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Advanced Combat Radio Environment 2 (ACRE2) for Arma 3

Home Page: https://acre2.idi-systems.com

License: GNU General Public License v3.0

CMake 0.55% C++ 61.07% SQF 26.58% C 8.10% Python 1.50% Assembly 0.03% Batchfile 0.01% Pawn 2.16%
arma arma3 radio hacktoberfest

acre2's Introduction

ACRE2 Version ACRE2 Issues BIF Thread ACRE2 License ACRE2 Wiki ACE Discord ACRE2 Build Status

Requires the latest version of CBA A3.

ACRE2 is a full fledged communications suite for Arma 3, allowing realistic radio and voice communications through TeamSpeak 3.

The project is entirely open-source and all contributions are welcome. Core project is licensed under GNU General Public License (GPLv3). Some folders may contain a separate LICENSE file, specifying differently licensed items.

Features

  • Accurate simulations of AN/PRC-343, AN/PRC-77, AN/PRC-148, AN/PRC-117F, AN/PRC-152, SEM 52 SL, SEM 70, BF-888S.
  • Vehicle racks AN/VRC-64, AN/VRC-103, AN/VRC-110, AN/VRC-111, SEM90.
  • Deployable antennas.
  • Real time voice occlusion for world objects, including buildings.
  • Babel language system that allows you to implement virtual languages on other players.
  • Multi-channel audio, allowing people on the radio to be heard locally as well.
  • Radios with external speakers.
  • Possibility to share owned radios with other players.
  • Highly detailed radio signal simulation.
  • Zeus and spectator modes integration.
  • Multiple signal propagation models: Arcade, LOS Single path, LOS Multipath (default) and, experimentally, the Longley-Rice (ITM) model.
  • A highly customizable and documented framework for the creation of radios.
  • A highly customizable and documented framework for implementing different game modes (persistent world, replays, logging, external data storage, external radio control).
  • A highly customizable and documented framework for implementing intercom systems and infantry phones.
  • A highly customizable and documented framework for implementing vehicle racks and their integration into the intercom system.
  • Customizable sound configs that allow traditional patching of sounds played in ACRE via Arma addons.
  • Customizable radio presets, allowing mission makers to define radio presets as well as an API to take advantage of (as an example see the ACRE2 implementation in the TMF).
  • Enhanced and easily configurable vehicle sound occlusion.
  • Ground spike antenna for improved signal quality.

Guides

If you installed ACRE2 but have trouble understanding how it all works, or where to start, read this first:

acre2's People

Contributors

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acre2's Issues

Using the radio sometimes can not hear

Arma 3 Version: 1.66 stable
CBA Version: 3.1.2 stable
ACRE2 Version: 2.3.0 stable

Mods:
@ace3
@acex_a3
@CBA_A3`
@acre2
@rhs_usf3
@rhs_afrf3
@rhs_gerf3

Description:
Use the radio Sometimes PlayerA can not hear PlayerB PlayerB Can not hear PlayerC But PlayerC can hear Player AB Whether near or far The radio will have random problems
He was next to me without any terrain blocking
sorry my English is bad I use Google Translate

Steps to reproduce:
Multiplayer Random situations occur as long as the use of radio communication

Where did the issue occur?
Dedicated

Placed Modules:
Difficulty Settings -we Disabled the
Signal Loss
Signal interference
Ignore Antenna Direction

RPT log file:
https://mega.nz/#!0QViARIa!sfYf9nxr503BfqgicTDyRgOE0Gn56p-J3YEkfQ_XNhg

SEM52SL buttons and overlays are misaligned

Arma 3 Version: 1.64 (stable)
CBA Version: 3.1.0 (stable)
ACRE2 Version: 2.3.0.912 (dev)

Mods:

  • @CBA_A3
  • @acre2

Description:

Steps to reproduce:

  • Add the steps needed to reproduce the issue.

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal

Placed Modules:

  • None.

RPT log file:

  • N/A.

Translations

ACRE2 Translation Guide

Total number of keys: 303

Language Missing Entries Relevant Modules % done
English 0 - 100%
German 27 sys_radio, compat_spe 91%
Japanese 109 sys_rack, sys_radio, sys_gestures, sys_spectator, sys_core, compat_spe, api, ace_interact, sys_zeus, sys_godmode 64%
Chinese 66 sys_rack, sys_radio, sys_gestures, sys_spectator, sys_core, compat_spe, ace_interact, sys_zeus, sys_godmode 78%
Chinesesimp 107 sys_rack, sys_radio, sys_gestures, sys_gsa, sys_spectator, sys_core, sys_io, compat_spe, ace_interact, sys_zeus, sys_godmode 65%
Korean 208 sys_rack, sys_radio, sys_gestures, sys_gsa, sys_spectator, sys_core, sys_list, sys_io, compat_spe, sys_gui, api, ace_interact, sys_intercom, sys_signal, sys_zeus, sys_godmode 31%
Portuguese 28 sys_rack, sys_radio, compat_spe 91%
Polish 186 sys_rack, sys_radio, sys_gestures, sys_gsa, sys_spectator, sys_core, sys_list, sys_io, compat_spe, sys_gui, api, ace_interact, sys_intercom, sys_signal, sys_zeus, sys_godmode 39%
Italian 27 sys_radio, compat_spe 91%
Spanish 61 sys_rack, sys_radio, sys_list, compat_spe, api, sys_godmode 80%
French 28 sys_rack, sys_radio, compat_spe 91%
Russian 110 sys_rack, sys_radio, sys_gestures, sys_spectator, sys_core, compat_spe, api, ace_interact, sys_intercom, sys_zeus, sys_godmode 64%
Turkish 33 sys_rack, sys_radio, compat_spe, sys_external 89%
Chinsesimp 288 sys_rack, sys_radio, sys_gestures, sys_spectator, sys_core, sys_list, main, sys_io, compat_spe, sys_gui, api, ace_interact, sys_intercom, sys_signal, sys_external, sys_zeus, sys_godmode 5%
Czech 256 sys_rack, sys_radio, sys_gestures, sys_gsa, sys_spectator, sys_core, sys_list, sys_io, compat_spe, sys_gui, api, ace_interact, sys_intercom, sys_signal, sys_external, sys_zeus, sys_godmode 16%
Chineseimp 288 sys_rack, sys_radio, sys_gestures, sys_gsa, sys_spectator, sys_core, sys_list, main, compat_spe, sys_gui, api, ace_interact, sys_intercom, sys_signal, sys_external, sys_zeus, sys_godmode 5%

Radio Transmissions Continue After Channel Switch

Arma 3 Version: 1.66.139586
CBA Version: 3.21.170227
ACRE2 Version: '2.4.0.942

Mods:
ACE
ACRE2
CBA_A3
UOMAPS_A3
UOMODS_A3
UOTEST_A3
CUP_TERRAINS_CORE
CUP_TERRAINS_MAPS
RHSAFRF
RHSGREF
RHSUSAF

Description:
An uninterrupted transmission will continue even if the sender or receiver changes channel mid-transmission.

Steps to reproduce:
Add a 343 to each person, have one transmit an uninterrupted broadcast, and the receiver change channels

Where did the issue occur?
Dedicated, specifically United Operations Primary

Placed Modules:
Nil

RPT log file:
pastebin

Disable underwater communication

Disable radios and direct speech under water.
As this is unrealistic we should simply disable it, therefore i consider it as an optimization. Perhaps a filter can be applied to direct speech.

