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barbolani

[SP/MP] Antistasi - Warlords of the Pacific

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Is it possible the steam release of the newest version isn't uploaded correctly? Because I downloaded the August 30th version on steam (0.3.2) and in-game the version I had was (0.3.1). Unless you haven't updated the version number in the newest version of the mission?

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Hey B.  

 

Ya remember about a year ago when I mentioned putting empty boats in harbours on Antistasi, the same way we have empty vehicles lying around towns?  Well....warlords is in even more need of some boats lying around.  In fact I'd say they're kinda paramount.  Last time I mentioned this you added buyable boats in captured ports......there's not enough ports on Tanoa.  Please, fercryinoutloud, put some empty boats around that players can stumble across and use.

 

I tried starting with the HQ on the SE island......1st mission was a kill the traitor on the island to the west.  I tried swimming it....didn't get there in time.  :-/

 

Yes yes yes, this time yes, I promise!!

 

I only double checked the sidemissions which mean wheeled vehicles, such as City Supplies to be in the same island, but I suppose if you have a couple of towns on which steal some kind of boat, there won't be a problem :)

 

Outdated version?  That was from the 30th I thought?

I'll update to the newest version I can find on steam I guess and see what happens.

 

There may have been people with extra mods on.  I tell them to turn off all their mods, but some just won't listen. 

Also, can the ACE medical be changed at all?  It seems to be purely basic ACE med, which is fine I guess, but there is no unconsciousness.  You are either slightly wounded, or dead.  I don't think we've had anyone go unconscious for any length of time at all so far.

It's been frustrating for people to get one shot killed from Stupid high level AI Shots it seems, without any way for a medic to reach them and attempt bandaging and such.

Oh.  Got another bug.

Convoys leaving from the NE Airport near Oavu will attempt to take a jungle path as a roadway, instead of taking a surface highway around the island, or one of the dirt roads.  It seems they are recognizing the jungle paths as roads and trying to take the HEMTT convoys down them.

 

I am updating very often. Remember you are playing BETA!!!

 

Convoys: Yes, it is a major issue in Tanoa. I'm afraid BIS has messed up things a lot in this map placing all those small roads on which the AI only mess up...

 

Is it possible the steam release of the newest version isn't uploaded correctly? Because I downloaded the August 30th version on steam (0.3.2) and in-game the version I had was (0.3.1). Unless you haven't updated the version number in the newest version of the mission?

 

It is, can't tell, check the changelog in steam and you will see whats version number is the current.

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Thanks B!  Getting the new version together and uploaded asap.  We'll test some more and let you know if we find anything else.

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Convoys: Yes, it is a major issue in Tanoa. I'm afraid BIS has messed up things a lot in this map placing all those small roads on which the AI only mess up...

 

 

 

What about having some convoy missions that are being transported by boat?  Lets say a couple of RHIBs escorted by a gunboat?  Sink the RHIBs and recover the cargo with divers or capture and hijack.  Piracy!

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So, the last couple of nights we've been experiencing crashes with the mission. 
 

I have the newest version of the mission up on my server.  We are using TFAR and ACE with it, along with a couple of server side only mods (Advanced Rappelling and Advanced Urban Rappelling). 

Aside from some of the known bugs, we started to experience things like:

1) Arsenal not loading correctly for everyone.  It would not load weapons for some people, and for others it would not load anything.

2) We would get progressively worse lag for everyone in the server, all AI would freeze in place, and Players would rubber band all over.  Eventually everyone would have a hard crash of Arma.  Full lockups, requiring Task-Manager to kill the Arma 3 process.
3)  The crashign appeared to happen AFTER we engaged AI, but while just moving about we would be fine before that.

I put in a ticket with my server provider, and they checked things on their end.  The server was fine, no CPU or Memory errors so it points to something in Arma or the mission causing the crashing.

Edit: Here's a link to an RPT from one of last night's sessions that crashed and locked up.  Looking through it, it shows a couple of errors related to ace_* PBO's not being there, when they are clearly in both the Server files and client files.  Dunno whats up with that.
https://drive.google.com/file/d/0B4CmmU0JFMEkc1BIN21jYXZocEE/view?usp=sharing

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So, the last couple of nights we've been experiencing crashes with the mission. 

 

I have the newest version of the mission up on my server.  We are using TFAR and ACE with it, along with a couple of server side only mods (Advanced Rappelling and Advanced Urban Rappelling). 

Aside from some of the known bugs, we started to experience things like:

1) Arsenal not loading correctly for everyone.  It would not load weapons for some people, and for others it would not load anything.

2) We would get progressively worse lag for everyone in the server, all AI would freeze in place, and Players would rubber band all over.  Eventually everyone would have a hard crash of Arma.  Full lockups, requiring Task-Manager to kill the Arma 3 process.

3)  The crashign appeared to happen AFTER we engaged AI, but while just moving about we would be fine before that.

I put in a ticket with my server provider, and they checked things on their end.  The server was fine, no CPU or Memory errors so it points to something in Arma or the mission causing the crashing.

Edit: Here's a link to an RPT from one of last night's sessions that crashed and locked up.  Looking through it, it shows a couple of errors related to ace_* PBO's not being there, when they are clearly in both the Server files and client files.  Dunno whats up with that.

https://drive.google.com/file/d/0B4CmmU0JFMEkc1BIN21jYXZocEE/view?usp=sharing

 

We seem to have the same issues multiple times, Excellent mission hope a fix is soon

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Hi!

 

I answered ski in Steam forums.

