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NeoArmageddon

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Posts posted by NeoArmageddon


  1. Ok, that's interesting. Can you please give me some more information?

    Seems to occure every second or third gamesession: We start, escape from prison and 2-3 min after start, the server drops to 0-1 FPS and players get out of sync. Server will get up to full FPS after approx 60 secs.

    Sometimes this will also occure midgame (~10-30 min after start).

    We also noticed this mission behaviour in 1.5 (but not before 1.5)!

    I have made a video of a game session with this bug in 1.5 and #monitor enabled, but I can't upload it until weekend.

    We also have never encountered this FPS loss on my ported maps (Podagorsk and Isla Duala) so I assume it is related to the huge mapsize of chernarus or the amount of locations.

    P.S. We use a linux debian 6.0 dedicated with i7-960 8 GB Ram. 2 to 6 players.


  2. When on the server and we select mission,it kicks us back? Any idea? was it created usuing FDF mod or just island?

    You don't need FDF Mod, just FDF_Isle1_a aka Podagorsk.

    And please note: Since Escape 1.5 you need CO.

                   "cacharacters2",
    	"ca_modules_functions",
    	"cacharacters_e",
    	"ca_modules_silvie",
    	"ca_modules_animals",
    	"CA_Modules_Alice",
    	"fdf_isle1_a"

    Have a look on your servers errorlog, to get the missing addon.


  3. Escape Podagorsk



    by Scruffy and NeoArmageddon

    A port of Escape Chernarus by Engima of Östgöta Ops to Podagorsk

    Description

    Escape Chernarus is a great mission and we played it a lot. Now we know every place on Chernarus and there was a need for a Escape mission on another island. FDF's Podagorsk is great for an Escape mission. Its terrain is similar to chernarus and its very detailed and diverse.

    So Scruffy and me grabed Engima's markergenerator and ported his mission to Podagorsk. Have Fun!

    Original Description (Chernarus replaced with Podagorsk):

    You are a USMC special force held captive in Podagorsk some time before the US invasion. Your objective is to somehow contact your allies and rendezvous with a rescue force. Find your way through the living environment of enemy hunters directed by an intelligent search leader, enemy forces, civilians, traffic, animals, ambient events and surprises. Mission is 100% dynamic and uses the entire map. Play it 100 times, two games will not be the same!

    We tested the map a lot of times, but if you get errors or bugs, please report here.

    Download

    http://www.modfact.net/data/escape.rar

    FEATURES

    - Co-op 08 Revive (recommended for 2-8 players).

    - Uses entire map.

    - Dynamic and living environment.

    - True random start position. Game develops differently every time, inferring great replayability.

    - Options for enemy skill, enemy frequency, weather, time of day and grass settings.

    - Supports hosted and dedicated server (and is JIP compatible).

    New features in this Podagorsk version:

    - Enemys have more weapons (Bizon, MarkarovSD, AK107,...)

    - Small fixes

    INSTALLATION

    Put the .pbo-file in your MPMissions folder in the ArmA2 game folder.

    CHANGE LOG

    v1.7 Quickfix (20.03 22:15)

    - Enemy sniper were equipped with AK-mags. (Redownload the mission, if you loaded it between 2200 and 2219)

    v1.7 Podagorsk port

    - Added Random weapons to patrols

    v1.7

    Fixed the start bug (player do not wake up dead anymore)

    Increased the time it takes to hijack a communication center, and FAC Operators do it faster than the others.

    Added field hospital at communication centers.

    Added things that you don't want me to tell you about.

    Fixed bug that made enemies surrender.

    Fixed bug that made player's vehicles suddenly disappear.

    Made it much easier to port to another map.

    A lot of fixes and improvements (for complete list, see ReadMe.txt in installation pack).

    v1.5 Podagorsk port

    - Ported to Podagorsk (14 Comcenters and 88 Villagemarkers)

    - Replaced "Chernarus" in briefing with "Podagorsk" :P

    - Changed date to a night with fullmoon (so you can see a little bit without nightvision).

    - Some smaller fixes

    v1.5

    - Changed player units to Razor Team.