Implementation of underwater radios is not part of this issue and should be considered as a long-term goal (-> #14)

Use new alternate callExtension syntax

New syntax since 1.67 (1.68 stable) extension callExtension [function, arguments] improves performance by not needing to separate the string in the extension (minimal) and using format in SQF (bigger, but still small). Although mild, this will prove rather a big gain due to the number of extension calls we do.

Additionally, return of the new callExtension syntax can be used with parseSimpleArray for large performance improvements when returning multiple values.

Arma 3 crashing when initializating acre2 in game world.

Arma 3 Version: 1.66 (stable)
CBA Version: 3.1.2.161105 (stable)
ACRE2 Version: 2.3.0.915 (stable)

Mods:

  • @CBA_A3
  • @acre2

Description:

  • Attempting to load any scenario will crash the game. Singleplayer, MP, Arsenal. Only place where it doesnt happen is in 3den and 3den arsenal. Seems to be a .dll issue based on the rpt.

Steps to reproduce:

  • Load any scenario, any sort of initialization of acre will crash arma 3.

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal

Placed Modules:

  • None

RPT log file:

ACRE.dll crash on mission start

Arma 3 Version: 1.66.139.586 (stable)
CBA Version: 3.1.2 (stable)
ACRE2 Version: 2.3.0.926 (stable)

Mods:
@ace
@acex
@acre2
@ares
@asr_ai3
@cba_a3
@chestpack
@cnto_additions
@cnto_assets
@cnto_units
@cup_terrains
@fallujah
@FatA
@fdf_podagorsk
@ffcamopack
@imrali
@lingor_a3
@mbg_killhouses_a3
@niarms
@Nimitz
@panthera
@prkz
@project_opfor
@rds
@rds_civ
@rds_rhs_comp
@rh_acc
@rhs_afrf3
@rhs_gref3
@rhs_usf3
@st_ui
@tao_foldmap_a3
@tf47_launchers
@Thirsk
@rhs_saf3
@balc

Description:

Arma 3 crashes with event viewer log entry:

Faulting application name: arma3.exe, version: 1.66.139.586, time stamp: 0x5847dbb3
Faulting module name: acre.dll, version: 0.0.0.0, time stamp: 0x58443f4b
Exception code: 0xc0000409
Fault offset: 0x000ec528
Faulting process id: 0xf74
Faulting application start time: 0x01d28a9ea796fa38
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
Faulting module path: C:\cnto\@acre2\acre.dll
Report Id: f22d082e-3d06-40e9-8769-e360b1bb60e5
Faulting package full name: 
Faulting package-relative application ID: 

Steps to reproduce:

  1. I was working in Eden editor, clicked preview.
  2. Game showed up ok and I clicked return to Eden.
  3. Done some changes and clicked preview again.
  4. Game crashes with event viewer log entry (above)

It happens once in two mission preview runs. And sometimes while playing multiplayer mission on dedicated server.

Where did the issue occur?

  • Dedicated / Editor (Singleplayer)

Placed Modules:
Basic Mission Setup

RPT log file:
https://1drv.ms/u/s!AqgVT4o86VaQlH9K8Qdt3bbFdlQt

Acre log
https://1drv.ms/u/s!AqgVT4o86VaQlQBSnWfhK78kNMIA

TS Version 3.0.19.4

ArmA 3 stopped working after setting up frequenzy on 117

Arma 3 Version: 1.66 (stable)
CBA Version: 3.x.x (stable)
ACRE2 Version: 2.4.0 (stable)

Mods:

- @CBA_A3
- @acre2
- @ACE3 3.8.3

Description:
After i configured my frequenzy on the 117 my game is crashing every time. Just Saying ArmA3 stopped working. This only occures on a dedicated server. When i hosting a server myself and setting the frequency up ArmA3 doesnt crash.

Steps to reproduce:

  • Picking up the 117
  • setting up the frequenzy
  • few settings after that arma is crashing

Where did the issue occur?

  • Dedicated (occur) / Self-Hosted Multiplayer (didnt occur)

Placed Modules:

  • ACRE Modules and ACE3 Modules

RPT log file:

RPT: https://www.dropbox.com/s/n9mwi5qe8jgm27k/arma3_2017-02-23_21-33-10.rpt?dl=0

RPT2: https://www.dropbox.com/s/gvfzv5l1i5jsto2/arma3_2017-02-23_19-28-40.rpt?dl=0

Improve handling of duplicate radios in the masterIdTracker

Note this ticket may not make a lot of sense. It's more some future notes I'll follow up on later. Feel free to ignore. I need to better poke the code.

There's some really funky behaviour that occurs here. Good test case is to run a mission with ACE respawn and respawn on death location setup. This will cause the ID to be duplicated on respawn.

IDs seem to be requested multiple times and the garbage collector may be a bit stricter than neccesary


Notes on the code:

the _players variable doesn't take into account former units pre-respawn. Which means it will garbage collect former player bodies if duplicates are found. It is also iterates through the _duplicateList which I believe may issue upto 3 requestson the following: (if I am understanding it correctly)
[(_data select 0), _baseRadio, "acre_sys_radio_returnRadioId", _key] call FUNC(onGetRadioId);

In my limited testing there is however still only one active ID used though.

SEM52SL Antenna

We need to create a binarized antenna for the SEM52SL. As a placeholder it uses a 120cm BNC.

It should use either a 40cm or 90cm BNC.

No Biep sound when starting use the Radio

Arma 3 Version: 1.66 (stable)
CBA Version: 3.x.x (stable)
ACRE2 Version: 2.4.0 (stable)

Mods:

@CBA_A3
@acre2
@ACE3 3.8.3

Description:
some guys of us didnt hear the biep sound when they start to use the radio. We were on the server on the same time but for me it worked

Where did the issue occur?

  • Dedicated

Placed Modules:

  • ACRE
  • ACE

Add game component backwards compatibility

Missions have acre_game defined from previous versions, we should provide backwards compatibility for at least 2 versions. Have to add CfgPatches entry to prevent erroring.

Yet to be decided if we want to keep backwards compatibility forever or only a number of versions.

Direct speech volume - Reset/Changes

Description:

  • Sometimes at mission start the direct speech volume will not reset to the middle setting.
  • I am not entirely sure but I am somewhat convinced it also has a tendency to change mid-mission.

I have no idea what is causing this but it warrants further investigation

Add API function/events for modifying signal post-calculation

Description:

  • This would be really useful to allow other mods/missions to interact with the signal model but adding an event style system (where the return values would influence the signal strength) - This could be used to add boosting/degradation/jamming.

Acre was unable to parse the map!

Arma 3 Version: 1.66 (stable)
CBA Version: v3.2.0.1702224 (stable)
ACRE2 Version: 2.4.0.942 (stable)

Mods:

- CUP Core
- CUP Terrains
- ACE
- ACEX
- BSOC Brasil
- CBA_A3
- acre2

Description:
I'm having trouble using the acre on my map, see the image below

http://i.imgur.com/YpiHJke.jpg

====steps needed to reproduce the issue.=======

Select BSOC Brasil on map list, go to anywhere of map, place any playable unit and play. The message will appear as soon as you finish loading

Where did the issue occur?

