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c0ff

ED Team
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Everything posted by c0ff

  1. error 406 most probably means that the server with this IP:port combination is already registered.
  2. It does NOT expose your public IP. Anyway, which exact version of Windows do you use?
  3. I've already answered this. Your paths are wrong.
  4. Please, ask the server owner to provide the details on your disconnect. Thanks.
  5. That's completely different from changing game files, this is mission triggers - it continues to work as usual.
  6. this is the page to watch: https://updates.digitalcombatsimulator.com/
  7. The proper paths will be C:\Users\herky\P3dv4\Saved Games\DCS\Sounds\Speech\ENG\Common\Player and C:\Users\herky\P3dv4\Saved Games\DCS\Sounds\Speech\ENG\Common\Wingman This will be enough if you only replaced the existing sounds. If you added new ones, at the moment, the only way is to add new entries to Scripts\Speech\_index.lua The support for user-mods which add new languages/phrases is in the TODO list.
  8. Can't promise torrents, but we are working on the DL speeds. You can submit a support ticket with your region and external IP - the guys will give you some test URLs which may help us to improve the situation.
  9. 1) the wav files will searched for in their search paths. In your case - in other modules. SDEFs do not alter waves. They change the behavior of sound sources on how to use the waves. These are separate entities. A sound source uses the settings from its SDEF on how to play the referenced waves. The same wave can be used in 2 (or more) different sources to produce pretty different sounds, depending on the settings in their SDEFs. 2) Yes, these are tools to avoid restarting DCS while you are tweaking the files. The unloaded waves will be loaded as soon as they are required by the simulation. For example, when an object using these sounds is created.
  10. Sorry, at the moment you have to run DCS.exe via Steam client. Or use dedicated server mode with --norender option. This will be fixed.
  11. Nope, this page is updated directly from the public repository, so if it changed, the version is already available. The changelogs on the site were ahead of time a bit. Now we'll try to open them right after the version becomes available.
  12. https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.49798/
  13. https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.49798/ this is openbeta after all.
  14. It was not a conscious strategic decision. It just slipped through our testing. The fix is coming.
  15. Good! Our method did help. Thanks for the feedback!
  16. That's a Steam issue. There's nothing we can do here. Please ask Steam support or google a solution.
  17. Yes.
  18. Yes. Nothing changed in the structure apart from the packaging (edc), logically it is all the same. You're strongly advised to make your sound mods a real modules, not just a bunch of files in Saved Games/*/Sounds/. See the example in Doc/Sounds. It works ;)
  19. Search paths are traversed from last to first, where the last one is always Saved Games/DCS[.openbeta]/Sounds/
  20. No. SDEF is a Source DEFinition. A basic setup for the virtual sound source. The game code may override some or all settings in some cases, but rarely does. There are 2 independent sets of search paths: one for SDEFs, another one for waves (samples). SDEF files refer to waves with names which are used to find the actual sample in all wave search paths. That is, if SDEF says wave = "Effects/Cockpit/sound" Then the virtual source which was created by the game using this SDEF will use the first sample it finds which matches the given name. It could be: Saved Games/DCS/Sounds/Effects/Cockpit/sound.wav or Mods/CombinedArms/Sounds/Effects/Cockpit/sound.ogg (this one will come from the .edc container).
  21. Lol, sorry))) We'll fix the wording. Actually it means that DCS requires SSE4.1 support, which was a minimum requirement long ago but was not mandatory. Now it is. Hopefully we will make this optional again.
  22. 1) all sdefs in all search paths 2) if you have changed any samples (wav or ogg), this will force them to reload as long as they are not used at this moment.
  23. sorry, should be ok now.
  24. Filed a bug-report to the GUI team. Thanks.
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