dr_eyeball 16 Posted February 21, 2009 I'm not certain what the cause could be. It's not clear whether your game is crashing (like CTD) or freezing and whether it's the client or the server being affected. You could edit your post to clarify it for future reference. It sounds like a client freezing and you are able to rejoin the dedicated server still. (However, if it's the server itself, then that's much more serious.) From monitoring local server, I'm aware that players are able to somehow crash the server eventually, but I don't know the cause. One possible cause would be related to creating objects from invalid classes from search results. The current 'admin/coordinator' should then be aware of what he did last. The arma_server.RPT and arma.RPT log files could indicate a problem too. The log files can contain detected freezes or lock-ups. Using addons and mixing addons further complicates things too. I'll keep an eye on it and report any findings, but it's a tricky issue unfortunately. Share this post Link to post Share on other sites
sas troop 0 Posted February 21, 2009 Well, seems that Host SOMETIMES can still pay, when other's computers freeze. We played on Selective Spawning and Night-Overcast. Freezed after some spawning of enemy. Share this post Link to post Share on other sites
delta99 34 Posted February 21, 2009 Dr_Eyeball, I've had my Arma client freeze completely using v1.3. Never happened using v1.1 or v1.2 and I've used those extensively. The freeze is an odd one and it is on a client machine with Merlin v1.3 running on a dedicated server. The freeze actually doesn't cause CTD it just freezes the game completely. I've had CTD's before due to other issues (rarely) but never a freeze of the client like this. I suspect it must be something you changed in v1.3. I didn't even report it because it was just an odd freeze and wasn't sure if it was my system that needed rebooting but when I saw this reported here I thought I would report as well. Also note the dedicated server keeps running fine. I have to use task manager to kill my client process and then I can start a new arma client and then connect to the server. I don't recall when it has happened or if I was doing anything special at all. I will try and see what I'm doing when this happens again. Share this post Link to post Share on other sites
kremator 1065 Posted February 21, 2009 LOL. I'm gonna have to report the same crashes. Dedi server stays up but clients crash. Has happened a few times but can't remember what Iwas doing. Sorry that I can't be more specific. I thought this bug was down to my system. [TAO] Kremator Share this post Link to post Share on other sites
dr_eyeball 16 Posted February 22, 2009 You will need to also specify which addons you were using, including island addons, otherwise the conditions cannot be reproduced. Include major version numbers where possible. For example, you would already know that Tatawin island causes CTD on clients after a short while if not run in high detail mode as required. Share this post Link to post Share on other sites
kremator 1065 Posted February 22, 2009 I completely understand what you are saying Dr Eyeball. I'm only using .sara and .saralite versions. Viewdistance is around 3k. Addons that I use are InstantViewDistance and ACE 1.04. I will use the system some more and try to remember what happened before the crashes. Of course these crashes wont stop me using all the functions in MERLIN ! What have you got up your sleeve for the next version Dr Eyeball? [TAO] Kremator Share this post Link to post Share on other sites
delta99 34 Posted February 22, 2009 Sorry Dr Eyeball. Only addons used were ACE 1.04 and Instant View Distance. Once again, have never seen a lockup like this in anything else at all and never with previous versions of Merlin. I have had CTD's of course very rare but not a lock of the game. Share this post Link to post Share on other sites
kremator 1065 Posted February 23, 2009 Dr Eyeball, Found this in my .rpt file when using ACE. Hope it helps MPMissions\Merlin13.Sara: string @STR_TITLE cannot be localized client-side - move to global stringtable MPMissions\Merlin13.SaraLite: string @STR_TITLE cannot be localized client-side - move to global stringtable [TAO] Kremator Share this post Link to post Share on other sites
dr_eyeball 16 Posted May 13, 2009 (edited) Merlin version 1.4 is now available. See first post for download links. Use temp link until others are updated. This is a critical update. Critical client freeze bug fix. Some editing features. Further compatibility support. Extra terrains. Thanks to all for various reports and requests. Version 1.4 Change Log: Major fixes/changes: - Fixed bug: Finally fixed the critical "client lock-up" bug. See below for details. - Fixed bug: Second hostage menu command spelling in popup menu fixed, which was preventing usage. - Added: more terrain addons support: Razani & Rahmadi. (Rahmadi mainly used for base building). - Added: Export: now gives the option to exclude non-user created objects (mission dependent markers & units). This allows you to export bare templates (like FOB's) easier. Minor changes: - Added: Load File: now has a "Position" checkbox (toggle) option to load a template (eg: FOB) at the menu map click position (instead of the design position). - Added: Reveal object markers: now shows walls and buildings as