  • Editor, single mission and multiplayer

Placed Modules:

No modules added

RPT log file:

https://gist.github.com/ViruzDeath/0b78acb35995eec062e654ae2b6481ce - ACRE RPT
https://gist.github.com/ViruzDeath/01f5bdc85cb62037c5b711ab57815442 - ARMA 3 RPT

Underwater Radios

Add underwater radios (and underlying calculations)

A few points to be considered:

  • Underwater Communication is not trivial
  • Only low frequency communication is useful
  • Investigation on Radios and
  • their realization are part of this

Switch antenna data models from MMANA-GAL to 4nec2

Description:

  • At present the binary gain data for the anntenas is generated from MMANA-GAL, switching to 4nec2 would make things easier for others to produce these models and the data format is easier to work with and could provide better simulation information.

Tasks:

  • Update C++ signal processing to use the new format
  • Generate data for the currently used antennas
  • Create a tutorial.

CBA settings deal with handling of load order precedence

Description:

  • CBA settings mix with our present API functions may have some undesirable edge cases such as API functions actions being overridden by the default values when the settings are initialised. Whilst ideally server settings should override mission settings. Mission settings (API pre settings being set) should override default values.

Documentation - Complete all function headers

We need to complete all the generic function headers. General format should be already in every function.

Help is definitely appreciated

ACE_INTERACT
PR:

  • ace_interact\fnc_actionSetMTT.sqf
  • ace_interact\fnc_generateConnectorActions.sqf
  • ace_interact\fnc_generateConnectorList.sqf
  • ace_interact\fnc_generateConnectors.sqf
  • ace_interact\fnc_generateRxTxChildrenActions.sqf
  • ace_interact\fnc_generateSpatialChildrenActions.sqf
  • ace_interact\fnc_radioChildrenActions.sqf
  • ace_interact\fnc_radioListChildrenActions.sqf
  • ace_interact\fnc_radioPTTChildrenActions.sqf

API
PR:

  • All Functions

SYS_ATTENUATE
PR:

  • All Functions

SYS_COMPONENTS
PR:

  • All functions

SYS_CORE
PR: #171

  • All functions

SYS_DATA
PR:

  • sys_data\fnc_acreEvent.sqf
  • sys_data\fnc_addHighPriorityId.sqf
  • sys_data\fnc_assignRadioPreset.sqf
  • sys_data\fnc_clearRadioData.sqf
  • sys_data\fnc_clientHandleJipData.sqf
  • sys_data\fnc_closeGui.sqf
  • sys_data\fnc_createEventMsgId.sqf
  • sys_data\fnc_dataEvent.sqf
  • sys_data\fnc_getPlayerRadioList.sqf
  • sys_data\fnc_getPresetData.sqf
  • sys_data\fnc_getRadioPresetName.sqf
  • sys_data\fnc_getRadioState.sqf
  • sys_data\fnc_getRemoteRadioList.sqf
  • sys_data\fnc_getScratchData.sqf
  • sys_data\fnc_guiDataEvent.sqf
  • sys_data\fnc_guiInteractEvent.sqf
  • sys_data\fnc_handleGetData.sqf
  • sys_data\fnc_handleGetRadioState.sqf
  • sys_data\fnc_handleSetChannel.sqf
  • sys_data\fnc_handleSetData.sqf
  • sys_data\fnc_handleSetRadioState.sqf
  • sys_data\fnc_handleSetRadioStateEvent.sqf
  • sys_data\fnc_interactEvent.sqf
  • sys_data\fnc_isRadioInitialized.sqf
  • sys_data\fnc_noApiFunction.sqf
  • sys_data\fnc_noApiSystemFunction.sqf
  • sys_data\fnc_onDataChangeEvent.sqf
  • sys_data\fnc_openGui.sqf
  • sys_data\fnc_physicalEvent.sqf
  • sys_data\fnc_processRadioEvent.sqf
  • sys_data\fnc_processSysEvent.sqf
  • sys_data\fnc_registerRadioPreset.sqf
  • sys_data\fnc_removeHighPriorityId.sqf
  • sys_data\fnc_sendDataEvent.sqf
  • sys_data\fnc_serverHandleJip.sqf
  • sys_data\fnc_serverPropDataEvent.sqf
  • sys_data\fnc_setScratchData.sqf
  • sys_data\fnc_sortRadioList.sqf
  • sys_data\fnc_stateEvent.sqf
  • sys_data\fnc_syncData.sqf
  • sys_data\fnc_transEvent.sqf
  • sys_data\fnc__processQueue.sqf

SYS_EXTERNAL
PR:

  • All functions.

SYS_GUI
PR:

  • sys_gui\fnc_closeInventory.sqf
  • sys_gui\fnc_closeVolumeControl.sqf
  • sys_gui\fnc_handleContextMenu.sqf
  • sys_gui\fnc_handleTake.sqf
  • sys_gui\fnc_inventoryListMouseDown.sqf
  • sys_gui\fnc_inventoryListMouseUp.sqf
  • sys_gui\fnc_inventoryMonitorPFH.sqf
  • sys_gui\fnc_onInventoryAction.sqf
  • sys_gui\fnc_onInventoryRadioDoubleClick.sqf
  • sys_gui\fnc_onInventoryRadioSelected.sqf
  • sys_gui\fnc_onVolumeControlAdjust.sqf
  • sys_gui\fnc_onVolumeControlKeyPress.sqf
  • sys_gui\fnc_onVolumeControlKeyPressUp.sqf
  • sys_gui\fnc_onVolumeControlSliderChanged.sqf
  • sys_gui\fnc_openInventory.sqf
  • sys_gui\fnc_openVolumeControl.sqf
  • sys_gui\fnc_setVolumeSliderColor.sqf
  • sys_gui\fnc_uniqueArray.sqf
  • sys_gui\fnc_updateVehicleInfo.sqf

SYS_INTERCOM
PR:

  • All functions.

SYS_IO
PR:

  • sys_io\fnc_ping.sqf
  • sys_io\fnc_restartServer.sqf
  • sys_io\fnc_sendMessage.sqf
  • sys_io\fnc_server.sqf
  • sys_io\fnc_serverReadLoop.sqf
  • sys_io\fnc_serverRunning.sqf
  • sys_io\fnc_startServer.sqf
  • sys_io\fnc_stopServer.sqf

SYS_LIST
PR:

  • sys_list\fnc_cycleRadios.sqf
  • sys_list\fnc_displayHint.sqf
  • sys_list\fnc__showHintBox.sqf

SYS_MODES
PR: #108
PR: #199

  • All Functions

SYS_PRC117F
PR:

