messiahua
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Posts posted by messiahua
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On windows server (x64) with pagefile turned off and 4gb physical RAM task manager shows that arma dedicated server exe uses 135mb commit memory, but really it's around 1.6Gb.
All counters show that I have 2.4 Gb physical memory free, but commit is 2411 / 3818, so really it's 1.4 Gb free.
Why?
Total commit when arma process running:
What happens when I stop arma process:
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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.
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Is it possible to disable direct speak volume loss over distance?
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I'm confused? Were you trying to talk to the helicopter using a 148/117 to a 343? That is impossible.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).
Were you using rack radios if you were trying to talk on the 148 and the 117?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.
Rack radios have some serious bugs with them right now. We have pretty much dropped our entire code base for those features and are doing them from the ground up, so sorry about that.That's very sad to hear :(
I hope, that you will successfully finish it sometime.
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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.
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That's a shame really :(
I guess it's somehow hardcoded into the game engine? Really strange and I don't understand why.
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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}; };
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/ 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).
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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.
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Do you run a window or linux Server Messiah?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.
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but all I can say is check your server's RPt before and after you get theproblem as it should list those persons
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.
What missions are you running btw?All missions are custom made and it really doesn't matter, because the problem on role selection screen, mission hasn't been started.
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also, who says you cant be completely chameleon in arma 2? :DIt'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.
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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.
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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.
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Yes, that's ssh format url, you were also using ftp over ssh right, so why is that a problem?Not a problem at all, even better and easier for me. I was confused because of the manual, which mentioned:
SixZsync.exe --push-repo C:/local/path/to/repo rsyncuser@rsync-hostname.net:/path/to/the/repowithout "rsync://"
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After enabling the debug mode in the .lftprc file? I get a lot more output then.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
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Checked in the first place - everything fine.
and: http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20failenabling the debug should be rather helpful. Most useful output I think if you'd run SixZsync.exe --push_repo from console (see docu for params).
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.
perhaps I got it wrongly implemented and you must leave out the ':'Tried all possible ways I could imagine. It doesn't even start to do anything, I guess the problem is somewhere else.
If you can get rSync over ssh it would be much preferred, also due to differential updates (delta patching).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?
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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.
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...In any case:
1. Create empty folder
2. Set this folder as Local Folder in RepoBuilder
3. Click Initialize Repository, also Initialize Server if you want to configure server info
4. Edit Repo Config for basic info (hosts, info url etc). Also Edit Server config if needed.
5. Put modfolders in the Local Folder, perhaps mpmissions in mpmissions subfolder if you wish
6. Enter Remote Folder
7. Click Push
Repo Config (config.yml) Mods and Missions sections are handled automatically, apart from supplemental information.
See for example http://www.pastie.org/2497827
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.
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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.
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Thats actually a bug in our terrain profiling code where its skipping over the player and sampling behind them one step. It will be fix in future version but for the most part its a fairly edge case scenario. I should update the ticket you posted though with that status.Thanks a lot! ACRE is awesome
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Here's a list of radios and their ranges at full powerJust 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
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Edit: nevermind I guess I found the answer: http://forums.bistudio.com/showthread.php?p=2021203#post2021203
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It's great to see how really important issues are being worked on and get fixed! Thanks BI and Suma!
ArmA2 OA Server Memory Usage
in ARMA 2 & OA - QUESTIONS & ANSWERS
Posted
Working set - 134mb, Private Bytes - 125mb, Shareable - 9mb.
I don't understand why and how arma memory usage is hidden.