KaRRiLLioN
Member-
Content Count
1198 -
Joined
-
Last visited
-
Medals
Everything posted by KaRRiLLioN
-
As a side note...whatever happened to Phaeden's Island? We've been using that island on my server for quite a long while, but could never use certain parts of it due to terrain bugs, i.e. invisible barriers and such, not to mention there were a lot of unfinished parts. Is this sort of a total remake of that island, or is there a finished version of Phaeden's Island out there somewhere? It's a great island. This one looks even better, so maybe I'll just dump PI and port all of my missions over to this island.
-
I've dloaded this and looked at it. It's kinda cool seeing the Malden coastline in the distance after leaving Everon. Are all of the islands still the same size, I wonder, or did he have to make them a bit smaller to do this?
-
AI can land choppers if you order someone to get in, for example. I'm not sure if AI can land planes or not. I wouldn't rely on AI pilots, though, for landing. They can take off, and they can blow stuff up for you, and that's what you'll really want them to do. =)
-
My humble addition..more for comedy.
-
The trail never seems to end, does it, benu? Most of the missing dependencies are hidden away in weapons configs or something, most likely. Col Septober, are you using mod folders? If not, are you using OFP watch? I would highly recommend u grab it and put in my server address 209.193.133.66 and then grab the addon packs that it recommends. It should automatically put them into mod folders. Then activate only the mod folders that you need. If you don't wish to do that, then I'd recommend cleaning up your addons folders by moving stuff into mod folders. Then activate only the ones that you need to play whichever version of RTS you're playing. What kind of PC do you have, i.e. CPU, RAM and vid card. Make sure that you have the latest video drivers. I think that perhaps your computer might not be handling all of the addons well or something, which is why I'm recommending that you disable the ones not needed for the version you're playing.
-
Optimising performance in scripts
KaRRiLLioN replied to tracy_t's topic in OFP : MISSION EDITING & SCRIPTING
I see what you're trying to accomplish, but remember that the important part is what the player sees or perceives to be happening whether it really is or not. Â The appearance that there is mass zombie movements going on can sort of be faked, just make it look like that to the player. Here's some of my stuff from nogova virus, and some of it's hacked together from the original code and I've never really optimized it much since it seems to work in the way I make it. Â Basically it uses Units WGroup which I group in the init of each soldier. Â The zombies spawn within a defineable distance of them. Â You can make it farther as well, but 70 is just at the cusp of vision with all the fog and such. Anyway, I'll copy what I use for creation and attack. BTW the Hugespawn and Bigspawn are just global vars to make more or less zombies appear at once...however you wish to set the mood. zombies.sqs (creates the undead) zombieattack.sqs zombieplayercheck.sqs (this gives the attack msgs when a zombie is near a player and runs on each client.) -
I'm pretty sure it's a missing dependency. It references the Jawa, but I think that is in the O.pbo or some res addon, because when I tried to reference it in the addon, it gives the warning about Jawa being needed. I guess there's another class name or something that might be needed. I also have added a dependency for the stt_klr, but I haven't updated the file at the dload link yet just to make sure I nailed down any other missing dependencies.
-
I have a P4 2.8gz with a Radeon 9800 Pro and 1GB of ram. Â If I enable all AI for both sides with both sides using AI commanders, then I will get some FPS loss. Â It's still playable for me, however. Â If I lower that to AI commanders for each side and 3 or 4 AI squads enabled, then I notice very little frame loss "lag". BTW this is when I play it on my own PC and not on a dedicated server. Playing single player on a good dedicated server might reduce some of your lag because the server is making most of the calculations for the AI not directly in your group. With anything under 1gz, you will notice frame loss with even just AI commanders because they build a lot of units for taking territories, etc. Â In CTI you may not experience this because I don't think it uses large amounts of units like RTS, and you also cannot built large amounts of units very quickly. Â This is advantageous for slower PC's because it means you can play vs the AI without the frame loss. I already have a script which removes dead vehicles if they are not recycled after 10 mins. Â Both AI commanders built salvagers so they will keep the battlefields fairly clean. Â Also, if a vehicle falls into water and cannot be salvaged, it is deleted almost immediately. Â I also have a dead body script remover to get rid of those after a short period of time. Â It may still need some tweaking, but it's there. I also went through all of my AI scripts and optimized them by removing the pauses using @ because someone told me it uses a lot more CPU than a loop. Â I replaced those with longer loops to help that, along with removing a lot of redundant code. Â Of course, there are always improvements to be made, and I'm not a master scripter so I'm sure there's things I'm missing. RTS uses a lot of units if you allow it to, by enabling a lot of AI at the setup screen. Â I would recommend that for slower computers you enable an AI commander for the enemy, and then for your side play as commander. Â It will still be a vicious fight, and it will still lag on slower PC's, but it might be playable. Anyway, I hope that you can upgrade your computers and enjoy it the way it's meant to be played. Thanks for the feedback.