  • sys_prc117f\fnc_closeGui.sqf
  • sys_prc117f\fnc_formatChannelValue.sqf
  • sys_prc117f\fnc_initializeRadio.sqf
  • sys_prc117f\fnc_openGui.sqf
  • sys_prc117f\fnc_preset_information.sqf
  • sys_prc117f\fnc_render.sqf
  • sys_prc117f\farris_menus\Loading.sqf
  • sys_prc117f\farris_menus\Main.sqf
  • sys_prc117f\farris_menus\MODE.sqf
  • sys_prc117f\farris_menus\OPT.sqf
  • sys_prc117f\farris_menus\PGM.sqf
  • sys_prc117f\farris_menus\SQ.sqf
  • sys_prc117f\menus\fnc_callButtonFunctor.sqf
  • sys_prc117f\menus\fnc_callCompleteFunctor.sqf
  • sys_prc117f\menus\fnc_callEntryFunctor.sqf
  • sys_prc117f\menus\fnc_callRenderFunctor.sqf
  • sys_prc117f\menus\fnc_callSingleActionCompleteFunctor.sqf
  • sys_prc117f\menus\fnc_changeMenu.sqf
  • sys_prc117f\menus\fnc_changeMode.sqf
  • sys_prc117f\menus\fnc_changeValueAck.sqf
  • sys_prc117f\menus\fnc_clearDisplay.sqf
  • sys_prc117f\menus\fnc_createMenu.sqf
  • sys_prc117f\menus\fnc_defaultButtonPress.sqf
  • sys_prc117f\menus\fnc_delayFunction.sqf
  • sys_prc117f\menus\fnc_drawCursor.sqf
  • sys_prc117f\menus\fnc_dynamicCall.sqf
  • sys_prc117f\menus\fnc_formatText.sqf
  • sys_prc117f\menus\fnc_onButtonPress.sqf
  • sys_prc117f\menus\fnc_renderMenu.sqf
  • sys_prc117f\menus\fnc_renderText.sqf
  • sys_prc117f\menus\fnc_setRowText.sqf
  • sys_prc117f\menus\fnc_timerFunction.sqf
  • sys_prc117f\menus\fnc_toggleButtonPressDown.sqf
  • sys_prc117f\menus\fnc_toggleButtonPressUp.sqf
  • sys_prc117f\menus\fnc_toggleIcon.sqf
  • sys_prc117f\menus\types\ActionSeries.sqf
  • sys_prc117f\menus\types\Alphanumeric.sqf
  • sys_prc117f\menus\types\ChangeValueAck.sqf
  • sys_prc117f\menus\types\Display.sqf
  • sys_prc117f\menus\types\Frequency.sqf
  • sys_prc117f\menus\types\List.sqf
  • sys_prc117f\menus\types\Loading.sqf
  • sys_prc117f\menus\types\Number.sqf
  • sys_prc117f\menus\types\Selection.sqf
  • sys_prc117f\menus\types\Static.sqf
  • sys_prc117f\radio\fnc_getChannelData.sqf
  • sys_prc117f\radio\fnc_getChannelDataInternal.sqf
  • sys_prc117f\radio\fnc_getChannelDescription.sqf
  • sys_prc117f\radio\fnc_getCurrentChannel.sqf
  • sys_prc117f\radio\fnc_getCurrentChannelData.sqf
  • sys_prc117f\radio\fnc_getDefaultState.sqf
  • sys_prc117f\radio\fnc_getExternalAudioPosition.sqf
  • sys_prc117f\radio\fnc_getListInfo.sqf
  • sys_prc117f\radio\fnc_getOnOffState.sqf
  • sys_prc117f\radio\fnc_getSpatial.sqf
  • sys_prc117f\radio\fnc_getState.sqf
  • sys_prc117f\radio\fnc_getStates.sqf
  • sys_prc117f\radio\fnc_getVolume.sqf
  • sys_prc117f\radio\fnc_handleBeginTransmission.sqf
  • sys_prc117f\radio\fnc_handleEndTransmission.sqf
  • sys_prc117f\radio\fnc_handleMultipleTransmissions.sqf
  • sys_prc117f\radio\fnc_handlePTTDown.sqf
  • sys_prc117f\radio\fnc_handlePTTUp.sqf
  • sys_prc117f\radio\fnc_handleSignalData.sqf
  • sys_prc117f\radio\fnc_isExternalAudio.sqf
  • sys_prc117f\radio\fnc_setChannelData.sqf
  • sys_prc117f\radio\fnc_setChannelDataOperational.sqf
  • sys_prc117f\radio\fnc_setCurrentChannel.sqf
  • sys_prc117f\radio\fnc_setOnOffState.sqf
  • sys_prc117f\radio\fnc_setSpatial.sqf
  • sys_prc117f\radio\fnc_setState.sqf
  • sys_prc117f\radio\fnc_setVolume.sqf

SYS_PRC148
PR:

  • sys_prc148\fnc_closeGui.sqf
  • sys_prc148\fnc_initializeRadio.sqf
  • sys_prc148\fnc_openGui.sqf
  • sys_prc148\fnc_preset_information.sqf
  • sys_prc148\fnc_render.sqf
  • sys_prc148\menus\fnc_addAnimation.sqf
  • sys_prc148\menus\fnc_changeState.sqf
  • sys_prc148\menus\fnc_defaultButtonHandler.sqf
  • sys_prc148\menus\fnc_delayFunction.sqf
  • sys_prc148\menus\fnc_displayLine.sqf
  • sys_prc148\menus\fnc_frequencyToString.sqf
  • sys_prc148\menus\fnc_handleEscButton.sqf
  • sys_prc148\menus\fnc_handleMenuButtonEnter.sqf
  • sys_prc148\menus\fnc_handleMenuDirButton.sqf
  • sys_prc148\menus\fnc_handleModeButton.sqf
  • sys_prc148\menus\fnc_highlightText.sqf
  • sys_prc148\menus\fnc_menuMoveCursor.sqf
  • sys_prc148\menus\fnc_onButtonPress.sqf
  • sys_prc148\menus\fnc_onChannelKnobPress.sqf
  • sys_prc148\menus\fnc_onVolumeKnobPress.sqf
  • sys_prc148\menus\fnc_PFH.sqf
  • sys_prc148\menus\fnc_removeAnimation.sqf
  • sys_prc148\menus\fnc_setCursor.sqf
  • sys_prc148\menus\fnc_setText.sqf
  • sys_prc148\menus\fnc_showIcon.sqf
  • sys_prc148\menus\fnc_showMenu.sqf
  • sys_prc148\menus\fnc_startFlashText.sqf
  • sys_prc148\menus\fnc_stringToFrequency.sqf
  • sys_prc148\menus\fnc_toggleButtonPressDown.sqf
  • sys_prc148\menus\fnc_toggleButtonPressUp.sqf
  • sys_prc148\menus\fnc_updateChannelData.sqf
  • sys_prc148\menus\fnc_updateMode.sqf
  • sys_prc148\radio\fnc_getChannelData.sqf
  • sys_prc148\radio\fnc_getChannelDataInternal.sqf
  • sys_prc148\radio\fnc_getChannelDescription.sqf
  • sys_prc148\radio\fnc_getCurrentChannel.sqf
  • sys_prc148\radio\fnc_getCurrentChannelData.sqf
  • sys_prc148\radio\fnc_getDefaultState.sqf
  • sys_prc148\radio\fnc_getExternalAudioPosition.sqf
  • sys_prc148\radio\fnc_getListInfo.sqf
  • sys_prc148\radio\fnc_getOnOffState.sqf
  • sys_prc148\radio\fnc_getSpatial.sqf
  • sys_prc148\radio\fnc_getState.sqf
  • sys_prc148\radio\fnc_getStates.sqf
  • sys_prc148\radio\fnc_getVolume.sqf
  • sys_prc148\radio\fnc_handleBeginTransmission.sqf
  • sys_prc148\radio\fnc_handleEndTransmission.sqf
  • sys_prc148\radio\fnc_handleMultipleTransmissions.sqf
  • sys_prc148\radio\fnc_handlePTTDown.sqf
  • sys_prc148\radio\fnc_handlePTTUp.sqf
  • sys_prc148\radio\fnc_handleSignalData.sqf
  • sys_prc148\radio\fnc_isExternalAudio.sqf
  • sys_prc148\radio\fnc_setChannelData.sqf
  • sys_prc148\radio\fnc_setCurrentChannel.sqf
  • sys_prc148\radio\fnc_setOnOffState.sqf
  • sys_prc148\radio\fnc_setSpatial.sqf
  • sys_prc148\radio\fnc_setState.sqf
  • sys_prc148\radio\fnc_setVolume.sqf
  • sys_prc148\states\AccessDenied.sqf
  • sys_prc148\states\ChannelDisplays.sqf
  • sys_prc148\states\Group.sqf
  • sys_prc148\states\MainDisplays.sqf
  • sys_prc148\states\ModeDisplays.sqf
  • sys_prc148\states\OffDisplay.sqf
  • sys_prc148\states\ProgramDisplays.sqf
  • sys_prc148\states\ProgrammingDisplays.sqf
  • sys_prc148\states\StartUp.sqf

