v1.3.19
* Loudspeakers now are based on distance including the distance to the actual speaker, taking over when closer to them.
* Respawn gear script handling has been improved/fixed.
* Cleaner handling of lagged respawn gear scripts.
* Switched direct speaking from using visiblePosition to getPosASL because visiblePosition appears to be horribly lagged (despite its name).
* Small clean ups, tweaks, etc.
v1.3.18
* More overhaul of spectator system
* Direct speaking oddities fixed up, no more sharp pan behind head, less noise in direct voices, more balanced panning
v1.3.17
* Overhaul of spectator system
* Attempt to fix global blip on respawn
* Muting was not functioning correctly for people not on the same radio channels
* Vehicle racks retooled
* Buddy radios retooled
v1.3.16.469
- Version upgrade due to many issues in 1.3.15.
- Major stability fixes and debugging information added.
v1.3.15.465
- version update due to to many hotfixes
v1.3.14.463
- hotfix for ACRE that fixes issues with rapify
v1.3.14.462
- it supports TS3 3.0.3 and contains some potential bug and performance fixes.
v1.3.12 hot patch
* added support for the new API version number.
v1.3.12
* Memory Leak Hotfix
* Fix for Arma2 wrong pos at distance bug fix.
v1.3.11
* This should fix the last of the TS3 issues. Squawks are still not 3d for stereo, but that is the only remaining issue. This will fix radios screwing up and cutouts.
v1.3.10
* Fixed: ACRE no longer causes cutouts. Wow?
* Fixed: With Stereo sound, you would still hear people really far away when they were REALLY far away
v1.3.9
* Fixed TS3 issue where stereo sound was improperly mixed by TS3
v1.3.8
* Changed: Updated API version and made compatible for TS3 3.0.0 Final
* Fixed: Locality issue where closing a dialog would close it on other clients as well
* Fixed: Muting was occuring oddly for spectators.
* Fixed: Playerlist construction while people were dead was...interesting.
* Fixed: Possible locking and syncing issues with current radio lists
v1.3.7
* Added: Preparation class definitions for different antenna's and powers in vehicles (not implemented yet)
* Changed: PA mode removed from AN/PRC-119. It now sucks compared to the 117F in all respects.
* Fixed: Signal code was running faster than it should have, causing FPS lag @ greater than 60 players.
!!!!!!!!* Fixed: ArmA2 has a engine bug for positions at a distance, causing signal loss.
This is now fixed. We manually propigate our positions, so signals now always work
when distances are greater than 10km. Yay ArmA2 bug workarounds.
* Fixed: There was a small chance that you would start a mission and radios would disappear.
* Fixed: When you "stopped using" a vehicle rack radio, it would break for a misison.
v1.3.6
* Changed: Death and spectating completely revamped. Again. Fixes death blip and spectating bugs.
* Fixed: RPT antenna error. Fixes #153
* Fixed: Parachutes had VRC's. Fixes #150
* Fixed: Vehicle racks would stop working after certain amounts of time. Fixes #152
* Fixed: When you died inside a vehicle or respawned, you would still have the radio after respawn.
v1.3.5
* Changed: Removed ACRE version popup error in TS3
* Fixed: Your radio would not work when you respawned with it and a vehicle rack radio. Fixes #137
* Fixed: Retransmission was not working under some circumstances.
* Fixed: Unmounting a radio while using it didn't get handled properly.
* Fixed: isKindOfRadio/hasKindOfRadio fixed (again, sorry). Fixes #140
* Fixed: Trying to mount a radio while already using one caused a script error. Fixes #141
* Fixed: You can now only "Use Radio" once at a time on a radio. Fixes #143
* Fixed: setSpectator did not work. Fixes #128
v1.3.4
* Fixed: Devide by zero error when broadcasting to someone inside your own vehicle
* Fixed: Death blip should be gone a bit
* Fixed: Forced CPU Affinity within the TS3 process when ACRE is loaded. Should reduce crashes.
* Fixed: Handling of Teamswitching should be working now
v1.3.3
* Added: Russian version of documentation
* Added: V2 Signatures
* Changed: You can no longer open a radio in a vehicle rack unless you use it first
* Changed: Virtual rack radios (tanks/aircraft) are no longer "takable"
* Changed: Performance and code initialization changes
* Fixed: Sometimes, on first island load on a dedicated server, radio's would disappear
* Fixed: Vehicle rack speakers wern't attenuating correctly
* Fixed: Opening radios via the interact without closing others would break radios.
* Fixed: ACE/ACRE interacts would sometimes not initialization on mission start
v1.3.2
* Fixed: JIPs would sometimes hear people as global. A lot.
