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genesis92x

[CTI-COOP] Dissension

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9 hours ago, .kju said:

@genesis92x

do you design it already with mod class replacement in mind (like a WW2 version)?

 

Yes! Currently it is only compatible with RHS units for testing purposes.

 

 

 

Everyone,

 

It has been brought to my attention that the last minute mod support I added BROKE the vanilla units from spawning. Whoops. I have fixed this and re-released the test version with working Vanilla units.

I apologize this took so long, I have been sent a healthy stream of information and it took a little bit to sort it all out. 

 

New Test Version

- The mission will now automatically quit after 30seconds in SP environment. This mission will never be SP friendly :<

- Fixed Vanilla units not spawning in properly due to RHS being the only supported units by mistake. Whoops. Mission is now either RHS or Vanilla compatible. 

 

https://www.dropbox.com/s/0vep2hsruea2gxd/Dissension.Tanoa.zip?dl=0

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19 hours ago, genesis92x said:

I should probably clarify that you CAN NOT play this in SP. Playing in SP will break this mission. You need to host a multiplayer mission for this to work properly, if you want to play alone password your listen server :)

 

 

 Didnt mean I loaded it as a Single Player Mission -meant that I was playing it solo and didnt have an AI crew to recruit or help out.

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Good news!! Was just about to report no friendly units spawning.

Also, should we leave the ai skill levels at where you have them set at in vcomm? (Don't want to break anything by changing them)

Thanks
Eric


Sent from my iPhone using Tapatalk

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Just now, eric963 said:

Good news!! Was just about to report no friendly units spawning.

Also, should we leave the ai skill levels at where you have them set at in vcomm? (Don't want to break anything by changing them)

Thanks
Eric


Sent from my iPhone using Tapatalk

Feel free to change them up to your liking! Vcom is not required either. I am just currently testing Vcom with Dissension.

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Will there be a save feature later on?


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48 minutes ago, eric963 said:

Will there be a save feature later on?


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Currently it just saves your characters information - not the map status.


In the future it would be interesting to have it save the map status - but most likely not the current AI positioning.

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In some of your YouTube videos it look like you were using some type of revive system? Could you tell me which one it was.


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I downloaded the new test version but friendly Vanilla units are still not spawning for me.  If I play with RHS enabled then friendly ai units appear as they should.

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So far it's been pretty cool, I'm curious if there's anything I should watch out for if I threw this on a dedicated server, is there?

 

I'm currently playing this on the Lythium map off of the Steam workshop with RHS and it's running pretty swell, not too enjoying the bombardment of the Death report but it's a niggle I can get over as I managed to deal with Grueh Liberations' stat thing on the side

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20 hours ago, dragonfire43560 said:

How do you open up the tablet? 

Action menu to find the green text (I think) then middle mouse click.

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Not sure what to make of this as we've never seen it before on any missions. As we're playing (just two of us on the server), activity of the AI and any other players other than ourselves just stop or will be running in place for a second then resume. For AI, they seem to just start back up again and for human players, it results in rubber banding. I've had missions reduce frame rates before but never quite seen this one and wasn't sure if this was a symptom of the caching system, system processing being too slow, or the fact that our HC was connected but wanted to ask about it just in case. Thanks for all your work on this.

 

For reference:

Server Hardware - 

Windows Server 2012 R2

Dedicated Server x64 executable

Mods: RHS (both), VcomAI

8-core Xeon @ 2.50GHz

8GB RAM

SSD RAID 5 array

 

Headless Client - 

CentOS 7

Dedicated Server x86 executable in HC mode

Mods: RHS (both), VcomAI

4-core Xeon @ 2.50GHz

4GB RAM

SSD RAID 5 array

 

Client 1 - 

Win10

x64 client executable

Mods: RHS (both), VcomAI

i7 3820 @ 4.5GHz

16GB RAM

GTX 980

SSD RAID0 array

 

Client 2 - 

Win10

x64 client executable

Mods: RHS (both), VcomAI

i7 6700 @ 4.2GHz

16GB RAM

GTX 980

SSD RAID0 array

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vcomAI is part of the mission. there is no need to run it as a seperate mod on your server/clients. maybe that fixes your problems...

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Thanks. When he said that he was just testing vcom with dissension I thought it was required. Will disable. 

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We disabled VcomAI plugins and we're not running the HC but rubber banding is still really bad in vehicles. On foot it's noticeable but playable. Not sure where it's coming from. 

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The rubberbanding will be because of inappropriate server settings.  What settings are you using on your server ?

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3 hours ago, kremator said:

The rubberbanding will be because of inappropriate server settings.  What settings are you using on your server ?

 

I'm not sure what settings you're referring to. The command line arguments load RHS, specify no sound, and that's it. As for the config file, it's all standard. We routinely play [GREUH] Liberation and Antistasi and have never seen rubber banding at all. I realize that the mission is still very much alpha so I wanted to make sure the author is aware and possibly have some input.

 

If there are specific settings you are wanting to know, I'll be happy to provide data.

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Great mission Genesis - really looking forward to seeing this when its finished.

Happy to help where I can with testing and given some time (outside of family/work/other life stuff) can give ideas for fixes if it helps.

 

After about 2 hours of play through I found these quirks (or as Microsoft states, undocumented features).

  • when opening the tablet with scroll wheel and using space bar to select the tablet closes immediately - middle click works fine to open
  • No AI reinforcements spawn in - have tested on both hosted MP and dedicated servers.
  • All players spawn with no gear and the respawn menu is empty for unit type. This makes it hard to get back to your body should you have no money to buy gear again...

I will keep reporting anything I find as soon as I find the issue.

