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MP COOP GITS EVOLUTION - main thread

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Is there any tweak/setting available to increase the client performance (fps) for this mission?

Using the DEV build or anything else?

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Is there any tweak/setting available to increase the client performance (fps) for this mission?

Using the DEV build or anything else?

ensure that the server is at at least 30fps, set client sided with the "u" menu viewrange 800m and gras off, pip off and object detail very low, should run like hell if the pc is not older than 2 years.

but thats all tweaking basics. also dev build fasten things extremly up due to various physx fixes, but screws up not optimized 2.7 versions gear menu.

2.8 runs well but don´t run on dedi, otherwise for small groups and at least 4.5ghz sandy/ ivybridge you can host it locally. this way i got with 14 people locally hosted avg 50fps, even set viewdistance to 1300m.

mfg

latest 0.55 dev fucks things up in 2.7 and 2.8, at least for me. ctd if taking different weapon.

Edited by xXxatrush1987

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v2.9 out for testing

http://www.gitsarma.gamingdeluxe.net/missions/CO_22_GITS_Evolution_v2-9.Stratis.pbo

additional parameter added

If you are running R3F weapons mod, select weapon mode to "R3F weapons"

download mod here

http://www.armaholic.com/page.php?id=20128

armes2_s.jpg

armes1_s.jpg

The parameter adds an additional ammo crate with R3F weapons - suggest you test it unlocked.

BEWARE

looting items from each others and your own bodies causes client crashes.

right clicking on stuff seems to be crashing us a lot in DEV

today's DEV is crashing clients taking any form of AT launcher from the ammo crates, with or without mods active, and in editor or mission or anywhere - seems to be if you take an item into an empty slot - let's hope that gets fixed soon as

finally - take the hecate II, set up on the chapel hill at Agia Marina and engage airbase at 1,200m. Explosive ammo is great for capping the choppers.

Edited by eggbeast

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Bad link to 2.9 there egg. Got it.

Edited by Trauma.au

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yeah sorry bud had to kill it temporarily, thought R3F was crashing the mission but it's the DEV build.

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Awsome :D Ive been using this REF French weapons pack for the first time in the last 2 nights on Sahrani RACS v4 (Arma II). Really liking the Famas Felin with desert camo for sitting on the mountain tops about 500meter above the objective and using that amazing scope for sniping the enemy :D

Cant wait to try this new version 2.9, presumably its only the DEV version with these problems due to new update?

Edited by ScunnyUK
stating for arma 2 to avoid any confusion!

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jep, non dev runs fine with 2.9

after respawn pictures of r3f weapons disappear, but no real bug, just cosmetics.

a good thing is that with pgm or with minimi you are not able to take extra rocket launcher, quite more realistic than the mk200sd+ alamut+10 rockets and 3 satchels rambo soldiers often running around.

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we're playing with it on dev so long as you don't try to fill an empty hole you're ok. just replace stuff, so play unlocked.

PGM FTW

1 careful shot of HEI ammo into the top of the rotor (jesus nut) and the enemy birds fall from the sky.

---------- Post added 04-11-2013 at 12:24 AM ---------- Previous post was 04-10-2013 at 10:26 PM ----------

well that was fun tonight - anyone else try the R3F on their mission?

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done the end disco today - about 70% of it anyway.

can't get the dance actions to work though so it's all a bit sad

yup the anims aren't in the alpha yet, but you can stroll through the lights and smoke and chat up some... blokes (cos the ladies aren't in yet either...)

Edited by eggbeast

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2.9 updated with

http://www.gitsarma.gamingdeluxe.net/missions/CO_22_GITS_Evolution_v2-9.Stratis.pbo

- added disco/end credits

- fixed ammobox

- added items to player in all variants to workround DEV bug with empty slot client crashes (not needed at the moment)

- more times of day in parameters (thanks Scorp)

will rewrite spawn logic next week, with improved norrins revive 0.3 and aerosons loadout saver

current to do list:

revive/respawn/loadout logic rewrite

abandoned vehicle markers

R3F towing vehicles distances/ alignments/ height above ground

fix airfield raid respawn problem

fix cleanup of old disconnecters

fix medic heal points reward

fix officer kill penalty

fix reinforcements continue when server empty

add POW intel function

fix spy handgun animation slow

add base raiders boat/heli insertion and label comms mast target

city markers for JIP (fixed now?)

