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suchey

Dedicated server

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We have been running OFP: Resistance for about a week now...this is a list of problems we have seen so far.

-Memory leak again? It seems as though the memory leak may be back somwhat as it was in some earlier versions. The server does not seem to release memory sometimes. After the server has been full and then empties out, the memory usage remains at over 275meg rather than decreasing to lower ammounts as it did in past versions.

-Kicking players. We have run into this on a few occasions...when a player is kicked from the server, they sometimes remain attached to chat somehow. Heres how it goes down. A player is kicked from the server...it ususally takes quite a bit for the #kick command to work...after about 30-40 seconds, the <player has been kicked> message appears and the player appears to be gone from the server, however, the player is still able to talk to the server via the chat function...evidently, it still appears to them as if they are connected. They are able to send chat messages to the server, but they cannot see text messages from the server other than their own. This usually seems to happen when a player is reporting a ZERO ping before being kicked off.

-Server reported as full when its not. This has only happened once. The server is set for a max of 14 players. Game reported our server as having 14 of 14 players when trying to connect directly using the IP address even when only 11 players were connected. The in-game browser correctly reported the number of players as 11, but would still not allow anyone to connect and sent back a server full message when someone attempted to join.

-Locking players acts weird sometimes. This has happened a couple of times. As an admin, when I try to drag a players name into a spot it then locks that player down, but I am unable to select any other player after than point. When I try to click on another name and drag them into a spot it moves the first player I selected. Even after the use of a #reassign command I am stuck moving the smae player around and am unable to select another...even myself.

Just a few items I have noticed so far. Any other servers, or multiplayer people noticed anything else I missed? Thanks in advance!

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...something else I forgot to mention...the ammo crate problem...happens frequently...when someone drops inventory into an overstuffed ammo crate, or an ammo crate is destryed, the contents spill out onto the ground in the form of a 'pack-like' model (looks like an alice pack or something)...however, there are usually a whole lot of these...so when they appear on the ground, they up the object count of the mission to a HUGE degree...for example, playing a mission which usually runs at a decent fps (45) on our server last night and something happened which caused multiple crates to 'spill'...after that the server ran at 9fps and was unplayable for all of us in the game. I understand that this has alot to do with the mission design and that mission editors should be careful not to overstuff crates, however, there is really no way of controlling what a player drops into that crate. So it would theoretically be possible to reproduce this error on ALOT of missions by trying to load up vehicles, crates, etc etc with ammo/weapons. Once the vehicle or crate 'spills' the object count increases ALOT and the processor usage of the server goes to hell. As much as I like the idea of not having 'bottomless' crates, I like the idea of being able to play a multiplay-mission at a reasonable fps on the server more. Perhaps there is some sort of workaround which can be added, but aside from making extra weapons simply vanish, I can think of no good way to accomidate this. The only thing I can think of is if BIS added a new model to represent 'spilled' equipment such as a single model of a pile of rifles/equipment/packs, or something which would hold the values of the spilled equipment. The multiple pack models that are being used now have a tendancy to kill game play on mission when they 'spill'.

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