Here is the RPT log of the issues from the hosted server (reinforcement errors)

No unit mods running

Spoiler

 

18:53:54 Error in expression <Side isEqualTo West) then
{
_BarrackU = W_BarrackU;
_LFactU = W_LFactU;
_HFactU >
18:53:54   Error position: <W_BarrackU;
_LFactU = W_LFactU;
_HFactU >
18:53:54   Error Undefined variable in expression: w_barracku
18:53:54 File mpmissions\__cur_mp.Tanoa\SupplyPoints\dis_SupplyManageLoop.sqf, line 29

.........

snip

.........
18:54:08 Error in expression <cksSwitch) then {_CompleteList pushback _BarracksList};
if (_LFactorySwitch) the>
18:54:08   Error position: <_BarracksList};
if (_LFactorySwitch) the>
18:54:08   Error Undefined variable in expression: _barrackslist
18:54:08 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 96
18:54:08 Error in expression <};

_StaticList = [];
_BarracksList = W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:08   Error position: <W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:08   Error Undefined variable in expression: w_barracku
18:54:08 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 60
18:54:09 Error in expression <s_closestobj;
_CLTCheck = [_SummedOwned,_CLT,true] call dis_closestobj;
if (Type>
18:54:09   Error position: <_CLT,true] call dis_closestobj;
if (Type>
18:54:09   Error Undefined variable in expression: _clt
18:54:09 Error in expression <_CSTCheck distance _CST < 2000>
18:54:09   Error position: <_CSTCheck distance _CST < 2000>
18:54:09   Error Undefined variable in expression: _cstcheck
18:54:09 Error in expression <_CMTCheck distance _CMT < 2000 && (count>
18:54:09   Error position: <_CMTCheck distance _CMT < 2000 && (count>
18:54:09   Error Undefined variable in expression: _cmtcheck
18:54:09 Error in expression <_CLTCheck distance _CLT < 2000 && (count>
18:54:09   Error position: <_CLTCheck distance _CLT < 2000 && (count>
18:54:09   Error Undefined variable in expression: _cltcheck
18:54:09 Error in expression <_CMPCheck distance (getmarkerpos _CMP) < 2000>
18:54:09   Error position: <_CMP) < 2000>
18:54:09   Error Undefined variable in expression: _cmp
18:54:19 Error in expression <cksSwitch) then {_CompleteList pushback _BarracksList};
if (_LFactorySwitch) the>
18:54:19   Error position: <_BarracksList};
if (_LFactorySwitch) the>
18:54:19   Error Undefined variable in expression: _barrackslist
18:54:19 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 918
18:54:19 Error in expression <};

_StaticList = [];
_BarracksList = E_BarrackU;
_LFactoryList = E_LFactU;
_H>
18:54:19   Error position: <E_BarrackU;
_LFactoryList = E_LFactU;
_H>
18:54:19   Error Undefined variable in expression: e_barracku
18:54:19 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 882
18:54:25 Warning Message: Picture images\ranks\blu\rank_1.paa not found
18:54:28 Warning Message: Picture images\ranks\blu\rank_1.paa not found
18:54:28 Error in expression <cksSwitch) then {_CompleteList pushback _BarracksList};
if (_LFactorySwitch) the>
18:54:28   Error position: <_BarracksList};
if (_LFactorySwitch) the>
18:54:28   Error Undefined variable in expression: _barrackslist
18:54:28 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 96
18:54:28 Error in expression <};

_StaticList = [];
_BarracksList = W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:28   Error position: <W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:28   Error Undefined variable in expression: w_barracku
18:54:28 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 60
18:54:38 Error in expression <cksSwitch) then {_CompleteList pushback _BarracksList};
if (_LFactorySwitch) the>
18:54:38   Error position: <_BarracksList};
if (_LFactorySwitch) the>
18:54:38   Error Undefined variable in expression: _barrackslist
18:54:38 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 918
18:54:38 Error in expression <};

_StaticList = [];
_BarracksList = E_BarrackU;
_LFactoryList = E_LFactU;
_H>
18:54:38   Error position: <E_BarrackU;
_LFactoryList = E_LFactU;
_H>
18:54:38   Error Undefined variable in expression: e_barracku
18:54:38 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 882
18:54:48 Error in expression <cksSwitch) then {_CompleteList pushback _BarracksList};
if (_LFactorySwitch) the>
18:54:48   Error position: <_BarracksList};
if (_LFactorySwitch) the>
18:54:48   Error Undefined variable in expression: _barrackslist
18:54:48 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 96
18:54:48 Error in expression <};

_StaticList = [];
_BarracksList = W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:48   Error position: <W_BarrackU;
_LFactoryList = W_LFactU;
_H>
18:54:48   Error Undefined variable in expression: w_barracku
18:54:48 File mpmissions\__cur_mp.Tanoa\Functions\dis_recruitunits.sqf, line 60

 

 

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Some bugs:

 

Red commander start in an area full of green soldiers, weakening him from the start.

 

I have some errors : https://pastebin.com/FGp3iY2D

 

Could you adjust the resource numbers to the size of the map. Smaller map = more resources per spot.

Same with the ressources type : I had 3 power ressources next to the base.

Tested on Stratis (smaller size, no forest were armors get stuck).

 

can you sync the assault units ? If 3 groups attack a base, they must arrive at the same time or they get wipe out.

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Static bay building is the cause of the transport error. Before it's construction, the transport script doesn't bug.

 

AI can't capture Blue Pearl Industrial Port as green units spawn inside containers.

 

Same with Tobakoro, but for an other reason. The capture point is on the sea.

 

In the end, both commanders failed to capture any town and get stucked.

 

https://pastebin.com/4gEevegB

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