-
If you're getting the missing BIS_resistance message while in the game, it's not going to stop you from playing it, but if it's not letting you play the game at all, then I'm confused because it's part of the O.pbo addon in your Res Addons folder. The stt_klr is the older version of Select this's motorcycle, but I'm merely referencing it in the RTSVehicleAddon.pbo. Â It's in my addons pack. Â If you download them using OFP watch then it'll automatically put em in mod folders for you. Â The reason I don't use the newer one that comes with the BAS rangers is so people don't have to download that if they already have it. Also, typically the mising addon bis_resistance normally happens in a game because it's not referenced in the mission file, but I'm pretty certain I have all necessary addons referenced in the mission. Oh, and I HIGHLY recommend that you use 1.94 resistance.
-
paul8agrape - one thing which does cause momentary freezes is when new units are built. this is because OFP is loading the new textures and such into memory and it puts everything else on hold while it does that. I have also noticed that the Junker floatplane can cause a bit of lag as well, but I'm not sure why. I don't think it's running a lot of scripts, but it could be because of the size of the plane. Unfortunatley I don't know of any other large paratroop carriers that I can use. Also, I followed the advice of Trenchfoot (maker of theSpitfire and ME109 planes) and substituted the AI versions of those planes for building because the player versions have a lot of extra scripts in them that can cause lag. If you've recently downloaded the RTS pack, I updated the WWII version with those. It still shows 1.1 as the version, but if you build spitfire or me109 for example, the type should show as the plane name with AI at the end when you get in. I'm on vacation atm, but I'll keep on eye on this thread. Connecting to the internet from this farm in North Dakota can be tricky. =)
-
havocsquad - look a few posts up for the info on the 88.pbo. paul8agrape - Are you all using the new WWII addons pack? Â 2.1a is the pack version. Â Also, are you using 1.94 dedicated server and clients? Â That's solved a lot of problems for us. Â My server is a 3gz with 1GB ram. Â If u enable a lot of AI then you will get a lot more lag. Â Also, download the latest release of the RTS missions. Â I adjusted some stuff in the WWII version which might help. I'll be out of town for a week starting tommorrow, but I'll try to monitor this thread.
-
When I checked the addons I mainly checked them as empty addons and didn't try to put in any manned ones since I wasn't making coops. Some of them probably use crews from other addons that I didn't include. In that case they'll need to be hunted down. I'll be happy to add them to the addon pack next time I update it.
-
Very nice! Will you make versions with large bomb loadouts? It would be good to have Anti-Air version, Anti-ground missile version, and Bomber versions. Â I do not know what realistic loadouts are on Mig 29's, but this would be good. Â RTS-3 Needs some good east jets to survive the F-18 and F-15.
-
Have you tried my server? 209.193.133.66
-
@Hotkey: The 88.pbo was missing a dependency. I repaired it and updated the WWII pack yesterday with it. If you have the error, then just download the 88 from here and overwrite the one you have: http://www.aggression.org/karr/88.zip @Bonko the Sane: Are you having fps issues in coop or single player or multiplayer? If it's coop or SP, then don't enable more than a couple of AI squads on the computer controlled side. The top slot is the commander (although it'll automatically assign one too) and then enable maybe 1 or two more AI slots--those are the squad leaders. It can be challenging playing against only the AI commander as well. If you're having issues in MP, then ask the commander to lower the AI limit. The AI limit is automatically adjusted depending upon the number of players anyway, unless you're the commander. @the_stalker: What kind of internet connection do u have? If a game is in progress, then it might take you longer to join. We have 3 56k players who play a lot though, and they seem to connect ok.
-
w00t! Glad to hear it. BTW, to those using the OFP Watch Auto-addon manager, you may notice a discrepancy in the Mi26.pbo. Dont' be alarmed, it's just some strange glitch where a date or something on the file changed. The Mi26 isn't used anyway right now. Do keep an eye out for updates to the RTS3 Addon since I'm trying to tweak out some issues. When I updated Bootcamp addons 1 and 2, all I did was add in an auto-addon info block which tells it to extract it to a mod folder. I'll be doing the same for some of the other addon packs I have just so people can manage it all better.
