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Montag, 20. Mai 2013
Downloads » Verschiedenes (ArmA2) » ACRE - Advanced Combat Radio Environment (v1.4.10.500) [Addons] Download-Infos
Verschiedenes (ArmA2) ACRE - Advanced Combat Radio Environment (v1.4.10.500) [Addons]
24.10.2012 von Miller



ACRE - Advanced Combat Radio Environment vom ACRE-Team (v1.4.10.500)



jaynus veröffentlichte das ACRE - Advanced Combat Radio Environment Tool in den Bi-Foren. Das ACRE wurde entwickelt um Teamspeak 3 und ArmA 2 zu verbinden und eine möglichst realitätsnahe Kommunikationslösung für ArmA2 zu schaffen.

Weitere Infos, Installation und Benutzung: Siehe Readme in Deutsch und in unseren Foren

Benötigte Addons:
Community Base Addons
JayArma2Lib - Jaynus' ArmA2 Extended Library (Im Download enthalten)
Arma 2 Beta Build (Bei Verwendung von JayArmA2Lib)



Zitat
Current Version: 1.4.10.500
Latest Release Date: 10.23.2012
Current TS3 Support: 3.0.9


Wir wollen euch den ACRE-Mod vorstellen, der von Mitgliedern der ArmA2-Communitity entwickelt wurde um Teamspeak 3 und ArmA 2 zu verbinden. Mit Positional-3D-Audio und realistischen Funknetzwerken schafft ACRE eine unglaublich überzeugende Spielumgebung. Ziel der Entwicklung war es, eine möglichst realitätsnahe Kommunikationslösung für ArmA2 zu schaffen.


Author:
ACRE-Team

Version:
1.4.10.500

Changelog:
v1.4.10
- TS3 Version increase to 3.0.9
- Fixed Muting again - now unmutes all local mutes

v1.4.9
- Fixed surround and falloff issues for different 5.1/7.1/3.1/Stereo issues with TS3.
- Fixed clients not getting unmuted if in different channel, disconnected, or if you restart TS3
- Fixed ACE inheritance issue
- Fixed ACE ruck capacity of 117/119

v1.4.8 Hotfix
- for some people that were having an issue in and out of game when they were experiencing the pipe error where the game would stutter heavily. Mind you if you were having this stuttering issue then you still will have the underlying issue of the pipe closing, which is usually a permissions issue!

v1.4.8
- Drastically reduced pipe traffic, hopefully increased named pipe bandwidth... should fix some reliability issues at high player counts as well as sticky direct speaking.

v1.4.7
- Fixed bug where per-frame handler code would run after mission end causing odd behavior

v1.4.6
v Moved even more loops to per-frame handlers
v Refactored code to use less scheduled execution time

v1.4.5
- Moved more loops to per-frame handlers
- Moved critical server loops to non-scheduled execution

v1.4.4
- Final build for release.

v1.4.3 RC4
- Bug that wasn't allowing volume to be attenuated by vehicles in direct speaking when using original voice model.

v1.4.2 RC3
- Default voice curve model is now the original model.
- Removed some debugging code that was causing server crashes/desync.
- Increased radio volume.
- Potential independent setting of soundpack volume (not tested).

v1.4.1 RC2
- Implemented different voice scale modes.
- Added persistant speaking events while speaking to compensate for potential TS3 packet loss.
- Tweaked amplitude model

v1.4.0 RC1
- 5.1/7.1 fixed
- Direct speaking distance is based on the actual volume of the speaker
- Multiple bug/stability fixes through 1.3.x series

v1.3.19
- Loudspeakers now are based on distance including the distance to the actual speaker, taking over when closer to them.
- Respawn gear script handling has been improved/fixed.
- Cleaner handling of lagged respawn gear scripts.
- Switched direct speaking from using visiblePosition to getPosASL because visiblePosition appears to be horribly lagged (despite its name).
- Small clean ups, tweaks, etc.

v1.3.18
- More overhaul of spectator system
- Direct speaking oddities fixed up, no more sharp pan behind head, less noise in direct voices, more balanced panning

v1.3.17
- Overhaul of spectator system
- Attempt to fix global blip on respawn
- Muting was not functioning correctly for people not on the same radio channels
- Vehicle racks retooled
- Buddy radios retooled

v1.3.16
- 15 had too many hotfixes and random copy-paste fixes.

v1.3.15 --
- 14 had too many hotfixes and random copy-paste fixes.

v1.3.14
* TS 3.0.3 Support
* Performance changes, multiple loops moved to per-frame handler non-scheduled environment.

v1.3.12 Hit Oatch Update
* new version and an API increase

v1.3.12
* Memory Leak Hotfix
* Fix for Arma2 wrong pos at distance bug fix.

v1.3.11
* Fixed: Cut outs should be much reduced on both radios and direct speaking.

v1.3.10
* Fixed: ACRE no longer causes cutouts. Wow?
* Fixed: With Stereo sound, you would still hear people really far away when they were REALLY far away

v1.3.9
* FIXED TS3 ISSUE WHERE STEREO SOUND WAS IMPROPERLY MIXED BY TS3!

v1.3.8
* Changed: Updated API version and made compatible for TS3 3.0.0 Final
* Fixed: Locality issue where closing a dialog would close it on other clients as well
* Fixed: Muting was occuring oddly for spectators.
* Fixed: Playerlist construction while people were dead was...interesting.
* Fixed: Possible locking and syncing issues with current radio lists

v1.3.7
* Added: Preparation class definitions for different antenna's and powers in vehicles (not implemented yet)
* Changed: PA mode removed from AN/PRC-119. It now sucks compared to the 117F in all respects.
* Fixed: Signal code was running faster than it should have, causing FPS lag @ greater than 60 players.
!!!!!!!!* Fixed: ArmA2 has a engine bug for positions at a distance, causing signal loss.
This is now fixed. We manually propigate our positions, so signals now always work
when distances are greater than 10km. Yay ArmA2 bug workarounds.
* Fixed: There was a small chance that you would start a mission and radios would disappear.
* Fixed: When you "stopped using" a vehicle rack radio, it would break for a misison.

v1.3.6
* Changed: Death and spectating completely revamped. Again. Fixes death blip and spectating bugs.
* Fixed: RPT antenna error. Fixes #153
* Fixed: Parachutes had VRC's. Fixes #150
* Fixed: Vehicle racks would stop working after certain amounts of time. Fixes #152
* Fixed: When you died inside a vehicle or respawned, you would still have the radio after respawn.

v1.3.5
* Changed: Removed ACRE version popup error in TS3
* Fixed: Your radio would not work when you respawned with it and a vehicle rack radio. Fixes #137
* Fixed: Retransmission was not working under some circumstances.
* Fixed: Unmounting a radio while using it didn't get handled properly.
* Fixed: isKindOfRadio/hasKindOfRadio fixed (again, sorry). Fixes #140
* Fixed: Trying to mount a radio while already using one caused a script error. Fixes #141
* Fixed: You can now only "Use Radio" once at a time on a radio. Fixes #143
* Fixed: setSpectator did not work. Fixes #128

v1.3.4
* Fixed: Divide by zero error when broadcasting to someone inside your own vehicle
* Fixed: Death blip should be gone a bit
* Fixed: Forced CPU Affinity within the TS3 process when ACRE is loaded. Should reduce crashes.
* Fixed: Handling of Teamswitching should be working now

v1.3.3
* Added: Russian version of documentation
* Added: V2 Signatures
* Changed: You can no longer open a radio in a vehicle rack unless you use it first
* Changed: Virtual rack radios (tanks/aircraft) are no longer "takable"
* Changed: Performance and code initialization changes
* Fixed: Sometimes, on first island load on a dedicated server, radio's would disappear
* Fixed: Vehicle rack speakers wern't attenuating correctly
* Fixed: Opening radios via the interact without closing others would break radios.
* Fixed: ACE/ACRE interacts would sometimes not initialization on mission start

v1.3.2
* Fixed: JIPs would sometimes hear people as global. A lot.
* Fixed: onvehicleinit script error
* Fixed: ACE radios were borked

