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View Code? Open in Web Editor NEWAdvanced Combat Radio Environment 2 (ACRE2) for Arma 3
Home Page: https://acre2.idi-systems.com
License: GNU General Public License v3.0
Advanced Combat Radio Environment 2 (ACRE2) for Arma 3
Home Page: https://acre2.idi-systems.com
License: GNU General Public License v3.0
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:
Where did the issue occur?
Placed Modules:
RPT log file:
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.
ACRE2 Version: 2.0.3.926
(stable / dev + commit hash)
Description:
Steps to reproduce:
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
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?
Placed Modules:
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:
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.
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:
Where did the issue occur?
Placed Modules:
Total number of keys: 305
Language | Missing Entries | Relevant Modules | % done |
---|---|---|---|
English | 0 | - | 100% |
German | 0 | - | 100% |
Italian | 0 | - | 100% |
French | 30 | compat_spe, sys_list, sys_rack, sys_radio | 90% |
Spanish | 63 | sys_godmode, compat_spe, sys_list, api, sys_rack, sys_radio | 79% |
Turkish | 35 | compat_spe, sys_external, sys_list, sys_rack, sys_radio | 89% |
Portuguese | 30 | compat_spe, sys_list, sys_rack, sys_radio | 90% |
Japanese | 9 | compat_spe, sys_list | 97% |
Russian | 112 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_list, sys_spectator, sys_intercom, api, sys_rack, sys_radio | 63% |
Chinese | 68 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_list, sys_spectator, sys_rack, sys_radio | 78% |
Chineseimp | 290 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_external, sys_list, sys_signal, sys_spectator, sys_intercom, api, sys_gsa, sys_rack, main, sys_gui, sys_radio | 5% |
Czech | 258 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_external, sys_list, sys_signal, sys_io, sys_spectator, sys_intercom, api, sys_gsa, sys_rack, sys_gui, sys_radio | 15% |
Korean | 210 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_list, sys_signal, sys_io, sys_spectator, sys_intercom, api, sys_gsa, sys_rack, sys_gui, sys_radio | 31% |
Polish | 188 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_list, sys_signal, sys_io, sys_spectator, sys_intercom, api, sys_gsa, sys_rack, sys_gui, sys_radio | 38% |
Chinesesimp | 109 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_list, sys_io, sys_spectator, sys_gsa, sys_rack, sys_radio | 64% |
Chinsesimp | 290 | sys_gestures, sys_godmode, sys_zeus, ace_interact, compat_spe, sys_core, sys_external, sys_list, sys_signal, sys_io, sys_spectator, sys_intercom, api, sys_rack, main, sys_gui, sys_radio | 5% |
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:
addons/sys_server/fnc_masterIdTracker.sqf: GVAR(doFullSearch) = true;
private _searchObjects = allPlayers + allUnits + allDead + vehicles + (allMissionObjects "WeaponHolder"); // search players first
Steps to reproduce:
#monitor 0.1
#monitor 0.2
if it is too fast.Where did the issue occur?
Placed Modules:
RPT log file:
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:
Where did the issue occur?
Placed Modules:
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
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:
It happens once in two mission preview runs. And sometimes while playing multiplayer mission on dedicated server.
Where did the issue occur?
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 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:
Where did the issue occur?
Placed Modules:
Description:
Tasks:
addEventHandler
Not usedaddMissionEventHandler
ctrlAddEventHandler "draw"
ctrlSetEventHandler "draw"
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?
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.
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
Description:
I have no idea what is causing this but it warrants further investigation
Add a radio guide for the SEM70
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?
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
This is an issue in the current versions that has a low probability of occurring (~1 in 15). The temporary solution is to restart the game/teamspeak.
In my tinkering it seems that the client variable ACRE_MAP_LOADED
remains false
and that setting it to true
tends to fix the effected client.
**Arma 3 Version: 1.68
**CBA Version: stable
**ACRE2 Version: workshop stable
Mods:
- CBA_A3
- acre2
The difficulty settings module isn't found in 3DEN.
Description:
acre2/addons/main/script_macros.hpp
Lines 79 to 80 in fb6ce40
(E)FUNC
, once all PRs convert we should just remove them.
Document D(E)FUNC
properly with the "definite function" use case.
Add underwater radios (and underlying calculations)
A few points to be considered:
Infantry phone: improve notification system when switching between intercoms. Problems:
It would be nice to have an ammo box that is filled with all of the radios like TFAR
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.
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
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
Todo:
master
)git shortlog -s -n --no-merges
acre.idi-systems.com
to new pagesQUOTE(DFUNC( ))
-> QFUNC( )
CLASS:
without space between class and semi-colon.QUOTE(PATHTOF( ))
-> QPATHTOF( )
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
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)
Good evening,
would it be possible to make the TS mute range editable for a mission creator?
Sincerly
Mezilsa
Arma 3 Version: 1.68.140908
(stable)
CBA Version: 3.2.1.1702272
(stable)
ACRE2 Version: 2.4.0.942
(stable)
Mods:
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?
Placed Modules:
RPT log file:
https://gist.github.com/BlackAlpha/bb339647f82e15448afd520635e1d76d
We need to complete all the generic function headers. General format should be already in every function.
Help is definitely appreciated
ACE_INTERACT
PR:
API
PR:
SYS_ATTENUATE
PR:
SYS_COMPONENTS
PR:
SYS_CORE
PR: #171
SYS_DATA
PR:
SYS_EXTERNAL
PR:
SYS_GUI
PR:
SYS_INTERCOM
PR:
SYS_IO
PR:
SYS_LIST
PR:
SYS_PRC117F
PR:
SYS_PRC148
PR:
SYS_PRC152
PR:
SYS_PRC343
PR: #110
SYS_PRC77
PR: #109
SYS_RACK
PR:
SYS_RADIO
PR: #589
SYS_RPC
PR:
SYS_SEM52SL
PR:
SYS_SEM70
PR:
SYS_SERVER
PR:
SYS_SIGNAL
PR: #111
SYS_SOUNDS
PR:
From #265
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:
Steps to reproduce:
Where did the issue occur?
Placed Modules:
RPT log file:
The Jenkins build script has some issues/areas for improvement.
"steam_changelog": "Version {major}.{minor}.{patch}.{build} - See changelog on github - https://github.com/IDI-Systems/acre2/releases/v{major}.{minor}.{patch}.{build}"
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.
release
should be release-build
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.
Description:
We need a tutorial for creating the binarized data for antenna's for ACRE2.
An easylogging++ thing.
Also update easylogging++ to latest version.
Arma 3 Version: 1.64
(stable)
CBA Version: 3.1.2
(stable )
ACRE2 Version: 2.3.0.915
(dev)
Mods:
@CBA_A3
@acre2
Description:
Where did the issue occur?
Mission: TVT110_AliabadRescue_V1.MCN_Aliabad
Requirements: uo_main
Just have to load it in Eden and convert it when the game asks.
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:
Where did the issue occur?
Placed 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
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.
Arma 3 Version: 1.66
(stable)
CBA Version: 3.2.1
(stable)
ACRE2 Version: 2.4.0
(stable)
Mods:
- CBA_A3
- acre2
Description:
Steps to reproduce:
["ACRE_PRC77", "default"] call acre_api_fnc_getPresetData
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.
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A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.