nicebag
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Everything posted by nicebag
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Multiple guns, ok , what about targeting?
nicebag replied to CoolCarlos2002's topic in ARMA 2 & OA - SUGGESTIONS
You have my vote Platoon_Leader -
Firstly, there should be the way to offer better online support for ladders & MP comunity which includes: 1. proper indetification of players by their ID's (and some CRC check to see whether ID is valid or not) to ensure proper tracking of players in ladders or statistics 2. Better support for statistics collection on server or trough reports tool which would connect to OFP server from web, as seen in some other games, which will show kill/death ratio, score, etc... 3. Smoke on/off should be specified in the map, to ensure equal gameplay for all of players ... and other small things which would improve MP experience.
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Instead of running notepad.exe, open server.cfg file in textarea form using file system, make changes and, and save it back. To restart server, do it #shutdown command from OFP directly. Be sure that you have OFP.bat file to allow OFP to auto restart.
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Seemed they had limited bandwidth there. Most probably current one is cheaper, but slower.
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Compare BF and OFP? Impossible. I play BF during the week when I want to relax and don't think at all. If I want to have more challenge from the game I meet with my clan mates and play OFP where strategy and skills are more noticable part of the game. Best way for every player is to join clan, and start practice with them. That will remove all anoyance which you can experience on public servers with unorganized crowd on it (especially on huge maps such as River- or BattleField).
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Yes, most of the time I can't load front page at all. Forum and standings are loading w/o problems. Would be good if webmsaters would kick out that Flash animation from the top of the page and that clock ActiveX control. Would save them some bandwidth and pages would load faster.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shrike @ Oct. 20 2002,10:43)</td></tr><tr><td id="QUOTE">Another question since I have no clue: Can I run multiple instances of OFP server on one machine without experiencing any problems? This would be great, allowing us to setup different servers for different types of gameplay at once (Coop, C & H, a dedicated squad server maybe...).<span id='postcolor'> We tried to had for some time 2 OFP instances (1.49, 1.75) open on our hardware. Conclusion is that when there would be around 30-40 players on, server would start to choke, and nothing could prevent that. I'd better go for two separate servers to run more then 2 OFP instances.
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I don't agree that dual CPU will not help. I know that OFP is not supporting by itself multiprocessing environment, but while OFP is using 1 CPU, Windows smartly uses another CPU for system tasks. This is conclusion made upon checking CPU % usage on my dual system. But, of course - if there is possibility to take 1x3GHz CPU, I'd rather go for that then for 2x1.5GHz. I agree for memory, 512MB is enough for running several instances of OFP on 1 server.
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My experience from running G-Globalnet server. We have 10Mbps available and running 2x1.8GHz AMD's. Top number of players we had was 25+ and we never touched the top of the bandwidth. CPU usage was around 80%, and #monitor command (from the game) would show around 1.5Mbps outgoing traffic with peaks when downloading maps to 5Mbps. We noticed that in 1.75 even when connecting to server, server sends around 5Mbps of data if there are 10 people connecting at once to the server. Our settings in flashpoint.cfg are very simple : MaxMsgSend = 512; MinBandwidth = 768000; MaxBandwidth= 2048000; I would go for Pentium IV on 2.7 or more if I'd had chance to invest more money in server. 512Mb of memory is completely enough for running one instance of OFP.
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Our dedicated server is connected directly to our ISP network, with no firewalls, or ICS, or XP firewall. It was working without problem for over a year, but problems came before couple of weeks.
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It happened to me as well. SQUAD.XML and picture were correctly written and located on server, but only text data would be shown during the game. Once I would make correction to the SQUAD.XML, e.g. change description of player, seems like server would erase cached file and show picture and text properly.
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Not showing server inside of in-game browser we are experiencing as well with our dedicated server - [G] - Globalnet. Everything was running without problems from the release of Resistance until some 1 week ago. Now, players are not able to find our servers trough in-game browser. No any configuration change was made on our server or OFP config files. I added following line to server.cfg: reportingIP="master.gamespy.com"; which didn't help to show our server to other players.
