This is because Alt+Caps is a different push-to-talk button as part of the multi push-to-talk button system. Check your ACRE keybindings when in-game -> Controls -> Configure Addons -> ACRE2 - You can remove the keybinding if you don't want it.

    • Like 2

  7. On 12/12/2016 at 8:51 PM, rg-helios said:

    Hey Guys,

    with the current version, is there a way to toggle whether a Zeus speaks locally/over radio or via the ai he's controlling. The second is fun for RP, but in most cases when in Zeus remote controlling a unit I'd still want to use the radio or talk locally

     

    thnx,

     

    The behaviour in ACRE if you are in Zeus is as follows - direct chat and radios will continue to work from the location of the zeus entity until you remote control a unit in which case they switch to unit being remote controlled.

     

    22 hours ago, twroach said:

    hi acre team
    We still have a radio problem But after this update the problem is not obvious 
    Some player use the radio we can not hear either near or far away

     

    It seems you would be best creating a ticket on our tracker with some client RPT log files -> https://github.com/idi-systems/acre2/issues
    This page may also be useful for looking into signal strength issues -  http://acre2.idi-systems.com/wiki/frameworks/radio-signal-debugging


  8. Hello!

     

    We've been having some issues lately with 30-40 player coops.

    Basically our comms seem to randomly break down during a mission.

    We add radios with addItem and addItemToBackpack.

     

    We get quite a few of these in the server .rpt:

     - 22:58:12 13136.5 ACRE WARNING: Unacknowledged key not found in masterIdTable (acre_prc343_id_74)

     - 19:45:31 1575.62 ACRE WARNING: Id object relation created independently of unique ID creation process (acre_prc343_id_8)

     - 21:15:51 8765.19 ACRE Warning: Radio ID acre_prc343_id_38 was returned for a non-existent baseclass (ACRE_PRC343) in inventory, possibly removed by a gear script while requesting ID: ["ACE_VectorDay","hlc_rifle_osw_GL","ACE_CableTie","ACE_Flashlight_XL50","ACE_fieldDressing","ACE_packingBandage","ACE_morphine","ACE_tourniquet","ACRE_PRC343_ID_5",

    "ACE_MapTools","ACRE_PRC152_ID_1","ItemMap","ItemCompass","ItemWatch","ItemRadioAcreFlagged","ACE_VectorDay"]

     

    The number of warnings regarding ACRE2 in the server .rpt was up to over 11k for the latest mission.

     

    We really like ACRE2, anyone have any idea what our issues are all about? Is it just us?

     

    Usually I'd ask you to create a ticket on our bug tracker but unfortunately it's down for now. For now feel free to PM the complete server rpt (client RPT would be helpful too), and ideally the mission file. The next version will already have some improvements to the unique ID system that may help.

     

    http://imgur.com/9jH3VEn

     

    http://imgur.com/TzeR8y0

     

    Why are both of these the same?

     

    Should the example for PTT be:

     

     

     

    [.05] acre_api_fnc_setPTTDelay;

     

    They are both the same because an error was made, and that's correct the example should be what you suggest.


  9. Hi, is it possible to use a Radio not in our inventory ? For exemple, a radio in the backpack of a teammate, of on a table ?

    Would be great for commander to have 2 PRC117 on speaker and different frequency

     

    This was a feature for ACRE1 in Arma 2 wher eyou could use the radio in the backpack of a team-mate or one in a vehicle. At present ACRE2 does not support this, For now the solution is to give the commander a big enough backpack that fits 2x 117Fs

    • Like 1

  10. Hey guys,

    Looking forward to using the update :)

     

    Just wondering,

    Is there a difference between the 148, the 152 and 117f in relation to the power to tx (distances possible to bridge)?

