Autore Topic: ACRE2 per A3  (Letto 2539 volte)

0 Utenti e 1 Visitatore stanno visualizzando questo topic.

[TS]PietroTC

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 4168
  • E' tempo di ........
    • Tornado Squad
ACRE2 per A3
« il: 04 Marzo 2015, 16:05:46 »
Apro questo post per parlare di ACRE2 per A3 (quello vero non il porting di quello di A2 su A3)

Differenze tra TFAR e ACRE2 ? Qui sotto un estratto dai post sul forum

Citazione
What does ACRE do that TFAR does not? A lot, I'd think. I know this is always a hotly contentious subject so please everyone,
try not to make this a flame war like everyone always does when I list ACRE features. These are strictly the features I can think of off
the top of my head that we have implemented that people are usually not aware of, that other radio mods have never done.

I suppose I'll compile a list without trying to make this seem like a dick swinging contest.
* ACRE2 allows direct speaking at over 100 meters away, TFAR cuts out at 20
* Buildings/objects obstruct your voice in direct chat. This has been smoothed out from the original version 4 months ago,
and is very mature and great sounding now.
* ACRE2 does realistic ITU and Signal calculations to determine radio ranges; TFAR does arbitrary distance checks.
We really do calculate terrain and power and determine the radio signal in a very realistic manner (http://en.wikipedia.org/wiki/ITU_terrain_model)
* ACRE2 has the babel system, so in TVT sides can have different languages
* We aim to affect gameplay, not just apply radio comms. Signals, setup, and languages can all become key components of a misssion.
 Maybe you rescue a player that speaks a different language, how do you coordinate?
* ACRE2 is simpler to use, as you only need to know 2 hotkeys and 2 knobs per radio. You do not NEED to know anything else.
We added tooltips to help that. There is not a lot of keybinds to set.
* ACRE2 provides vastly easier to use yet more in-depth APIs now. See http://acre.idi-systems.com/api/
* ACRE2 has modeled the menus of the radios (if people are interested, it is not required to use them) correct to the real radios.
* AI can hear you talking, and this is also realistically modeled
* ACRE2 provides per-vehicle attenuantion (who can hear who) based on teh model specifications and configs
* ACRE2 provides vehicle intercoms the same as above for vehicle crews
* ACRE2 Radios have speakers that you can turn on, for everyone to listen to the radios.
* ST ACRE volume integration (whisper/talk/shout) will be going into stable most likely

Upcoming ACRE2 features over the next 3 months that will not be in our stable release, but will make it into the next beta:
- Radio racks and components
- Modeling antenna's on ALL THE THINGS
- Russian Radios (the 123 is our first goal to get the system in place)




io una possibilità di test (inizialmente per i più pratici ) la darei



FEATURES LIST

A short list of the critical new features in ACRE2.

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.
A highly detailed AN/PRC-148 simulation (still a WIP implementing all features).
Increased performance and stability.
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).
Customizable sound configs that allow traditional patching of sounds played in ACRE via Arma addons.
Customizable radio presets, allowing groups to define radio presets in additional addons for mission makers to take advantage of (also see the F3 framework).
Enhanced and easily configurable vehicle sound occlusion and intercoms.
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

[TS]Djmitri

  • Admin
  • Utente storico
  • *****
  • Post: 7572
  • Who Dares Wins
Re:ACRE2 per A3
« Risposta #1 il: 04 Marzo 2015, 16:31:18 »
Si anchio sarei per provarlo...  :polliceu:

Sicuramente ACRE 2 è un po più simulativo rispetto a TFAR, che diciamo è più userfriendly. ::)

Per me luce verde... :rulez: :rulez: :rulez:

[TS]Hawk

  • Limbo
  • Utente storico
  • *****
  • Post: 1911
  • In guerra la prima vittima è la verità!�
Re:ACRE2 per A3
« Risposta #2 il: 04 Marzo 2015, 21:21:34 »
Ma per quale stracaz..........dobbiamo complicarci la vita! TFAR va bene e Acre può andare a "pigiasela in tu pané"! Augh.................. :pvt: :tafazzi: :gayz: :sbang: :ciao:
Sandy Caine

[TS]Vysotsky

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 1701
  • Che gli possino ... all'opossum!
Re:ACRE2 per A3
« Risposta #3 il: 04 Marzo 2015, 21:41:15 »
Leggendo le cose in più che fa ACRE2 io sarei per provarlo, ma mi adeguo al parere della maggioranza.
Spoiler
Si lavora e si fatica per i Tornado Squad e per la figa!!!

[TS]PietroTC

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 4168
  • E' tempo di ........
    • Tornado Squad
Re:ACRE2 per A3
« Risposta #4 il: 05 Marzo 2015, 12:40:09 »
Io direi un piccolo test per pochi intimi e poi valutare , non abbiamo nessuna fretta ne scadenza.

