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Posts posted by grey
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hey all
A few of us often play co-operative flashpoint on LAN. We got resistance recently and with all the new graphics etc serving and playing at the same time just leads to terrible fps for the host and really poor smoothness of enemy AI characters when they are running around.
So we decided to try dedicated server on a spare machine we have with plenty of cpu power and we were looking at all the server tweaking options and wondering what settings one should be looking at to take full advantage of LAN play. At default the dedicated server is smoother and now of course none of us get the fps hit that comes with having to do the serving on his own machine, but we notice that enemy soldiers, especially at long range, still seem to "warp" when running along, it seems like the server "corrects" the soldiers position to his correct position every few seconds, and this makes sniping at long range really annoying.
So anyway we have plenty of CPU power and bandwidth, what settings should we put it at to achieve the objective of MAXIMUM smoothness of all soldiers on the battlefield? In the instruction file it has a view options: the ones we are looking at are maxmsgsend (should we increase this substantially?) and...
"MaxSizeNonguaranteed =<limit> > Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256"
This is exactly what we want- we want MORE repetitive updates so ai soldier positions are animated smoothly. This is what divides us, some of us think that increasing the amount would allow more updates to come through, others think decreasing the amount would mean the srever would be forced to send more packets hence the soldiers positions will be updated more frequently. Which is the correct school of thought?
Finally, how is the FPS that the server runs at controlled? Ours stays constantly at 35 it seems- can we increase this to 50? Is this capped somewhere and is there a setting that controls it?
Thanks to anyone who can help
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the menu's not that bad for targetting, if u are approximately side on to the convoy u can look directly at its middle and get the left and right most vehicles by looking at the clock value
tho it is a bit annoying but u get used to it
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i think the point of having to press the button to run anywhere is that u arent supposed to run full speed everywhere
its meant for a sprint in combat situations u arent meant to run long distances with it, u slow down after a while anyway
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i think the point of having to press the button to run anywhere is that u arent supposed to run full speed everywhere
its meant for a sprint in combat situations u arent meant to run long distances with it, u slow down after a while anyway
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no no when your men are on hold fire mode and u right click on a tank they will take the shot :/
i think this is because right clicking on something gives the order "engage" and not plain "target"
what u should do is this
put all your guys on hold fire
all soldiers bar rocket soldiers should be ordered to the floor. but rocket soldiers should be kept on "keep low" cos if they are forced on the floor they cant fire their rocket launcher. set up your guys around the place, when the tanks come along use the menu to target them.. eg select rocket soldier (eg F2) then use menu 2 and select the bmp or whatever from the menu. u should see him whip out the rocket launcher and say "ready to fire" but he wont fire until u give the "open fire" command to everyone
good luck
i find a well set up ambush in opf is one of the greatest things about the game and gives me great satisfaction when i pull it off without taking any losses 
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i think people here are harsh on ghost recon
i thought it was quite good, but i agree once u have finished it (and its short) there isnt much replay value
so if u can get it for cheap, get it, its a good diversion, it will keep u entertained for its duration
medal of honour on the other hand, my god that was such a poor game. why do people like it, there was only one good level- the beach landing, which was over real quick. besides that its just the same old going through the (boring) motions blah blah shoot everyone while running around and u are almost invulnerable, it totally sucks. i got so bored of it, i just finished it for the sake of it.
i hear sum of all fears is like ghost recon, stripped of the team management ! which in my opinon sucks, its bad enough in ghost recon they removed waypoints and go codes etc (but dont worry its not _that_ bad u can still switch between teams and position them/hold fire etc and then give the fire command to mow down bases etc) but i hear in sum of all fears its just you and a few ai soldiers to back you up (no switching between teams etc). more indoors stuff too i hear?
mm im waiting for ravenshield too

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thanks for that level headed response to explain co-op to the plebs fubar
i was beginning to get angry

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hey guys
just before i buy resistance- does it add any new co-op missions for lan play? this is my favourite aspect of operation flashpoint, and if resistance doesnt give you anything new in that department.. well... i might be forced to reconsider purchasing it

ideally we would be able to play all of the campaigns (or at least all the major battles where the player has/is part of a squad of soldiers) in cooperative mode. its just not fair how developers neglect co-op gamers

why.. why i ask you

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hey guys
just before i buy resistance- does it add any new co-op missions for lan play? this is my favourite aspect of operation flashpoint, and if resistance doesnt give you anything new in that department.. well... i might be forced to reconsider purchasing it

ideally we would be able to play all of the campaigns (or at least all the major battles where the player has/is part of a squad of soldiers) in cooperative mode. its just not fair how developers neglect co-op gamers

why.. why i ask you

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goddam ragheads at it again

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isnt the shilkas gun radar controlled ? therefore would there even be a gunsight for the gunner?