SYS_PRC152
PR:

  • sys_prc152\fnc_closeGui.sqf
  • sys_prc152\fnc_formatChannelValue.sqf
  • sys_prc152\fnc_initializeRadio.sqf
  • sys_prc152\fnc_openGui.sqf
  • sys_prc152\fnc_preset_information.sqf
  • sys_prc152\fnc_render.sqf
  • sys_prc152\farris_menus\Loading.sqf
  • sys_prc152\farris_menus\Main.sqf
  • sys_prc152\farris_menus\OPT.sqf
  • sys_prc152\farris_menus\PGM.sqf
  • sys_prc152\menus\fnc_callButtonFunctor.sqf
  • sys_prc152\menus\fnc_callCompleteFunctor.sqf
  • sys_prc152\menus\fnc_callEntryFunctor.sqf
  • sys_prc152\menus\fnc_callRenderFunctor.sqf
  • sys_prc152\menus\fnc_callSingleActionCompleteFunctor.sqf
  • sys_prc152\menus\fnc_changeMenu.sqf
  • sys_prc152\menus\fnc_changeMode.sqf
  • sys_prc152\menus\fnc_changeValueAck.sqf
  • sys_prc152\menus\fnc_clearDisplay.sqf
  • sys_prc152\menus\fnc_createMenu.sqf
  • sys_prc152\menus\fnc_defaultButtonPress.sqf
  • sys_prc152\menus\fnc_delayFunction.sqf
  • sys_prc152\menus\fnc_drawCursor.sqf
  • sys_prc152\menus\fnc_dynamicCall.sqf
  • sys_prc152\menus\fnc_formatText.sqf
  • sys_prc152\menus\fnc_onButtonPress.sqf
  • sys_prc152\menus\fnc_renderMenu.sqf
  • sys_prc152\menus\fnc_renderText.sqf
  • sys_prc152\menus\fnc_setRowText.sqf
  • sys_prc152\menus\fnc_timerFunction.sqf
  • sys_prc152\menus\fnc_toggleButtonPressDown.sqf
  • sys_prc152\menus\fnc_toggleButtonPressUp.sqf
  • sys_prc152\menus\fnc_toggleIcon.sqf
  • sys_prc152\menus\fnc_verifyIsMenu.sqf
  • sys_prc152\menus\types\ActionSeries.sqf
  • sys_prc152\menus\types\Alphanumeric.sqf
  • sys_prc152\menus\types\ChangeValueAck.sqf
  • sys_prc152\menus\types\Display.sqf
  • sys_prc152\menus\types\Frequency.sqf
  • sys_prc152\menus\types\List.sqf
  • sys_prc152\menus\types\Loading.sqf
  • sys_prc152\menus\types\Number.sqf
  • sys_prc152\menus\types\Selection.sqf
  • sys_prc152\menus\types\Static.sqf
  • sys_prc152\radio\fnc_getChannelData.sqf
  • sys_prc152\radio\fnc_getChannelDataInternal.sqf
  • sys_prc152\radio\fnc_getChannelDescription.sqf
  • sys_prc152\radio\fnc_getCurrentChannel.sqf
  • sys_prc152\radio\fnc_getCurrentChannelData.sqf
  • sys_prc152\radio\fnc_getDefaultState.sqf
  • sys_prc152\radio\fnc_getExternalAudioPosition.sqf
  • sys_prc152\radio\fnc_getListInfo.sqf
  • sys_prc152\radio\fnc_getOnOffState.sqf
  • sys_prc152\radio\fnc_getSpatial.sqf
  • sys_prc152\radio\fnc_getState.sqf
  • sys_prc152\radio\fnc_getStates.sqf
  • sys_prc152\radio\fnc_getVolume.sqf
  • sys_prc152\radio\fnc_handleBeginTransmission.sqf
  • sys_prc152\radio\fnc_handleEndTransmission.sqf
  • sys_prc152\radio\fnc_handleMultipleTransmissions.sqf
  • sys_prc152\radio\fnc_handlePTTDown.sqf
  • sys_prc152\radio\fnc_handlePTTUp.sqf
  • sys_prc152\radio\fnc_handleSignalData.sqf
  • sys_prc152\radio\fnc_isExternalAudio.sqf
  • sys_prc152\radio\fnc_setChannelData.sqf
  • sys_prc152\radio\fnc_setChannelDataOperational.sqf
  • sys_prc152\radio\fnc_setCurrentChannel.sqf
  • sys_prc152\radio\fnc_setOnOffState.sqf
  • sys_prc152\radio\fnc_setSpatial.sqf
  • sys_prc152\radio\fnc_setState.sqf
  • sys_prc152\radio\fnc_setVolume.sqf

SYS_PRC343
PR: #110

  • All functions

SYS_PRC77
PR: #109

  • All functions

SYS_RACK
PR:

  • All functions.

SYS_RADIO
PR: #589

  • All functions.

SYS_RPC
PR:

  • All functions

SYS_SEM52SL
PR:

  • sys_sem52sl\functions\fnc_onAudioSocketPress.sqf
  • sys_sem52sl\functions\fnc_onChannelKnobPress.sqf
  • sys_sem52sl\functions\fnc_onPTTButtonPress.sqf
  • sys_sem52sl\functions\fnc_onVolumeKnobPress.sqf
  • sys_sem52sl\functions\fnc_presetInformation.sqf
  • sys_sem52sl\functions\fnc_render.sqf
  • sys_sem52sl\functions\fnc_renderDisplay.sqf
  • sys_sem52sl\radio\fnc_closeGui.sqf
  • sys_sem52sl\radio\fnc_getChannelData.sqf
  • sys_sem52sl\radio\fnc_getChannelDescription.sqf
  • sys_sem52sl\radio\fnc_getCurrentChannel.sqf
  • sys_sem52sl\radio\fnc_getCurrentChannelData.sqf
  • sys_sem52sl\radio\fnc_getExternalAudioPosition.sqf
  • sys_sem52sl\radio\fnc_getListInfo.sqf
  • sys_sem52sl\radio\fnc_getOnOffState.sqf
  • sys_sem52sl\radio\fnc_getSpatial.sqf
  • sys_sem52sl\radio\fnc_getState.sqf
  • sys_sem52sl\radio\fnc_getStates.sqf
  • sys_sem52sl\radio\fnc_getVolume.sqf
  • sys_sem52sl\radio\fnc_handleBeginTransmission.sqf
  • sys_sem52sl\radio\fnc_handleEndTransmission.sqf
  • sys_sem52sl\radio\fnc_handleMultipleTransmissions.sqf
  • sys_sem52sl\radio\fnc_handlePTTDown.sqf
  • sys_sem52sl\radio\fnc_handlePTTUp.sqf
  • sys_sem52sl\radio\fnc_handleSignalData.sqf
  • sys_sem52sl\radio\fnc_initializeRadio.sqf
  • sys_sem52sl\radio\fnc_isExternalAudio.sqf
  • sys_sem52sl\radio\fnc_openGui.sqf
  • sys_sem52sl\radio\fnc_setChannelData.sqf
  • sys_sem52sl\radio\fnc_setCurrentChannel.sqf
  • sys_sem52sl\radio\fnc_setOnOffState.sqf
  • sys_sem52sl\radio\fnc_setSpatial.sqf
  • sys_sem52sl\radio\fnc_setState.sqf
  • sys_sem52sl\radio\fnc_setVolume.sqf