v1.3.1
* Changed: When using a rack radio, it now becomes your active radio
* Fixed: Random game hang/crashes
* Fixed: the dead menu showed up when you were alive
* Fixed: radio speakers now work again
* Fixed: Virtual radios in vehicles would sometimes show frequency any
* Fixed: Volume on the 343 did not work
* Fixed: JIP players would be global sometimes
* Fixed: Other random bugs and crap

v1.3.0
* Added: TS3 now has a configuration dialog which allows controlling global radio volume for your client
* Changed: updated for latest ts3 version fixing the constant error message
* Changed: Signal code re-worked. Overall terrain detection should be more accurate (no more mystery hills)
* Changed: Vehicle racks do not have a "open radio" button anymore
* Fixed: Various vehicle rack bugs
* Fixed: retrans function rxmtAttachToObj now works properly
* Fixed: Sometimes the client would stutter with > 50 players
* Fixed: "Over water" volume bug (also known as the carrier bug)
* Removed: cntrl+shift+v for radio list has now been disabled. Use the ACRE Interact menu

v1.2.11
* Added: Vehicle racks are now fully implemented. See http://tracker.idi-systems.com/proje.../Vehicle_Racks for details
* Added: Vehicle racks now support "speaker mode" for other people to hear them
* Added: Players dead, or in "spectate" mode, now get a self interaction for modifying spectator mode settings
* Added: api functions. acre_api_fnc_getDisplayName, acre_api_fnc_rack_mountRadio
* Fixed: Ace "on-back" was broken again (http://tracker.idi-systems.com/issues/73)
* Fixed: Turned in/out attenuation for LAV-25's fixed. dumb animation names (http://tracker.idi-systems.com/issues/74)
* Fixed: Bradley's now have proper cargo compartment attenuation
* Fixed: Vodnik gunners were perma-turned out, but had turned in attenuation
* Fixed: startSpeaking didnt trigger on channel change (http://tracker.idi-systems.com/issues/77)
* Fixed: hasKindOfRadio didn't work (http://tracker.idi-systems.com/issues/78)

Installation:
Siehe Readme in Deutsche oder beiliegende PDF-Datei in Englisch.

Weitere Infos:

Zitat

WHERE TO PLAY?
United Operations is the OFFICIAL ACRE COMMUNITY! Come play with us at http://unitedoperations.net!

NEED HELP?
Bug tracker & Wiki: http://tracker.idi-systems.com/projects/acre
Please feel free to ask questions in this thread, or visit our official community, UnitedOperations.net, as there is almost always someone around to help with any issues.

DOWNLOAD
Available on the SixUpdater Official Network
Development/Current non-public builds available on the UnitedOperations.Net SixUpdater Server
Zip Package: http://raceriv.com/arma2/acre/ACRE_V1.4.4.zip

REQUIREMENTS
* CBA - Community Base Addons (not included)
. http://dev-heaven.net/wiki/cca
* JayArmA2Lib (Included)
. http://dev-heaven.net/projects/jayarma2lib/wiki
* Arma 2 Beta Build (if using included JayArmA2Lib)
. http://www.arma2.com/beta-patch.php

LINKS
Wiki - http://tracker.idi-systems.com/projects/acre/wiki
FAQ - hhttp://tracker.idi-systems.com/proj..._Bug_Reporting
Tracker - http://tracker.idi-systems.com/projects/acre/issues

Whats new in 1.4?
* Increased Stability and bug fixes!
* Optional dynamic voice models!
* Rewrite of the ACRE spectator system (see acre_api_fnc_setSpectator in the API documentation linked above)

GENERAL FEATURES
* Five ACRE-Specific Radios
. AN/PRC-117F man pack radio
. AN/PRC-119 man pack radio
. AN/PRC-148 handheld radio
. AN/PRC-152 handheld radio
. AN/PRC-343 personal role radio
* Vehicles now contain rack mounts and already included radios!
. AN/VRC-103 (AN/PRC-117F Vehicle Rack)
. AN/VRC-111 (AN/PRC-148 Vehicle Rack)
. AN/VRC-110 (AN/PRC-152 Vehicle Rack)
* Rack mounts contain loud speakers that allow anyone within hearing distance to listen to radio conversations!
* 100% ACE2 Compatible
. Integration with all ACE2 man pack radios, using default AN/PRC-119 statistics.
* ACRE now implements ACRE interaction keys utilizing the CBA framework. Most player should be familiar with these from their prominence in ACE2.
* PRC-343 now replaces the default ArmA2 'ItemRadio'
* Realistic GUI interfaces for radios, they are the real thing
* Directional speaking for non-radio, normal communications
. Real-time 3d positional information
* Realistic terrain affects for radios
. Signal lose & distortion from buildings, hills, trees, and other objects
. Realistic power output and antenna length considerations for all radios that effect signal
. Realistic frequency wavelength falloff; higher frequencies do not travel as far
. Real-time positional calculation for fast-moving objects
* Separate Push-To-Talk key (non-toggle) for using your radio
. If a person speaks on their radio and you aren't on that frequency, you can hear them 'directly'
* Multiple hotkeys and quick-displays for fast information about your radios
* Players can carry multiple radios on different frequencies
. Hot-swap radio hotkey
. Current radios selection menu
. Pop-up display on broadcast to know current radio in use
* Radios are now considered unique objects within the ArmA2 world
. Radios are droppable and maintain ALL settings for anyone who picks them up
. Program a radio and trade it with a player!
. Pick up your dead enemies radio and discover his platoon's frequency
* Man pack Radios have the ability to use 'PA' mode in a vehicle, broadcast at 40,000mW!
* Custom Squawk sounds for all radio transmissions (credits to Krause)
* Realistic distortion effects
. Normal broadcasting distortion
. Signal lose distortion and noise
* 100% BattlEye compatible
* Performance and desync considerations
. All time critical radio information is communicated via TeamSpeak3, server desync doesn't break ACRE
. Crash/Desync fallback functionality. Sound "anomalies" are no longer possible with lag/desync.
. Optimized distance, terrain, positional and signal calculations
. Use of JayArmA2Lib for Named pipes communication; 0-latency inter-process communication between TS3-ArmA2
. Server side garbage collection of radios to prevent object clutter/long mission lag
. Many fixes for ts3/arma2 crashes, server/mission disconnects
* Global 15 second reset for any of these scenarios
* Dead player and respawn handling for both radio and direct chat



Readme:

Zitat


EINLEITUNG:
Wir wollen euch den ACRE-Mod vorstellen, der von Mitgliedern der ArmA2-Communitity
entwickelt wurde um Teamspeak 3 und ArmA 2 zu verbinden.
Mit Positional-3D-Audio und realistischen Funknetzwerken schafft ACRE eine unglaublich
überzeugende Spielumgebung.

Ziel der Entwicklung war es, eine möglichst realitätsnahe Kommunikationslösung für ArmA2 zu schaffen.
Die verwendeten Verlust- und Abschattungs-Modelle sind weitestgehend wirklichkeitsnah und berücksichtigen
Faktoren die auch den Funk unter realen Bedingungen maßgeblich beeinflussen.
Wir freuen uns über euer Feedback und laden natürlich jeden ein, der an diesem Projekt mitarbeiten will.

Euer ACRE-Team
Nou - Developer
Rommel - Developer
Vigilante - Developer, Graphics
jaynus - Developer
ThePieSpy - Graphics


FEATURES
* Sprach-Kommunikation (ohne Funk)
. Direkte Sprachkommunikation (auf Rufweite) mit Echtzeit-3D-Positional-Audio

* 2 spezielle ACRE-Funkgeräte
. PRC-119 Tragbares Tornister-Funkgerät
. PRC-148 Hand-Funkgerät
* 100% ACE2 Kompatibel
. Funktioniert mit allen ACE2 Tornister-Funkgeräten (basierend auf den Daten des AN/PRC-119)

* Das PRC-148 ersetzt nun das standard ArmA2-Handfunkgerät.