add wetsuit change option to all boats (from aeroson)

disco - waiting only on dance animations in alpha

check MHQ respawns after 12 deaths?

add BIS_fnc killcam

check mines support marker error

fix MASH marker/ammobox

create repro mission for MP ifrit destruction client crash

Dev list

add more mod types to parameters (e.g. RH weapons when he releases them)

more AT infantry

infantry enter houses more

protect convoy mission

officer can lock recon HQ

diverclass/recruit diver

enemy last stand at end of zone attack (reduce search times)

LHD (aicraft carrier)

global sounds

player classes/ T menu - add more static weapon types

HALO/ recruit/ reinforcements - add parachutes

Mods:

wire cutters

trip flares

sharks

gas/masks

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[quote=eggbeast;2372068fix reinforcements continue when server empty

create repro mission for MP ifrit destruction client crash

Aww but it is so much fun to destroy 200+ tanks with one arty blast! :)

Mods:

wire cutters

My buddies and I were just talking about this the other day. We were actually talking about a Bangalore mine that removes barbed wire/fences/etc.

trip flares

I think this is doable via creating a simple trigger along the lines of what I did with my water mines addon, merged with a "create flare" script. Activation "man" and simply have it launch a script that "says" a "whoosh" sound and createvehicle a flare 150 feet above. Shouldn't be too difficult but may take some tweaking.

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Please add, RH's mp7 and FHQ's M4's. Thank you.

Also just clarification, but the save loadout is not working in 2.9? It wasnt working for me, non-dev.

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Please add, RH's mp7 and FHQ's M4's. Thank you.

Also just clarification, but the save loadout is not working in 2.9? It wasnt working for me, non-dev.

with dev version all runs fine, slightly slower perfomance wise as 2.8 and 2.7.

pei ftw^^

Last night playing non Dev with this latest 2.9 version I noticed the AT4 launcher out of the REF weapons wasnt re-equipping on spawn although the AT4 rockets did equip in my back pack, aswell as all other weapons that were previously saved. I was going to test further though before reporting it as a possible bug because I was playing single player lan and had other addons running.

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save loadout works fine for us

will add more weapons in time

yes the AT4 launcher doesn't want to save for some reason

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Same here tested yesterday Team Leader an repair Specialist both would'nt save gear an loadout via the crate option an the flagpole. Played on server @0.52 version 2.9. Everything else worked fine ty for the time fixes the lighting at nites with flares/chem light lighting storms is so awsomeness 8)- Think we spent 1st 20 mins playing with flares an chem lights 8)-

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yeah nvg is so overrated lol. the night engine is beautiful and immersive. shame to paint it all green. our vietnam server we have no NVG at all... good training ground.

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I downloaded this and tried it as single-player (and a single-player who's a complete newbie, at that).

I took a vehicle on the long drive to the other side of the airport, then sneaked into the area from a wooded draw. But when I encountered a couple of enemy vehicles, and shot one of them with a rocket launcher, Arma III crashed. Oh, well, it's still in alpha, so no surprise.

I didn't feel like going through all that again, not immediately, but I'll definitely try it later. I don't expect to get very far - I never do - but I need the practice! And it did look like fun. (Plus, you've got all those different vehicles, boats, and equipment for me to experiment with. That's great!)

Thanks!

Bill

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and shot one of them with a rocket launcher, Arma III crashed. Oh, well, it's still in alpha, so no surprise.

This is a known bug. It's actually the explosion that causes the crash. It's been reported.

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Hi,

Were back after taking a few days off playing this.

First think i noticied is none of the weponds are saving correctly.

Any ideas?

Thanks

Joe.

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weird - that's a few of you reporting the bug. can you confirm all the usual stuff please (dev/mission version, player class, revive off, etc etc)

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SAVE KIT and SAVE LOADOUT didn't work for us either other versions worked fine.

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weird - that's a few of you reporting the bug. can you confirm all the usual stuff please (dev/mission version, player class, revive off, etc etc)

Build=0.52, mission version=2.9 players tested on Team leader, repair Specialist,medic.e settings= Respawn/revivRevive,respawn @ base/mhq on. Though was having the infamous lagg degration on the server with 0.54 so had to play off my host while server was being worked on an not 100% but also may have been version 2.7 we played off my host an the save loadout worked, so maybe it's just limated too 2.9. sry on lap top atm will test laterr this morning again as server is now sorted.

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