    - Communication centers now appear randomly.

    - Added things that you don't want me to tell you about.

    - Removed debug information that was left accidently.

    - A lot of fixes and improvements.

    v1.1

    - Fixed bug at mission start (players could start mission dead etcetera).

    - Fixed bug regarding parameter "Enemy frequency". Enemy armor is now also in relation to this option.

    - Made the insurgents invest in night vision goggles.

    - Removed the parameter "Number of revives" (since "Unlimited" is the only option relevant for this mission).

    v1.0

    - First version

    A Few Hints

    Escape Chernarus is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost).

    REQUIREMENTS

    - ArmA2 Operation Arrowhead/Combined Operations.

    - FDF Podagorsk

    CREDITS & THANKS (Port)

    - Biggest thanks goes to Engima for this great mission. Also we like to thank you for the support via pm.

    - Mondkalb for holding off the hordes of communist, while Scruffy and I ported the mission.

    - Freshman and Captain Caracho for being absent.

    - Name_ist_nicht for having no BAS.

    Original CREDITS & THANKS

    - Norrin for his Revive script!

    - Monsada, Rafalski & Kronzky for their UPSMON script!

    - Tophe, Milton, Tobias, Alex, Robbi (of Östgöta Ops) for beta testing!

    - Tophe an extra time for composing music for the trailer!

    - Neil MacMullen for his wonderful Squint (the editor)!

    - BIS Forum members for help during scripting headaches!

    - Bohemia for a fantastic game!

    Disclaimer

    This is a port of Engimas Escape Chernarus. He is not responsible for support of this mission.


  4. Heyho, we just played Hinds the first time in Multiplayer and we think we found some "bugs" (but can't say they are real bugs):

    In multiplayer the "SuperHind S8T PMC" can't fire any weapons except Ataka. You can hear weaponsounds but no bullets/rockets are leaving the barrel (S8 and G12).

    As pilot you can't see the open cabin of your gunner, the cockpit seems to be cut of in first person lod.

    If the pilot gets in first, he can't release control. Gunner has to get in first (and take control for one time).

    I don't want to create a CIT ticket before I can't say if this are actual bugs related to Hinds-DLC.

    Is there a special thread for such things (can't find anything related to Hinds)?

    But every thing else is great! I love those hinds and their flightbehaviour!

    @EricM

    As far as I saw:

    - A lot of Hinds (3 types, alot of loadouts and paintings)

    - New "ambient" vehicles from ArmA (ZU, M1A2,...)

    - Missions


  5. I would love to see this on Lingor! I don't think it would be possible on Duala... too much open area and not enough cover.

    After porting Escape to Podagorsk, I will try to port it to Duala (with and without Duala units). Escape on Duala will be very interesting and challenging!

    At the moment we are testing the Podagorsk version, but it seems okay. We don't plan to release it before the major chernarus escape 1.7 update, but if anybody wants to test it (1.5 codebase), feel free to download the first version here: http://armaplayercenter.com/co08_escape.fdf_isle1_a.rar

    Please not that Engima is not repsonsible for supporting this ported version and that it may contain nuts/bugs.


  6. I found the problem, and this issue should be history in next version. Btw, expect it in a couple of days!

    Will this be the update with the major update to the codebase you mentioned via PM?

    Instead, reassign sometimes work, or restart server (at least if dedicated). Something is not getting reset as it should when restarting.

    Smashing WSAD while at blackscreen also work (For us this worked every time, we never had to restart the whole server. Pressed keys don't get resetted on restart.)


  7. My biggest gripe is the fact you have to re-host each time you play in order to ensure it'll work correctly (haven't tried on a dedicated server yet). Will this be fixed in the next version? So that you can use the Restart option instead?

    You can use restart if every player press W-S-A-D directly on start. This is some kind of workaround (this will fix a respawnscript related issue, that cause the failed starts).


  8. Since I try to keep with the "Chernarus story", I don't think the BAF really fit in.

    We had not in mind to change your story, but BAF are the only woodland units, which are able to carry a rucksack. That was the only reason we added them. The Takistan version will make this unnecessary (OA units, yay).

