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Arma2 Sound mod = people cannot join me?

  • 30-07-2010 3:46pm
    #1
    Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭


    Hey quick question. I just started using this fantastic sound mod http://forums.bistudio.com/showthread.php?t=103119

    only works for Arma2 maps atm but anyway I assumed that if I'm playing a mission , hosting a server, and some randomer joins me, that he's just hear his normal sounds, while I hear my modded ones, and we play together normally.


    However this does not seem to be the case, people were trying to join me last night and were being kicked cause they didnt have this mod. Is there anyway to stop that happening, like some settings?

    The mod comes with a config file that lets you alter settings , I dunno if these have anything to do with it or not:
    DO NOT COMMENT OR DELETE IN THIS REGION				//
    //				ONLY MODIFY THE VALUES					//
    //											//
    //  Maximum number of simultaneously played echoes					//
    	#define HARCP_DSS_MAX_ECHO_COUNT 2						//
    //											//
    //  How often add echoes to AI firing	(seconds)					//
    	#define HARCP_DSS_AI_ECHO_RATE 0.3						//
    //											//
    //**************************************************************************************//
    
    //**************************************************************************************//
    //											//
    //				Dynamic Sound System setup				//
    //											//
    //	Options: 									//
    //		Every unit has echoes: comment both					//
    //		Only players have echoes: comm.:   HARCP_DSS_CLIENT_ONLY		//
    //					  uncomm.: HARCP_DSS_PLAYERS_ONLY 		//
    //		Only cilent side echo: 	comm.:   HARCP_DSS_PLAYERS_ONLY			//
    //					uncomm.: HARCP_DSS_CLIENT_ONLY			//  
    //											//
    //	If this is uncommented then only client and other players has echoes		//
    //	YOU NEED TO UNCOOMENT "HARCP_DSS_CLIENT_ONLY" TO ALLOW THE OPTION		//
    	//#define HARCP_DSS_PLAYERS_ONLY						//
    //											//
    //	Comment to allow AI and players echoes						//
    //	If this is uncommented then only client has echoes				//
    	//#define HARCP_DSS_CLIENT_ONLY
    


Comments

  • Closed Accounts Posts: 13,874 ✭✭✭✭PogMoThoin


    Everything in that config is commented out (// at the start of each line), the way its set is that everyone gets echoes if its left as default. Try removing the comment (//) before the line:
    #define HARCP_DSS_CLIENT_ONLY

    If You launch as a dedi server on another pc instead of hosting You can set this parameter in the config with equalModRequired=0
    Just copy Your full game directory to the other pc and follow this guide:
    http://www.kellys-heroes.eu/files/tutorials/dedicated/

    You can run the game as a dedi server and play on the same pc, but in effect You'll be running the game twice


  • Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭Sisko


    I'll give that a test regarding the code change.


    As for dedicated servers, apart from my main pc I have an old pc as well as a laptop. Is it possible to run a dedicated server from there , or does it have to be a really good machine?


  • Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭Sisko


    got a friend to edit those settings in the config file for the sound mod. Then I tried to join him after I removed the sound mod myself, and I kept getting kicked from the server for not having the sound mod.


    Sigh. :(


    I dunno why people can't just join without it, its not part of the mission or anything. To install the sound mod I had to install this CBA thingy, maybe its that? The error message does refer directly to the sound mod though :(


  • Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭Sisko


    Well after trying everything and giving up. Weeks later I've discovered what the issue was. Thought I'd post it in case anyone ever runs into this and comes across this thread.


    I make a lot of my own missions, and while editing missions, I was running the sound mod and even though I don't add any mods to the missions itself, for some reason when I save a missions with this mod running it adds the mod into the mission.sqm meaning people then can't join when I'm hosting it unless they have that mod running themselves.

    Also means I can't edit or run the missions myself unless I'm running the mod.

    manually deleting the entry in mission.sqm fixes it. As well as making sure I'm not running the mod when editing missions. Once its saved I can then relaunch the game with the sound mod running and host it, and people with or without the sound mod can join.


    sigh. Arma is a hard beast to tame sometimes.


    lol


  • Registered Users, Registered Users 2 Posts: 20,558 ✭✭✭✭dreamers75


    Give us a look at your missions :D


    I find the new sounds in OA and BAF are quite good, havent used a sound mod in ages.

    Wonder where BIS got the sounds from ;)


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  • Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭Sisko


    Still have to get OA lol.


    Whats good about that sound mod is its not about changing the sounds of the weapons as such (although it does do this too) is that it adds proper echo to the sounds of weapons and explosions, depending on where the event occurs on the map.


    Indoors, trees, hills , towns. Firing an AK around these places will produce different sounds.



    The bad thing about it though is that its pretty intrusive and can slow the game down. And last I checked only works on the default arma2 maps.

    As for my missions , they're very casual and basic, wouldn't be very hardcore


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