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MP COOP GITS EVOLUTION - main thread

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@wildfire, joe, bigred, call_911

guys you're reporting problems but not providing me with the details i need to be able to help you.

for info: the revive script is not complete and will fail on save loadout, so what i most want to understand - is your bug happening with revive turned OFF?

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with revive off, 2.9 runs fine, just ab bit less performant as 2.8/7 but i think there are more enemies on each setting.

non dedi, played officer,medic and repair specialist.

is it possible that there are more divers? a guy on my server was overwhelmed by over 20 divers in agia, he shot down the most but every one instant throwing two grenades was too much for him to stand of any longer ^^

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@wildfire, joe, bigred, call_911

guys you're reporting problems but not providing me with the details i need to be able to help you.

for info: the revive script is not complete and will fail on save loadout, so what i most want to understand - is your bug happening with revive turned OFF?

Sry always have had revive on as default guess nvr thought about turning it off, hav'nt been in server to check if servers is runnin better will test 2.9 with revive off, thought revive settings was @ final(stable) state.:bounce3:

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nope - i need to rip out norrins revive and put in another less thorough code. his is too much for me to work with... big shame, it just got too dominant vs all the other code i'm juggling in the mission.

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Any guys pritty much go missing and you just re-spawn with default class weapons i think!

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can you elaborate on that? can't work out what you mean (it's late and i stepped on too many punji traps today)

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2.9 updated - fixed the weird bug with the reinforcements filling the server when no-one is around which was grinding the server to a halt.

also defaulted OFF the base raiders

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thanks call - the dev build keeps swapping weapons out and into the build - it's a nightmare keeping tabs on it

shouldn't do you much harm

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NP wanted to test performance as somthin changed somewhere performance wise as fps degrades slowly down to 5-10 but don't believe thats the mission rather either my system/server. Just noticed that error an managed to f12 it

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my advice for now:

play with counterattacks OFF

revive = BASE only (no revive)

i have set these to default. I'm stuck with both scripts at the moment, and working hard on unsung missions for Arma2 so will pick them up when i'm free again.

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Yeah np gonna take a break game is unplayable for me now so will come back @ next patch.

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2.9 updated - fixed the weird bug with the reinforcements filling the server when no-one is around which was grinding the server to a halt.

also defaulted OFF the base raiders

So this explains why I logged into a empty server and called in a moab and got 964 troop kills.

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So this explains why I logged into a empty server and called in a moab and got 964 troop kills.

Yes. We did a lot of internal testing, debugging and head scratching to work out what was going on.

Look in the lobby parameters and at the bottom you'll see 'performance monitor'. I wrote this baby to keep an eye on what's going on in the server. Turn it on, the 5 minute setting is good and watch the RPT. Prior to this fix, this output showed that when the server was empty, under some circumstances, the mission was spawning enemy AI and after some time, you could up have up to 500 AI in there. This was killing the server and we reckon it's fixed. Please test and report back. :)

Edited by Tankbuster

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well it's fixed unless you leave an AI in the grey target zone...!

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2.9 UPDATED with R3f changes for v2.0 of that mod (if you play with R3F enable it in parameters - weapon mod = R3F), slight fix on civ units spawning and a marker fix in the support menu.

all minor stuff.

just FYI i'm busy rewriting the mission to work with pretty much any mod/island combo from A2 and A3...

i want to try to have only one mission version and then roll it out on different islands. you can then choose the mods you want as parameters

examples from arma 2 are:

//mod management EGG_vecmods

//0,1,2,3,4,9

//"Off", "mix mods", "PRACS", "UNSUNG", "RHS", "Arma3"

this is for aircraft and enemy vehicles types

//stock friendly faction EGG_unitwest

//0,1,2,3,4,5,6,7,8,9,10,11,12

"BAF_D", "BAF_W", "US_D", "USMC_W", "CZ_D", "CZ_W", "PMC_D", "PMC_W", "PRACS", "Unsung US", "Afrenian", "Lingor", "A3"

this is for friendly units, your starting vehicles, aircraft, base weapons and statics/ support vehicles, also determines AI recruits, MHQ/ recon HQ and FARP items etc and also civ types and civ vehicle types

//stock enemy faction EGG_uniteast

//0,1,2,3,4,5,6,7,8

//"Tak_D", "RU_W", "RU_INS", "RHS", "PRACS", "Unsung VC", "Molatian", "Lingor", "A3"

this is for east vecs and east units

the weapon mod variable also affects what is in the crates - R3F, RH_ weapons, vilas weapons, FHQ weapons, FFAA mod, unsung, PRACS, Lingor weapons, etc (and a load of russian weapon mods we use)

you just load up the mods you want to play with and set the parameters accordingly. I will set defaults for islands, and release these, and then they can be modified by the host if they fancy a change of units etc.