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If the mission time is longer then 30 min, in-game browser reports all the time 15min, and it doesn't count down. Same goes for any other server report tool, as servers are sending this false info.
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I changed my ServerStatus to show now 'N/A' when server response is showing longer 15 min. To not confuse players.
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Strange bug appeared last Saturday while playing on our dedicated server. While playing in the middle of the game one of our clan member was suddenly caught in TwilightZone. On very close combat map (HexxenSchuesell) he was suddenly all alone on the map. Shooting stopped, he couldn't see friendly or enemy players. Messages also stopped comming. He was still able to send messages (though they wouldn't be displayed on his side), and we were able to see him wondering around the map, but on his side he was completely alone. If we would shoot at him, nothing would happen, he would survive. But when he throwed bomb on our spawn area he easily killed us all. Also, he was able to steal enemies flag and bring it back. Trying to kick him was without effect, and after he would disconnect from his side, he was unable to connect again to the server before we would restart it. Same thing happened same night on C&H-TwoTinyIslands map, but this time to me. After around 20min of playing the map, I was in TwilightZone, choppers stopped to attack me, sounds of battle stopped. Others where able to see me on the 'P' list with ping still higher then 0. Just to mention that in both cases ping was really low (around 5-10ms) so connection problems should be out of question. Welcome to TwilightZone
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Did u ever experienced to be killed by "ghost" who has normal ping, can write to you but u can't write to him, "ghost" which can steal your flag and u can't kill him? Maybe we are referring to the same thing, maybe not.
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Thnx, should be a "must have" for every mission - hope mission builders are reading this.
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On our server average usage with 20 players is 1.5Mbps outgoing traffic/0.5Mbps incoming. During download phase, if a lot of users don't have map, outgoing is reaching 2.5Mbps, but for shorter time. [G] 213.149.32.76:2302
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And if you want to disable 3rd person view on server simply disable it first on your local PC and copy users/xxxxxx directory to your OFP dedicated server (as there is no user profile created on server unless you started game as a user).
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RealTime Server Query (RTSQ) for OFP,released to public
nicebag replied to LordNam's topic in MULTIPLAYER
Currently we are hosting application, and all servers and sites can use it from our site with full customization to fit in any site. Once it become available it will be published here. New features are added frequently. -
Dual CPU are helping on my server, no doubt about that. I know that code has to be written for multiprocessing environment to be fully at home, but system uses other CPU and everything goes well. Even with 20+ players, nothing is crashing on our server. Maybe luck, maybe good administrator
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On our server which is 2x1.8+ AMD, #monitor often shows below 10FPS. CPU's are then at 50% each (what shows Task Manager). 90% of the time even with such a low FPS maps such as HUNT 2.5, with more then 20 players are running smoothly. Anyway this is great improvement comparing to 1.4x version.
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RealTime Server Query (RTSQ) for OFP,released to public
nicebag replied to LordNam's topic in MULTIPLAYER
Here you can find more tuned ServerStatus on our web page http://www.gamenet.hr or direct link at http://www.gamenet.hr/servreport.aspx As you can see, this was developed in Microsoft ASP.NET technology, inspired by the SourceForge open project AXPlug. Feature list: - map & island name - time left when in the game - status of the server (creating, assign, dl maps, playing, debriefing) - players list - score of player - highlighted best player - sound warning when server is available for u to join in Sound warning works even if you are in OFP and playing on another server. What's the best, code can reside on our server and be used to monitor any other server. Also, you can change fonts, backgrounds, music file... Version is at the moment at v1.0 -
I installed this mission on our server. With more then 20 players online every day you can get good feedback on it.
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My vote goes to ASE, especially as a administrator of dedicated server, where I could find exactly how many players is online without need to start up game on my slow office PC. Marketing department or whoever was responsible IMHO made bad decision.