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messiahua

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Everything posted by messiahua

  1. messiahua

    ArmA2 OA Server Memory Usage

    Thanks for pointing to vmmap and rammap. Some screens for clarification: I guess they are self explanatory.
  2. messiahua

    ArmA2 OA Server Memory Usage

    Working set - 134mb, Private Bytes - 125mb, Shareable - 9mb. I don't understand why and how arma memory usage is hidden.
  3. Just as plain teamspeak, but without disabling plugin, which can lead to crash and is not convenient because everyone should do it. I'm just curious if it is possible, if there is any such variable. Need this for any debug/testing/training missions.
  4. Is it possible to disable direct speak volume loss over distance?
  5. No, i'm sorry for confusing you. All units by default have 343 and we don't remove it, even for pilots, so one of the pilots was using 343 and we heard him on the ground. My concern here was only about the distance (1.5 km). By rack radio do you mean mounted in the car? If yes, then no, we used only 148 and 117F (manpack). Correct me if I'm wrong. One person (RTO) had 117F and he couldn't contact pilot. I had 148 and couldn't contact, but another person with 148 could. That's strange. We also have such problems randomly on other missions and they are mostly related to connection with flying vehicles. That's very sad to hear :( I hope, that you will successfully finish it sometime.
  6. Hello, today during one coop mission with helicopter we noticed strange bugs when someone can contact pilot and other person can't using same frequency and 117F/148 even when heli was very close, but unfortunately when I enabled acre debug no hints where appearing. Also I want to ask if this is an issue on screens: That's pilot talking via 343.
  7. Currently when you sprint you're tiring and your speed is lowering gradually by time. I want to change minimal value for sprint speed (AmovPercMevaSrasWrflDf class) and I can't find it. Config parameter "duty" is responsible for speed of tiring. Also I've tried changing "relSpeedMin", but that has no effect on what I want. Can anyone please help. Is it possible to change it? Classes from original game config for reference: class SprintBaseDf : StandBase { actions = "RifleStandEvasiveActions"; file = "\ca\Anims\Characters\data\Anim\Sdr\Mov\Erc\spr\low\Rfl\AmovPercMsprSlowWrflDf.rtm"; speed = 1.71429; soundOverride = "sprint"; duty = 0.5; showWeaponAim = 0; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Perc_Mrun_Slow_Wrfl.p3d"; leaningFactorBeg = 0; leaningFactorEnd = 0; limitGunMovement = 0; relSpeedMin = 0.697171; relSpeedMax = 1.1; enableAutoActions = 0; visibleSize = 1.00012; soundEnabled = 1; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; headBobStrength = 0.154229; headBobMode = 2; rightHandIKCurve[] = {1}; leftHandIKCurve[] = {1}; ConnectTo[] = {"AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon", 0.02}; InterpolateTo[] = {"AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon", 0.02}; }; class AmovPercMevaSrasWrflDf : SprintBaseDf { actions = "RifleStandEvasiveActions"; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Perc_Mrun_Slow_Wrfl.p3d"; relSpeedMin = 0.797005; soundOverride = "sprint"; soundEnabled = 1; limitGunMovement = 0.1; weaponIK = 1; headBobStrength = 0.253731; duty = 0.5; ConnectTo[] = {}; InterpolateTo[] = {"AmovPercMstpSrasWrflDnon", 0.02, "AmovPercMrunSlowWrflDf", 0.025, "AmovPercMwlkSrasWrflDf", 0.025, "AmovPercMrunSrasWrflDf", 0.025, "AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon", 0.02, "AmovPknlMevaSrasWrflDf", 0.025, "AmovPercMevaSlowWrflDf", 0.025, "AmovPercMevaSrasWrflDfl", 0.025, "AmovPercMevaSrasWrflDfr", 0.025, "AdthPercMrunSlowWrflDf_6", 0.01, "AdthPercMrunSlowWrflDf_A1short", 0.01, "AdthPercMrunSlowWrflDf_A2short", 0.01, "AdthPercMrunSlowWrflDf_A3short", 0.01, "AdthPercMrunSlowWrflDf_A4short", 0.01}; };
  8. That's a shame really :( I guess it's somehow hardcoded into the game engine? Really strange and I don't understand why.
  9. messiahua

    command line key?