* Fixed: onvehicleinit script error
* Fixed: ACE radios were borked
v1.3.1
* Changed: When using a rack radio, it now becomes your active radio
* Fixed: Random game hang/crashes
* Fixed: the dead menu showed up when you were alive
* Fixed: radio speakers now work again
* Fixed: Virtual radios in vehicles would sometimes show frequency any
* Fixed: Volume on the 343 did not work
* Fixed: JIP players would be global sometimes
* Fixed: Other random bugs and crap
v1.3.0
* Added: TS3 now has a configuration dialog which allows controlling global radio volume for your client
* Changed: updated for latest ts3 version fixing the constant error message
* Changed: Signal code re-worked. Overall terrain detection should be more accurate (no more mystery hills)
* Changed: Vehicle racks do not have a "open radio" button anymore
* Fixed: Various vehicle rack bugs
* Fixed: retrans function rxmtAttachToObj now works properly
* Fixed: Sometimes the client would stutter with > 50 players
* Fixed: "Over water" volume bug (also known as the carrier bug)
* Removed: cntrl+shift+v for radio list has now been disabled. Use the ACRE Interact menu
v1.2.11
* Added: Vehicle racks are now fully implemented. See
http://tracker.idi-systems.com/proje.../Vehicle_Racks for details
* Added: Vehicle racks now support "speaker mode" for other people to hear them
* Added: Players dead, or in "spectate" mode, now get a self interaction for modifying spectator mode settings
* Added: api functions. acre_api_fnc_getDisplayName, acre_api_fnc_rack_mountRadio
* Fixed: Ace "on-back" was broken again (http://tracker.idi-systems.com/issues/73)
* Fixed: Turned in/out attenuation for LAV-25's fixed. dumb animation names (http://tracker.idi-systems.com/issues/74)
* Fixed: Bradley's now have proper cargo compartment attenuation
* Fixed: Vodnik gunners were perma-turned out, but had turned in attenuation
* Fixed: startSpeaking didnt trigger on channel change (http://tracker.idi-systems.com/issues/77)
* Fixed: hasKindOfRadio didnt work (http://tracker.idi-systems.com/issues/78)
v1.2.10
* Added: Lower/Raise headset now avialable via self interact
* Added: Owner of a shared pack radio can now stop a person from using their radio via self interact (or running away)
* Added: Remote radio usage now works with AI again via interact menu
* Added: Current radios are now listed in the self interact menu under "Radio List". Radio dialog's are accessible via this menu
* Added: Beginnings of a "dead" interaction menu. This menu does not work right now.
* Added: a joinChannel API function
* Added: The beginning of server side tvt auto-channel switching
* Added: The beginning of enforced channel muting for out of game players
* Changed: New distortion engine re-written from scratch. It should not be so ear bleeding now.
* Changed: Carriers will, yet again, have direct issues. Sorry guys.
* Changed: Distortion engine got a re-vamp, sounds digital now.
* Fixed: Devide by zero error when inside vehicle with other players
* Fixed: Sometimes you just couldnt talk to people or hear them in flight
* Fixed: Script error spam while in vehicles
* Fixed: TS3 crashes
* Fixed: You would go global when going directly into game as a spectator
* Fixed: isSpectator is now respected correctly
* Fixed: Spatialization Delay for MPPT pushes is now gone
* Fixed: isRadio now checks properly against crappy equipment and returns correctly.
* Fixed: Sometimes radios would stop working until you dropped/picked them back up
* Fixed: Starting a mission with a radio on ACE back would make the radio not register correctly.
v1.2.9
* Fixed: The 3d attenuation "carrier bug" is gone now (http://tracker.idi-systems.com/issues/32)
* Fixed: Build errors
v1.2.8
* Added: ACRE now has an interact and self interact key. Default to LALT+LSHIFT+Q for interact, LALT+LSHIFT+E for self interact (http://tracker.idi-systems.com/issues/46)
* Changed: The "transmitting hint" dialog now has a yellow border that instant goes on/off when you transmit/let go (Fixes
http://tracker.idi-systems.com/issues/28)
* Changed: Action menu items for remote radio usage are gone. Now uses ACRE Interact key (http://tracker.idi-systems.com/issues/46)
* Changed: BTRs, BMPs, Bradley's and M113's should now attenuate realistically
* Fixed: RETRANS NOW WORKS AGAIN BITTTCHHHHESSSS (Fixes
http://tracker.idi-systems.com/issues/1)
* Fixed: Issue with having to run everything as admin cropped back in again. Smashed and fixed again.