* Realistische Bedienelemnte für die Funkgeräte

* Realistisches Geländeabschattungsmodell
. Signal-Verluste und Störungen durch Gelände, Gebäude, Bäume und andere Objekte
. Geräte-Leistung und Antennenlänge beeinflussen das Signal
. Freqeuzabhängiger Feldstärkenabfall (Hohe Frequenzen haben eine geringere Reichweite)
. Echtzeit Positionsberechnung für sich schnell bewegende Objekte

* Eigene Push-To-Talk Taste (non-toggle) für den Funk
. Wenn ein Spieler funkt und Du nicht auf dessen Frequenz bist, hörst Du ihn 'direkt' (Sofern Du nah genug bist)

* Hotkeys und Schnellansichten für Infos zu Deinen Funkgeräten

* Ein Spieler kann mehrere Funkgeräte auf verschiedenen Frequenzen bei sich tragen
. Hotkey um zwischen den Geräten zu wechseln
. Menü zur Auswahl des Funkgerätes
. Pop-up-Anzeige währen der Kommunikation um das aktuell benutze Gerät anzuzeigen
* Jedes Gerät ist ein eigenständiges Objekt innerhalb der Spielwelt
. Die Funkgeräte können abgelegt werden, und behalten ihre Einstellungen, egal wer sie wieder aufnimmt.
. Du kannst also ein Fungerät einstellen und es einem Mitspieler so geben
. Schnapp Dir das Gerät eines toten Gegners und finde so die Frequenz seiner Einheit heraus
* Tornister-Geräte können in Fahrzeugen im 'PA' betrieben werden und erreichen so eine Sendeleistung von 40.000mW!
* Persönliche "Squawk-sounds" für alle Übertragungen (Danke Krause)
* Realistische Verzerrungseffekte
. Normales Grundrauschen
. Verzerrungen durch Signalverluste.
* 100% BattlEye Kompatibel
* Performance and desync wurden berücksichtigt
. Alle Zeitkritischen Informationen werden von Teamspeak3 abgehandelt, Server-desyncs beeinflussen ACRE nicht
. Crash/Desync fallback Funktionalität. Keine Sound "anomalien" bei Server-Desyncs.
. Optimierte Entfernungs-, Gelände-, Positions- und Signal-Berechnungen
. ACRE benutzt die Named pipes der JayArmA2Lib zur Kommunikation; Null-Latenz Inter-Prozess-Kommunikation zwischen TS3 und ArmA2
. Serverside garbage collection der Funkgeräte, um Objectclutter und Lags bei längeren Missionen vorzubeugen
* Viele fixes für ts3/arma2 crashes, server/mission disconnects
. Globaler 15 sekunden Reset für solche Fälle


BEKANNTE PROBLEME
* Wenn Du TS3 als Administrator ausführst, empfehlen wir auch ArmA2 als Administrator auszuführen
* PRC-148
. Lässt sich nicht mit eigenen Frequenzen programmieren. 100 voreingestellte Channels/Frequenzen vorhanden
. Kann nur mit 100mw betrieben werden (auch wenn damit in Wirlichkeit bis zu 5W möglich sind)
* PRC-119
. Frequenz-Programmierung etwas "wackelig". Immer zuerst resetten, dann programmieren
. Bedienelemente zur Programmierung sind nicht original; (um es Anfängern etwas zu erleichtern)
. Kann keine eigenen Frequenzen im Kanal speichern
* Voice Activation ist nicht wirklich getestet. Benutzung auf eigene Gefahr.
* Noch immer passiern etwas seltsame Dingen mit den Funkgerätemn, wenn man in einer Mission sehr oft stirbt
* Bei Server-Desyncs kann das Ablegen/Aufnehmen von benutzten/neuen Geräten stark verzögert sein
. Manchmal erscheint/verschwindet das Gerät im Inventar - lass Dir zeit!
* Fahrzeuge wie Flugzeuge haben keine eigenen Funkgeräte, Du musst Dein eigenes mitnehmen.



BENÖTIGTE ADDONS
* CBA - Community Base Addons (nicht inkludiert)
. http://dev-heaven.net/wiki/cca
* JayArmA2Lib (inkludiert)
. http://dev-heaven.net/projects/jayarma2lib/wiki


INSTALLATION/DEINSTALLATION
Client Installation
Zur Zeit gibt es zwei möglichkeiten um ACRE zu installieren
Im Paket ist sowohl ein ausführbarer Installer (*.exe) als auch die einzelnen Dateien enthalten, die dann einfach in die
entsprechenden Verzeichnisse kopiert werden können.
Wir empfehlen die Installer-Methode. Sollte das nicht klappen, findet ihr hier nachstehend die "Ordner-Methode" beschrieben.

Wichtige Hinweise!
- @JayArmA2Lib Verzeichnis darf NICHT umbenannt oder verschoben werden.
- dsound.dll muss in Eurem ArmA2-Root liegen (z.B.: C:\Programme\Bohemia...\ArmA2\dsound.dll)

Dateien und Verzeichnisse:
ArmA2\ (z.B.: C:\Programme\Bohemia...\ArmA2\)
@ACRE\
. Hauptorder des Addons
@JayArmA2Lib\
. Kommunikation und Zusatzprogramme
userconfig\ACRE\
. Konfigurationsdateien
dsound.dll
. Implementierung der jayarma2lib


Teamspeak 3 Client\ (z.B.: C:\Programme\TeamSpeak 3 Client\)
plugins\ACRE.dll
. TS3 plugin für 32-bit systeme
ACRE_x64.dll
. TS3 plugin für 64-bit systeme

-----------------------------------------------------------------------------------------------------------

-- Automatische Installation --
1. Vergewissere Dich dass ArmA2 und Teamspeak3 NICHT laufen
2. Führe ACREinstaller.exe als Administrator aus
3. Folge den Anweisungen des Installers
4. Vergewissere Dich, dass ALLE Dateien kopiert wurden (siehe oben: Dateien und Verzeichnisse:)
5. Starte TeamSpeak 3, Klicke Settings -> Plugins, und vergewissere Dich, dass ACRE angewählt ist (Häkchen)
6. Starte TeamSpeak 3 neu
7. Editiere Deine ArmA2 Verknüpfung so, dass sie zumindest "@cba;@JayArmA2Lib;@ACRE" enthält

-- Manuelle Installation --
1. Vergewissere Dich dass ArmA2 und Teamspeak3 NICHT laufen
2. Kopiere den Inhalt des ArmA2 Verzeichnisses in Dein ArmA2 Root-Verzeichnis
. Im ArmA2 Root-Verzeichnis sollten nun @ACRE, @JayArmA2Lib, and dsound.dll zu sehen sein
3. Kopiere (entsprechend Deinem System) die ACRE.dll (32-bit) oder die ACRE_x64.dll (64-bit) in Dein "Teamspeak 3 Client\plugins" Verzeichnis
4. Starte TeamSpeak 3, Klicke Settings -> Plugins, und vergewissere Dich, dass ACRE angewählt ist (Häkchen)
5. Starte TeamSpeak 3 neu
6. Editiere Deine ArmA2 Verknüpfung so, dass sie zumindest "@cba;@JayArmA2Lib;@ACRE" enthält

-- Installation auf dedizierten Servern --
ACRE muss auch am Server installiert werden um die Synchronität ablegter Funkgeräte zu gewährleisten.
Am Server wird NUR das @ACRE Verzeichnis benötgt. Die JayArma2Lib wird am Server NICHT benötigt.
Sie ist zwar Server-Kompatibel, wird aber wie gesagt nicht am Server benötigt.