    / key - is default text chat command. You can reassign it in controls settings. And of course you need to be admin for commands to work (if you're host, then you're already admin).
  10. Hello to everyone reading this thread. My community suffers from a dedicated server problem for a long time and I can't find any solution. We have recently upgraded our hardware and it's a decent configuration: xeon e3-1240, 4Gb RAM running windows with 100 mbit net link - that's more then enough for arma. Usually there are less then 40 players on server and everything runs pretty much fine without problems, but recently we had a joint game session with ~60 players and that's when problem start to appear: Mission is selected by admin, everybody start to join on slot selection screen and at some point game stops responding to any in-game commands or actions (you can't change your role for example, as well as issue any admin commands), and everyone, who was connecting to server is hanging on "wait for host" screen, but when someone (exact person) disconnects - server starts processing, suddenly everyone connects and all goes smooth until the same person or similar starts to join. Personally I think, that's arma related problem (bad net coding) between server and problematic client (low upload/download bandwidth or whatever) and you can't do anything about it, BUT there are a lot of other public/private servers, that host more then 60 players (up to 100) without such problem! And that's nonsense in any case, why one clients messes all server? There are a lot of different guesses on the source, but no exact solution and it is very hard to find it, because it is not possible to gather this amount of players just for the sake of testing (everyone wants to play obviously). It couldn't be because of any arma server network settings (by the way they were on default), because the game hasn't even started yet, everyone just connects! And it couldn't be a problem with hardware, because it's new and we had same problem on old. I very doubt that's any network bandwidth issue, because almost no data transfered during this problem and I witnessed at least 60mbit upload without problems when server was sending mission file. It's not CPU, because there is almost no load during problem. It feels like messed up internal arma server processing code. It is waiting for some data or other timeout to happen. I beg for any help! Probably someone also faced this problem and found some solution.
  11. That's one hell of a problem indeed and I'm more and more confident in the fact, that's some kind of bug in dedicated server application itself. It would be great to have a dev comment on this for at least some clue on what could be wrong and a way to provide useful feedback (rpt, netlog, any other config setting) to find the source and fix it.
  12. Windows as I wrote in my first post. By the way we played with shacktac not so long ago on their server and I don't recall such problem at all, even considering long distance (thus worse connection) between players, but I will ask nevertheless.
  13. I will save RPT next time. I was looking through it during problem and it contained some usual and not so usual errors, but anyways they make no sense to non-developer. All missions are custom made and it really doesn't matter, because the problem on role selection screen, mission hasn't been started.
  14. messiahua

    Arma 2 : OA beta build 84749

    It's possible only when you're close, when all the grass is drawn, but when you look at someone from afar with binocs any unit model stands out against the background. Especially on hills, when they are not drawn and units are just floating in the air.
  15. May I ask if there are any plans to implement some kind of whispering/shouting feature? Right now you can hear a person a bit too far, that makes pvp experience a bit awkward and it is not possible to sneak to enemy quietly while speaking.
  16. Not a problem at all, even better and easier for me. I was confused because of the manual, which mentioned: without "rsync://"
  17. Yep, "debug -o debug.log" and debug.log is empty. By the way when I execute: "SixZsync.exe --push-repo /repo user@host:~/test" it transfers via ssh not rsync, as I thought
  18. Checked in the first place - everything fine. Tried everything - not working. Even debug.log is empty for some reason. Running "SixZsync.exe --push_repo" gives exactly the same output as in GUI. Tried all possible ways I could imagine. It doesn't even start to do anything, I guess the problem is somewhere else. Already did, because it's a no go with sftp. Anyways I'm grateful for you help and replies. The last thing I wonder if it is possible to somehow avoid creating separate directory with repository files, is it safe to use my root arma dir for updater (with including only specific directories via --repo_from_config) considering that I moved pack files to other place?
  19. Any hint on how to use sftp correctly? I've configured private/public key - tested, no problems. I enter: sftp://user@domain:/path, but lftp.exe process is hanging and log stops on: "Pushing @mod to sftp://user@domain:/path" - that's it... I've even tried writing protocol as "ssh+ftp" or "ftp+ssh", but it tries to connect over rsync.
  20. Thanks for reply and sorry for not using this thread. Basically I understood, it does all work only when pushing and I expected some GUI interaction before pushing.
  21. Can anyone explain how can I create custom repository with six updater? I've read: http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup but can't understand how to use RepoBuilder UI, if I enter empty dir in "Local Folder" it obviously creates empty config, but if dir is not empty it throws error "RuntimeError Folder is not empty". Manually creating/updating config.yml with all those updated_version, guid, size fields is nonsense.
  22. Just want to warn everybody, that 343 is almost useless on steep hills. Signal is lost at ~65 meters even without any obstruction, like here: http://tracker.idi-systems.com/attachments/60/p2_2.jpg
  23. Edit: nevermind I guess I found the answer: http://forums.bistudio.com/showthread.php?p=2021203#post2021203
  24. messiahua

    Arma 2: OA Beta build 83500

    It's great to see how really important issues are being worked on and get fixed! Thanks BI and Suma!
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