SYS_SEM70
PR:

  • sys_sem70\functions\fnc_clearDisplay.sqf
  • sys_sem70\functions\fnc_onChannelStepKnobTurn.sqf
  • sys_sem70\functions\fnc_onDisplayButtonPress.sqf
  • sys_sem70\functions\fnc_onFunctionKnobTurn.sqf
  • sys_sem70\functions\fnc_onkHzKnobTurn.sqf
  • sys_sem70\functions\fnc_onMainKnobTurn.sqf
  • sys_sem70\functions\fnc_onMemorySlotKnobTurn.sqf
  • sys_sem70\functions\fnc_onMHzKnobTurn.sqf
  • sys_sem70\functions\fnc_onNetworkKnobTurn.sqf
  • sys_sem70\functions\fnc_onVolumeKnobTurn.sqf
  • sys_sem70\functions\fnc_presetInformation.sqf
  • sys_sem70\functions\fnc_render.sqf
  • sys_sem70\functions\fnc_renderDisplay.sqf
  • sys_sem70\functions\fnc_setNetworkID.sqf
  • sys_sem70\radio\fnc_closeGui.sqf
  • sys_sem70\radio\fnc_getChannelData.sqf
  • sys_sem70\radio\fnc_getChannelDescription.sqf
  • sys_sem70\radio\fnc_getCurrentChannel.sqf
  • sys_sem70\radio\fnc_getCurrentChannelData.sqf
  • sys_sem70\radio\fnc_getExternalAudioPosition.sqf
  • sys_sem70\radio\fnc_getListInfo.sqf
  • sys_sem70\radio\fnc_getOnOffState.sqf
  • sys_sem70\radio\fnc_getSpatial.sqf
  • sys_sem70\radio\fnc_getState.sqf
  • sys_sem70\radio\fnc_getStates.sqf
  • sys_sem70\radio\fnc_getVolume.sqf
  • sys_sem70\radio\fnc_handleBeginTransmission.sqf
  • sys_sem70\radio\fnc_handleEndTransmission.sqf
  • sys_sem70\radio\fnc_handleMultipleTransmissions.sqf
  • sys_sem70\radio\fnc_handlePTTDown.sqf
  • sys_sem70\radio\fnc_handlePTTUp.sqf
  • sys_sem70\radio\fnc_handleSignalData.sqf
  • sys_sem70\radio\fnc_initializeRadio.sqf
  • sys_sem70\radio\fnc_isExternalAudio.sqf
  • sys_sem70\radio\fnc_openGui.sqf
  • sys_sem70\radio\fnc_setChannelData.sqf
  • sys_sem70\radio\fnc_setCurrentChannel.sqf
  • sys_sem70\radio\fnc_setOnOffState.sqf
  • sys_sem70\radio\fnc_setSpatial.sqf
  • sys_sem70\radio\fnc_setState.sqf
  • sys_sem70\radio\fnc_setVolume.sqf

SYS_SERVER
PR:

  • sys_server\fnc_acknowledgeId.sqf
  • sys_server\fnc_checkServerGearDesync.sqf
  • sys_server\fnc_clientGCRadio.sqf
  • sys_server\fnc_cloneRadioData.sqf
  • sys_server\fnc_collect.sqf
  • sys_server\fnc_getRadioId.sqf
  • sys_server\fnc_invalidGarbageCollect.sqf
  • sys_server\fnc_masterIdTracker.sqf
  • sys_server\fnc_onGetRadioId.sqf
  • sys_server\fnc_remoteDebugMsg.sqf
  • sys_server\fnc_setSpectator.sqf
  • sys_server\fnc_updateIdObjects.sqf

SYS_SIGNAL
PR: #111

  • All functions

SYS_SOUNDS
PR:

  • All functions

No support for HOTAS warthog

Arma 3 Version: stable
CBA Version: stable
ACRE2 Version: stable

Mods:

- @CBA_A3
- @acre2
- @ace3

Description:
Cannot bind ACRE2 actions to joypads or joysticks/throttles.

I have a HOTAS warthog, and as a replica of a real joystick it has a communications 4-way switch on the throttle. For some reason you cannot bind this in ACRE2 and it would be immensely helpful as I'd have to find the keyboard buttons each time I wanted to talk, which is bad in case you're airborne etc. The controller is natively recognized by Arma3 and you can bind it to other voice channels as for example the group, side and direct chat.

This seems to in effect for all mods we currently use even the ACE-related ones. So the assumption is that it's actually not enabled for mods to bind joystick/joypad controls and it therefore is an arma3 vanilla issue. However, I'm reporting it here and hopefully it can be flow upstream as in other open source development.

Also if you read the configs for ACRE2 it does not mention external controllers. Support seems to exist only for ascii keyboards.

Steps to reproduce:

  1. Start the game with mods.
  2. Start any mission where you are a player of any kind.
  3. Enter options and switch to mod bind menu.
  4. Select ACRE2 option and bind it to a joystick or joypad button.

If reproduced, it should not succeed in binding the control.

Where did the issue occur?
All known menus.

Placed Modules:
None

RPT log file:
I'm not sure if this is necessary. Please advise.

Remove TVT100 example mission

Mission: TVT110_AliabadRescue_V1.MCN_Aliabad
Requirements: uo_main

Just have to load it in Eden and convert it when the game asks.

Radios are very unreliable concerning incoming transmissions

Arma 3 Version: 1.68.140908 (stable)
CBA Version: 3.2.1.1702272 (stable)
ACRE2 Version: 2.4.0.942 (stable)

Mods:

  • CBA_A3
  • acre2

Description:
Radios randomly don't receive some transmissions, even when the conditions don't change between the incoming transmissions. If you repeat the transmissions under the same conditions, then again it will randomly drop some of them. You do hear the radio clicks but not the actual transmission. The annoying part is that often this bug happens under perfect conditions where you clearly should be receiving the transmission.

The radios always work perfectly at the start, but it seems that something screws them up later down the line. This seems to be related to people traveling around the map. Therefore, it might also be related to the map terrain or buildings. But we haven't managed to pinpoint what the exact cause is.

During actual missions (containing many players) the bug is easily recognized when there's a group of people standing close to each other, and some of them receive a transmission while others don't.

Sometimes, you end up with a situation where two people are standing on the salt flats on Altis, close to each other (but far enough apart to be able to hear each other's transmissions), but they don't hear each other's radio transmissions. That's a sign that something is going horribly wrong with ACRE.

We found this bug back in October and we just did another (long) test with the latest ACRE version but the bug is still there. Unfortunately, in my community we had to rollback to ACRE version 2.1.0.811. That's the last version where the radio worked normally. Maybe that can give you an idea what could be causing this bug.