1. Vergewissere Dich, dass der Server nicht läuft.
2. Kopiere den @ACRE Ordner in das ArmA2-Root des Servers
3. Editiere die Startverknüpfung (Mod-Line) des Servers so, dass sie zumindest "@cba;@ACRE" enthält



DEINSTALLATION
Automatische Deinstallation:
1.Wenn Du ACRE automatisch installiert hast, kannst Du es unter Systemsteuerung->Software deinstallieren

Manuelle Deinstallation:
1. Vergewissere Dich dass ArmA2 und Teamspeak3 NICHT laufen
2. Lösche die ACRE.dll/ACRE_x64.dll aus Deinem "Teamspeak 3\plugins" Verzeichnis
3. Lösche die Ordner @ats3 und @JayArmA2Lib aus Deinem ArmA2 Root-Verzeichnis
4. Lösche die dsound.dll aus Deinem ArmA2 Root-Verzeichnis
5. Entferne @ACRE und @JayArmA2Lib aus Deiner Startverknüpfung

Server Deinstallation
1. Vergewissere Dich, dass der Server nicht läuft.
2. Lösche den @ats3 ordner aus dem ArmA2-Root des Servers
3. Entferne @acre aus der Startverknüpfung des Servers (Mod-Line)


EINFÜHRUNG
Standardbelegung der Tasten:
CTRL + SHIFT + X
. Öffnet das GUI des aktuellen Funkgerätes
CTRL + SHIFT + C
. Wechseln zwischen den Funkgeräten die man bei sich trägt
CTRL + SHIFT + V
. Zeigt die aktuellen Informationen zu den getragenen Geräten, sowie die
Möglichkeit zwischen ihnen zu wechseln
CAPSLOCK
. Funk: PTT(Push-To-Talk) Taste

** DIESE BELEGUNG KANN UNTER "ARMA 2\USERCONFIG\ACRE\ACRE_KEYS.HPP" GEÄNDERT WERDEN **


GRUNDLEGENDE FUNKTIONEN
Direktes Sprechen:
Benutze deine standard TeamSpeak3 'Push-To-Talk'-Taste um im Spiel 'direkt' zu sprechen. In diesem Punkt
ist alles wie gewohnt. Jedoch hören Dich nun nur noch Personen in Deiner näheren Umgebung sprechen.
Beim direkten Sprechen, hörst Du Spieler mit 3D-Sound, entsprechende ihrer Position zu Dir in der Spielwelt.
Hinweis:
(Wenn Du in TS3 'Sprachaktivierung' benutzt, kommt es vor, daß das Micro nicht mehr
'aufmacht'. Workaround: Unter "TS->Einstellungen->Optionen/Aufnahme" auf 'Push-To-Talk' stellen,
und 'Anwenden' drücken, dann wieder zurückstellen auf Sprachaktivierung und wieder 'Anwenden' drücken.)


Funkverkehr:
Du startest eine Funkübertragung indem Du die Sprechtaste (Standardeinstellung: [CAPS LOCK]) gedrückt hältst.
Lässt Du die Sprechtaste wieder los, ist die Übertragung beendet.
Funkübertragungen sind durch ein 'squak' am Anfang und ein 'squak' Ende der Übertragung eingegrenzt.
Achtung! Startest Du Deine Übertragung gleichzeitig mit einem anderen Spieler, kommt es zu einer Rückkopplung
die alle Zuhörer nervt. Achtet also auf Funkdisziplin. Solltest Du zwischen den 'squaks' nichts hören, bist Du
möglicherweise außer Funkreichweite. Eingehende Funksprüche sind immer mit einem leichten Hintergrundrauschen unterlegt.
Keine Verzerrung und kein Rauschen heißt also immer dass Du jemanden in Deiner nähe hörst.


HANDHABE DER GERÄTE
Wenn Du ein Spiel mit dem PRC-148 startest, wird es automatisch durch das ACRE-PRC-148 ersetzt.
Ist das ACRE-PRC-148 Dein einziges Gerät, ist es auch Dein 'aktives Gerät'.

1. Drücke [CTRL+SHIFT+V] um das Übersichtsmenü der verfügbaren Geräte zu öffnen.
a. Per Mausklick ein Gerät aus Liste der verfügbaren Geräte auswählen.
b. Nun kannst Du das Gerät als Dein aktives Gerät festlegen (Make active)
und/oder die Bedienoberfläche des Gerätes anzeigen lassen (Open Radio).
(Die Bedienoberflächen der Funkgeräte wird nächsten Abschnitt beschrieben)
c. Drücke ESCAPE um das Menü bzw. Geräte-Bedienoberfläche wieder zu schließen.

2. Um das 'aktive Gerät' schlell zu wechseln, drücke die Hotkey-Kombination [CNTRL+SHIFT+C].
Das aktive Gerät wird dann kurz in der unteren rechten Bildschirmecke angezeigt.

3. Um schnell in die Bedienoberfläche des 'aktiven Gerätes' zu gelangen, drücke die Hotkey-Kombination [CNTRL+SHIFT+X]. ([ESC] zum verlassen)

4. Nun drücke [CAPSLOCK] (gedrückt halten) und sag: "Ich werde Feuerwehrmann ...".
Jeder Mitspieler in Funkreichweite sollte Dich nun hören, sofern er die selbe Frequenz beutzt.
Wenn Du [CAPSLOCK] wieder loslässt, ist der Kanal wieder frei um eine Antwort zu empfangen.



Die Bedienoberflächen im einzelnen ([CNTRL+SHIFT+X]):

AN/PRC-148 (Hand-Funkgerät)

- Pfeile nach [oben]/[unten]
Auswahl des Kanals. (1-100, Achtung: Benutze auch wirklich den selben Kanal wie Deine Kameraden!)
Die Kanalfrequenzen sind fest vorgegeben und können nicht geändert werden.

AN/PRC-119 (Tornister-Gerät)

Das AN/PRC-119 bietet eine vielzahl an Funktionen, von denen zur Zeit noch nicht alle verfügbar sind.
Hier die Übersicht der zur Zeit zugänglichen Funktionen:

- [Chan]
Kanal-Auswahl über den [Chan]-Drehknopf. Auswahl aus 6 vorprogrammierten Kanälen.

-[Ziffernblock]
Zum Einstellen einer eigenen Frequenz. Um eine Frequenz einzustellen mach folgendes:
a. Kanalwahl [Chan] auf den zu überschreibenden Kanal stellen.
b. Klicke [CLR] am 'Ziffernblock'.
c. Die gewünschte 5-stellige Frequenz über den [Ziffernblock] eingeben
(Wenn Du z.B. die Frequenz 3.111 einstellen willst, schreib 0-3-1-1-1)
d. Klicke [CTO] am [Ziffernblock].

-[RF PWR]
Zum Einstellen der Sendeleistung. Wenn das Gerät getragen wird: 400mW, 2200mW, 4000mW.
In Fahrzeugen (PA Mode): 40000mW



DANKE AN:
-kju & Sickboy für den Projektplatz auf http://dev-heaven.net
-Den ACRE Laborratten: Alderman, Bashi, DMC_RULEZ, h3killa, JDMT, Jen, Loggert, M1n1d0u, OrdeaL, sr5tactical, tranquillity
-Der TacticalGamer.com Community fürs testen: Krause, ThePieSpy, Zedic, Azzwort, Sandiford, Cro, gr!imreaper, Omega Team, TG Admins
-Der http://dev-heaven.net Community, die sich geduldig unsere Beschwerden angehört hat ;)
-Der BI-Foren-Community für die Unterstützung






Changelog:

Zitat

-- 1.4.9 --
* Fixed surround and falloff issues for different 5.1/7.1/3.1/Stereo issues with TS3.
* Fixed clients not getting unmuted if in different channel, disconnected, or if you restart TS3
* Fixed ACE inheritence issue
* Fixed ACE ruck capacity of 117/119


-- 1.4.8 --
* Drastically reduced pipe traffic, hopefully increased named pipe bandwidth... should fix some reliability issues at high player counts as well as sticky direct speaking.

-- 1.4.7 --
* Fixed bug where per-frame handler code would run after mission end causing odd behavior

-- 1.4.6 --
* Moved even more loops to per-frame handlers
* Refactored code to use less scheduled execution time

-- 1.4.5 --
* Moved more loops to per-frame handlers
* Moved critical server loops to non-scheduled execution

-- 1.4.4 --
* Final build for release.

