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kuplion

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Everything posted by kuplion

  1. kuplion

    "3FPS Issue" - Call for Help

    Do you not think that the average end user might not be trawling through all of these threads about profiling builds and hotfixes? Surely it takes two seconds to add it to a change log instead of expecting users to sift through dozens and dozens of pages of information just to find a mention of a parameter that's been in use for years now. Seeing as this relates to memory and the 3fps bug, I was trying to be helpful in my suggestion that this kind of information may be more beneficial if made a little more public; I just won't bother in future.
  2. kuplion

    "3FPS Issue" - Call for Help

    I'm sorry but in no way does that specify the 1.66 update. It's a casual recommendation at best. Anyway, I was making a suggestion because communication is something that seems to be a bit hit and miss with BI. If you recommend a setting for a particular version, state it clearly and maybe people will have less issues.
  3. kuplion

    "3FPS Issue" - Call for Help

    You'll notice I clearly mentioned the WIKI lacking the information you've shared and suggested that maybe changes like this should be made a little more public as not everyone will be trawling through the WIKI after each update looking for changes. -maxMem=<number> Overrides memory allocation limit to a certain amount (in megabytes). 1024 MiB is a hard-coded minimum (anything lower falls back to 1024). The maximum is influenced by your operating system (any value over the maximum will be reverted to this value): 32-bit Windows + 32-bit game: 2047 64-bit Windows + 32-bit game: 3071 64-bit Windows + 64-bit game: (physical memory*4)/5 Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above. The file cache is always excluded from the virtual address limit, see our developers blog: https://www.bistudio.com/blog/breaking-the-32-bit-barrier. Note that setting maxMem to 2000 does not mean that the game will never allocate more then 2000 MiB. It says that the game will do everything in its power to not cross this limit. In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory. -maxVRAM=<number> Defines Video Memory allocation limit to number (in megabytes). Use to resolve e.g. Windows problem: http://support.microsoft.com/kb/2026022/en-us?p=1. Minimum value is 128 MiB (anything lower falls back to 128). The value is ignored (under DX11) if engine properly detected VRAM size, minus 20% reserve with ceiling limit 300MB max.. Nowhere here does it mention these parameters being depreciated in favour of auto-detection. I only raise this as a concern as the 3fps seems to relate to a memory leak. In my experience at least using Performance build (and the v07 allocator) along with -HugePages and allocating a larger pool of memory via -maxMem seems to prevent the bug from appearing so frequently. I get it maybe once a week now, instead of once a play session.
  4. kuplion

    "3FPS Issue" - Call for Help

    Dwarden, out of interest, where was this mentioned prior to now (the updated wiki entry doesn't explicitly state it should no longer be used as of 1.66) as I can't find it mentioned in any of the 1.66 devhub posts? I feel changes like this should really be a little more publicised..
  5. kuplion

    Bec in batch file !!

    Such as? BEC works absolutely fine but it's always good to have options.
  6. That's the latest malloc in the profiling/performance builds.
  7. Can we not just make this a toggleable option? Use Steam Cache or Classic Storage (Arma3 root DIR) method - Yes? / No?
  8. /agree This forced location of Mods is just stupid. If an option like this is introduced, it should be optional, not forced. I know there is a button hidden away to copy the folders back to how they used to be, but the whole thing is just so stupidly backwards considering how many people will need easy access to those files for dedicated server updates. Now it's a case of going through each and every installed mod and manually moving them with that button which is just tedious with the large number of mods some servers run. EDIT: And now doing it this way I have each mod listed twice in my launcher. Seriously, BI, these kind of things shouldn't happen. I love Arma, I love how flexible, how versatile it is, but why do you ALWAYS have to mess something up so badly each and every time you do an update?! Arma 2, Arma 3, DayZ SA, they all take 1 step forward and 2 steps back each time, only for a subsequent patch to come in and fix the mess but also breaking something else..!
  9. I tested this for you a few days back on 1.60 RC and the AI was better, but still very very buggy. I posted about it just after our exchange.
  10. I'm trying to add an addAction to all players that have a chemlight. I can get the condition to work when specifying only a single chemlight, but when specifying more than one, the condition doesn't work. This doesn't work: player addAction ["Attach Chemlight","Custom\Chemlights\attachChemlight.sqf",true,0,false,true,""," 'Chemlight_green' || 'Chemlight_red' || 'Chemlight_blue' || 'Chemlight_yellow' in (magazines player)"]; This does work (for the green chemlight): player addAction ["Attach Chemlight","Custom\Chemlights\attachChemlight.sqf",true,0,false,true,""," 'Chemlight_green' in (magazines player)"]; I've tried both || and OR but neither work. I also can't seem to get && to work (was just testing it to see if I could make it reliant on more than one chemlight before it would show the action).
  11. Brilliant, thank you for the feedback and for the mini lesson in how conditions work. It's all working now! :D
  12. Ah!! Thank you, I was working to the logic that as long as one of them was present, it would return true. Thank you for your help. :) Thank you for your help. :) Would this method be more efficient than the method above by dangerousdiz_ , or will it have little to no effect?
  13. Ok, so the AI are about 90% better. I'm not sure how familiar you are with the AI systems I mentioned, but DMS (and Occupation as it's based on it) are working flawlessly, but the ExileZ AI is still completely passive. DMS: https://github.com/Defent/DMS_Exile/tree/Test Occupation: https://github.com/secondcoming/a3_exile_occupation/tree/development ExileZ: https://github.com/patrix87/ExileZ-2 All of these versions work without issue on 1.58 Release all the way to 1.58 Performance v5. (As a side note, I noticed that my character kept randomly crouching on 1.60 RC. I could literally do nothing and he would randomly crouch. Or if I sprinted, he was crouch once I stopped. Sometimes if I pressed X to standup, he would immediately crouch again.)
  14. Cool, I'll get it downloading now. Thankfully I've got a fast connection and plenty of space to test it with.. :D EDIT: Downloaded, will spin up a test server now.
  15. Hey Dwarden, what flag do I use in SteamCMD to update to 1.60 RC branch (-beta development? -beta?) ? I'll give it a go and report back.
  16. Yup, I've rolled back to v5. lol I know these binaries are about bug finding and whatnot but I can't do anything when I've got no players because the AI is so borked. :(
  17. Yup, that's exactly it. Some are still perfectly hostile, some are just stood around day dreaming. lol Sorry dude, it's AI on my Exile Server using the DMS Mission Systems, along with Occupation AI, and Exile-Z 2.0 Zombies; no mission to supply. :(
  18. Anyone else experiencing AI being totally gimped with v6? They are just passive bullet magnets but when I drop in v5 again, they're back to being killing machines.
  19. So I can stop using the one on your Dropbox link now? Thank you for the reply.
  20. This may have been answered elsewhere (but I've not spotted it in the 70+ pages yet).. Is the tbb4malloc_bi_withSSE2_v4_4 no longer recommended with 1.58? Which is the recommended Malloc to use now?
  21. I've been getting the same. The server still looks like it's running but has in fact frozen with zero warnings or errors. No logs are generated.
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