call_911 10 Posted March 10, 2013 Ran it for most of the nite on an actual server. Server stayed up all nite running this version. Tried on max ai in town an normal with normal being optimal. Ammo crates dont replenish ammo/weapon count(though not sure u implimented ammo crate re-filler). Save Weapons/mhq respawn/recon hq worked perfectly even the one I spawned under water inside the bay under water:cool:. We searched for radio tower an did'nt find any(not sure u implimented it).No town ring(marker) shown designated active town(not sure u impliment). Cheers an can't wait for more 8)- Share this post Link to post Share on other sites
eggbeast 3673 Posted March 10, 2013 thanks guys 1) Option to disable MHQ2) Option to disable air drops 3) Option to disable artillery strikes (I edited a version of Evo long ago to include M109's that could be air lifted. Artillery support then took a team effort) 4) Option to make recruiting AI possible only at the base 5) An easy way to edit the score needed to unlock the next rank (for those of us who wish to increase the score needed between each rank) 6) Option to disable the ability of the engineer's FARP to magically repair & reload everything (aka - require the support trucks to be present at the FARP) 7) Option to lock enemy vehicles so friendlies cannot use them you'll be pleased to know that all of these except 7 were implemented in our arma2 version in the server parameters system (thanks to Razor for his initial work on that) I can add 7 no problem to this one all in all we have about 20 parameters to play with - including enemy count, enemy respawn delay, air unit respawn time etc the enemy count and core mission are not priorities right now, just trying to get all the functions working. updated to v.0.3 today player markers working MHQ/reconHQ destroyed in water teamkiller jail spread out vehicles to stop secondary explosion chain reactions better protection at ammo crates removed grenades/satchels from first spawn loadout - to reduce griefing intro page and music MHQ can heal you reduced enemy diver and group count a bit reduced filesize by 100% Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 10, 2013 EB, m8 - with the amount of AI you put into the mission, it's barely playable atm. I just tested it on GITS server and counted 8 enemy AI boats in the first town, about 20 AI in total in the water alone plus 25-30 infantry in our own base, 150m from the airport. Server fps was 5-7 at mission start.I suggest you lower the AI count and focus on all main Evo systems to ensure they work properly first. I noticed you were in the server, IP. The server FPS at the time was a heady 6 FPS. I don't know why it's so low, other than the usual reasons that it's an aplha. You are right, server FPS goes from 40 odd at mission start and within seconds is down at 5. It might not be the number of AI, we are going to continue tweaking both the mission and the server. When you joined the server, I had literally only had installed and created the server 40 minutes before and was still fiddling with settings. Share this post Link to post Share on other sites
Rickschaves 10 Posted March 10, 2013 (edited) *** EDIT *** Saw the respawn function... I opened the server today to public test it and everybody was a little confused because the objectives were shown only on the intro page and nowhere else... Also the objectives could be shown on the map, like before... Thank you very much for all the effort so far! Rick Edited March 10, 2013 by Rickschaves Share this post Link to post Share on other sites
bigpickle 0 Posted March 10, 2013 (edited) intro page Edited March 10, 2013 by Bigpickle Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted March 10, 2013 (edited) I noticed you were in the server, IP. The server FPS at the time was a heady 6 FPS. I don't know why it's so low, other than the usual reasons that it's an aplha.You are right, server FPS goes from 40 odd at mission start and within seconds is down at 5. It might not be the number of AI, we are going to continue tweaking both the mission and the server. When you joined the server, I had literally only had installed and created the server 40 minutes before and was still fiddling with settings. It's definitely the extreme number of AI - I mean 10 PBX boats, 30 divers in the water alone in 0.2? We had the same problems in Warfare CTI, number of AI is directly linked to server performance, which in turns limits client FPS! My suggestion still stands: let's test Evo main system only with minimal number of AI. Well, perhaps 2-3 Gunboats in the bay near Agia Marina could be okay. Don't forget that in A3A the server has to calculate PhysX now as well. Edited March 10, 2013 by Iroquois Pliskin Share this post Link to post Share on other sites
Bushbeater 0 Posted March 10, 2013 Yes Evo in Arma III !!!!!!! thank you !!!!! :dancehead: Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted March 10, 2013 all in all we have about 20 parameters to play with - including enemy count, enemy respawn delay, air unit respawn time etc updated to v.0.3 today player markers working ... teamkiller jail spread out vehicles to stop secondary explosion chain reactions better protection at ammo crates removed grenades/satchels from first spawn loadout - to reduce griefing intro page and music MHQ can heal you reduced enemy diver and group count a bit reduced filesize by 100% Missed this post before my first reply to TB: OMG, yes! Thanks -- even at version 0.3 it's shaping up to be the True Evo. TK jail is awesome. :D Share this post Link to post Share on other sites