-- 1.4.3 RC4 --
* Bug that wasn't allowing volume to be attenuated by vehicles in direct speaking when using original voice model.

-- 1.4.2 RC3 --
* Default voice curve model is now the original model.
* Removed some debugging code that was causing server crashes/desync.
* Increased radio volume.
* Potential independent setting of soundpack volume (not tested).

-- 1.4.1 RC2 --
* Implemented different voice scale modes.
* Added persistant speaking events while speaking to compensate for potential TS3 packet loss.
* Tweaked amplitude model

-- 1.4.0 RC1 --
* 5.1/7.1 fixed
* Direct speaking distance is based on the actual volume of the speaker
* Multiple bug/stability fixes through 1.3.x series

-- 1.3.19 --
* Loudspeakers now are based on distance including the distance to the actual speaker, taking over when closer to them.
* Respawn gear script handling has been improved/fixed.
* Cleaner handling of lagged respawn gear scripts.
* Switched direct speaking from using visiblePosition to getPosASL because visiblePosition appears to be horribly lagged (despite its name).
* Small clean ups, tweaks, etc.

-- 1.3.18 --
* More overhaul of spectator system
* Direct speaking oddities fixed up, no more sharp pan behind head, less noise in direct voices, more balanced panning

-- 1.3.17 --
* Overhaul of spectator system
* Attempt to fix global blip on respawn
* Muting was not functioning correctly for people not on the same radio channels
* Vehicle racks retooled
* Buddy radios retooled

-- 1.3.16 --
* 15 had too many hotfixes and random copy-paste fixes.

-- 1.3.15 --
* 14 had too many hotfixes and random copy-paste fixes.

-- 1.3.14 --
* Performance tweaks, and random potential bug fixes.

-- 1.3.11 --
* Fixed: More TS3 cutouts and other random stuff fixing.


-- 1.3.10 --
meh

-- 1.3.9 --
* Fixed: TS3 broke their 3d spatialization. I rewrote it myself instead. Yay!

-- 1.3.8 --
* Changed: Updated API version and made compatible for TS3 3.0.0 Final
* Fixed: Locality issue where closing a dialog would close it on other clients as well
* Fixed: Muting was occuring oddly for spectators.
* Fixed: Playerlist construction while people were dead was...interesting.
* Fixed: Possible locking and syncing issues with current radio lists

-- 1.3.7 --
* Added: Preparation class definitions for different antenna's and powers in vehicles (not implemented yet)
* Changed: PA mode removed from AN/PRC-119. It now sucks compared to the 117F in all respects.
* Fixed: Signal code was running faster than it should have, causing FPS lag @ greater than 60 players.
!!!!!!!!* Fixed: ArmA2 has a engine bug for positions at a distance, causing signal loss.
This is now fixed. We manually propigate our positions, so signals now always work
when distances are greater than 5km. Yay ArmA2 bug workarounds.
* Fixed: There was a small chance that you would start a mission and radios would disappear.
* Fixed: When you "stopped using" a vehicle rack radio, it would break for a mission.

-- 1.3.6 --
* Changed: Death and spectating completely revamped. Again. Fixes death blip and spectating bugs.
* Fixed: RPT antenna error. Fixes #153
* Fixed: Parachutes had VRC's. Fixes #150
* Fixed: Vehicle racks would stop working after certain amounts of time. Fixes #152
* Fixed: When you died inside a vehicle or respawned, you would still have the radio after respawn.

-- 1.3.5 --
* Changed: Removed ACRE version popup error in TS3
* Fixed: Your radio would not work when you respawned with it and a vehicle rack radio. Fixes #137
* Fixed: Retransmission was not working under some circumstances.
* Fixed: Unmounting a radio while using it didn't get handled properly.
* Fixed: isKindOfRadio/hasKindOfRadio fixed (again, sorry). Fixes #140
* Fixed: Trying to mount a radio while already using one caused a script error. Fixes #141
* Fixed: You can now only "Use Radio" once at a time on a radio. Fixes #143
* Fixed: setSpectator did not work. Fixes #128

-- 1.3.4 --
* Fixed: Devide by zero error when broadcasting to someone inside your own vehicle
* Fixed: Death blip should be gone a bit
* Fixed: Forced CPU Affinity within the TS3 process when ACRE is loaded. Should reduce crashes.
* Fixed: Handling of Teamswitching should be working now

-- 1.3.3 --
* Added: Russian version of documentation
* Added: V2 Signatures
* Changed: You can no longer open a radio in a vehicle rack unless you use it first
* Changed: Virtual rack radios (tanks/aircraft) are no longer "takable"
* Changed: Performance and code initialization changes
* Fixed: Sometimes, on first island load on a dedicated server, radio's would disappear
* Fixed: Vehicle rack speakers wern't attenuating correctly
* Fixed: Opening radios via the interact without closing others would break radios.
* Fixed: ACE/ACRE interacts would sometimes not initialization on mission start

-- 1.3.2 --
* Fixed: JIPs would sometimes hear people as global. A lot.
* Fixed: onvehicleinit script error
* Fixed: ACE radios were borked

-- 1.3.1 --
* Changed: When using a rack radio, it now becomes your active radio
* Fixed: Random game hang/crashes
* Fixed: the dead menu showed up when you were alive
* Fixed: radio speakers now work again
* Fixed: Virtual radios in vehicles would sometimes show frequency any
* Fixed: Volume on the 343 did not work
* Fixed: JIP players would be global sometimes
* Fixed: Other random bugs and crap

-- 1.3.0 --
* Added: TS3 now has a configuration dialog which allows controlling global radio volume for your client
* Changed: updated for latest ts3 version fixing the constant error message
* Changed: Signal code re-worked. Overall terrain detection should be more accurate (no more mystery hills)
* Changed: Vehicle racks do not have a "open radio" button anymore
* Fixed: Various vehicle rack bugs
* Fixed: retrans function rxmtAttachToObj now works properly
* Fixed: Sometimes the client would stutter with > 50 players
* Fixed: "Over water" volume bug (also known as the carrier bug)
* Removed: cntrl+shift+v for radio list has now been disabled. Use the ACRE Interact menu

-- 1.2.11 --
* Added: Vehicle racks are now fully implemented. See http://tracker.idi-systems.com/projects/acre/wiki/Vehicle_Racks for details
* Added: Vehicle racks now support "speaker mode" for other people to hear them
* Added: Players dead, or in "spectate" mode, now get a self interaction for modifying spectator mode settings
* Added: api functions. acre_api_fnc_getDisplayName, acre_api_fnc_rack_mountRadio
* Fixed: Ace "on-back" was broken again (http://tracker.idi-systems.com/issues/73)
* Fixed: Turned in/out attenuation for LAV-25's fixed. dumb animation names (http://tracker.idi-systems.com/issues/74)
* Fixed: Bradley's now have proper cargo compartment attenuation
* Fixed: Vodnik gunners were perma-turned out, but had turned in attenuation
* Fixed: startSpeaking didnt trigger on channel change (http://tracker.idi-systems.com/issues/77)
* Fixed: hasKindOfRadio didnt work (http://tracker.idi-systems.com/issues/78)

-- 1.2.10 --
* Added: Lower/Raise headset now avialable via self interact
* Added: Owner of a shared pack radio can now stop a person from using their radio via self interact (or running away)
* Added: Remote radio usage now works with AI again via interact menu
* Added: Current radios are now listed in the self interact menu under "Radio List". Radio dialog's are accessible via this menu
* Added: Beginnings of a "dead" interaction menu. This menu does not work right now.
* Added: a joinChannel API function
* Added: The beginning of server side tvt auto-channel switching
* Added: The beginning of enforced channel muting for out of game players
* Changed: New distortion engine re-written from scratch. It should not be so ear bleeding now.
* Changed: Carriers will, yet again, have direct issues. Sorry guys.
* Changed: Distortion engine got a re-vamp, sounds digital now.
* Fixed: Devide by zero error when inside vehicle with other players
* Fixed: Sometimes you just couldnt talk to people or hear them in flight
* Fixed: Script error spam while in vehicles
* Fixed: TS3 crashes
* Fixed: You would go global when going directly into game as a spectator
* Fixed: isSpectator is now respected correctly
* Fixed: Spatialization Delay for MPPT pushes is now gone
* Fixed: isRadio now checks properly against crappy equipment and returns correctly.
* Fixed: Sometimes radios would stop working until you dropped/picked them back up
* Fixed: Starting a mission with a radio on ACE back would make the radio not register correctly.