-
Sorry, I was updating it with the new addon packs. The crew and such that are used in WWII come from the Invasion 44 mod, but the RTS ww2 pack is set to exactly what u need for it. @Tman, are you using 1.94? It could be there's a burn script or some other script running on those choppers so when it's deleted it'll crash you. If so, 1.94 I think fixes that. I'll test it to see if it does it to me.
-
I have noticed that as well. I'm not sure why it does that since I'm sure the classtypes are different, even though it's based upon the same model. It didn't do this in the old addon, even though I didn't change much with regards to that.
-
I've known about dependencies for a while, but I never saw what they were in those .pbo's until you guys pointed it out, heh. @Benu Sure, edit to your heart's content. I tried to make it all as plug-n-play as possible. The RTS3-Arrays-Units.sqs contains all of the buildable units, and all of the units that the AI builds, etc. The other scripts shouldn't need changing unless you're adding more researchable items, then there needs to be some var checks in the RTS3-Research script. I'll take a look at the new 2s19. I'll probably have another modern addons update sometime soon since we've had a few new Soviet jets made. So long as they can sort of hang with the F-18's and F-15's then I might get rid of the east versions of those west jets finally. Also, John updated his King Tiger and released his Elefant. That guy is a WW2 addon-making machine! As a result I'll probably look at another WW2 update within a few weeks. I need to figure out how to trim the size of that pack though. 170MB is getting a bit hefty. On the good side though, it's great to have for all of the Battlefield WW2's and CTF's etc. so all of the stuff is in one pack rather than having to snag it from all over the place, as I did when assembling the WWII pack. There's a lot of great WWII stuff out there, it's just so many different people making it that it's somewhat fragmented.
-
I'm just glad you told me how to fix those. I've been trying to figure it out for a while now. I never thought about the fact that the Vulcan and Bradley were addons that came about later and are in the addons folder. For that reason it's necessary to put a dependency entry in them. Glad you like WWII. We've been playing the heck out of it lately, although there seems to be an issue with one of the planes or something. I think there must be a messed up script loop in one of the new AIA planes that causes everyone to start getting massive frame loss. I'm assuming it's one of the new AIA planes, i.e. the ME109 or the Spitfire, because I created two new Battlefield maps for WWII, and when the plane spawns suddenly things start lagging. It doesn't happen every time, but it's happened enough times now that I'm beginning to wonder. Last night while playing RTS WWII, I started noticing bad frame loss about the time that our base started getting bombed.
-
AHA! So that's the problem with those addons? That's right, the Bradley and Vulcan are official addons that aren't in the main thingy. I'll fix it.
-
I'm thinking of a way to work UA in to the modern version of RTS. Most likely it'll be an asset that is only given once after the entire base is built, and if it's destroyed, then it's gone forever, or something like that. I'm still thinking of something for balance.
-
RTS-3 version 1.1 is out. The RTS-3 addon has been broken down into two addons. One is RTS3CoreAddon.pbo. This contains all the core RTS buildings and vehicles, like the MCU and Construction jeeps. The other is RTS3VehicleAddon.pbo. This creates east side vehicles from the F18 and F15. This version is NOT needed for the non-addons versions of RTS. In the new RTS mission pack, there is a non-addons version of Everon which needs the Core addon. I wanted to make it completely addons-free, but it really unbalances things because the non-addons buildings have armor values that range from very high to almost nothing. The Core addon is very small though. This way you can play RTS without downloading 100+ MB of addons. I'll have some more versions out later. The RTS WW2 pack version 2.1 is out. Ubermaus and Ubermensch got permission from addon makers to make many of the WW2 tanks more realistic in relation to each other. Some of the tanks had unrealistic weapon and armor power, etc. Many of them also had mass values that were so low a jeep could push them around. They are all much better now. I would recommend that you make a mod folder with only the RTS WWII stuff in it and keep it separate from your other WWII addons just to be on the safe side. After testing with it, I can say that it's a lot more realistic in the tank battles now. I fixed a few exploits and improved a few other things as well. Make sure that you DELETE your old RTS3 WWII pack, DELETE ANY old RTS3 addons, i.e. RTS3Addon.pbo, RTS3BetaX.pbo so you won't have any conflicts. Get it all at http://www.aggression.org/karr.html
-
We've been testing out the 3rd Nogova virus on my server. It still needs some tweaking since the mission is over too quickly. Mainly I just wanted to test out some new features. The dog is pretty cool. I also have some other interesting effects in the mission. Hopefully we'll have a version to post soon.
-
Kquery4 - freeware replacement for all seeing eye?
KaRRiLLioN replied to theavonlady's topic in MULTIPLAYER
Standardization is key.