call_911 10 Posted March 10, 2013 TY like this update expecially removing satchels from initial loadout, had a cpl accidental detonations an the whole spawn goes boom. thanks guysyou'll be pleased to know that all of these except 7 were implemented in our arma2 version in the server parameters system (thanks to Razor for his initial work on that) I can add 7 no problem to this one all in all we have about 20 parameters to play with - including enemy count, enemy respawn delay, air unit respawn time etc the enemy count and core mission are not priorities right now, just trying to get all the functions working. updated to v.0.3 today player markers working MHQ/reconHQ destroyed in water teamkiller jail spread out vehicles to stop secondary explosion chain reactions better protection at ammo crates removed grenades/satchels from first spawn loadout - to reduce griefing intro page and music MHQ can heal you reduced enemy diver and group count a bit reduced filesize by 100% ---------- Post added at 10:33 AM ---------- Previous post was at 10:27 AM ---------- I noticed you were in the server, IP. The server FPS at the time was a heady 6 FPS. I don't know why it's so low, other than the usual reasons that it's an aplha.You are right, server FPS goes from 40 odd at mission start and within seconds is down at 5. It might not be the number of AI, we are going to continue tweaking both the mission and the server. When you joined the server, I had literally only had installed and created the server 40 minutes before and was still fiddling with settings. Apparently theres issues with ai causing fps loss"Co-op missions and certain AI instructions in Alpha currently can reduce a server to 1-2 FPS with 0 clients on, and only a few AI. PVP Missions seem to perform quite well for an Alpha. That was posted as Alert from Jestservers Share this post Link to post Share on other sites
eggbeast 3673 Posted March 10, 2013 good to know remember guys - the CORE mission - taking down the tower, tcity, capture officer HAS NOT yet been implemented. The objective at the moment is to hunt and kill enemies and enjoy the functions all working/road test them... Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted March 10, 2013 Apparently theres issues with ai causing fps loss"Co-op missions and certain AI instructions in Alpha currently can reduce a server to 1-2 FPS with 0 clients on, and only a few AI. PVP Missions seem to perform quite well for an Alpha. That was posted as Alert from Jestservers Always been like that, even moreso in ArmA III with PhysX being calculated on server CPU. There are 2-3 main threads with at least 10 pages each on these forums about CPU underutilisation/multicore/physics/ai performance woes. Share this post Link to post Share on other sites
eggbeast 3673 Posted March 10, 2013 in arma2 our last punt at evolution on taviana with RHS armour and about 1000 modded weapons enabled: enemy count is like: BIS_EVO_Infantry = [[80,68],[82,72],[94,84],[94,84],[106,84],[106,86],[118,90],[118,96],[118,102],[118,112],[124,120]];//[Actual number of groups,Base number of groups] BIS_EVO_Mechanized = [[15,8],[15,9],[17,10],[17,11],[18,12],[18,13],[19,14],[21,15],[21,17],[23,18],[23,20]];//[Actual number of groups,Base number of groups] squad sizes of 12-15 and each vehicle in the count above is set to max cargosoldiers, so trucks have driver and 12 men, BMP2 has 6 men in it etc we also run it with about 20 enemy aircraft flying about - with hinds/ hips full of 6/12 infantry too... and NO LAG at all... in taviana main cities so i guess it's not our mission! but i do agree we want the mission to run smoothly in testing! :) Share this post Link to post Share on other sites
call_911 10 Posted March 10, 2013 (edited) Yeah any gits version I ran decently on both ArmA2 an ArmA2 OA with max AI setting etc so it's def an ai issue i'm sure BI is on top of it, good to sort it now than later at full release.:bounce3: maybe my AMD Phenom IIx4.955 processor (4cpu's) @ 3.20 ghz 4 gig with nVidia GTS450(crap) is'nt the whole culpert as i drop to 10-15 fps, opening the editor an flying around at launch i was getting 60-70 fps over water an 35ish over land with1920x1024 on normal no ai. Than started playing the Escape from Stratis on 1st day an started to notice the fps loss an have reset to 1024x768 on low cept shadows on high @ 1500 view distancetried tweaking settings ever since. Edited March 10, 2013 by Call_911 Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted March 10, 2013 EB... every one of those entities has a physics component attached to it now, which wasn't in ArmA II. :) I know the perf of ArmA II evo/domi/warfare - ran brilliantly with a million AI. We have to adapt for the time being. Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 10, 2013 Apparently theres issues with ai causing fps loss"Co-op missions and certain AI instructions in Alpha currently can reduce a server to 1-2 FPS with 0 clients on, and only a few AI. PVP Missions seem to perform quite well for an Alpha. That was posted as Alert from Jestservers Good to know, thanks for that. Share this post Link to post Share on other sites