Magari con ACRE 2 anche chi fa le missioni ha benefici
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

esse999

  • Utente storico
  • *****
  • Post: 1459
Re:ACRE2 per A3
« Risposta #5 il: 05 Marzo 2015, 13:06:12 »
Ormai mod più mod meno  :asd:

[TS]Epok

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 1473
  • Fra le armi tacciono le leggi
Re:ACRE2 per A3
« Risposta #6 il: 05 Dicembre 2016, 09:18:58 »
http://www.armaholic.com/page.php?id=19324

Changelog: v2.3.0.926

ADDED:
[New] SEM52SL radio
[New] Talking underwater is now disabled. SDV now has intercom. Broadcasting on radio underwater should also work.
CHANGED:
[MAJOR] Removed teamspeak plugin settings page. This is now handled by the CBA settings framework. Your settings will be lost (pre/postmix volume) and you will need to reset these ingame. In the case where the teamspeak plugin is not connected to arma, the settings will be applied the next time the teamspeak plugin connects to the game.
IMPROVED:
[Improvement] Radio signal difficulty tweaks now log to RPT
[Improvement] WRP parser - Added support for 8WVR WRP format (Angel Island). The parser will now recover and assume the map is flat in cases where it can't read parts of the WRP (Takistan Mountains/IFA's Ivachev) - Previously these would cause game crashes. In these cases it is logged to the RPT.
[Improvement] Massive code/addon clean-up throughout and switched to various CBA frameworks (PFH library/Versioning/Logging/Debugging/preStart compiling)
[Improvement] 152/117f displays now have a signal indicator on the right side of the display, indicating the strength of an incoming transmission. Also the receiving/transmitting indicator is now functional (top left either 'R' or 'T' is displayed depending on whether you are transmitting or not).
[Optimization] Master ID Tracker on server now runs only when needed or every 10 seconds (as opposed to every second previously). Also executes faster.
[Optimization] Removed FPS stutters when a player had a lot of inventory items.
[Optimization] Don't calculate the signal for the local player's broadcasts.
[Tweak] Prefix of addons changed to "idi\acre"
[Tweak] Gear desync hint can now be toggled with CBA setting - default is to hide it.
FIXED:
[Fix] Applied a fix to the issue where ACRE fails to initialize and you can't hear anyone. This may still happen in rare cases, but this fixes one cause.
[Fix] 152/117F CLR Button no longer error or can 'brick' the radios
[Fix] 117F squelch menu no longer loops
[Fix] SetupMission API function erroring on headless clients
[Fix] Steam plugin copy script - Doesn't run on HC/Dedicated Server.
[Fix] ACRE no longer has issues with full/overflown inventories.
[Fix] Remove Crew intercom from FFV seats.
[Fix] Steam workshop - No longer block program loading if run without admin privileges
[FIX] Sound loading should now work properly - Should fix radio sounds not being heard.
[Fix] Radio ID Tracking - Handling of duplicate radio IDs fixed.
[Fix] Radios are no longer initialised for units of sideLogic (spectators), this does not effect remote controlled units.
[Fix] SetRevealToAi API call doesn't error on dedicated clients.
[Fix] Frequency displayed on the 152/117F should now show the correct amount of digits
[Fix] setVariable script error introduced in 1.66 when processing direct speech.
Se non sei uno di noi, sei uno di loro.

[TS]Djmitri

  • Admin
  • Utente storico
  • *****
  • Post: 7572
  • Who Dares Wins
Re:ACRE2 per A3
« Risposta #7 il: 05 Dicembre 2016, 09:59:47 »
Direi proprio che è giunto il momento di provare ACRE 2.  :rulez: :rulez: :rulez:

Ormai per la coop di martedì non ce la facciamo, ma quella dopo direi di si.  :pugno:


Anche perchè lo sviluppo del TFAR è praticamente fermo al palo...  :azz:


Intanto inizio un po a studiarmelo... Vedo se intanto riesco a preparare qualcosa per un piccolo test in pochi e vedere come si comporta.
« Ultima modifica: 05 Dicembre 2016, 10:10:22 da [TS]Djmitri »

[TS]PietroTC

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 4168
  • E' tempo di ........
    • Tornado Squad
Re:ACRE2 per A3
« Risposta #8 il: 05 Dicembre 2016, 11:58:44 »
Intanto inizio un po a studiarmelo... Vedo se intanto riesco a preparare qualcosa per un piccolo test in pochi e vedere come si comporta.

Quando vuoi la sera basta un whatsapp per provare assieme, spero solo che non voglia ancora di essere eseguito come admin
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.