 

Typically when a mission bug crashes a server / client, is because some error is flooding the server and it appears on server .rpt file.

 

I checked his file and, regetably, nothing.

 

I asked him to test without mods, because it could be some kind of mod conflict with APEX (I've seen a couple of them in the past)

 

If not, even APEX can be wrong in some way. I have to experience it on my own in order to be able to make some serious test.

 

In official server nothing of this has happened.

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Bug report:  The Antistasi issue where JIP players cannot see any weapons in the INVENTORY of the arsenal crate until the mission commander has transferred the entire contents to a truck and back again.....is happening in WotP as well.

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swoop, as allways bringing easy bugs to solve :)

 

I am 90% convinced this is an Arma engine issue, as it seems in some part, ammobox contents don't get broadcasted over the network if they are created on the fly... Happens with surrendered units too (some player sees x, some player y, some player nothing).

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@Barbolani.  The freezing issue some of us are experiencing is similar to an issue that Alive servers were having around the first of the year.  One of the Arma patches broke netcode or something that exhibited the same symptoms for ALiVE servers that we are having now with your mission.
There would be very little to go on, other than an Object Not Found error.   I don't know what the underlying issue was though.

I have the new updated mission on my server now, NO MODS, I just need some of my guys to test it out. 

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swoop, as allways bringing easy bugs to solve :)

 

 

 

You love me really :p

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OK, couple of guys on testing now.

I started newest version .04 this morning.  I logged on to see if I could, and it gave me options to load persistent save (which I did).  I then left the server and went to work.

This afternoon I had several players attempt to join.  One could get on after finally realizing I took the mods off.  But he said he couldn't do anything.  so he logged out, then attempted to come back in.  After that, no one could log onto the mission.

I restarted the mission, no mods again, and they're attempting to test now.  One player (currently Commander, is having issues getting AI to move about). 

here is the RPT from earlier today. https://drive.google.com/file/d/0B4CmmU0JFMEkb1VqNTNrbHNEZXM/view?usp=sharing
 

Players are reporting that they can get in after restart, and I advised them to start fresh mission without Persistent Save load. 
I will attempt to provide more info later.

 

     Edit:  A couple of hours in and players are experiencing the same issue.  Players that exit the game become unable to rejoin, and the server starts lagging out for others.
RPT showing some unusual Net errors reported, as well as Players not being removed from the mission/server after crashing out. 

Pic of my server resources at time of errors:  https://drive.google.com/file/d/0B4CmmU0JFMEkTk51WFRIcDByNWM/view?usp=sharing

and the RPT
https://drive.google.com/file/d/0B4CmmU0JFMEkVDJnb0MxWFJzZ2c/view?usp=sharing

 

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Hi. Clean roadblock mission waypoint appeared in the jungle 500 meters north from the default starting location. Nothing was there.

How can I distinguish FIA enemies and Syndikat allies? Their clothes look the same.

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You may have an older version of the mission.  Barbolani reported that the Roadblock mission in the Jungles was an error and supposed to be a SpecOps patrol.

FIA soldiers carry 5.56mm weaponry for the most part (F2000 etc), while Syndikat carry Soviet weaponry (AK's, maybe a 249).

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The more I think about how Antistasi can cause that bug, the more I think it's something on Arma engine or as much, some functionality Antistasi uses which is broken in the Arma engine.

 

Antistasi can only cause that kind of issue if it floods a client with an error, and by this cause, client looses connection (I doubt it even on that situation)

 

Again: have you played a match on Tanoa on other missions with the same lenght?

 

I only see players disconnecting, checking those players .rpt would be very helpful too.

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I will see if I can get any of my players to cough up an RPT from their client. 
Where is an RPT stored at client-side, anyway? 

It's almost like the mission reaches a critical mass at some point in play, and even when persistent saved it stays.  When we hit that point and try to save, then restart the server it is still acting up.
Like there are too many calculations or save points or something for the AI/Logic.

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The question of distinguishing FIA an Syndicat stands. I don't think, that trying to look at their weapons is a good solution in Tanoa jungle. The AI always knows that I am the enemy, even if I wear their uniform and their weapon. I also want to have an ability to see, who is my enemy.

I think making FIA always wearing FIA uniforms and not common clothes could be a good solution.

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The attitude I take is....if it's armed it gets shot.  If it whinges at me to cease fire then....aw, alright then.

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B, weird bug.  Nothing appears in rpt.  Don't know if it's server specific but......occasionally we'll find an invisible barrier in the middle of a road.  Anyone else mentioned anything like that?  If not it's something on our server causing it.  No mods running apart form cba and tfar, however, large player base so occasionally some idiot connects with the clan mods loaded and has things in the arsenal no-one else can see.  Might be related.

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Also, boat positioning.......  boats seem to be abandoned in little groups, sometimes parked on top of each other, out to sea nowhere near harbours or jettys.

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Thanks ski, that .rpt reveals something. Will check it ASAP.

 

@swoop:

 

Well, don't expect to find the boats in super nice places, they are supposed to be placed in shore land.

 

About the invisible walls. Seems to happen in Altis too. I think it's an engine thing, not really sure what happens, but it's not happening everyday...

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Alternative method to allow proper boat placement:  Don't spawn them with scripts, place them in the editor with a 33% (or less) chance of presence.....then a boat will only be in the same place every 3rd time we launch the mission.  Boats won't respawn while in mission but will on relaunch.  Then you can place boats by every jetty, harbour and logical place rather than floating around off shore like they've been stolen.

 

 

And I've never seen the invisible wall issue on Altis in Antistasi, only in WotP on Tanoa.

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