-- 1.2.9 --
* Fixed: The 3d attenuation "carrier bug" is gone now (http://tracker.idi-systems.com/issues/32)
* Fixed: Build errors

-- 1.2.8 --
* Added: ACRE now has an interact and self interact key. Default to LALT+LSHIFT+Q for interact, LALT+LSHIFT+E for self interact (http://tracker.idi-systems.com/issues/46)
* Changed: The "transmitting hint" dialog now has a yellow border that instant goes on/off when you transmit/let go (Fixes
http://tracker.idi-systems.com/issues/28)
* Changed: Action menu items for remote radio usage are gone. Now uses ACRE Interact key (http://tracker.idi-systems.com/issues/46)
* Changed: BTRs, BMPs, Bradley's and M113's should now attenuate realistically
* Fixed: RETRANS NOW WORKS AGAIN BITTTCHHHHESSSS (Fixes http://tracker.idi-systems.com/issues/1)
* Fixed: Issue with having to run everything as admin cropped back in again. Smashed and fixed again.
* Fixed: MPPT_1 was not working when you only had 1 radio (Fixes http://tracker.idi-systems.com/issues/38)
* Fixed: Hint for the first MPPT radio was not working (Fixes http://tracker.idi-systems.com/issues/37)
* Fixed: Z-Axis was not working for 3d positional audio (as in it was 2d, not 3d) (Fixes http://tracker.idi-systems.com/issues/32)
* Fixed: The "half-second hearing a person global when they die" bug came back. Smashed again. (Fixes http://tracker.idi-systems.com/issues/41)
* Fixed: using addWeapon with a new radio, not an existing ID in respawn scripts, previously was causing error (Fixes http://tracker.idi-systems.com/issues/43)
* Fixed: Make acre_arma2 require caweapons (Fixes http://tracker.idi-systems.com/issues/45)
* Fixed: Using the remote radio of an AI now works correctly (http://tracker.idi-systems.com/issues/47)
* Fixed: Using a persons radio remotely would sometimes break (http://tracker.idi-systems.com/issues/47)
* Fixed: Having your radio open when someone else used it would cause GUI syncing errors (http://tracker.idi-systems.com/issues/47)
* Fixed: If you JIPed at a long distance the JIP player would not register and would be global (http://tracker.idi-systems.com/issues/54)

-- 1.2.7 STABLE --
* Changed: Updated API version for next TS3 beta (pre12)
* Fixed: Base radios would error on respawn. Respawn now with gear scripts should not be broken. Fixes the 'beta bug'
* Fixed: Compound attenuation between vehicles would make you not able to scream between HMMVs
* Fixed: ATV's inherited cars attenuation. They now do not attenuate

-- 1.2.6 STABLE --
* Added: Game disruption features implemented. Read http://dev-heaven.net/issues/11318#note-10 for usage
* Added: JayArmA2Lib and dsound.dll verbose error reporting (and annoying beeps when your install of them is bad)
* Added: ACRE now fades in and out in sync with ACE wounds; people also cant hear you when you fade out.
* Change: ACE combatdeaf now makes TS3 volume fade just like in game volume
* Fixed: ACE on-back now works and doesn't cause CTDs. It works 100% now
* Fixed: Certain scenarios where when you died values didnt get reset correctly
* Fixed: Radio's disappearing or not working with certain respawn scripts
* Fixed: Performance internal fixes related to death and respawn
* Fixed: XEH PostInit timely fashion error
* Fixed: Whoever made the BMD/BMP models did not properly name their turned out animations. This is now compensated for by ACRE.
* Fixed: Issue where randomly radio's would stop working until you dropped it and picked it up.
* Fixed: Crash/hang issue for Windows XP Users
* Fixed: ACE uncon/deaf would allow you to hear everyone

-- 1.2.5 RC3 --
* Changed: Direct volume tweaked slightly for close distances
* Fixed: Memory leak concerning TS3 plugin messages
* Fixed: Issue where you would stop transmitting on radio with VAD if you took a breath
* Fixed: ACE Earplugs in/out a bunch of times decreased TS3 volume permenently (HOW THE FUCK WOULD SSG(hi pelle) EVEN FIND THIS BUG!??!!?)
* Fixed: Apparently ACE Combat deaf did not make you deaf with ACRE and no one bothered to tell me. This is not true anymore.
* Fixed: ACE wounds overhaul system now supported. ACRE now fades with unconciousness fading

-- 1.2.5 RC2 --
* Changed: Direct volume attenuation finalized
* Fixed: Squawk volumes finalized
* Fixed: Error code now reports for duplicate pipe error. Please provide error code in popup

-- 1.2.5 RC1 --
* Added: API function to change what the default replacement for ItemRadio is
* Added: isSpeaking API now works on the local player, you can check if he is speaking and/or on radio
* Added: acre_api_fnc_setRadioVolume and acre_api_fnc_getRadioVolume for manipulating radio volumes
* Changed: Increased timeout times to compensate for low FPS disconnects
* Changed: Squawks are now spatialized and volume attenuated correctly for your receiving radio
* Changed: Picking up a new radio will no longer set it as active if you already have a radio
* Fixed: Squawks would sometimes not hit for squawk on or off of a remote transmission
* Fixed: You could not hear other players talk on radio OR direct while you were talking (when on same freq)
* Fixed: Robot voices / static when you are dead and waiting to respawn AND players are far away from you
* Fixed: API Spectator flag wasnt being respected.
* Fixed: Picking up a radio would not set your active radio correctly

--- 1.2.4 ---
* Fixed: Issue where radio transmissions would not be recieved
* Fixed: MPPT spatialization now does not lag

--- 1.2.3 ---
* Added: Multi-PTT system re-enabled and fixed
- Still uses the userconfig PTTAlternative configurations. Defaulted to shift+ctrl+1/2/3
- Known Issue: When receiving a MPPT Transmission, spatialization currently lags ~20ms
* Added: PTT key modifers are now respected in TS3 (You can now use shift/ctrt/alt combinations in userconfig)
* Changed: Direct volume re-worked to a scaled down inverse-square
* Fixed: Spatializing radio is now 100% to your left or right ear.
* Fixed: Misc. hang fixes
* Fixed: PRC-343 CH8 & CH9 were the same frequency
* Fixed: load/unload ACRE & mission-end bug's hopefully fixed
* Fixed: The "beta-man bug" is officially destroyed. Beta can now play with us. Rejoice!
* Fixed: Mitigated "cut out" mid-sentance bug
* Fixed: Issue where sometimes you couldn't use/hear radio transmissions after respawns
* Fixed: Hang at the end of a mission or on disconnect fixed
* Fixed: Lower/Raise Headset now appears in *all* vehicles
* Fixed: Fixed a memory leak causing TS3 to peak at ~150mb memory usage


-- 1.2.2 --
* Fixed: Fuckup release fix
* Fixed: TS3 now resets correctly at end of a map
* Fixed: Random muting is now gone again. woops. sorry guys. I suck :(
* Fixed: Hanging at mission reset fixed
* Fixed: Load/unload plugin wasnt working

-- 1.2.1 --
* Changed: 3d Attenuation was too quiet. Its now been turned up
* Changed: Radio volume was too quiet. Its now been turned up
* Fixed: Squawks on's should now only happen for channels your actually listening to
* Fixed: Dead channel caused global voices and robot voices
* Fixed: (Asthetic) sometimes you would be muting yourself in TeamSpeak.
* Fixed: Sometimes at the end of game random muting would occur. This should be fixed
* Fixed: You could not hear a person on direct talking on a different radio frequency.
* Fixed: Version mismatch popup should now not happen
* Fixed: TS3 would hang if you had internet connectivity issues

