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o5_

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Everything posted by o5_

  1. Disregard I understand. Thanks Sent from my SM-G930F using Tapatalk
  2. Right, I'm tracking that much. Is there a seperate executable for the profiling vs performance when I subscribe through steam? Thanks. Sent from my SM-G930F using Tapatalk
  3. Yea on db. But when I subscribe to the steam branch there's only the profiling. (Thanks for the reply) Sent from my SM-G930F using Tapatalk
  4. When I subscribe to the branch on steam I then have to move the performance/profiling executable in place of the original right? I noticed there are seperate executables on for profiling and performance on your Dropbox. How do I differentiate between the two when I subscribe to the branch through steam? Thanks. Sent from my SM-G930F using Tapatalk
  5. Gentlemen (and ladies), welcome! I've been playing Arma for literally decades now (almost 2 anyways) and this is the first time I've shared with the community. I wanted a headless balancer that was very simple and light on resources and I came up with this. It's in FSM and the unit counting, calculations to determine where to send units, and transfer process are all written with resource management in mind. It's not a precise balancer, but rather one that keeps headless client loads all within a reasonable margin of difference (configurable in params). The script starts with the headless client with the most local units and distributes some to the headless client with the least and continues this process for all headless clients. I'm here to share but more importantly to receive feedback. Review the scripts and please let me know what can be done to improve it. Thank you. Github PARAMS 1. difference from one headless client to the next for transfer to begin - Ex. HC1 has 4 more units than HC2... transfer 2. time to wait between cycles 3. xfer buffer time 4. initial wait time 5. offload server 6. number of cycles before checking server again for units *use CTRL + F12 to open the debug menu - it takes about 1.5 - 2 min before info is populated Don't mind the extra scripts in the 'framework' folder. I didn't take the time to separate everything. The focus here should be on the headless_balancer.fsm script. Thanks guys.
  6. Need a little help... What I hope to achieve with my script is to furnish structures passed to it. The plan is to profile the building based on its type so we dont outfit a mud-hut with big screen TV and such. I need help with placement. I think the best way is to get the boundingboxreal of an object or furniture and then check it for collision/intersection (of structure walls and such) based on one of the randomly selected building positions. Every time I run lineIntersectsSurface it returns null objects. What's the best way to accomplish this? Thanks guys! This community is the best! Sent from my LG-H811 using Tapatalk
  7. Thanks everyone for the pointers, especially you @ sarogahtyp. The functions you've given me work. I was afraid the lineIntersectsSurface and vector rotating functions would be heavy but they're surprisingly fast. My next task is to map out the walls of the structure. Again, thanks for the help Gents.
  8. You're a great help and I appreciate it! I'm testing now.
  9. Thanks sarogahtyp! One more question... how can i simulate the rotation of the object as all my tests show the boundingBox vectors as if the object was at 0*. like _object setDir 0; ? Thanks for the help.
  10. Making progress... here is what I have so far.r. fnc_furniture_placement = { _position = (_this param [0, [], [[]]]); _object = (_this param [1]); _bbr = (boundingBoxReal _object); _house = 0; { _pos1ATL = (_position vectorAdd (_x select 0)); _pos2ATL = (_position vectorAdd (_x select 1)); _pos1ASL = (ATLtoASL _pos1ATL); _pos2ASL = (ATLtoASL _pos2ATL); lineIntersectsSurfaces [ _pos1ASL, _pos2ASL, objNull, objNull, true, 1, "GEOM", "NONE" ] select 0 params ["","","","_house"]; _color = [1,1,1,1]; if (not ([_house,0] call BIS_fnc_areEqual)) then { hint str _house; _color = [1,0,0,1]; }; [[_pos1ATL,_pos2ATL],_color] call fnc_line; } forEach [_bbr]; }; fnc_line = { [(_this select 0), (_this select 1)] spawn { _pos = (_this select 0); _pos1 = (_pos select 0); _pos2 = (_pos select 1); waitUntil { drawLine3d [_pos1, _pos2, (_this select 1)]; }; }; }; _building = (nearestBuilding (getMarkerPos "house")); _buildingPositions = ([_building] call BIS_fnc_buildingPositions); _numberOfPositions = (count _buildingPositions); _table = ("OfficeTable_01_new_F" createVehicle [0,0,0]); _house_pos = 0; while {true} do { _house_pos = (_building buildingPos (floor (random (_numberOfPositions)))); _house_pos set [2,((_house_pos select 2) + .5)]; [_house_pos, _table] call fnc_furniture_placement; sleep 6; }; the issue is this only checks along a line from 1 boundingBox corner to the other. I think I should run 4 lineIntersectsSurface check for every boundingBox corner. Does anyone know how I can do this?