Here's a video on an older ACRE version that shows the bug and how to reproduce it:
https://youtu.be/d7pOjGgNG7Q?t=13m15s

Here's one that shows the bug happening on the salt flats:
https://youtu.be/fNgW0f1HgpA?t=2m45s

Steps to reproduce:
We haven't found a scientific way to reproduce the bug. It seems to happen a lot by chance. Reproducing the bug can be a bit tedious because sometimes it happens fairly quickly (a minute into the mission), while other times it can take up to half an hour. I've had cases where the bug happened in hilly areas and not on the salt flats, but also vice versa! We've done tests with long and short transmissions but it happens with both. We've done tests with the terrain interference and antenna direction settings, but the bug happens with all settings we tried.

Anyway, here's how we pretty much always (eventually) manage to run into the bug.

  • Create a new mission on Altis in the editor, add two playable infantry slots, give them a 148 radio each, and an empty helicopter.

  • Start this mission on a dedicated server. Get in the helicopter, then travel to a random area on the map.

  • Once landed, move about 500 meters away from each other. Try to keep line of sight to each other to make sure there's nothing blocking the signal. Also, I suspect that if you are within proximity of hills and/or buildings, you can increase the likelihood of running into this bug.

  • Every time you stop to do a test, make each person do 10 short transmissions where you count to 10 (like you see people do in the videos I linked above), so that the other person knows when one of the transmissions has bugged out.

  • The bug will probably not appear at first. So, get in the helo and travel to another area of the map, then repeat the above steps. Keep doing that until the bug appears, usually it happens after about 20 or so minutes of testing.

  • Eventually, someone will not hear one (or more) of the numbers that are being transmitted. When that happens, don't move, then repeat the test a few times. If it keeps randomly dropping some transmissions, you've found the bug.

Where did the issue occur?

  • Dedicated Server

Placed Modules:

  • None

RPT log file:
https://gist.github.com/BlackAlpha/bb339647f82e15448afd520635e1d76d

Access violation crash in antenna gain map

Arma 3 Version: 1.68 (stable)
CBA Version: 3.2.1 (stable)
ACRE2 Version: 2.4.1.947 (stable)

Mods:

- CBA_A3
- acre2

Description:
Arma3 CTD when radio traffic is being sent when playing with x64.
We were able to reproduce the error and it happens when someone is transmitting over the radio (tested with 343 and 152) and you are the receiver and you combine that with taking damage. We tried shooting and the crash occurred, we tried grenading and the error occurred and so on.

Steps to reproduce:
We did a four man test running latest perfomance build v07 (on Dwardens request) with, in the end, only CBA and ACRE2 running, still being able to reproduce the error. We did however test is with a plethora of mod combinations and result was the same. We've tried it with first release of 1.68, then the hotfixed version and most performance builds up to and including v07. Error occurs on all tried versions of 1.68.
The map is Altis. 4 players placed and a game master module with all unofficial mods allowed, no more, no less. The mission was started on a dedicated server running CBA and ACRE2.
We tried this "incrementally", so multiple ppl took turn transmitting but as soon as person 1 got shot he/she crashed. Next person in line got shot, crashed and so on. It did however take a few times for the crash to trigger so one person had to respawn 10 times for it to happen, another crashed right away, and the third 4 respawns etc.
We were not able to reproduce the error if you were the transmitter and getting shot. It's only the receiver that crashes.

Last sunday we experienced the same issue with our full mod set but our Zeus who were using x86 (by mistake) did not crash. All players were running x64 and all of us crashed several times.

We tried using alternate mallocs and -hugePage in all kinds of combinations and that did not affect things.

Even if it takes a few tries we can 100% reproduce this error and cannot use ACRE2 if we want to play.

Where did the issue occur?
Dedicated, x64. Vanilla and perf build v07 tested.

Placed Modules:
Game Master set to #adminLogged and All unofficial mods allowed.

RPT log file:
(RPT 1)
(RPT 2)
(RPT 3)
(Extension log)
(Windows event log 1)
(Windows event log 2)
(Windows event log 3)

rpt's, bidmp and mdmp sent to Dwarden as well upon his request.

SEM 52 - Problem with set Frequency

Arma 3 Version: 1.64 (stable)
CBA Version: 3.1.2 (stable )
ACRE2 Version: 2.3.0.915 (dev)

Mods:

  • @CBA_A3
  • @acre2

Description:

  • Generaly, when we setup a frequency on the SEM52 whitch is not integer ( 49.000) then not everyone on the same frequency can hear everyone (Group of 8 Players).
    Our guess is, that its diffrent, how you set the frequence. Example
    Players should set the 49.975. The players which go up to 50.000 and go down one step could hear everyone with the workflow. But they cannot hear players which go to 49.000 and go the steps up.

Where did the issue occur?

  • Dedicated

Infantry phone: improve notifications when switching intercoms

Infantry phone: improve notification system when switching between intercoms. Problems:

  • Display messages are currently handled in fnc_vehicleCrewPFH.sqf
  • Switching between intercoms would trigger two display messages: disconnected from YYY and switched to XXX.

Server FPS drops caused by masterIdTracker

Arma 3 Version: 1.64 & 1.62 stable
CBA Version: 3.0.0 stable (latest)
ACRE2 Version: 2.3.0.905/6 dev c115377

Mods:

  • @CBA_A3
  • @acre2

Description:

  • Severe server FPS drops every 10 seconds.
  • I have thoroughly tested this, and believe I've found the cause. I will go through my entire findings to paint a clearer picture.
  • Last Saturday, we (the unit I play with, 30-40 guys) started playing an op, with at least 300+ ai. I noticed some pretty severe desync, and monitoring server FPS saw a consistent drop to 1 from ~45 every second. Post-op, I did some further testing by removing mods, changing versions etc. I found the drops to be caused by ACRE.
  • Today, I cloned this git, and tested with the build from the latest commit. I no longer had the server FPS drop every second. However, I noticed a new drop every 10 seconds. Same as before, average 45 server FPS, dropping to <20 every 10 seconds, depending on the number of ai/vehicles active at the time.
  • Through some poking, I found the masterIdTracker to be the cause, as this was the only thing I could find that runs every 10 seconds on the server. I commented out line 21 in
    addons/sys_server/fnc_masterIdTracker.sqf: GVAR(doFullSearch) = true;
    so it no longer did the full search every 10 seconds. I built and tested again, with the same mission file, and the server FPS drop every 10 seconds had gone.
  • I believe this to be the line that causes the FPS drop, as it scales with the number of units, players, vehicles, containers active in the mission:
    private _searchObjects = allPlayers + allUnits + allDead + vehicles + (allMissionObjects "WeaponHolder"); // search players first
  • I don't know the full repercussions of stopping this check, but they cannot be good if the check needs to be done every 10 seconds.
  • This is a fairly severe issue in my opinion, as units with larger numbers of players and big missions get hit hard by desync, making it fairly unplayable.

Steps to reproduce:

  • Load only CBA and ACRE built from latest commit
  • Make a mission with 1 player, and a gamemaster module so you can use zeus.
  • Launch a dedicated server with the same mods enabled.
  • Join the server and login as admin. Run #monitor 0.1
  • Watch the server FPS. With just 1 player placed, this should be a fairly constant ~45 FPS.
  • Place a group of ai and give them a waypoint so they're doing something. Copy and paste the group with the waypoint enough times to have at least 200 ai active in the scenario.
  • Wait for the FPS to settle back to ~45.
  • Look carefully and you should see FPS drops every 10 seconds. Do #monitor 0.2 if it is too fast.
  • To exacerbate the issue, place more ai or anything that could be a container.