-- 1.2 --
* Added: New hand-held radio, the AN/PRC-152 (By Steffen Frandsen, thanks!)
* Added: Debug version of ACRE with a debug dialog. May/may not be released public
* Changed and WTF: Full and complete plugin overhaul in expectancy of new TS3
- New TS3 is probably going to suck ass, so we expanded support with B36
- Approximately a 70% code re-write for stability and design
- New Distortion engine (complete overhaul)
- new, flexible internals allows for faster and stable feature dev in future
- This code is epic. Should be much, much, much more stable
* Changed: Left/Right ear radios should now be louder
* Removed: Multi-PTT has been disabled again until it can be re-worked
* Fixed: due to plugin re-write, death muting and JIP muting should be much more stable
* Fixed: No more 15-second reset timer
* Fixed: if your radio volume is 0, you just hear a person on direct
* Fixed: You can now raise/lower your headset in a vehicle
* Fixed: Wheeled APC's had incorrect attenuation class
* Fixed: Clientside CBA post-init warning
* Fixed: Dropping radios would not actually make the radio go away 100%
* Fixed: Switching the 117f to 'off' would cause wierd results
* FINALLY! Actually fixed the TS3 permission issue. No longer have to run as admin. Swear to god.
* Fixed: Inconsistenty in PRC-117F volume display
* Added: Integrated PRC-343 volume knob images, thanks gmt2001!

-- 1.1.1 --
* Workaround for domination JIP issue implemented
- Ghost players shouldn't affect ACRE anymore
* Reduced virtual-distance for spatialized radios, they should be a bit louder
* Hotfix semi-fix for "hang" and "crash" issues in TS3
* Fix for remote radio "not able to use radio" bug
* Reduction of TS3 "cut-out" bug, cut-outs should be much less frequent now
* Fixed co-pilot's not being able to hear pilot bug.
* Carrier bug fixed

-- 1.1 --
* Fixed bug where multiple action menu items would appear for buddy radios
* Fixed re-entrance code to handle non-thread-safe FMOD
- This should drastically, if not eliminate, the infamous "TS3 Hang"
* Fixed self-squawk to be spatialized to that radio's settings
* Fixed a bug where you could open unlimited radio list windows
* Fixed multi-PTT where first-talk would not spatialize correctly
* Added setCurrentRadioState
* Added getDefaultChannels
* Added getDefaultPowers
* Added setTxInfo (clone of setRadioState)
* Added setRadioState
* Added getRadioState
* Added getCurrentRadioState
* Added getCurrentRadioList
* Updated wiki documentation on functions
* remote radio usage, or "buddy radios", or "radio sharing", has been re-written
* You can walk up and "Use a radio". this will block the remote person from using the radio until:
- 1. you run out of range (2m)
- 2. He "forces" a stop
- 3. You stop using it
* Radio state (knobs, buttons, freq, power) now persists with buddy radio usage
- Example: You run up, use a radio, change to CH5, and stop using. The other person see's it too.
* Buddy radio's now fully supports using radio's off of an AI's back
* Radio distortion now only shows up in the ear you have set for spatialization
* Fixed RC bug where the 148's icons looked like the 343's
* 148's now have a custom icon
* Rebuild version number desc.
* Fixed bug where sometimes you couldnt hear people
* Fixed "You cannot play/edit this mission;" acre_sys_compat_ace error
* Fixed bug where you would crash if 2 people talked/stopped talking at the same instant
* Added a (disabled version) of AI static alerting
* Fixed a bug where intercom attenuation wasnt working
* Fixed broken Multi-PTT
* Began buddy-radio/deployable rewrite (disabled at the moment)
* Fixed a bug where radio spatialization scripting was erroring (thanks Dslyecxi)
* Implemented radio spatialization
- You can change where a radio is "heard" by using cntrl+shift+left/up/right respectively.
- This will stay for that current radio until it is dropped
* Implemented multiple PTT keys
- Assignable via the userconfig, you can now use the radios as they are in the order in your radio list
- When pressing the multi-PTT key, it begins broadcasting and switches your active radio to that radio
- You can then use your default "broadcast" key to continue broadcasting with that radio, or switch to another
* Changed Ts3 connection warning to only go off in multiplayer
- http://dev-heaven.net/issues/14971
* Fixed a bug where the volume wasnt displaying on the PRC-148
- http://dev-heaven.net/issues/15008
* Fixed a bug where the ESC button acted like the MODE button on the PRC-148
- http://dev-heaven.net/issues/15007
* Fixed an issue where you could squawk/broadcast after dropping a radio.
- promise, its fixed this time
- http://dev-heaven.net/issues/14649
* Made multiple improvements/fixes to the current API functions
- isRadio, isBroadcasting, isSpeaking, hasRadio all fixed
* Added setRadioSpatial and getRadioSpatial API functions
* Vehicle crew attenuation is now based on whether a crew member should have an intercom system
- They will sound "in your head" if they have intercoms; not just louder but still directional like it was
* Added a new 3d rolloff parameter; how far someone can hear you is now scaled logarithmically based on your volume
- If you talk louder, your voice travels further. If you whisper, it travels a short distance
* Changed the default radio, e.g. ItemRadio, to add a PRC-343 instead of a 148

-- 1.0.14 --
* Rebuild because of confusion with DLL tag in 13.


-- 1.0.13 --
* Random muting issue HAS BEEN MOTHERF**KING DESTROYED

-- 1.0.12 --
* Disabled remote/buddy radios
* Fixed issue with location sticking in direct
* Fixed programming error with 148 and 119
* Fixed issue where radio volume would affect direct volume
* Fixed issue where respawning would make you lose your radio
* Fixed issue where you could squawk & talk after respawning even if you didnt have a radio
* Fixed issue where you could talk on radio after dropping your radio
* Circumvented ArmA2 issue where some JIP/respawns would not show up in the player list
* Mitigated issue for 0 divisor bug in antenna code, not a fix, but ArmA seems to randomly barf on valid input
* Signal loss code reverted to not be weighted so much in the lower region.
* Signal loss code now has more "squelch" range where input is garbled (motivation for squelch on radios)

-- 1.0.11 --
* Updated for TS3 beta 28
* Updated for TS3 beta 29
* Implemented new TS3 "autoload" functionality; the plugin with auto-enable and load on first install
* fixed bug where sometimes you could hear a radio when you shouldnt
* Added ACRE version text to main menu screen
* Modified signal code to be more lossy. Range is not affected, just distortion is greater and more common
* Implemented antenna code which realistically affects signal quality
* ACRE_PRC343 implemented and functional. 2.4ghz band PRR @ 50mW
* Major scoping fixes in ACRE_PRC148
* ACRE_PRC148 now checks to make sure the frequency programmed is valid before saving it
* Fixed a delayed crash when reloading or disabling the ACRE plugin
* Fixed an issue where you wouldnt hear a person on direct if they were on radio and your volume = 0
* Enabled half-duplex transmitting; if you talk, you can hear no radio transmissions on that radio
* Changed display names and descriptions of radios to be accurate, real titles
* Added ACRE_PRC148_UHF This radio is best in higher frequencies; the ACRE_148 is VHF, better in lower frequencies.
* Implemented custom ACRE models for radios; you should use ACRE_PRC119 and ACRE_1117F. They look have their real antennas
* Implemented double-antenna gains which exist on the real 117F
* Fixed an issue where swapping channels while someone was talking wouldn't silence them
* Fixed a performance issue where sometimes a persons direct position would noticably lag (~200ms)