     

    Thank you,

     

    By default in ACRE2 all radios start with their max TX power. The 148 and 152 radios both have a maximum output of 5W. The 117F has an maximum output of 20W. This means that using the 117F will output a stronger signal. The 117F can pretty much reach anywhere with direct line of sight. The 148/152s with direct line of sight last I checked can reach 20km. However direct line of sight at those ranges is rare to achieve but for air assets it is common.

    • Like 1

  11. I'm experiencing micro stutters when running certain scenarios in the editor, I've isolated the problem to ACRE and found the frequency of the stutters relate to the amount of units in the scenario.

    Does ACRE have any recurring loops that run on all units, or were recently added? I didn't find these micro stutters happening before updating to the latest version of ACRE.

     

    http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/105

     

    What is the status on the functionality of the OE-303? Wasnt it supposed to be able to have 2 radios attached to it to be a retrans?

     

    At present the OE-303 is just a static. When re transmission is implemented it will probably be revisited.

     

    Hello, I would really love to try your mod, but unfortunately my Arma 3 stops loading at "initializing addons". I downloaded the steam version, installed the plugins and have TS3 running.

     

    jus61 is correct:

    http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/94


  12. I have seen a few servers using the next dev version, is it downloadable freely somewhere so others can support with testing or is it only given to selected communities?

     

    At present this is select communities but this will probably change in the future.

     

    Is there any known issue with Linux dedicated servers ? I installed it on ours, the server starts up correctly and all, it even appears in the server overview in Arma 3, but I can't connect, I always get a "Connecting failed"... nothing in the server's log file or the client RPT

    Any ideas ?

     

    This sounds like the infamous linux server pbo limit (once the linux server loads enough pbos the above described behaviour will occur) - https://feedback.bistudio.com/T117183 

    How many are mods are you running ACRE2 in combination with?


  13. Does someone have a similar message in theit server rpt?

     

    ...

     

    setRevealToAi on non-clients will be fixed in the next release. If you wish to not have the issue in the meanwhile, surround that code block with:

    if (hasInterface) then  { 
       ....
    }
    

    The babel and radio signal simulation settings are all client side (but it is not intended for them to error on the server so it will be fixed). If you are editing radio preset data that also needs to occur on the server.


  14. @Sparfell - It's a bit hard to tell which radio signal settings you are using. In the next version we'll log this into the RPTs. But for now what API functions are you calling for the radio signal? Just the ignore antenna direction one?

     

    @Marcatore - This is actually how IRL radios work. I concur that it isn't naturally intuitive but this is behaviour you would see IRL.

     

    @Twroach - On the difficulty module try setting "Ignore Antenna Direction" to "Enabled"

     

    @Marcatore - The radio signal debug tool is currently bugged which is why it hasn't been publically documented. When it does it get fixed it will be documented.

  15. If VA worked previously it should still work with the new version. It sounds like you guys aren't aware of the new signal model in ACRE2.

     

    [New] New radio signal model - Uses an extension that realistically calculates multipathing, including phase coherence.

    - [New] API function (acre_api_fnc_ignoreAntennaDirection) - This can be used to make the signal simulation model ignore antenna direction -> [true] call acre_api_fnc_ignoreAntennaDirection;

    - [Improved] Difficulty module now has an option to force the simulation model ignore antenna direction.

     

    You can read up more about the signal model here -> http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/signal-loss

     

    The good news is its behaviour can be changed. To get the behaviour you want I'd recommend setting the ignore antenna direction option (either through API function or the difficulty module). You may also want to consider turning down the terrain signal loss.


  16.  

    Wow, thanks for the super fast answer!

     

    Looking through all the mission.sqm's from where we had the error, a few units has radio="ACRE_PRC152"; as an example ... which I'm pretty sure we haven't had before (so probably scratch my previous overly bold statement that "we haven't changed anything" ;D). Old working missions has been deleted unfortunately, so can't compare :/

    I'm not as read up on stuff as i probably should be, but I guess that having the radio in that spot is equivalent to using "linkItem" and that might be the cause?