call_911 10 Posted March 10, 2013 Loaded it on my server an everything went ok til intial reciviving file than it stopped than server crashed. Will update...still troubleshooting. Ran fine on client. Share this post Link to post Share on other sites
Alistair 10 Posted March 10, 2013 (edited) OMFG! Evolution in Arma 3? Thanks eggbeast! :yay::yay: :yay::yay: Edited March 10, 2013 by Alistair Share this post Link to post Share on other sites
call_911 10 Posted March 11, 2013 Gonna remove 0.3 version an wait for later version to try. :cool: Share this post Link to post Share on other sites
eggbeast 3673 Posted March 11, 2013 (edited) ok well i'm split today about what to work on first - think i'll fix the global action on the mash/mhq first then implement the rank and then place in the core mission (which is a full days work and probably 5 days debugging!) i'm thinking for the core mission of making the base somewhere remote and then circling the island via: little port in SW airbase big marina camps around the island pickiing up on pliskins comments... will set the squad count to 6 for now to reduce AI count and will set the AI base level quite low (30% of evo in A2) we tested v3 last night on locked server with 5 of us and had no lag at all, so it's something to do with AI count AND players joining over and over i think. our server has been mobbed by people joining, disconnecting, joining, disconnecting and not sure why. Edited March 11, 2013 by eggbeast Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted March 11, 2013 i'm thinking for the core mission of making the base somewhere remote and then circling the island via: little port in SW airbase big marina camps around the island Hmm... little port SW - Girna? Camp Tempest could serve as a target - it's a compound w/ a mini-marina, then Mike 26 radar station, camp Rogain North of it on a very flat hill, Agia Marina of course... What else? Maxwell is completely surrounded by trees - could be a CQB encounter? Can you place custom structures/bunkers around the map like, say, in Warfare? You could build up some fort in the open field. Rank structure as priority would be great! Share this post Link to post Share on other sites
eggbeast 3673 Posted March 11, 2013 nice tips IP - gonna grab a tea and a heli anddo some exploring in a few mins will keep this page open and use as a travel guide - i haven't been out of airbase/marina yet! Share this post Link to post Share on other sites
call_911 10 Posted March 11, 2013 ok well i'm split today about what to work on first - think i'll fix the global action on the mash/mhq first then implement the rank and then place in the core mission (which is a full days work and probably 5 days debugging!)i'm thinking for the core mission of making the base somewhere remote and then circling the island via: little port in SW airbase big marina camps around the island pickiing up on pliskins comments... will set the squad count to 6 for now to reduce AI count and will set the AI base level quite low (30% of evo in A2) we tested v3 last night on locked server with 5 of us and had no lag at all, so it's something to do with AI count AND players joining over and over i think. our server has been mobbed by people joining, disconnecting, joining, disconnecting and not sure why. Yeah dunno why version 0.3 crashed upon recieving mission file may try it again. Look forward to more 8)- Share this post Link to post Share on other sites
eggbeast 3673 Posted March 11, 2013 Yeah dunno why version 0.3 crashed upon recieving mission file may try it again. Look forward to more 8)- it's probably that darn boonie hat causing the missing paa error lol that's gone as of today Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 11, 2013 we tested v3 last night on locked server with 5 of us and had no lag at all, so it's something to do with AI count AND players joining over and over i think. our server has been mobbed by people joining, disconnecting, joining, disconnecting and not sure why. From what I could see by looking at the server box stats, halving the mission file size was a big benefit. When we tried 0.2, we had a constant churn of players joining an open server that was nearly full and they all had to drag 10MB mission file. That was part of the problem I'm sure, so passwording the server has prevented the randoms joining, getting the big mission file, crashing a helo/chucking grenades while trying to get in the ammo box then quitting. I'm going to ask you to add a line into the mission that reports the server FPS to the RPT at 10 second intervals so I can keep an eye on performance even if I'm not there. Share this post Link to post Share on other sites
eggbeast 3673 Posted March 11, 2013 ok sounds good V4 added - see first post globalised heal actions on MHQ and MASH's Rank system implemented for ammo crates and vehicles (default is 30 points per rank) pilots can access choppers from the start unless parameter set to 150 points. Player squad join system - use action on recon HQ made by officer class - this is temporary HALO - experimental HALO function - use at your own risk! improved Jail and spawn loadout missile cameras for helis with missiles Engineer can lock repair trucks (HMG hunter) engineer and medic should score points for healing/fixing tomorrow I will put in the main mission! Share this post Link to post Share on other sites