Where did the issue occur?

  • Dedicated

Placed Modules:

  • None.

RPT log file:

  • Honestly too many logs to count, but I doubt what you'd need would be in logs anyway.

Teamspeak 3.1 Support

Teamspeak 3.1 will make some interesting changes to the way plugins are handled. They will now be stored in the local user's appdata folder. One benefit is that copying of the plugins will no longer require admin priviledges.

  • Update teamspeak plugin API version -> #170
  • Update the steam/auto-copy dll to use the new plugin locations -> #114

The teamspeak plugin location can no longer be read from the registry. There is also now a feature for syncing teamspeak plugins across various machines but I don't think this will be useful for ACRE2. For example (win 10) - C:\Users\<USER>\AppData\Roaming\TS3Client\plugins

SEM52SL - Invisible on ultra-wide setups.

ACRE2 Version: 2.0.3.926 (stable / dev + commit hash)

Description:

  • SEM52SL background does not display on ultra-wide resolutions

Steps to reproduce:

  • Use resolution 5860x1080 and bring up the SEM52SL interface
5860x1080 - SafeZone stuff
safezonew = 7.27078
safezoneh = 1.81818
safezoney = -0.409091

// Extract from config
y=SafeZoneY + SafeZoneH - NEW_SCALE * SafeZoneH + 2/8 * safeZoneW;

// Below sum is greater than the screen height (safezoneh)....
2/8 * safeZoneW = 1.817695

TODO list for Documentation

Todo:

  • Team member accreditation (Python script through Travis that populates team list page automatically on commits to master)
    • git shortlog -s -n --no-merges
    • Custom additions (outside contributors, eg. models)
  • Functions list generator (Python script through Travis) (#991)
    • Change links from acre.idi-systems.com to new pages
  • Class names list generator (Python script through Travis)
  • Change colours to dark yellow (like ACRE2 logo) - https://github.com/IDI-Systems/acre2/tree/docsYellowTheme it looks fugly

Volume slider doesn't change anything

From what a lot of people have reported within our community, the volume slider appears to not change anything. If you go to whisper, you can still be heard the same distance as shout for example.

Is this a known issue or is it something we're doing on our end that breaks it?

Point or Comma in 117

Arma 3 Version: 1.66 (stable)
CBA Version: 3.x.x (stable)
ACRE2 Version: 2.4.0 (stable)

Mods:

Description:
Some People had a . in the frequenzy settings and some others a , so there are problems with setting it right up. Taking up a new radio didnt fixed it. We didnt Try a rejoin

Steps to reproduce:

  • Just opening up the set up frequenzy on the 117

Where did the issue occur?

  • Dedicated

Placed Modules:

  • ACRE Modules
  • ACE Modules

Script error in steam_boot (sys_core)

Arma 3 Version: Stable
CBA Version: 3.1.0.160928
ACRE2 Version: 2.3.0.913

Mods:

  • @CBA_A3
  • @acre2

Description:
Script error from steam_boot on launch.
This is with a fresh (the addon older is called _fresh in rpt, same error without it) download of .913 and latest stable CBA

 0:36:40 Error in expression <nsion format["2VER%1", _version];
INFO_1("Steam Initialization Result: %1",_res)>
 0:36:40   Error position: <("Steam Initialization Result: %1",_res)>
 0:36:40   Error Missing ;
 0:36:40 File idi\acre\addons\sys_core\steam_boot.sqf, line 8

I've also tried moving the folders in the A3 root folder, same error

Steps to reproduce:
Launch the game

Where did the issue occur?
Local, Dedicated server (unix), other machines (players)

RPT log file:
http://pastebin.com/MuSNYxfi

Preset for "PRC77" is not retrievable via acre_api_fnc_getPresetData

Arma 3 Version: 1.66 (stable)
CBA Version: 3.2.1 (stable)
ACRE2 Version: 2.4.0 (stable)

Mods:

- CBA_A3
- acre2

Description:

  • the preset for "PRC77" is not retrievable via acre_api_fnc_getPresetData, while other radios are
  • acre_sys_data_radioPresets contains no preset for PRC77

Steps to reproduce:

  • ["ACRE_PRC77", "default"] call acre_api_fnc_getPresetData

Proper indentation and spacing in all config files

  • Opening brace on same line
  • QUOTE(DFUNC( )) -> QFUNC( )
  • Correct spaces (something = something)
  • Correct indentation
  • CLASS: without space between class and semi-colon.
  • QUOTE(PATHTOF( )) -> QPATHTOF( )

Isla Duala Client/Server Crash

Arma 3 Version: stable
CBA Version: stable
ACRE2 Version: stable

Mods:

- CBA_A3
- acre2
- ACE3
- Isla Duala A3
- CUP Complete
- etc, more details below

Description:
Isla Duala A3 is not loadable with ACRE2 enabled.
I have tested this with both my full modpack enabled, and disabled. The result is the same, client + server silently crashes. RPT logs for clients have been attached, I will attach a fresh RPT for the server as well.
Server does not properly log an RPT for this crash, the log file becomes corrupt after crashing.

Steps to reproduce:

  • Launch/Select an Isla Duala mission on dedicated server.
  • Join
  • Slot in, and hit accept
  • Server will crash, all connected clients will crash

Where did the issue occur?

  • Dedicated

Placed Modules:

  • None, utilized a blank mission with 1 soldier to test

RPT log file:
Links provided below. This is from 1 client running the modpack. If required, I can supply RPTs running just ACRE2+CBA+CUP Terrains + Isla Duala
DLL Log
https://gist.github.com/SchwererKonigstiger/5ea1bf83d1adcaf44280f297799446fc
RPT
https://gist.github.com/SchwererKonigstiger/802b58ec7d121a0cc0d25e52b11a1812

Radio Transmission terminates on any ALT Radio Key release

Arma 3 Version: 1.68 x64 (stable)
CBA Version: 3.2.1.170227 (stable)
ACRE2 Version: 2.4.0.942 (stable)

Mods:

ACRE2
CBA

Description:
When you click and release any ALT Radio modifier Key, while talking over radio using CAPSLOCK, radio transmission terminates(as if you released CAPSLOCK).

Steps to reproduce:

  • Hold CAPSLOCK to transmit
  • click and release SHIFT, ALT,CTRL, ALT GR or CTRL RIGHT

Where did the issue occur?

  • Dedicated

Placed Modules:

  • None

Tools - GitHub publish tool errors

The Jenkins build script has some issues/areas for improvement.

  • Improve the steam publish script to link to the release tag directly?
    Perhaps something like:
    "steam_changelog": "Version {major}.{minor}.{patch}.{build} - See changelog on github - https://github.com/IDI-Systems/acre2/releases/v{major}.{minor}.{patch}.{build}"
  • tag_name was not valid - see below
Creating Github Release...
{'message': 'Validation Failed', 'documentation_url': 'https://developer.github.com/v3/repos/releases/#create-a-release', 'errors': [{'field': 'tag_name', 'resource': 'Release', 'code': 'custom', 'message': 'tag_name is not a valid tag'}, {'resource': 'Release', 'code': 'custom', 'message': 'Published releases must have a valid tag'}, {'field': 'target_commitish', 'resource': 'Release', 'code': 'invalid'}]}
('Github Publish', 'Failed to Create Release')
Error: Publish failed.
  • manifest.json for release -> destinations -> github -> branch is release should be release-build

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