     

    Complete sample mission.sqm

     

    Yeah radio="ACRE_ITEM" should not be allowed. In fact it can't be configured through the ingame loadout editor. This could well be causing the issue.


  17.  

    Are we just doing something wrong perhaps, like in the way we assign radios or something?

    We've had no issues with this prior to the update and we have not changed any of our means of dispensing gear to the players.

     

    If there is something I can try or do, I'm more than happy to oblige!

     

    Maybe - Give this a flick through - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info

     

    This seems like a mission/framework issue. If you PM me the mission file I can take a look and see what I can dig up.


  18. Hello,

     

    Please find some feedbacks:

     

    my team used the steam version and we got multiples issues:

    - Unable to launch Arma (CBA + ACE + ACRE)

    - Unable to have the ACRE version recognized by TeamSpeak.

     

    We went back to the binnary available on Armaholic, no issues. 

     

     

    We used the basic setting as described in the documentation here: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/home

    When I kept the babel available (per side or not) sometimes on connection some players were completely not understandable.Switching the babel to off solve the issue.

     

     

    A good reminder to be post somewhere: Teamspeak needs to be run as admin on win7. This solve the issue when people cannot be heard sometimes. 

    The only player in my team on win10 was having teamspeak keeping crashing when run as administrator. Unchecking this paramter solved the issue.  

     

    Unable to launch Arma - Unfortunately the steam workshop release requires running steam as admin at present (to do the autocopy) -> http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/94

    We'll certainly address this for the next release.

     

    What exactly do you mean by ACRE version not being recognised by teamspeak?

     

    I have the exact opposite behaviour: I'm on W10 and I need to run TS as admin if I want it to work properly. Running TS as normal user doesn't crash but ACRE is not able to connect to TS.

     

    Teamspeak only needs to run as admin if the game (steam) is run as admin. If the game is not running as admin make sure teamspeak isn't run as admin.


  19. sometimes in game , I can't hear anyone's direct speaking or radio , any solution?

     

    This sounds like you are experiencing a bug. Please make a proper bug report on our tracker - http://gitlab.idi-systems.com/idi-systems/acre2-public/issues

     

    We haven't used ACRE, yet. We are probably not going to if the official stance is that you need PTT just to speak to the man 1m away from you.

     

     

    Are there plans to look into it? No VA support is kind of a dealbreaker for us. It works fine with literally every other software (such as Teamspeak itself, for example). Thank you for your time.

     

    As stated for a lot of folks it works just fine. Make sure "ptt with voice activation" is not checked. (Under settings->Capture->Advanced options). Playing with the settings should generally make it work.


  20. I've been using TS voice activation for direct speech since 2013, hardly had any issues with it. Are you experiencing any issues or have you not used ACRE yet? :)

     

    So for most VA works afaik but I believe there are some edge cases where it doesn't work for everyone and is difficult to sort out, so if it works for you that's good. If not use PTT. I am not entirely sure on this but that is my understanding ( it isn't something I have touched on).

     

    I have no radio sounds, I.E when i start transmitting on the radio, there is no beep to let me know i have actually started transmitting. Not a major gamebreaker but allows me to not have to look at the bottom corner of my screen every time to make sure i'm transmitting. Any ideas?

     

    ACRE uses its own sound system for playing back sounds. If the server only allows certain files to be loaded it also needs to allow b64 files (via allowedLoadFileExtensions - https://community.bistudio.com/wiki/server.cfg#Server_Security) so this is one possability another is you have may have encountered a bug. In which case - http://gitlab.idi-systems.com/idi-systems/acre2-public/issues is the place to go!

    • Like 1

  21. @snippers

     

    We didn't had this issue before, but I will try anyway with your provided link.

     

    if you are referring to not having the issue in the last version. The entire signal system was rewritten with a greater deal of realism (as indicated on the patchnotes). As per the wiki page though the signal system is quite customisable and you can make it less realistic if that is your desire.

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