-- 1.0.10 --
* Fixed issue where dropping your last radio wouldnt stop you from opening the dialog
* Fixed performance framework issue of taking up too much scheduler time
* Multiple TS3 crash/hang fixes
* Vehicle attenuation really works now (promise)
* Vehicle intercom systems are now simulated via vehicle attenuation
- If you are a crew member, you'll hear crew members more clearly than passangers
* Fixed errors in API functions: attachRxmtToObj, setDefaultChannels/Powers
* Fixed many scoping issues that should support reliability
* Remotely used radios, or "buddy radios" is now turned on.
- However, radio information (changes to the radio) does not always propigate back to the owner correctly
* The 148 does not show on the player yet, but dropped it does have the correct model now


-- 1.0.9 HF1 --
* Fixed TS3 crash/hang regression bug
* Fixed failure with API calls
* acre_api_fnc_hasKindOfRadio syntax changed to an array of weapons, not a unit
* Fixed persistant popup of "AddToChannel" ACRE critical error
* Fixed crash issue with version mismatch/upgrade needed messages
* Fixed issue with ace deafness perma muting you
* Fixed a bug with random/sporadic hint's in game saying TS3 isn't connected, when it actually is
* Fixed bug where TS3 would crash when unloading the plugin while someone is talking
* Fixed scripting error when droping radios
* got rid of dummy placeholder for deployable to fix OA pure error


-- 1.0.9 --
* This is mainly an internal performance and framework update
* Fixed a problem where ACE radio's would default to 35.025, instead of the standard 36.625
* Vehicle attenuation is now complete. You now hear people differently inside of tanks, vehicles, and turned in/out
* beginning of vehicle radio framework. This code is NOT yet active.
* beginning of deployable/remote radio usage framework. This code is NOT yet active.
* re-write callback infastructure to allow for new radio frameworks
* re-write of performance framework for dynamic scaling up/down for script lag
- no more script lag, we garuntee 0.5s delay max. This means hold your PTT for 0.5 seconds if its lagging
* Fixed issue with ACE earplugs sometimes not working
* Offloading 3dpos/listening frequencies to TS3 for transport and analysis
* re-designed volume handling to allow for attenuation and spatial sounds
* Updated server radio ID handling messages for vehicle radios. This REQUIRES 1.0.9 server/client. No backwards compat.
* Began implementing actual models for radios on persons
* ACRE Radio framework for pack radios showing on back begun. This will *NOT* be active. This is an interval release.
* Added many publically accessible API's documented on wiki for ACRE interaction

-- 1.0.8 ---
* TS3 no longer needs to be ran as an administrator
* Complete engine re-organize for performance re-write
- No longer relies on ArmA2 script scheduler, runs every frame regardless
- Fixed delays when a lot of AI is on the map
- Fixed excesive script/scheduler lag
- Messages should all be "real time" now
* Retransmission subsystem has been implemented with API functionality to add a retrans point
* Updated for TS3 B26
* Fixed text error where at starting without the addon should say "ACRE TS3 Plugin is not started" instead of "bad ts3 version"
* Version mismatches should now should on 1.0.7 clients if 1 person is running 1.0.8
* Fixed issue where dead bodies/other players were giving duplicate lower/raise headphones actions
* combat deafness, wounding and ear plugs compat are now all enabled by default
- Wounding causes 75% volume muffling when unconcious
- Combat deafness makes you 'go deaf'
- Ear plugs muffle sound by 15%
* Fixed a randommly occuring script error with antennaLength
* Fixed a script error where inputing a bad frequency would throw an error
* Fixed multiple TS3 crashes and hangs
* ACE on-back now partially works
- A mission *cannot* put a radio on the back in the init line
- but you can now move a radio on/off your back in game and it still works
* ACE weights added to all radio types
* ACRE_PRC119 and ACRE_PRC117F are now also ACE rucks
* ace_sys_rucks_hasRadio will now flag true for ACRE items


-- 1.0.7 ---
* Complete re-alignment of 148
* 148 now has a working volume/off knob at the top of the radio
* The 119 now displays the correct frequency for 2-digit frequencies
* The 119 now is programmable again with blinkie stuff.
* The 117 frequency programming menu now works correctly
* You can now change power on the 148
* the power menu on the 117 now works
* Fixed an issue with TeamSpeak 3 randomly "hanging"
* Fixed issue with the "0" being appended in the wrong place on the 119
* Re-aligned text on the 148
* Added a volume indicator to the default menu on the 148
* Added a volume indicator to the default menus on the 117
* Fixed an issue where radios would break when picking a used one up
* Added versioning checks with warnings for players
- ArmA2 will give a hint warning if your plugin and Addon version do not match
- TS3 will give 1 popup (1 per TS3 start) if someone on your TS3 server has a newer version of ACRE
- TS3 will give a popup if A. It is started without ACRE enabled, or B. ACRE is not compatible with the current version of TS3
* Signal lose modified for higher frequencies to compensate for a upcoming new radio
* Fixed an issue where "on" squawks were not hitting
* Discovered an issue in TS3 where some people cant hear others (This is a TS3 issue, restart TS3 to fix)

-- 1.0.6 ---
* Issue with JIP players sometimes not hearing players at all now fixed
* Complete re-write of 119 Radio logic using FSM
* Complete re-alignment and re-exportation of images for 119
* Complete re-alignment of 117F dialog options
* Text on the 117F and 119 now look more radioesque
* Volume knob/buttons on the 119 and 117F now work
* You now have "lower" and "raise" headset options to decrease your active radios volume quickly
* The 148 has been re-imaged and no longer shows as white for certain players
* Garbage collector no longer collects your radio from your body as quickly
* Compat for latest TS3 B23. This beta fixes multiple bugs and issues reported by the ACRE team which affect ACRE performance
* 117F programming menu for power no longer breaks the entire radio
* ACRE radios no longer flood and make the ACE magic box completely useless

--- 1.0.5 ---
* Added AN/PRC-117F
* Reattenuated direct chat volume curve to loose volume more quickly (previously was too loud for too far)
* Integrated latest JayArmA2Lib build supporting up to OA beta 72291
* Installer now targets OA by default instead of ArmA2 installation directory
* Changed low power on AN/PRC-119 from 500uW (microwatts) to 10mW (milliwatts)
* Added scaling for ITU terrain loss model. Set acre_sys_signal_terrainScaling between 0 and 1 to scale. 1 is default normal, 0 is no effect.
* Voice activation appears to no longer cause issues
* Fixed issues with random radio/direct speaking cut outs after respawn
* Fixed issue with respawn scripts where users would spawn with duplicate or no radios
* Fixed "Install Only For Me" issue where installer would incorrectly copy or not copy plugins
* Fixed multiple crash sources in teamspeak
* Fixed issue with respawning and not being able to broadcast. This persists though with a 10 second delay now due to respawn script compat.
* Fixed issue with low-fps/high-desync situations where coms would cut out.
* Fixed multiple race conditions, order of operations, and scope conditions related to active speaking
* Fixed issue where ACE Russian radios were not being identified as radios
* Fixed error on server side related to radio garbage collector

--- 1.0.4 ---

INTERNAL USE ONLY

--- 1.0.3 ---
* Divide by zero issue when tx and rx are at the exact same altitude
* Fixed numerous TS3 crash bugs
* Retooled the radio ID handling so games that use respawn scripts dont eat IDs and cause issues

--- 1.0.2 ---
* Hotfix for Krause (and just Krause!)

--- 1.0.1 ---
* Fixed crashes during connect/disconnect from TS3 servers when loading and reloading the plugin
* Fixed PostInit untimely fashion WARNING being posted
* Fixed certain speaking/direct/unable to hear people issues
* Fixed certain signal loss issues when flying in an airal vehicle

--- 1.0 ---
* Initial Release





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    McLupo Infos einsehen
    ooops....Chef...it doesn´t work.... Lächeln
     
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    Nabend die Herren!
     
    McLupo Infos einsehen
    Sehr gerne geschehen! Ich danke Dir für Deine Begeisterung! Smile
     
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    Ja ich glaub's net. Ein 10 Seitiges Tutorial zum Support-Modul. Wird auf jedenfall geladen. Danke McLupo für deine Arbeit. Top Top Top
     
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    Danke Miller ^^ Top
     
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    Dir auch mein guter! Good Night
     
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