* Fixed: MPPT_1 was not working when you only had 1 radio (Fixes
http://tracker.idi-systems.com/issues/38)
* Fixed: Hint for the first MPPT radio was not working (Fixes
http://tracker.idi-systems.com/issues/37)
* Fixed: Z-Axis was not working for 3d positional audio (as in it was 2d, not 3d) (Fixes
http://tracker.idi-systems.com/issues/32)
* Fixed: The "half-second hearing a person global when they die" bug came back. Smashed again. (Fixes
http://tracker.idi-systems.com/issues/41)
* Fixed: using addWeapon with a new radio, not an existing ID in respawn scripts, previously was causing error (Fixes
http://tracker.idi-systems.com/issues/43)
* Fixed: Make acre_arma2 require caweapons (Fixes
http://tracker.idi-systems.com/issues/45)
* Fixed: Using the remote radio of an AI now works correctly (http://tracker.idi-systems.com/issues/47)
* Fixed: Using a persons radio remotely would sometimes break (http://tracker.idi-systems.com/issues/47)
* Fixed: Having your radio open when someone else used it would cause GUI syncing errors (http://tracker.idi-systems.com/issues/47)
* Fixed: If you JIPed at a long distance the JIP player would not register and would be global (http://tracker.idi-systems.com/issues/54)
v1.2.7 stable
* changed: Updated api version for next ts3 beta (pre12)
* fixed: Base radios would error on respawn. Respawn now with gear scripts should not be broken. Fixes the 'beta bug'
* fixed: Compound attenuation between vehicles would make you not able to scream between hmmvs
* fixed: Atv's inherited cars attenuation. They now do not attenuate
v1.2.6 stable
* added: Game disruption features implemented. Read
http://dev-heaven.net/issues/11318#note-10 for usage
* added: Jayarma2lib and dsound.dll verbose error reporting (and annoying beeps when your install of them is bad)
* added: Acre now fades in and out in sync with ace wounds; people also cant hear you when you fade out.
* change: Ace combatdeaf now makes ts3 volume fade just like in game volume
* fixed: Ace on-back now works and doesn't cause ctds. It works 100% now
* fixed: Certain scenarios where when you died values didnt get reset correctly
* fixed: Radio's disappearing or not working with certain respawn scripts
* fixed: Performance internal fixes related to death and respawn
* fixed: Xeh postinit timely fashion error
* fixed: Whoever made the bmd/bmp models did not properly name their turned out animations. This is now compensated for by acre.
* fixed: Issue where randomly radio's would stop working until you dropped it and picked it up.
* fixed: Crash/hang issue for windows xp users
* fixed: Ace uncon/deaf would allow you to hear everyone
v1.2.5 rc3
* changed: Direct volume tweaked slightly for close distances
* fixed: Memory leak concerning ts3 plugin messages
* fixed: Issue where you would stop transmitting on radio with vad if you took a breath
* fixed: Ace earplugs in/out a bunch of times decreased ts3 volume permenently (how the fuck would ssg(hi pelle) even find this bug!??!!?)
* fixed: Apparently ace combat deaf did not make you deaf with acre and no one bothered to tell me. This is not true anymore.
* fixed: Ace wounds overhaul system now supported. Acre now fades with unconciousness fading
v1.2.5 rc2
* changed: Direct volume attenuation finalized
* fixed: Squawk volumes finalized
* fixed: Error code now reports for duplicate pipe error. Please provide error code in popup
v1.2.5 rc1
* added: Api function to change what the default replacement for itemradio is
* added: Isspeaking api now works on the local player, you can check if he is speaking and/or on radio
* added: Acre_api_fnc_setradiovolume and acre_api_fnc_getradiovolume for manipulating radio volumes
* changed: Increased timeout times to compensate for low fps disconnects
* changed: Squawks are now spatialized and volume attenuated correctly for your receiving radio
* changed: Picking up a new radio will no longer set it as active if you already have a radio
* fixed: Squawks would sometimes not hit for squawk on or off of a remote transmission
* fixed: You could not hear other players talk on radio or direct while you were talking (when on same freq)
* fixed: Robot voices / static when you are dead and waiting to respawn and players are far away from you
* fixed: Api spectator flag wasnt being respected.
* fixed: Picking up a radio would not set your active radio correctly
v1.2.4
* fixed: Issue where radio transmissions would not be recieved
* fixed: Mppt spatialization now does not lag
v1.2.3
* added: Multi-ptt system re-enabled and fixed
- still uses the userconfig pttalternative configurations. Defaulted to shift+ctrl+1/2/3
- known issue: When receiving a mppt transmission, spatialization currently lags ~20ms
* added: Ptt key modifers are now respected in ts3 (you can now use shift/ctrt/alt combinations in userconfig)
* changed: Direct volume re-worked to a scaled down inverse-square
* fixed: Spatializing radio is now 100% to your left or right ear.
* fixed: Misc. Hang fixes
* fixed: Prc-343 ch8 & ch9 were the same frequency
* fixed: Load/unload acre & mission-end bug's hopefully fixed
* fixed: The "beta-man bug" is officially destroyed. Beta can now play with us. Rejoice!