    The start text is there for a reason. I want to hide all ugly initializing, when players are spawned, buildings are being rendered, scripts are initializing (especially on hosted).

    Yes, I know. We stripped the intro and watched ourself. But on our dedicated Server the initialisation is much shorter than the intro. Whole initalisation ~ 4 seconds, intro ~20.

    My idea: Introtext and credits and the black screen should be seperated. You keep all sleep's in the text-part and you link the "black-in" with a script-synchronisation.

    So everyone will see the text, but people with fast server and clients are not forced to wait.

    Guards throwing grenades into prison seems to be directly linked to enemy difficulty. Since we lowerd enemy strength, it never happend again (in 20-30 rounds).

    The "instantly killed on startup"-bug is not fixed, but Scruffy an me found the reason:

    If you die while moving, the respawn script seems to lock your keys. On next start, you will move in the same direction as in the moment you were killed, even if you don't press anything. If the prison is not initialzed yet, you character will move outside and you become hostile, before the screen fades in. If you enable shacktack-HUD you can see the issue very well.

    BTW: We will test the new version ASAP (this evening). Bug report will follow.


  9. But, Why would you WANT he enemy to see you if youar hitching a ride from a civilian AI driver...? Isn't it kinda "cool" that you can sort of go "undercover" by riding in the "backseat" of a civilain driven vehicle and move about unseen?

    I think you got something wrong: I have never complain about not beeing seen while driving in cargo in a civilian vehicle. Its a great game mechanic and I just said it was very "funny", because an enemy looked directly into my face :P

    Scruffy took some videos yesterday (Scruffy will post em soon). Some of them are very funny:

    Escaping prison, get in a bus (in cargo), let the civilian drive, run into a enemy group, didn't get noticed by AI because civilian vehicle, driver decided to get out of bus, shoot by enemy patrol... we loled^^

    Since then we always try to get a bus ride to the next ammodepot.

    Here is a vid:

    BIS fixed the bug, in which AI will detect you in any vehicle frome any side instantly some thime ago, and it was a great fix! (Captured BMP ftw).


  10. @Engima

    Yesterday we played an altered version with BAF units and rucksacks and it "felt" much better. OA units are great for this type of missions.

    But there are some things I have to complain about:

    • Classnames are spread over most of the scripts, it would be great to but all classnames in one file (in seperate arrays).
    • Could you add an Param to change _showIntro in multiplayer? The 9 second black screen is annoying (your name, etc can stay^^).
    • Please remove handgrenades from prison guards. A grenade exploding in prison directly after looting the deadguard is annoying too.


  11. _civ = _this select 0;
    _killer = _this select 1;
    
    if (_killer == _civ) then {
    _car = getPos _civ nearestObject "LandVehicle"; 
          if((_civ distance _car)<=(speed _car))
          {
             _killer = driver _car;
            {(_x) reveal [_killer,1.5];} forEach allGroups; //Change this to near enemys
           }
    
    
    };
    

    This should work better.

    It checks if the nearest car is in the distance to be the killer (car distance to person should be less than speed*1s).

    If killer is found, reveal tells everybody the side of the killer, so enemy should notice than the cardriver is an enemy.

    If killedEH returns a killer that differes from _civ, we don't need to do anything (ArmA will do the dirty work of reavealing info of the killer).

    P.S. Script is not tested


  12. Looks like they consider the truck still to be neutral and ignored the fact I was driving it.

    Its not a bug in the mission. AI behaves like this since some betapatches before. They will recognize you as enemy, when you open fire at them (but your truck can't shoot^^). Running somebody over is not counted as "kill", so they don't response. Have you tried disembarking? You will be shot in under 2 seconds.


  13. Scruffy took some videos yesterday (Scruffy will post em soon). Some of them are very funny:

    Escaping prison, get in a bus (in cargo), let the civilian drive, run into a enemy group, didn't get noticed by AI because civilian vehicle, driver decided to get out of bus, shoot by enemy patrol... we loled^^

    I think we will soon come up with some ideas to make the mission even 20% cooler!


