ACRE 1.4 continue to impress and as always our goal is to exceed any and all expectations in regards to game communications; allowing for the most realistic and immersive communications engine within ANY current simulation or video game on the market today.
Forum Link: http://forums.bistudio.com/showthread.p ... ase-Thread
[Other Links]
SPOILER: SHOW
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_V1.4.10.500.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
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_V1.4.10.500.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