I'm working it through slowly... should then hopefully work with AllinArma mod bringing A2 units to A3, and also allows us to manage new mods that are released without having loads of different mission files like we had in A2. should be one for each island...

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Was fun catchin up with u guys ingame, way more fun with comms an teamplay. That last town we did is furthest I've seen in Evo lol. Will check ya guys out tomorrow too since my servers is kinda fubar atm.

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I checked the the condition of the GITS evo server this morning. It's been empty since about midnight and nothing has spawned since then. The server is idling, empty of players at 40 FPS. That's good.

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Just a heads-up for those who want to use save/resume with this mission on non-dedicated hosting. I found a simple work-around that stops the "skeleton" errors, rendering your saved mission unplayable.

You have 2 options, the first being the least annoying IMO.

1. If you use the typical -skipintro -world=empty in your command line when starting arma3 then delete it, do not use these commands when staring the game if you intend on resuming a saved Evo mission.

2. If you are already in-game and started it with world= empty you can also just load the Evo mission into the editor once, then close editor and start your MP session & resume with Evo as usual.

Doing either one of these will make arma3 load the appropriate files it needs for the skeletons BEFORE you load/resume your saved Evo mission.

Hope this helps somebody!

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Ah, so that is the cause - I hate not having -world=empty on!

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that is so weird! well done for finding a solution though. i wonder if there's an addon we need to manually activate with activateaddon command?

hi call_911, yeah you're welcome in anytime bud. we have a growing group of old mixed experience players, and you fit right in.

thanks for the checks TB. dunno what i'd do without you beavering away on Amy while i'm up to 35 pages of the new mission init. i'm assuming that i'll need to move some of this stuff out into scripts once it's done...

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yea maybe. There are a few addons that cause this issue...one that i read about is ACE (though I havent used it in months, and never in arma3 yet). But, if you have some ace code in there perhaps that is why?, dunno really.

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nah we don't go near ace and the cba functions in the mission are disabled for now

i was referring to stock addons - maybe some of them don't get listed at start and then are used in the mission (e.g. spawning in vehicles), meaning that when you reconnect you only run the mission.sqm and load the addons listed, and some of the already spawned units in the halfway through mission are causing the problem? just a thought.

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Yes. We did a lot of internal testing, debugging and head scratching to work out what was going on.

Look in the lobby parameters and at the bottom you'll see 'performance monitor'. I wrote this baby to keep an eye on what's going on in the server. Turn it on, the 5 minute setting is good and watch the RPT. Prior to this fix, this output showed that when the server was empty, under some circumstances, the mission was spawning enemy AI and after some time, you could up have up to 500 AI in there. This was killing the server and we reckon it's fixed. Please test and report back. :)

The public server hosted by gamingdeluxe seems to still have same problem still. Noticed couple dozen iffrits at marina and whole lot more all over airbase client fps around 3-5.

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i was referring to stock addons - maybe some of them don't get listed at start and then are used in the mission (e.g. spawning in vehicles), meaning that when you reconnect you only run the mission.sqm and load the addons listed, and some of the already spawned units in the halfway through mission are causing the problem?

I see what you mean, but since im able to keep reproducing the error by simply saving and resuming a few times immediately after spawning into the mission (in other words you dont actually have to start playing around in there killing things and spawning new vehicles, etc) I wouldn't really know how to check and see what new unit or item (unlisted in mission.sqm) might be spawning in by itself within the first few seconds of mission start.

Im at least glad this works now though...now ill be able to play the mission all the way through, a little bit at a time, as time permits...instead of always having to restart and play only through the first few towns, heh.

Edited by BigShot

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