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killswitch

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Everything posted by killswitch

  1. killswitch

    Ecp released!

    From ECP_Settings.sqs, under the "HALO Settings" part: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... ; ECP_halo_height ; opening height of parachute ? [ECP_halo_height] call ECP_is_null: ECP_halo_height = 150 ... Answer: 150 m
  2. killswitch

    Max pc specs

    Well, mine can ;) ... Of course it lags. And if I move too quickly it will crash to desktop. But it works ;) Then it can't. Thanks for participating. NEEEXT!
  3. killswitch

    Ofp combat photography. No pics over 100kb.

    Actually, I did none of those two things (stop for gas and rob the station). The driver of that UAZ did it. Now who might that have been...
  4. killswitch

    New vietnam island

    Double-checked. Yep - they are the same, differing only in their config.
  5. killswitch

    Addon servers

    Excellent Certa. That'll save a lot of bandwidth when updating the odd package every now and then. Now, for a few suggestions/wishes: <ul>[*] Support for other archive formats than zip (rar, tar.gz and tar.bz2 for example. The 7zip format (lzma) would be even better) [*] Command line parameter for the linux server to create PID files (comparable to the ofp server's -pid=somefile.pid, for example) [*] Ability to specify the config file instead of the default autoaddon.ini. This in order to run more than one server on a machine. [*] Specify where to download the packages for examination (to a temp dir, for example) [*] Well, basically, make it look like a real unix server program instead of a DOS port. Hmm... I knew I had more in mind but cant think of them ATM. Regards
  6. killswitch

    Ecp released!

    I dont get it. How can you not succeed by going here The ECP home page? There, proceed to open the readme (its impossible to miss it) in a separate browser window and then klick the "ECP Core" link and do what the page says, keeping the readme as a reference? It says exactly what to do.
  7. killswitch

    New vietnam island

    Ok. Where/how do I get hold of this "Hawkins"? *EDIT: I found him. See Hawkins post below for a fixed version of the island. Case closed.
  8. killswitch

    New vietnam island

    I'll add a quick fix to the island config.cpp to make this island work on dedicated servers. Its the old addon dependency ghost all over again... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class seb_ilo { units[] = {}; weapons[] = { }; worlds[] = {"seb_ilo"}; requiredVersion = 1.90; requiredAddons[]={seb_iatrang, sebnam_obj}; }; }; Ebud, it'd be great if you could update the island with that requiredAddons[] property, since then it would be usable on all kinds of servers.
  9. killswitch

    Ecp released!

    So, then why do you need to decrypt them? You have the source variants there, right in front of you. I'm assuming its the ECP config.bin:s you are referring to when you speak of "the files" above. Am I right? If not, then what files are "the files"? UnPBO 1.3 and/or OFPManager can be used to decode some (most?) .bin files. And yes, OFPManager is a buggy/quirky POS but its the only thing we have lest it gets updated.
  10. killswitch

    Finnish defence forces mod 1.2

    Any BitTorrent shares coming up, FDF ? You had that for the 1.1 release... Cheers!
  11. killswitch

    Ctd - directx / driver problem or something more?

    Sorry to hear about your problems. Thats no way to enjoy a new gaming rig. It seems that you've been testing and trying a lot of things, so maybe I'm just repeating stuff you have already done:<ul>[*] Set the motherboard to less aggressive memory timings (BIOS) [*] Lower the AGP rate from x8 to x4 or even lower (BIOS) [*] Disable AGP Fast Writes (in BIOS too) [*] Underclock the CPU (Set the FSB to 133, for example) [*] Test it without the Audigy, using the built-in nVidia Soundstorm chip (the MCP-T) [*] Try different versions of the nVidia motherboard drivers [*] Is the PSU budging under the load? Tell me what brand/wattage it is. [*] Make sure you have the chassis airflow set up right. Intake fan in the front and a outlet one in the back, below the PSU. Heat kills. You might also want to browse some enthusiast forums and read about other peoples experiences with the GA7-N400 Pro2: AMDmb.com's GigaByte forum nForcersHQ forums Things I'd like to know:<ul>[*]What chassis do you have? [*] How's the chassis cooling (fans, if any) set up? [*] (again) What brand/model PSU? [*] What CPU heatsink+fan do you have? [*] Tell me, in some detail, how you usually go about installing, say, WinXP on the machine. From clean hard drive to "lets test".
  12. killswitch