a rectangle marker true to size (instead of icons). - Added: Menu: "Select nearest object" menu option (nearest to map click position or 3D player position). - Added: Create object: rotation now shows angle. - Added: Create object: Reveal button added. - Added: Create object: "Patrol this building" AI action added. (Use sparingly to avoid collisions.) Uses script by Tophe. - Added: AI: Bored behaviour animations (in safe state only). - Added: ACE Compatibility: OnPlayerConnected code (without addon dependency). (Thanks Xeno for advice.) - Added: ACE weapons added to Armaments dialog (if loaded). However, it's not separated into west/east yet. - Internal restructuring and minor bug fixes. "All clients freeze" bug details: Cause: This bug seems to occur when waypoint events are triggered. It usually happens within about 2 minutes. It causes all Arma clients (except server) to totally freeze simultaneously when the waypoint is reached and the event script triggered. I think there may be a script error occuring inside the event which Arma cannot robustly handle and therefore locks up all clients. So the setWaypointStatements calls have been removed until examined further and resolved. Many thanks to Wolffy.au for showing me how to reliably reproduce the bug. Sample FOB Macro: - just for fun Here's a sample FOB template for Rahmadi. Some of the new commands help make creating these templates easier for later exporting/merging. You can use the new "Position" checkbox (Load File dialog) to load it on other islands too at a suitable flat surface. Sample macro file: (long line of text) [["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2554.9,2542.3,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2497.5,2566.9,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",45,0,0],[2502.8,2553.8,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2497.5,2582.6,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",135,0,0],[2502.9,2611.2,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",180,0,0],[2562.9,2616.9,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",180,0,0],[2578.6,2616.9,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2554.9,2526.6,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2564,2519.5,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2579.7,2519.5,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2596.9,2553.1,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2586.3,2594,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2596.9,2537.5,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",45,0,0],[2591.9,2565.4,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2586.3,2578.3,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2589,2530.3,0]],["Create",[["SoldierWB"],"Regular","Idle",-910,350,0],[2646.9,2586.1,0]],["Create",[["Land_posed"],"Regular","Empty",180,0,0],[2560.4,2523.9,0]],["Create",[["Land_posed"],"Regular","Empty",0,0,0],[2582.6,2612.4,0]],["Create",[["Land_posed"],"Regular","Empty",90,0,0],[2593.5,2535.5,0]],["Create",[["Land_posed"],"Regular","Empty",315,0,0],[2503.9,2606.7,0]],["Create",[["Land_KBud"],"Regular","Empty",180,10,0],[2553.48,2552.15,0]],["Create",[["Land_KBud"],"Regular","Empty",180,10,0],[2549.52,2552.21,0]],["Create",[["Land_KBud"],"Regular","Empty",180,10,0],[2545.65,2552.17,0]],["Create",[["WarfareBWestHesco10x"],"Regular","Empty",135.183,0,0],[2580.7,2564.7,0]],["Create",[["WarfareBWestHesco5x"],"Regular","Empty",134.956,0,0],[2558.9,2553.4,0]],["Create",[["WarfareBWestHescoSite"],"Regular","Empty",1.00179e-005,0,0],[2592.1,2517.7,0]],["Create",[["WarfareBWestHesco5x"],"Regular","Empty",90,0,0],[2580.5,2533.6,0]],["Create",[["WarfareBWestMGNest_M240"],"Regular","Empty",90,0,0],[2605.6,2531,0]],["Create",[["FlagCarrierWest"],"Regular","Empty",139,0,0],[2575,2558.5,0]],["Create",[["FenceWood"],"Regular","Empty",0,10,0],[2564.6,2522.5,0]],["Create",[["FenceWood"],"Regular","Empty",180,10,0],[2564.8,2524.9,0]],["Create",[["FenceWoodPalet"],"Regular","Empty",1.52588e-005,10,0],[2564.6,2527.3,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90.4333,0,0],[2586.4,2609.7,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",90,0,0],[2497.5,2598.3,0]],["Create",[["CampEast"],"Regular","Empty",90,0,0],[2579.8,2575.1,0]],["Create",[["WeaponBoxWest"],"Regular","Empty",315,0,0],[2577.5,2564.7,0]],["Create",[["Paleta2"],"Regular","Empty",88,0,0],[2500.2,2587.3,0]],["Create",[["Barrels"],"Regular","Empty",90,10,0],[2557.6,2548.5,0]],["Create",[["FireLit"],"Regular","Empty",0,0,0],[2571.9,2577.6,0]],["Create",[["WarfareBCrate"],"Regular","Empty",49,0,0],[2573.1,2572.9,0]],["Create",[["MASH"],"Regular","Empty",0,0,0],[2581.3,2583.3,0]],["Create",[["ShedBig"],"Regular","Empty",315,0,0],[2588.1,2560.6,0]],["Create",[["Land_Fuel_tank_small"],"Regular","Empty",270,0,0],[2566,2614,0]],["Create",[["ShedBig"],"Regular","Empty",270,0,0],[2579.2,2609.4,0]],["Create",[["WarfareBCrate"],"Regular","Empty",343,0,0],[2502.9,2605.1,0]],["Create",[["WarfareBCrate"],"Regular","Empty",27,0,0],[2574.2,2582.3,0]],["Create",[["Shed"],"Regular","Empty",180,0,0],[2563.6,2536.8,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",179.996,0,0],[2547.1,2549.5,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2547.09,2519.44,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2515.7,2548.3,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2547.2,2615.7,