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Batstat

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Everything posted by Batstat

  1. Batstat

    [MP][CTI] Warfare missions (WASP edition)

    In https://github.com/Spayker/a3wasp-core, Spayker write " Assembling To run missions on your server you must prepare 3 main components: missions themselves server mod headless client mod Missions must be assembled from Core, Config and Mission modules. " The config files are located here: https://github.com/Spayker/a3wasp-config but there are no info about where to put them. I have a dedicated server with a HC up and running, but i suspect upcoming LAN party will be without WASP warfare. I believe there has been used a massive amount of resources to make this missions, so it's a pity my knowledge isn't high enough to assemble the missions in a working order.
  2. Batstat

    CO16 Insurgency

    Played BAF Zargabad version 0.70 yesterday. In 4 hours and cleaning out over 60% of all red zones, we got 1 weapon chace revaled. For me that is a show stopper bug, also if it's done by design?
  3. New Beta Build 71726 is up! Click here to download Changelog: [71721] Game is now Large Address Aware, should improve stability and allow using more RAM with 64b OS. [71543] File cache size increased a lot on systems with 4 GB RAM or more. At last Game is now Large Address Aware
  4. Batstat

    New Beta Build 71726 is up

    You need tools as Process Explorer from Sysinternals or alike to be able to observe what type and how much memory Arma 2 utilize. In teory this patch will not make 32bit OS more stable, could in fact be the oposite i some situations. For more info: http://forums.bistudio.com/showthread.php?t=76121
  5. Batstat

    New beta build 71548 up

    :salute: This is nice, very very nice Suma Our NoPryl server runs most missions with 50 FPS, whith 15 - 20 players. We have 2 x 4GB ramdisk (imdisk), where we have loaded all BIS addons PBO. Will the server.exe be /LAA compatible in a week or so also? With 12GB RAM is it advised to stop using ramdisk on the server? If the files is cached I suppose the Ramdisk could represent a overhead and less efficent cache. But in some ways I doubt this is the case, since the game not has gone pure 64bit yet.
  6. Mission creep or new request? Yesterday I encountered that my RPT file probably are under a round robin regime. All my Arma2fps numbers was gone. Could you save the fps data in another file aka fslabels? Then I can compare my new settings with old one, without doing the measurement twice? Regards Batstat
  7. Summer xmas. Wishing You Happiness and Prosperity, and thank you very very much for your and your teams devotion Silola :cancan:
  8. Great app sbsmac. Tips, the correct rpt file would not be found if the user start arma with -profiles=drive:\dir\dir... in his shourcut. Serveral ways to fix this, a) put the info in the readme (ask user not to use -profiles), or tell him to manually copy the rpt file after the benchmark is run to ...AppData\local\arma 2\ b) Give the user the option where he can drag his shortcut to a dockable surface in your application. Then read the -profiles variable and maybe more info about how the game was started. Not sure if this is doable if the user often switch between different shortcuts (how to correlate, the shortcuts with the correct results - dunno) c) Give the user a way to tell where the rpt file should be read from. regards
  9. Also the one and only drawback "con" side of DAC. After you have made and played DAC mission, you can't continue producing missions without it. The best mission making tool/framework ever. Be prepared for DAC addiction :D
  10. Batstat

    Arma 2 vs. 64bit & /LAA

    Arma2 using only 2gb ram? http://forums.bistudio.com/showthread.php?t=97311&highlight=2gb&page=3 Closed by Placebo. I agree with Walker when he point out the cost for moving the game to a 64bit arcithecture. After I read the tread above and otheres, I'm still puzzeled with - am I the only one that seems to ask for more memory to the server.exe? Where using /laa seems to be both easy and the cheapest way to do it? Suma or others have not answered or shred light on this subject. Is there something I'm missing? And please not more swap file discussion here
  11. Batstat

    What version

    Hi and welcome Gorque, I also purchased Arma II trough Steam. Steam only update Arma II to version 1.04. Two days before xmas Bis updated Arma II to version 1.05 with a update patch http://community.bistudio.com/wiki/Arma_2:_Patch_v1.05 This patch will update your Steam version also. Don't run Steam verify game cache/content utility afterwards ;) With 1.05 you don't need to have Steam running to play the game.
  12. Batstat

    Arma 2 vs. 64bit & /LAA

    Truth be told, and I accept that to still be valid for our clients (to some extent). Server side it's a totaly different story. Big missions with many players will today crash server side, because of lack of memory. Benny Warfare is one example of this kind of big missions. In my tests, the server is doomed to crash after 5 - 7 hours, also without players. The cause is close to always out of memory related. 1GB is 33% more memory and could if we are lucky extend some big missions into practical infinite time (or until the server crash from somthing else). If not so lucky it could extend the server up-time with 2 more hours playing time. To worsen the problem, it also seems to be that the server is plaqued by memory leakage, so you better restart your server from os, beore you attemp to play som big missions. ---------- Post added at 01:39 PM ---------- Previous post was at 01:29 PM ---------- One last ting, it's imposible to read out of the steampowered numbers, I guess close to > 90% all people or clans that are runing big servers, can afford 64 bit computing. So there is realy no excuse for not enabling /laa on the server exe. In my mind the only explanation must be 1) Not to much big missions are played on serveres anyway? 2) SP is more important, because they are the guys thats generate most money in the shortes amount of time. MP can afford to wait? 3) This is one of BIS bigges news for Arma3, and they don't want to break it to early? 4) Others unknown reasons, hard to tell, because none is posted in this thread, what so ever.
  13. Batstat