    Wargames addpak

    Good question. I bet the answer lies in the elusive config of the MT-LB pack... Of course, it may very well be a combination of the irScanRange* values and the fact that GAIA has a lot of discrete objects and that it affects whatever LOS calculations the OFP engine does for its radar functionality. This would mean that a barren island (the Desert Island, for example) wont be as "stuttery" as one with many objects. I havent tried this hypothesis yet, though. To be continued... *EDIT: Config quirk? Funny thing... Some SA-13:s defending, 3 x A10:s on a seek&destroy. Here's what happens:<ul> [*] The original Sa-13 will engage airplanes no problem (MAF_SA_13) [*] The WGL Sa-13b just sits there and gets whacked. Never seen it fire. (WGL_SA13) [*] The MAF_SA_13 is noticeably heavier on the cpu.
  13. killswitch

    Wargames addpak

    Yep, I revisited the problem and thats the real issue, not the old graphics card. Put a bunch of AA MT-LB:s on the map and you'll see it in action. Even "better" - place some SA-13:s from Mac&Maarfys APC pack. Stutterfest Extraordinaire The same phenomenon can be seen if you have lots of DKM ADATS:es or Tunguskas around. The BKM SA-11 is another one. Put enough Shilkas in there, and you'll see it too. However, any given computer can take more Shilkas in a mission than SA-13/ADATS/Tunguskas before the stutter begins. That begs the question "why" and here's the answer: In their config, the culprits most probably have very high values set in the irScanRange property. For some reason, I cannot extract the config from the apcrus.pbo addon so I cannot confirm it for the SA-13. However, many other AA/SAM addons have the same issues, which is why I eventually recognised the problem. To add insult to injury, they are using irScanRange which seems deprecated in Resistance. One ought to use irScanRangeMin and irScanRangeMax instead. To show an actual example: the normal BIS Shilka ("ZSU") has <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> irScanRangeMin=4000; irScanRangeMax=10000; From my own testing it seems that using those properties are more CPU efficient than having one large irScanRange value. Now, I'd love to see the config of the apcrus.pbo...
  14. killswitch

    Wargames addpak

    Thanks Angus. I sort of suspected it. I believe its running out of texture memory and we all know how good most VIA based motherboards are when you actually put a real load on them... (AGP texturing, heavy I/O and whatnot... sheesh) Well, it was way overdue anyway. Tonal and Gaia are the proverbial nails in the coffin for the old GF2 clunker... Interesting... I'd like to know more about that. Bn880, get over here and tell all!
  15. killswitch

    Wargames addpak

    I've experienced this too. What I have (all WGL versions of the addons):<ul>[*]4 x T80 roaming about an airfield [*] 2 AD batteries consisting of 4 x ZU-23-2:s and a MTLB-ZU23 [*] A flight of two WGL Thunderbolts en route to seek-and-destroy the area, beginning about 6 km away from the poor tanks. The symptom: a sort of "fps pulsing" or periodic stuttering occurs almost from the start. The period of those low-fps stutters is in the order of a few seconds. Room for optimization/quirk fixing? Or could it be my XP1900+ and the neolithic 32 MB GF2 GTS showing its age
  16. killswitch

    I'm in the ground

    If the config.cpp you have edited is the "game config.cpp" (the one in a bin/ folder) and not an addon config.cpp, you may want to try and "bin it" with the cpp2bin utility. Its avaiable here: OFPEC, OFP File Tools. Also move the text version config.cpp out of that folder. Why do I mention this? Well, using the development versions of the ECP I have noticed a "stuck halfway below ground level" quirk when having both a config.bin and a config.cpp in ECP:s bin/ folder. Hope that helps. Cheers!
  17. killswitch