  14. About mission start: I know what you mean, and this is a problem that I have not really managed to solve. As I wrote in the ReadMe.txt, my suggestion is that you start mission in a "clean" way.

    Yes, I read the readme and I was aware of this. We tried all possible ways of "restarting". The corpsman got shot every 2-3 restart in every possible restart compination (server restart, all green up, no green up, etc).

    Looks like

     player setCaptive true;

    is not called correct or in time. Or maybe your "leaving the prison/taking weapon"-trigger is sometimes broken.

    On Shacktack HUD you can see some relative unit movements during initialisation... maybe have a look into this too.

    About start positions: Since the start position is true random, it will naturally offer different levels of difficulty. Hint is, use your patience and wait for a good moment.

    I know that its totally random and therefore variable in its difficulty, but its quite useless to wait for a good moment, when you are surrounded by 5 squads and some armor, who are aware of you! its impossible for two players (tank driving down prison fence, infantry squads at higher position can shoot into prison, etc) to survive just 2 min. Maybe you should check the spawns of units near prison at gamestart and limit the squads in this area (guards + 2-3 groups are okay for 2 player).

    Param "Enemy - Few" primarily lower the amount of AI soldiers in a group, and it also affects the ambient military traffic a little. A gameplay hint is to use "run and hide" tactics. Most armors is just ambient traffic, and they will not know about you until they actually see you. I want to prohibit players from just stealing a car and run away from enemies too easily. And again, traffic is random, so sometimes you end up in situations with much armor. When attacking a communication center on the other hand, I understand what you mean.

    Yes, I was just talking about com centers... ATM much to heavy for 2 players. My assumption was, that comcenter defense was influenced by "Enemy - Few". The amount of armored patrols is okay in comparison with infantry groups.

    The option "Enemy - Few" does not affect comcenters defences as it of course should do. Expect a fix for that!

    Great.

    Can you shorten the intro/blackout sequence? Its very annoying if you have to wait 12 seconds after each restart (specially if you had to restart because of the mentioned bug).

    P.S. I just had a look into your script and I like your scripting style (cause I write SQF much like you^^).


  15. Heyho,

    one of the best missions I played for a long time! (I am just missing a campfire and a tent^^).

    Scruffy and me played yesterday 4 hours on our dedicated server.

    Approx 24-49 (Server)-FPS on i7-920,8 GB Ram.

    We also experienced bug:

    • Sometimes the second slot got killed from the guards before the black-screen at mission start fades out (every second or third start).
    • Sometimes we started outside the prisons and got shot immediately.
    • Sometimes we spawn in between armored patrol on an open field (its nearly impossible to escape).

    And here is some feedback:

    • We played at 17:00 o'clock (ingame) and we got the problem that no enemy is using nvgoogles. It would be great to see some speznaz searching for you, so that you can acquire their night visions.
    • Param "Enemy - Few(1-2 Player)" seems still to heavy for 2 players. The amount of infantry and choppers is ok (maybe a little bit too low) but the amount of armored vehicles is far too heavy. Even if you got a weapon depot and some rocket launchers, shilka + brdm + t72 + x infantrysquads in one spot is to heavy to ambush. It would be great to split the amount if infantry and armored vehicles in mission params, so you can set each separately.
    • A CO/OA version would be great. Backpacks would make this mission even better!

    Are we allowed to edit/port your mission? I can't find info about this in your readme.

    This mission will be great on Duala/ToraBora/Takistan/...


  16. Debian 5.0 Lenny. Webmin say everything is up-to-date.

    Started the script with your iptable and everything is still running (but arma server is idle in mission selection).

    Maybe stringchecking every paket from Arma caused some kind of queue overflow.

    I will investigate now (I will play Arma now^^)


  17. The script works fine, as long as it runs.

    My ipTables-entry:

    -A OUTPUT -p udp -m udp -m multiport --ports 2302,2303,2304,2305 -j NFQUEUE 
    

    (The queue seems to have ID 0 if there is no --queue-num).

    The script don't throw any errors (in shell).

    I will try your iptable rule now.

    How are you executing your py script? Simply in shell?

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