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About Max255

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    Master Sergeant


  • Interests
    ArmA, US Military, MILSIM & Reenactment, Music, IT

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  • Location
    Cracow, Poland
  • Interests
    SOF, Green Berets, IT, MILSIM, stuff...

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  1. From what I understand, pre-mix is the initial volume of users voice ACRE takes and before it gets mixed with radio beeps and noise/interference, post-mix is overall volume of all that after it's been mixed. Eg. if user voice is too quiet compared to those sound effects, you increase pre-mix, if both are too quiet, you increase post-mix.
  2. Vehicle racks are in development last time I checked, obviously no ETA.
  3. No, mission is bascially a dozen units, some vehicles/objects and ALiVE modules. No other modules and scripts. As for mods, we don't use anything besides ACE, ACRE and gear/unit mods.
  4. Yeah, I've updated @aliveserver yesterday. I'll check the dependencies.
  5. I mentioned in the first post, missions without persistence work just fine.
  6. I forgot to mention that our server is setup through Wine. It crashes right after it tries to initialize the database. No message like "There is a problem with ALiVE plugin" or anything. I'm not a linux guy but I don't think anything major was changed/updated on our side since last time ALiVE worked.
  7. PBOs are all lowercase, though the @AliveServer DLLs are not. Not sure if this might be the cause but I'll check it anyway. EDIT: Nope, still crashing.
  8. I'd normally search before asking but I'm kinda short on time. We've recently started using ALiVE again and we're coming across an issue where the dedicated server straight crashes when clients download the mission with a Database module in it. RPT just ends after initalization of alive_sys_data. It was working fine last time we used ALiVE (maybe a year ago). Normal ALiVE mission without Databse module loads up fine (maybe except the game being stuck on loading screen for admin after briefly flashing the map screen).
  9. I think it's just way too much effort for a tiny change. Also quoting my previous since it got lost in some comments. Would be cool to know...
  10. The mic on Peltors can be moved to the other side per user preference (left handed shooter etc.).
  11. I'm not sure if this is a known issue, but vests don't seem to have a shadow LOD. Is this something that can be fixed in future versions? Other than that - great work on the pack! Loving it so far!
  12. 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.
  13. Should be 2 files per mod: ace_compat_rhs_afrf3.pbo/ace_compat_rhs_usf3.pbo and .bisigns for both. 4 files in total.
  14. You've asked the exact same thing in the Slack multiple times. There're compatibility pbo's in the optionals folder.
  15. Actually, that's a Mk17/SCAR-H with 5.56 conversion kit, you can tell by the elongated trigger guard and that vertical piece of plastic inside it, behind the magazine well. Mk16s/SCAR-Ls were not used anymore back then, technically speaking. But I'm a sucker for details, don't mind me xD Great work so far!