  11. So I looked at the TPW mods script and it's far simpler than I imagined, which is a good thing, but not dynamic. They use prearranged templates based on the structure. My idea is to PREDETERMINE what furniture to use based on the structure, BUT the placement would be completely random and/or dynamic. Sent from my LG-H811 using Tapatalk
  12. SMH.... No, no I don't. I need an intersection/collision/proximity check to ensure my furniture doesn't bug out from clipping on walls or anything for that matter. Sent from my LG-H811 using Tapatalk
  13. Again I appreciate your help. I already use this command. I guess i didn't add enough info. I have selected the structure and even selected a random position in the building but sometime when I spawn a piece of furniture it clips walls and bugs out. I need a pre-check to see if the object will spawn without touching walls. I imagine lineIntersectsSurface could work but I cant make sense of the return. Sent from my LG-H811 using Tapatalk
  14. Thanks midnighters. I wasn't familiar with _generalMacro. Do you have any suggestions for finding a suitable location inside a structure? Sent from my LG-H811 using Tapatalk
  15. No... I'll check it out tonight. Thanks. Sent from my LG-H811 using Tapatalk
  16. Recently I've read about a lot of communities doing what ive been doing for ages and thats creating several instances (threads) of the game and using affinity to bind them to separate cores (like server and headless clients). It's for this very reason I've considered replacing 2 of my headless client pcs with 1pc with a ryzen processor. What do you guys think? Sent from my LG-H811 using Tapatalk
  17. AM I missing something? I just see DLC. I know they release DLC's and even bundles but I've never seen them do a season pass. Sent from my LG-H811 using Tapatalk
  18. Season pass? Really? Where or when has BIS ever suggested such a thing? I highly doubt they'd pull any BS like that..... Ewwwww Sent from my LG-H811 using Tapatalk
  19. Will do. Thanks for the reply. Sent from my LG-H811 using Tapatalk
  20. Really excited about this release. Quick question, should I run enhanced Soundscape with this? I love all your work Axe, just wondering if some of that scripting is already part of 2.0 or if maybe it'll detract from the new release. Thanks again. Sent from my LG-H811 using Tapatalk
  21. Disregard... I have this issue using all allocators but, yeah stable branch. Strange I have never noticed. Again, Thanks.
  22. Thanks for your contributions _blub! I just started using large pages the the gains are real! lol. When using XTBB and CMA (though the CMA seemed to hold out longer) I hit a point of no return that gets super slow twichy/freezing behaviour that if I don't immidiatly kill the process freezes my system . Arma takes ~3.5GB and with the additional load of the OS, puts me at about 6-6.5GB(ram) and ~12GB(pagefile) when this behaviour starts. I have 16GB of ram and 20+GB for pagefile so I'm not running out of memory. Any idea what's going on? I read they increase the mem usage to around 3.5 for the process right? is the process just capping out on mem? and if so why is it not dumping old memory? To reproduce I zoom around altis with the camera until all objects are loaded then go fight some AI with smokes and explosions and such. I'm on windows 10(64) and my system specs are as follows... i7 4790, GTX 970 16GB DDR3 @ 2400 OS and Arma on their own SSDs cma.txt output... 20:10:06: Init Config: User is admin: yes tSeLockMemoryPrivilege: ok Using large pages Init done 20:17:29: Dumping stats (Exit): PageFaultCount: 4134152 PeakWorkingSetSize: 661.352 mb WorkingSetSize: 143.207 mb QuotaPeakPagedPoolUsage: 1.387 mb QuotaPagedPoolUsage: 498.672 kb QuotaPeakNonPagedPoolUsage: 113.422 kb QuotaNonPagedPoolUsage: 54.766 kb PagefileUsage: 1.869 gb PeakPagefileUsage: 3.041 gb CmaPerfMappedMemory: 1793400832 CmaPerfCallVirtualAlloc: 5 CmaPerfCallVirtualAllocLP: 194 CmaPerfCallVirtualFree: 65 CmaPerfCallMemTotalComitted: 20514 CmaPerfCallMemTotalReserved: 0 CmaPerfCallMemFlushCache: 12400 CmaPerfCallMemFlushCacheAll: 5 CmaPerfCallMemSize: 385491283 CmaPerfCallMemSizeA: 948770 CmaPerfCallMemAlloc: 188372778 CmaPerfCallMemAllocA: 474384 CmaPerfCallMemFree: 188368469 CmaPerfCallMemFreeA: 474384 Exit
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