i agree tho, i find shilka engaging infantry quite unrealstic. vehicles yes, lone infantryman no, unless all the other troops around the shilka were also firing at the target... visiblity wouldnt exactly be fantastic in that thing
ruud: use third person view when driving a tank, its unrealistic but much easier
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i thought red hammer was quite good
it held my attention for the entire campaign quite easily, even if it was unrealistic
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thanks keg that explained it very well
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hey guys
i upgraded to 23.11 dets for my GF2 GTS and was horrified to find flashpoint stuttering terribly ! and the mouse lag even in the menu was REALLY REALLY bad... but i thought, hundreds of others must use these drivers without problems so i went thru and did all of the suggested tweaks in avon's faq (nice work) and now its fine again. i think the frames rendered ahead fix is the one that really fixed it... now the mouse lag is totally gone (tho im still not sure that iron site input is quite as solid as games like cs ehe). But i was thinking, is there any performance hit by changing this from 3 to 1? surely its there for a reason ?
just out of interest, what dets do others use, and does everyone recommend using Hardware T&L for d3d
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oh ok so everyone else thinks theres no noticable lag at all in iron site mode ?
eg input speed is directly comparable to other games like counterstrike ?
everyone tried the quick-wiggle test?

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i wanted to get others opinions on this
does anyone (everyone?) else notice that when u are in iron site mode with something like AK or M16 that the mouse feels laggy? the best way to feel this is lie down and go into iron site mode and wiggle your mouse from side to side. its almost like your view is on a rubber band! i think it might be worse when the frame rate drops but im not sure.
anyway i was thinking, did they MEAN to do this in the name of realism? or is this a nasty accidental legacy of using good old directx for input? i guess mouse lag is kinda realistic.. but then again it sort of isnt, and i find it pretty annoying, especially when im used to rock solid movement in games like quake (and yes i hate to admit it even more so in counterstrike)- it does affect the speed of your aim.
what are others' opinions on this ?
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always enter any vehicle from its commanding position (or gunner if there is no commander seat) then get your men to board the other seats. then u can change seat at will and still give orders. i love being the gunner in battle tanks but still having control over the tank.
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rofl midair collisions, there ARE midair collisions, as i found out to my dismay when i was rammed by my wingman in mi24s
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heh i know what u mean
once i was playing "battlefields" (official single mission) and i was next to a dead bmp when all of the enemy soldiers were dead, i thought i had won but in the distance a small spetz natz squad approached over the mountain, so i started spraying them with my machine gun but then the mission ended! BUT it was a cutscene showing the devastation all around us, and while the cutscene was playing the enemy squad opened fire and killed me and i lost the mission! lol

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to the guy who was having probs with their men going to a spot as ordered then wandering off- try telling everyone to disengage first. if your men are in "engage at will" mode i think they will wander off even when ordered to a position if they think they can get a shot at the enemy. they may be in engage at will mode from the beginning of the mission even if u didnt use that command at all.
when all else fails theres always the stop command

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i liked when we first saw guba on the tv in the tent, and james is talking about him
"they called him the dentist"
"why?"
"i dont know.. but it sure sounds scary doesnt it"
i like little jokes like that
and of course the meathead comments when u are green soldiers travelling to the battlefields
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i think you will find the triangle effect eliminated if you change your geforce to 32bit colour
it also eliminates other graphics bugs like dodgy shadows that shimmer and stuff, and also seeing soldiers heads through helmets and tank bodies at long range
however i like high fps so i keep it at 16bit just in case

Best combination of ded server settings on lan?
in MULTIPLAYER
Posted
hey all
A few of us often play co-operative flashpoint on LAN. We got resistance recently and with all the new graphics etc serving and playing at the same time just leads to terrible fps for the host and really poor smoothness of enemy AI characters when they are running around.
So we decided to try dedicated server on a spare machine we have with plenty of cpu power and we were looking at all the server tweaking options and wondering what settings one should be looking at to take full advantage of LAN play. At default the dedicated server is smoother and now of course none of us get the fps hit that comes with having to do the serving on his own machine, but we notice that enemy soldiers, especially at long range, still seem to "warp" when running along, it seems like the server "corrects" the soldiers position to his correct position every few seconds, and this makes sniping at long range really annoying.
So anyway we have plenty of CPU power and bandwidth, what settings should we put it at to achieve the objective of MAXIMUM smoothness of all soldiers on the battlefield? In the instruction file it has a view options: the ones we are looking at are maxmsgsend (should we increase this substantially?) and...
"MaxSizeNonguaranteed =<limit> > Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256"
This is exactly what we want- we want MORE repetitive updates so ai soldier positions are animated smoothly. This is what divides us, some of us think that increasing the amount would allow more updates to come through, others think decreasing the amount would mean the srever would be forced to send more packets hence the soldiers positions will be updated more frequently. Which is the correct school of thought?
Finally, how is the FPS that the server runs at controlled? Ours stays constantly at 35 it seems- can we increase this to 50? Is this capped somewhere and is there a setting that controls it?
Thanks to anyone who can help