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2531.5,2615.6,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",0,0,0],[2515.8,2615.6,0]],["Create",[["Land_posed"],"Regular","Empty",225,0,0],[2507.8,2554.3,0]],["Create",[["WarfareBWestHeavyFactory"],"Regular","Empty",90,0,0],[2515.83,2534.6,0]],["Create",[["WarfareBWestHesco5x"],"Regular","Empty",270,0,0],[2539.79,2554.09,0]],["Create",[["Land_Fuel_tank_stairs"],"Regular","Empty",270,0,0],[2550.25,2532.44,0]],["Create",[["Land_Fuel_tank_stairs"],"Regular","Empty",270,0,0],[2550.14,2544.43,0]],["Create",[["WarfareBWestHesco5x"],"Regular","Empty",90,0,0],[2522.96,2554.09,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",179.692,0,0],[2531.34,2520.59,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",359.741,0,0],[2515.69,2519.36,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",89.7326,0,0],[2506.5,2527.14,0]],["Create",[["WarfareBWestHesco10xTall"],"Regular","Empty",270.388,0,0],[2507.61,2542.89,0]],["Create",[["HeliH"],"Regular","Empty",359.903,0,0],[2523.33,2598.06,0]],["Create",[["HeliH"],"Regular","Empty",0,0,0],[2549.47,2598.48,0]],["Create",[["HeliH"],"Regular","Empty",270,0,0],[2518.48,2570.93,0]]] Screenshot with map marker representation of base: Edited May 13, 2009 by Dr_Eyeball embed macro file Share this post Link to post Share on other sites
Bob.Dob 0 Posted May 13, 2009 Really excellent work with this Dr_Eyeball! The bug fix is also much MUCH appreciated! Keep up the good work mate! Share this post Link to post Share on other sites
nobrainer 0 Posted May 13, 2009 Thank you :notworthy: Share this post Link to post Share on other sites
Binkowski 26 Posted May 14, 2009 Thanks Dr_Eyeball! I'm going to put this on our dedicated server! Share this post Link to post Share on other sites
Longy221 0 Posted May 14, 2009 This is really awesome, and I thank you for it! There's something I'm wondering though. Can I somehow make it so clients cant see stuff like spawn messages for objects and units and those lines on the map that tells where the enemy AIs are? Share this post Link to post Share on other sites
GLeek 10 Posted May 18, 2009 (edited) Text powa: Error Zero divisor File mpmissions\__cur_mp.Sara\Scripts\Common\pos2grid.cpp, line 69 Error in expression <xf,_el select 2 select _yc,_el select 3 select _yf] Edited May 18, 2009 by GLeek Share this post Link to post Share on other sites
dr_eyeball 16 Posted May 19, 2009 @GLeek: I presume that error is occurring from porting to a new island which uses the 6 digit grid references, like ACE islands. If not, which island/terrain addon is used? I forgot to include HitmanFF's recent changes to support 6 digit grid ref's. If you need to fix it yourself quickly in the short term, you can update pos2grid.sqf with the script changes in this topic. It's mainly the lower half that's required. @Longy221: most of those messages and lines will only be shown to the 2 admins. But I guess some of those AI related lines/icons could be changed to hidden by default. Share this post Link to post Share on other sites
GLeek 10 Posted May 25, 2009 @GLeek: I presume that error is occurring from porting to a new island which uses the 6 digit grid references, like ACE islands. If not, which island/terrain addon is used?I forgot to include HitmanFF's recent changes to support 6 digit grid ref's. If you need to fix it yourself quickly in the short term, you can update pos2grid.sqf with the script changes in this topic. It's mainly the lower half that's required. @Longy221: most of those messages and lines will only be shown to the 2 admins. But I guess some of those AI related lines/icons could be changed to hidden by default. Hi eyeball . yes, i think i had 6 digit coord, because i use an addon. Share this post Link to post Share on other sites
steel rat 5 Posted August 10, 2009 Are you planning to port this to ArmA 2? Share this post Link to post Share on other sites
dr_eyeball 16 Posted August 11, 2009 (edited) Yes. Beta: There should be a post up in the Arma 2 forum in a few days. I think it's already set to go as a beta version, but I will do some final testing. Devastation and Merlin essentially share the same scripts, so that made it easier to port. 95% of the object types have been converted. Performance: At this stage, the performance won't be anywhere near as good as it was in Arma 1 due to Arma 2's time slicing and other accumulated slow downs for some unknown reason. Eg: In A2, after opening the Create Object dialog 10 times from normal usage, the performance drops, which never happened in A1. It has the same issues as A2 Warfare dialogs. That sort of stuff will need more work in the coming weeks to find the cause and solution, if there even is one. Even so, it has still been useful as a tool. Islands: It'll be on the 2 base islands. Not sure if the demo islands are worth supporting at this stage. Edit: (9 Sep 2009) Merlin 2 beta for Arma 2 is available via this download site: download. New beta version might be added there each week without notice. Once it's done, it may move to a different download location. Edited September 9, 2009 by Dr_Eyeball Share this post Link to post Share on other sites
Sam Bear 0 Posted December 23, 2017 I may seem to be late to ask but how do I add more player slots on a team? Or make is co-op based for 24-32 players? Share this post Link to post Share on other sites