    Modern usmc marpat

    Ehm...no... totally wrong way to go about it. You see, if addon makers put proper and complete addon dependency declarations via the requiredAddons[] property into their addons, this is not needed. Instead, you, get this, just use them and missions will be created without having to manually add them. Furthermore, both addons and missions using them will work without errors on dedicated servers. Wow. How's that for a better solution? It's not a matter of opinion, really. There are no ifs and buts about it. Either your addon works or its broken. Addon makers: get your requiredAddons done right!
  18. killswitch

    Enemy ai communications

    That looks great, Hark! I'd love to see that/those script(s) available for general consumption. Is it MP-aware? I mean, will all players see the officer do the same gestures?
  19. killswitch

    Linux and two cpus

    Ok. They have to go. ofp command #monitor ... and cpu usage is messaged by rootadmins Ok. Well, I'm sorry to tell you that I think you need to find a way to have only OFP running on that machine... (Well, technically, there being two processors in the machine, one can imagine running one OFP server and some kiddie games on it too)
  20. killswitch

    Linux and two cpus

    A few questions on the server: is it your machine, i.e are you collocating the computer at the game hosters' facility? If not, is it a shared machine? Are there other game server customers running their stuff on the same physical machine? Here's a few things about OFP:<ul>[*] One ofp server process will chew up as much CPU as it can during play. This means 100% of one of the processors in that machine. [*] That machine should be able to run two OFP servers if you want to (2 physical processors in the machine) [*] Do not expect to run more than that or any other game server on it. No CPU left... [*] One OFP instance chewing up 150% CPU and 1.4 GB memory sounds dodgy to me. See below. On the memory and CPU usage issue: how was/is this measured? Using what utility/tool? There's a difference between the amount of memory that OFP uses and the amount that linux itself uses for things like its buffer cache. The fact that a utility like "top" shows very little free memory doesn't mean the server is running out of memory. Most spare memory is used for the (file) buffer cache, which is released if needed. OFP is not like CS/RtCW and other light-weight game server types. Then again, no one expects CS to have 25.6x25.6 km maps and view distances of 1000+ m, now are they? Totally different creatures is what I'm saying. To conclude: OFP wants CPU and then it wants more. That may not be what your game hoster would like. He's better off selling capacity at overprice for low-overhead FPS game types, like everyone else, where he can host 20+ games on one machine at a time. Oh, right... why would anyone want to cripple a dual-processor machine with a non-SMP kernel just to make sure that OFP only uses max 100% CPU? Heck, send the server to me and you can have my single-processor machine instead. I'll even throw in a non-SMP kernel.
  21. killswitch

    Realistic explosion mod  v1.1

    It looks you slept over the last 3-2 weeks. Firstly, crater error already solved. Secondly every effect can be turn on/off in EXP_INIT.SQS file (search for GMR_Forevercrater). Thirdly not every crater stays permanently on ground, just craters under destroyed vehicle. So if you saw hundreds craters around on map it was not my fault, unless you destroyed hundreds of vehicles. Actually, that was precisely the case. I think Jinef is referring to the MP game we did recently with a hilariously target-rich mission called Nogova Nightmare. (That mission, btw, should have a tag line "the fight for framerate" ) In that, in the end, there were a *lot* of wrecks and accompanying craters. And all/most of the craters pop up as yellow "unknowns" in helo and airplane radars, much to the chagrin of poor airman Jinef, as I recall it.
  22. killswitch

    Realistic explosion mod  v1.1

    Its "hidden" within the GMR.pbo addon. You need to unpack the addon using the UnPBO tool (available for example from here) Then, you can edit that file to your liking and re-pack the addon using MakePBO (from the same page) or PBOTool.
  23. killswitch

    Ecp released!

    I'd like to see (AI-)view-blocking smoke grenades á la the ones i JAM.
  24. killswitch

    What militaria do you own?

    Uhm...that thing's not "loaded" (or whatever the correct term is), now is it, bd?
  25. killswitch

    Unscripted war: vietnam pack

    I'll second what m21man and Ebud says! I have an old Athlon XP1900+/GF2 and I am glad that the jungles on Tonal runs like molasses on it. I also hope this new island runs even worse. And no, I am not being sarcastic. Does that sound strange? Perhaps. Me, I see it as two islands to enjoy even more in the future, when I can afford a faster computer and/or graphics card. So bring it on, and take your time, TYS! (zips up asbestos suit)
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