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noubernou

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About noubernou

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    Warrant Officer
  1. This imgur album I made a while ago shows some of the detail that the algorithm generates: http://imgur.com/a/P9BSn Warning it is fairly old, and there was a bug at the time where reflections were not causing phase inversion. Also this album might be interesting to some: http://imgur.com/a/9jETM It shows fade over altitude differences.
  2. Everyone stays in the same position exactly? I can guarantee you that the signal algorithm is deterministic. Unless you are getting weird network position updates and players are seeing each other at different locations than they really are, there shouldn't be any different in signal quality if everyone has their hands off the keyboard and mouse while transmitting.
  3. So my guess (and Jaynus is backing me up on this guess as well) is that our code that searches for open PBO files in the Arma process, to try and figure out what PBOs we need to index so we can load files from them is conflicting with the code in the EyeX software, which is most likely hooking the ntdll.dll file Windows uses. Our calls into ntdll (which are kinda funky since Microsoft doesn't export the functions we need, because who would ever want to investigate what file handles are open in the process they are in right?!) are most likely then hanging up and dying in there. I am not sure what the best way to fix this would be (short of BI giving us a list of mod folders or pbos). We might possibly be able to skip the Tobii file handles if it is NOT what I described above, and it is just some weird hangup when querying the device itself, but we'll have to see.
  4. The Steam Workshop version can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=751965892
  5. The visibility is set to hidden right now and won't change. Trying to resolve it. Also it is Arma that does the file installation of TS plugins technically.
  6. Boom! Good work everyone involved! :D
  7. ACRE2 Stable Release

    New Release Here: https://forums.bistudio.com/topic/193813-acre2-v22-stable-steam-workshop-release/ Mod's shut this one down please!
  8. ACRE2 Stable Release

    Tanoa support is now in the next release betas. Hopefully we can call this an RC and get it out the door soon for everyone.
  9. ACRE2 Stable Release

    We had auto-channel move in ACRE1 and no one used it. Also since TFAR requires specific TS channels it makes more sense for them to implement it. We've never found the need for it to be that strong with ACRE2.
  10. ACRE2 Stable Release

    Development has slowed down significantly the last few months, everyone got really busy with real life, and it turns out working on real radios is a bit time consuming for me... :P We have some plans though to give development a shot in the arm here after the next stable release. Hopefully going to be able to get some work done on it tomorrow. There is just a couple more features we want to add (mainly Tanoa support, and some options to disable some of the more realistic simulation aspects).
  11. ACRE2 Stable Release

    We have been in active development this whole time, it is just that there are significant changes in the next version and we really want to flesh them out. That being said though, things have been hectic with real life the last few months for everyone on the ACRE team. Luckily all good news for everyone, but still busy busy busy. We've been on the verge of a public release for 6 weeks now, we just need to get a couple more tests out and done. Also my real life stuff is that I am now working on programming real life radios.
  12. ACRE2 Stable Release

    Not possible.
  13. Line Drawing

    Map Tools in ACE2/3 solved this almost 6 years ago...
  14. Yea, and it has been over a year since the last April fools joke we did and somehow that is still being played out...
  15. How ACE3 integrates it is still up for debate. There are definitly some systems in ACE that would instantly benefit from this, like wind deflection and the lasers system (I wrote an example of the ACE laser system in Intercept). I also plan to look at how ACRE can benefit from this as well, mostly in making it easier to move more and more of ACRE into C++ and making the entire ACRE system more generic and decoupled from Arma. For other modders I do hope it gets picked up, and I hope it can bring in new talent. A lot of serious game modders are reluctant to take up Arma modding because of SQF and some of the performance issues that come along with it. By providing a native way to code game modifications I hope that people who disregarded the platform before will take a second look and maybe put their ideas into motion on this game platform.
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