* fixed: Mitigated "cut out" mid-sentance bug
* fixed: Issue where sometimes you couldn't use/hear radio transmissions after respawns
* fixed: Hang at the end of a mission or on disconnect fixed
* fixed: Lower/raise headset now appears in *all* vehicles
* fixed: Fixed a memory leak causing ts3 to peak at ~150mb memory usage
v1.2.2
* fixed: Fuckup release fix
* fixed: Ts3 now resets correctly at end of a map
* fixed: Random muting is now gone again. Woops. Sorry guys. I suck
* fixed: Hanging at mission reset fixed
* fixed: Load/unload plugin wasnt working
v1.2.1
* changed: 3d attenuation was too quiet. Its now been turned up
* changed: Radio volume was too quiet. Its now been turned up
* fixed: Squawks on's should now only happen for channels your actually listening to
* fixed: Dead channel caused global voices and robot voices
* fixed: (asthetic) sometimes you would be muting yourself in teamspeak.
* fixed: Sometimes at the end of game random muting would occur. This should be fixed
* fixed: You could not hear a person on direct talking on a different radio frequency.
* fixed: Version mismatch popup should now not happen
* fixed: Ts3 would hang if you had internet connectivity issues
v1.2
* added: New hand-held radio, the an/prc-152 (by steffen frandsen, thanks!)
* added: Debug version of acre with a debug dialog. May/may not be released public
* changed and wtf: Full and complete plugin overhaul in expectancy of new ts3
- new ts3 is probably going to suck ass, so we expanded support with b36
- approximately a 70% code re-write for stability and design
- new distortion engine (complete overhaul)
- new, flexible internals allows for faster and stable feature dev in future
- this code is epic. Should be much, much, much more stable
* changed: Left/right ear radios should now be louder
* removed: Multi-ptt has been disabled again until it can be re-worked
* fixed: Due to plugin re-write, death muting and jip muting should be much more stable
* fixed: No more 15-second reset timer
* fixed: If your radio volume is 0, you just hear a person on direct
* fixed: You can now raise/lower your headset in a vehicle
* fixed: Wheeled apc's had incorrect attenuation class
* fixed: Clientside cba post-init warning
* fixed: Dropping radios would not actually make the radio go away 100%
* fixed: Switching the 117f to 'off' would cause wierd results
* finally! Actually fixed the ts3 permission issue. No longer have to run as admin. Swear to god.
* fixed: Inconsistenty in prc-117f volume display
* added: Integrated prc-343 volume knob images, thanks gmt2001!
Hello first off love the mod but have ran into a problem
When i updated to the 106 and replaced my plug-ins and started my team speak my plug in for acre is not showing up in my list of plug-ins i refreshed the list and also tryed the 64 bit plug in and still did not show up is there a ways i can fix this
nice work! could you do a version for mumble too? pls
wtf where is teh ACRE installer.exe?
do I just put this in a folder like a normal mod?
I cant find the ACREinstaller.exe when i pull up the evaluation copy
i dont know if ur the one that created the addon or not but a suggestion could be to add background radio traffic to add realism, or ambiance
I love acre to bits.
As has been said, the installer is missing from this build (1.3.7)
Chur.
awesome mod what I see of it on youtube. Used 6 updater followed all directions for install....now arma won't lauch because there were error msgs. Removed both @ files for acre and now Arma won't start at all. Get to spend the morning reinstalling......
Hello,

Dsound.dll is missing in Zip file of ACRE latest version (1.3.16.469).
Is there anyone to upload correct zip file again ??? Or someone is able to inform where we can find this file dsound.dll ???
Thanks in advance
File version 1.4.4 is corrupt. I tried downloading it 3 times and none were valid zip files.... Thanks in advance for correcting this.
I'm confused. Downloaded version 1.4.7.489 but this ACRE is not working: "Bad version 50 in p3d file 'idi\clients\acre\addons\sys_prc117f\data\manpack\acre_prc117f.p3d'". Dont understand this and can't find clear info: Does ACRE require OA? What they mean by: "Arma 2 Beta Build"??? Does it mean OA-beta-patch or ArmaII-beta-patch ??? I don't get it...
Hey,
I recently updated my Teamspeak 3 and now my ACRE's not connecting to it! Does this mean ACRE needs updating or have I done something stupid?
But otherwise, brilliant mod dude really helps out on the battlefield to add realism and still keep me and my boys in touch with each other!
It looks like the host website is down.
http://tracker.idi-systems.com/
I keep getting a 500 error.
Hello, I have got a problem: Include file userconfig\ace\acre_clientside_config.hpp not found. What can I do with this problem? Please help!!!!!
Write on
Total comments : 12, displayed on page: 12