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  #31  
Old 06 Mar 10, 15:37
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Quote:
Originally Posted by Mackie View Post
Yeah, the guy who made that did two BHD style films. One that was done before QG was released and one after.



OMG THOSE ARE SO GOOD! The only thing is the first one's kinda like movie/book=real life, but the second one isn't, although it is really really well done, as is the first one. It must have taken a BUNCH of time and practice to get it all right, and a shitload of human players lol.

Good job on finding those.
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  #32  
Old 09 Mar 10, 19:35
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The first "stable" version of A.C.E has been released.

http://armaholic.com/page.php?id=8601
A couple of other mirrors can be found here
http://ace.wikkii.com/wiki/Main_Page#Downloads

I'm not sure whether there are new steps to get it to work for those who use the updating tools, but those who simply download and put into the @ACE folders can go ahead and repeat those steps.
They will continue to update it, or rather fix up issues that arise, so it still might be worthwhile to figure out the updater.
But hopefully people who make missions or mods that require ACE will not be using features that are only accessible to those who use the updater. I was getting tired of trying a new mission only to be told i didn't have the latest thing that only came with the most recent ACE update...
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  #33  
Old 10 Mar 10, 02:21
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Define "stable"?

The only problem I had so far with ACE is that it refused to communicate with any other addon...
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  #34  
Old 10 Mar 10, 15:18
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I tried ACE 2 last night and love it! It makes the game so much more enjoyable.

The only problem I seem to have is using my binos. I hit 'b" and the binos come up, but I can't seem to look through them (left or right clicking doesn't work). Is there something I'm missing or is it a bug?
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  #35  
Old 11 Mar 10, 19:19
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Quote:
Originally Posted by Golani View Post
Define "stable"?

The only problem I had so far with ACE is that it refused to communicate with any other addon...
I would assume by stable they mean it's not as buggy and the key features have been thrown in, so basically it's the first proper release.
The beta's had left out alot of "realism" features everyone had been expecting, for example they have removed the ammo counter, now it only shows what fire mode you're using and you have to remember how many bullets you've fired. They've also removed the ability to simply hit spacebar and be able to find out how far someone/thing is. You can adjust the range when firing a grenade launcher. (gun stays in same position on screen, but fires higher/lower when you hit the up & down keys on your keyboard)
They've also thrown in a few new units/vehicles within the ACEX mod, i can't remember the name, but one particular vehicle (Russian i believe) is able to raise/lower it's suspension.

There are more i'm sure, but i've only had a play around in it for half hour. One other thing i did notice is, you're actually able to become deafened when standing too close to a firing tank, in earlier releases i believe you just got that painfully loud ringing in your ears, along with the blurred vision.
I set up a stationary tank and gave it a handful of targets (vehicle/soldiers) and then went to lay down next to it, after a bit of ringing in my ears suddenly the sound stopped and on the right of the screen appeared a picture of an ear with a line through it.

I'll play around with it again tonight and post some other fancy changes if i can find them.


As for refusing to communicate with other addons - I can't say i've experienced this myself. I can see there being problems with, for example, a similar mod which edits in-game properties or features/figures but the various unit/island/graphic mods don't seem to be effected for me. I guess there is always the occasional error with a unit mod that was made without ACE in mind, but they're usually not game ending.

Which addons are you having trouble with specifically?

Things like SLX, GL4 or other AI altering mods might have a conflict but i tend to only run ACE along with my default mods (NIMWeather, Sound mods, WarFX, altered UI scheme). Alot of the time, what ACE offers in terms of AI changes, essentially cancels out what other mods have done - So there shouldn't be much need to run them at the same time.

Quote:
Originally Posted by Wargamer Scott
The only problem I seem to have is using my binos. I hit 'b" and the binos come up, but I can't seem to look through them (left or right clicking doesn't work). Is there something I'm missing or is it a bug?
Haven't noticed that myself, i'll give it a look tonight and post back. With the earlier releases i believe bringing up the binos automatically made you look through them, rather than using right-click to bring them up (or was it the other way around?..)

One issue i have is, they've either changed the "lock-on" key from tab or they've removed it entirely. I was trying to use the javelin lastnight and i simply couldn't lock on to a target. I tried to just aim and fire but it seemed to explode about 50m above the target...

Last edited by Nokturnal; 11 Mar 10 at 19:22..
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  #36  
Old 12 Mar 10, 02:40
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I have been playing the demo and ARMA2 is a blast.

Looking forward to playing with the mods.
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  #37  
Old 12 Mar 10, 03:46
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Quote:
Originally Posted by Nokturnal View Post
The beta's had left out alot of "realism" features everyone had been expecting, for example they have removed the ammo counter, now it only shows what fire mode you're using and you have to remember how many bullets you've fired. They've also removed the ability to simply hit spacebar and be able to find out how far someone/thing is. You can adjust the range when firing a grenade launcher. (gun stays in same position on screen, but fires higher/lower when you hit the up & down keys on your keyboard)
I noticed those, quite nice but as always it has a down side.
The removed ammo counter is hectic for the grenade launcher, you don't know what grenade you start with and might end up firing smoke/flare at a target or vice versa.