    Arma 2 vs. 64bit & /LAA

    Steam hardware survey october 2009 http://store.steampowered.com/hwsurvey/ Summary 21% of the Steam users now have 64bit os installed, over 56% of the users have 3GB or more ram installed. 2 of 3 users installing windows 7 go for the 64bit version. When will Bis respond and make Arma2 utlize todays computer rescources?
  14. Hi Wiper, you also need to fix the ending trigger in MP SpecOp. The mission end with fail for the officer if not all players are at the extraction zone, 60 sec or so after extraction radio trigger is pressed. For the rest the mission continue, and did not end, before the rest quit (need to say, we did not wait for a extented period of time to test this). Generally speaking, a mission should end for all players, normaly at the same time.
  15. Played 1.4 SpecOp on deddy server today. Errors we did find: 1. Tried with Intro, 2 pc stuck in black screen. Chopper refuse to land. One die when parachuting. <- restarted mission without intro (Intro disabled). 2. We did choose to use truck (default) at insertion point. No trucks did apperar, we hijacked one civ truck :) Next time, the same did happen, this time we used the motorbikes. The promised(?) truck was nowhere to be seen. ---------- Post added at 02:25 PM ---------- Previous post was at 01:00 PM ---------- Extraction and ending trigger SpecOp don't work. As a leader I got the ingame cinema. The rest of the team did not. 50% of the team was on the extraction cite, the rest under way when mission ended, and only as failed for me. Seems as there are some MP bugs here.
  16. Batstat

    the more AI the lower CPU-Usage

    @JumpingHuber can you post your testing missions? Then we can compare with the same tool. We also should test if this condition is true with dedicated server. I assume you have been testing in singel player mode. One or more critical bottelneck seems to be present if this is true, or that was my the first taught that did come to my mind. Second taught, this could be ok, in it's own strange way. High cpu utlization is not a goal in it self, so the case could be twisted around, and the bug (if it is a bug) is only present with few units, hehe. I don't know. One legimit cause could be: The main thread use max cpu cycles because it does not have to wait for something, and it has the optimal amount with things and stuff to do. Rising the ai numbers could rise cpu utilization in a another thread, with the effect that the main thread is starved. Don't know that either. This is only is a problem/bug if the effect impact the game in a negative way, but yes it deserv a closer examination.
  17. Batstat

    AI blinded by rage or bugs?

    I have only seen AI empty their ammo on targets, when in MP and the server has gone close to down or down (or under heavy load and lag). When the server don't respond it will in effect cause the AI to continue to shoot, because they newer recive info that confirm that the target is destroyed. Yes I agree that the AI in Arma II, in what I presume a better way ensure that used enemy assets is destroyed. In OFP (if I remeber correct), the ai would often stop to fire at a vehicle once you bailed out.
  18. :) ok i redo the mission from scratch tonight
  19. My first try with the PvP script pack. I'm using ver 2.05 From ctfConfig.sqf #define GAMEMODE_CTF From mission.sqm under class Markers class Item2 { position[]={12378.598,6.1792684,3532.5886}; name="wFlag"; type="mil_flag"; }; respawn_west working - check wSpawn working - check same for east West flag pole showing up - fail (?) Do I need to test this on a dedicated server or do I need to turn on more atributes to get the flagpole visuals and mechanicks to turn on? Tested with preview, saved as user mission and then previewed it, and at last saved as multiplayer mission, going out to lobby and run the mission form mulitplayer setup - no difference.
  20. Batstat

    Patch 1.05 suggestions

    We played BE warfare against Battle.no tonight (14 vs 12 players). The server did crash after 2 hour and 4 minutes. From the ArmA2Server.mdmp: Dump Summary ------------ Dump File: C:\matchrpt\ArmA2Server.mdmp Last Write Time: 17.09.2009 22:04:23 Process Name: D:\ArmA2\ArmA2Server.exe Process Architecture: x86 Exception Code: 0xC0000005 Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Heap Information: Not Present System Information ------------------ OS Version: 6.1.7100 CLR Version(s): Modules ------- Module Name Module Path Module Version ----------- ----------- -------------- ArmA2Server.exe D:\ArmA2\ArmA2Server.exe 1.4.0.59026 ntdll.dll C:\Windows\SysWOW64\ntdll.dll 6.1.7100.0 kernel32.dll C:\Windows\SysWOW64\kernel32.dll 6.1.7100.0 .... Witch translate to exhaused virtual adress space, we did reach the 2GB 32bit APP memory boundary. Pls fix this.
  21. Match over Battle.no well done, it was fun :)
  22. Hi folks, players, ladies and gents Tonight NoPryl will play BE warfare 0,35 against a joint team from Battle.no From NoPryl there are 17 ppl participating, Battle.no do atm muster 7 ppl. If you want to participate or give Battle.no a hand fighting NoPryl. Then enroll your weapon here: http://forum.battle.no/index.php?showtopic=41281&st=0 The match starts at 20:00 CET and will be played at the NoPryl server (ps ingame the ping is not 2500). Else send me a pm and ask for more details. I hope to see you ! Regards Batstat
  23. 1,5 hour left to match start :) ---------- Post added at 05:22 PM ---------- Previous post was at 04:26 PM ---------- Last reminder 40 min left :bounce3:
  24. Batstat

    Patch 1.05 suggestions

    Please enable /LAA in arma2server.exe so clans with 64bit os and >4GB ram servers, can play complex missions with more players without crashing the server because it has run out of memory. Next do the same for the client arma2.exe Please?
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