Jump to content

seba1985

Member
  • Content Count

    28
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About seba1985

  • Rank
    Private First Class
  1. seba1985

    What kind of addons cause lag

    OK, I could go with a dedi then, but how is it supposed to be connected. Right now I have a box (running W2k), operating as an Internet Gateway for my other, main, PC. The box connected to the Internet has 2 network adapters and right now my main PC passes through and connects to my cousing's box on the other end, acting as a non-dedicated server. He is directly connected to the Internet. Could I run the dedi on the Internet Gateway machine, and connect myself to the intranet address, while my cousing would be connecting to my public IP? Seba.
  2. seba1985

    What kind of addons cause lag

    Well, we won't have a third machine powefull enough to run OFP better than ours (2 x AMD 64 3200 1GB RAM), so I guess a dedicated server is out of question. I haven't tried using neither ECP nor WGL 'cos I believe they will stress the connection more than vanilla OFP. I may be wrong, though. Think the best for now will be to leave addons out, or take some nights to test every addon I'd like to use -- they're not so many, basically some good modern units with a modern weapon pack, plus some APCs like MTLB and BTR-80 --. Thanks and feel free to add anything if you feel like it. Seba.
  3. seba1985

    What kind of addons cause lag

    OK, thanks a lot for the reply. Since you have not been specific -- and that's understandable because there are just too many addons --, let me ask you what should I look for, in a given addon, to measure the grade of CPU work that it will impose? I've never dig in any .cpp -- though I have a lot of programming experience, if that's of any help -- so if it is practical to do, could you or anybody else please give me some clues about what to look for after opening an addon pack to seize the "MP friendliness", so to speak? I'd like to say only that, so that the answer would focuse only in that, but I'd also like to add, as a sidenote, if weapon packs are also featuring any scripting that may cause MP problems. Thanks in advance.
  4. After 24 hs., 35 views, and no answer in the MP forum, I'm guessing it was the wrong place to ask, so I paste the original message here. Hi, after porting some of my missions to MP and trying to play them with my cousing, I ended up totally defaulting to standard BIS units and weapons as a preemptive measure, because the lag was so bad that rendered the missions imposible to play. I'm no expert at all, but I guess it was not only lag 'per se', there was some kind of completely lack of sync between the two ends of the game. In some missions I even run and shoot around my cousing's unit without making him any damage, and he don't see me dancing around. We have little time to play so much less to test, and that's why I'm just asking for help. To sum it up, 1) Does unit packs (LASER, RHS, ORCS, HYK) produce lag and desync by themselves? 2) Does weapon packs (LASER, SJB, RHS, ORCS) produce lag and desync? 3) Does vehicle packs pruduce... well you know the rest :-) I only know for sure that ORCS vehicles have to do with the problem, specially 'desync', why, don't ask me. So now I'm afraid to use any other units or weapons but standard vanilla OFP, and maybe it was just the scripting in those vehicles, or something. I know units can have scripting, but no sure about weapon packs, and in any case, not sure about how much problems can they cause in MP. Thanks in advance.
  5. seba1985

    What kind of addons cause lag

    Hi, I hope this is the right forum, if not please move it to where it belongs. After porting some of my missions to MP and trying to play them with my cousing, I ended up totally defaulting to standard BIS units and weapons as a preemptive measure, because the lag was so bad that rendered the missions imposible to play. I'm no expert at all, but I guess it was not only lag 'per se', there was some kind of completely lack of sync between the two ends of the game. In some missions I even run and shoot around my cousing's unit without making him any damage, and he don't see me dancing around. We have little time to play so much less to test, and that's why I'm just asking for help. To sum it up, 1) Does unit packs (LASER, RHS, ORCS, HYK) produce lag and desync by themselves? 2) Does weapon packs (LASER, SJB, RHS, ORCS) produce lag and desync? 3) Does vehicle packs pruduce... well you know the rest :-) I only know for sure that ORCS vehicles have to do with the problem, specially 'desync', why, don't ask me. So now I'm afraid to use any other units or weapons but standard vanilla OFP, and maybe it was just the scripting in those vehicles, or something. I know units can have scripting, but no sure about weapon packs, and in any case, not sure about how much problems can they cause in MP. Thanks in advance.
  6. seba1985

    Retextured guerillas released!

    Thanks Chris. As a matter of fact, OFP.info is my home page. As you may have notice, english is not my first language, so I went there looking for 'Guerillas' with no luck, then I looked for 'retextured' which gave me 119 results, and alas! I guess I thought they where not in there. Now I repeated the proccess and it was easily located. I'm sorry and thank you again.
  7. seba1985

    Retextured guerillas released!

    Any chance of getting this units? There's no place to download them anymore. If someone have them, I'd really appreciate if they can send them to me, or at least tell how I can get them. Thanks.
  8. Yes, but I did leave the details out of this on purpose, for every solution you have suggested took a general and generic way, not tied up to any specific mission. This way I've learned not only to solve my problem, but to deal with similar situations in other missions. In this particular mission, a SEAD pack - sort of like - of 2 F-16 (the player and his wingman) approach the desert of Tonal. After they destroy 3 SAM units, 4 A-10s approach the area and engage all the remaining units. The player can attack any target, as he keeps an eye on securing the air space. There are 38 enemy units on the ground, most of them are tanks. No unit enter nor leave the trigger area (EAST Present - Repeatedly). I went with the solution given here, putting a condition for that trigger in the way of "vehicle _x != driver _x" count thislist == 0 and it worked like a charm. As I understand it, every time the trigger got to be evaluated, it's list is generated again, and it will be smaller as the vehicles are destroyed, so the CPU will suffer less and less as time passes by. It's difficult to say, because I have had no noticeably frame rate drop from the mission start. Though I would really like to give it a try to the rest of the solutions, I barelly have time to end my campaing, so I'll probably try another method with another mission. I thank you a lot one more time, you've been kind to solve my problem and I've know more scripting than before. Some of the solutions will certainly help me with some missions I had in my head, but didn't knew how to make them.
  9. OK, to sum it up, you have presented two methods. Both worked well. But I'd like to know if the two people who give them agreed in what method is the best. Let's leave behind all others considerations, and focuse only in CPU. Which method is less CPU demanding under normal circunstances?
  10. Oh I see. So if I get you right, the more time consuming task would be the recreation of the array each time the trigger has to be evaluated. In your method the filling of the array occurs only once, hence reducing workload.
  11. That's what I thought, so it would be safe to say that the way you suggested - using a trigger condition - will be faster to evaluate as you advance through the mission and more units gets detroyed, as opposed to the method of generating one EastVehicles [] at the begining, as indicated by HardRock? (assuming no new east units enter the trigger area, of course)
  12. OK, but does destroyed units exist in the trigger's list?
  13. I have a follow question. How many times is that trigger condition evaluated during the mission? What's the impact on frame rate of this kind of triggers?
  14. Thanks a lot everyone. I knew the answer would involve something a didn't know about scripting. I search the command reference for each of your answers and got the meaning now. Thanks again, and everyone in the community - I read the forum from a long time ago, but so far every question had an answer searching for past topics. Salve OFP Â
×