The spacebar thing I find annoying, I hate squad command in this game so now they took away my best tool!

Quote:
They've also thrown in a few new units/vehicles within the ACEX mod, i can't remember the name, but one particular vehicle (Russian i believe) is able to raise/lower it's suspension.

There are more i'm sure, but i've only had a play around in it for half hour. One other thing i did notice is, you're actually able to become deafened when standing too close to a firing tank, in earlier releases i believe you just got that painfully loud ringing in your ears, along with the blurred vision.
I set up a stationary tank and gave it a handful of targets (vehicle/soldiers) and then went to lay down next to it, after a bit of ringing in my ears suddenly the sound stopped and on the right of the screen appeared a picture of an ear with a line through it.

I'll play around with it again tonight and post some other fancy changes if i can find them.
Please do!


Quote:
As for refusing to communicate with other addons - I can't say i've experienced this myself. I can see there being problems with, for example, a similar mod which edits in-game properties or features/figures but the various unit/island/graphic mods don't seem to be effected for me. I guess there is always the occasional error with a unit mod that was made without ACE in mind, but they're usually not game ending.

Which addons are you having trouble with specifically?

Things like SLX, GL4 or other AI altering mods might have a conflict but i tend to only run ACE along with my default mods (NIMWeather, Sound mods, WarFX, altered UI scheme). Alot of the time, what ACE offers in terms of AI changes, essentially cancels out what other mods have done - So there shouldn't be much need to run them at the same time.
What I'm trying to run has no reason not to communicate with ACE, a couple of islands (Avgani Iraq&Afghan and Queesh) and a couple of units (British 3rd para and FFAA)
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  #38  
Old 12 Mar 10, 06:33
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Golani, do you have the CAA1 mod? Avgani and Afghan village require it.

Talking about ACE I actually deleted mine some time ago, I spent more time updating it than playing it and the Fire Control Systems were fubar and interfered with the Mando Missile addon which did the FCS thing a whole lot better.

I was hoping the recent release would mean that updates would come a lot slower but it doesn't seem that way.


Another mod has been announced, this time by the Project Reality team of BF2 fame.

http://forums.bistudio.com/showthread.php?t=96505

Looks interesting and they have a lot of British kit which is good but I wonder what will happen to PUKF. I hope it doesn't kill them off.

Last edited by Mackie; 12 Mar 10 at 06:38..
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  #39  
Old 12 Mar 10, 08:17
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It's not that, when I try to run any mod alongside ACE (one by one, a few at the same time, all at the same time) neither works.
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  #40  
Old 13 Mar 10, 20:01
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Well, I've been playing ArmA (main campaign) and I have to say that it DOESN'T belong in the simulations thread. It's a FPS game. Very disappointed. I was hoping that I would be leading a fire team or squad into some sort of meaningful exercise in small unit actions, but instead I find myself playing "fetch and carry" - go here, go there. do this, do that, fly this, etc etc etc.

I hate scripted games. They bore me.
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  #41  
Old 13 Mar 10, 21:36
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Quote:
Originally Posted by globetrotter View Post
Well, I've been playing ArmA (main campaign) and I have to say that it DOESN'T belong in the simulations thread. It's a FPS game. Very disappointed. I was hoping that I would be leading a fire team or squad into some sort of meaningful exercise in small unit actions, but instead I find myself playing "fetch and carry" - go here, go there. do this, do that, fly this, etc etc etc.

I hate scripted games. They bore me.
It's a Milsim mate...Militarysimulator (or simulation, etc., but you get the point)

I think it's a simulator-an FPS is something like...

-Call of Duty
-Combat Arms
-Battlefield Bad Company 2
-Left 4 Dead 2
...etc.
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  #42  
Old 13 Mar 10, 23:41
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Oh, well. I was hoping for "The Hurt Locker", or "Generation Kill" and I got Ah-nold in "Commando". Yawn.
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  #43  
Old 14 Mar 10, 01:25
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Are you playing ARMA or ARMAII? I'll agree ARMA's campaign might be a bit scripted, but ARMA II....

Let's just say one of the reasons I dropped it is because I needed to chart a full AO for insurgency- question the local population, contact other guerrilla groups, patrol hot spots, "snatch tongues" and so on...
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  #44  
Old 14 Mar 10, 12:12
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Oh, well. I was hoping for "The Hurt Locker", or "Generation Kill" and I got Ah-nold in "Commando". Yawn.
Why are you talking about movies...here chap?
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Old 14 Mar 10, 13:30
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I contributed screenshots and stuff to an Armed Assault review at the Few Good Men Club last year-

http://www.thefewgoodmen.com/thefgmf...-Armed-Assault

A few of us FGM members got together to play online and it was fun but eventually we ran out of steam because some people wanted to play with WW2 mods and others didn't, some wanted to use speech hardware while others didn't, plus of course not everybody could be on the start line at the designated time because of world time zone differences.

I tried playing it solo and had fun, but my AI squad were pretty useless at finding cover and I got fed up having to baby-sit and micro-manage them all the time.
I even created a few small scenarios which went pretty well, but the enemy AI was bad, it just ran around without any realistic tactics..

I've not tried Armed Assault II yet.
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