Nick (SS)
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Everything posted by Nick (SS)
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Now we all know these servers have terrible LAG while JIP is in use, what i dont understand is that our 100mbit line servers simply do not utilize the lines, I for one run allot of these servers and have good grasp on the the bandwidth settings and can even explain how it works but the proplem is the ArmA/OFP server it self, it just does not use the line speeds it has been blessed with, nothing any us does stops LAG from Dropped players or JIP I would like to know if BIS has other options for what the server can use in the future, there had to be some way of letting the server just use the lines we put on them For instance, say I have a 64 man server with 30 clients on it out puting 1.5 mbit and 2 players connect with files (sound/xml) the server halts what it is doing and remains at 1.5mbit till these players join, why cant the server use its 100mbit line better to update all the clients by pushing to say 5mbit for a few seconds which is all that it really needs theres really no reason for this now adays and its really frustrating to every one
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post a link to your squad XMLs and check to see if the game server has IE7 loaded, IE7 has some new XML security that does not allow the game server clients to see the XMLs
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whats your ID it will show under your user name when you click it to edit your user I'll let you know if its fake or not
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Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
lol yea brit sends me the odd forum link for laughs the last one they claimed linux servers are faster and they were sooo amazed and Brit and I were like huh and I was going to post actual proof windows walks over linux but was not allowed to lol they had posted 25FPS with 16 players where ours has 48FPS with 32 heh -
most of you will be in the 2nd chart, other CTF servers will use the top charts, while massive EVO/CTI/LIFE maps will use a mixture of 2nd and 3rd as not ever client will have max AI so adding 2 and 3 together will get a better average from some of you the next part is figuring the math BIS used for ban width settings
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I had a little time to start doing some math on the servers outputs these are in no way 100% but will show the differences between the amount of scripts/AI/Players can have on the server I do have some reports that 100 players have only used 4mbit out but i think thats a ban width setting I'm going to try and get more real world numbers and then produce a formula that will give us more precise ban width settings and then ask BIS to use the formula in the game so we do not as 2% of us even know how to really use them lol
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Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
Brit and i never really discussed BE testing on that server but then I dont play S.Life and I all I ever saw was massive high FPS screen shots compared to other servers, I'll ask him when i get the chance, but I can say we dont run BE on thos servers as they well protected by our systems and Brits side scanning -
Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
that's funny, thats what I say about linux there are lots of Window servers that still maintain 48fps with 32 players with or with out BE and the laggy JIP is ArmA problem and has nothing to do with BE If you see lower Server FPS I would loose the linux cause seriously its not ment for gaming and we can all ways compare screen shots, I know Brit's XR window server will walk over any linux server on the planet Also if your not locking the ArmA Server to one CPU on that linux box your screwing the virtual world which needs it to be more stable by running on a faster SINGLE core -
you may need to turn the server off for a few minutes when this happens with gamespy, see if you can connect to your IP directy but not threw your local IP (192.168) but by your real world IP and see if it sees is, if not its not gamespy but mabey your router
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Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
All our servers have BE installed, they are just not turned on by the clients (disabled in the cfg) as our anticheat systems are different are actual server side Apps We have also worked with the BE designer as well during the last few ArmA betas and it does work well but it does not detect all the trainers just like our systems dont catch every thing right away as well. but my posts were against pass wording the servers to keep cheaters out, theres nothing wrong with running BE -
I noticed it on several servers today and from a test server from home and think gamespy was just having issues
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Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
after re reading what I have posted made me think of what my message really should be Managing a Server is simply no longer some Icon you hit to turn the server on and then play on all day Its Work, and locking and hiding the server is just another way of avoiding that I think most here want to do that work and need help so they wont settle for that so telling them to lock every thing is not going to help them or ArmA -
Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
I've been in the roughnecks for ten years plus and know allot about admin work but I cant see how you think a hidden private server that no one knows about is bigger and more successfully then public servers as there are simply no facts to support that I'm just saying that there are working anti cheat systems PPL don't need to hide their servers to have good games roughnecks would have died if it we had done that, but instead the members poured money into their own servers and put actual thinking into how the servers are run and had one of the only cheat free public servers in OFP and ArmA you're supposed to be playing ArmA and elite Realism FPshooter - so hiding while playing with limited players I simply think is counter to the whole point of the game but then anti cheating and coding is like a game to me now, I seem to play that more then ArmA like some PPL Map or Mod more then play ArmA PPL need to play with out fear and ask any of the Old members, I've called more PPL cheaters then any one hah (although I usually had proof) -
Ok now wth cheats still work online obviously
Nick (SS) replied to volkov956's topic in ARMA - MULTIPLAYER
PPL tend to get pissy when you us their servers to recruit some times. what you are doing is cutting the traffic to your server, we have some 30 ArmA servers and have very little issues with cheaters, 95% of them don't even use battle eye or worry about unknown players but those servers use different anti cheat systems, no system is perfect but boxing up a server to TS and a password limits a server potential terribly -
A very good program with the best OGG compression is www.dbpoweramp.com/ and also get the new codec there for OGG http://www.dbpoweramp.com/codec-central.htm try and keep the files under or arround 40kb HMMM I wonder if I should depbo every thing and resample the OGG files, I bet that would make a few things run smoother in ArmA for some players
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its not only addons and ArmA it self but poorly scripted formulas in the maps we're dealing with 5 issues not just one 1 Players with Addons connecting to the server 2 Missions with bad scripting 3 Servers with Mixed addons 4 ArmA it self 5 JIP every one who has posted problems with their server cant expect for a fix of any kind other then running stock and better maps, there is just no way fix every thing unless the MODders and Mappers get off their asses and do a better job and yes i think allot of them are car less and we have to put up with their end results so I will be hard on them, I've helped with MFCTI in OFP making it one of the most stable missions that can run for 9 hours with the same players, JIP is and issue tho that will make every thing harder ten fold I nice debug addition would be a formula failed on line ### of example.sqf
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look at the console window as this happens it should show and error if you dont have access then run a dedi server at home and test the same way PPL should test addons with servers locally before on rental servers as you have less info to help when it comes to these type of errors
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Having problems to create a dedicated server.
Nick (SS) replied to Mattoso's topic in ARMA - TROUBLESHOOTING
aslo this should not be there, the server may fail if its listed in both configs -
Having problems to create a dedicated server.
Nick (SS) replied to Mattoso's topic in ARMA - TROUBLESHOOTING
as soon as you post the error we can tell you, its the most important usually an error like that will be a code error in arma.cfg or an addon error, some addon errors will still allow the server to run when you hit ok -
how does it run stock?
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Also if this was to extend to addons I would perfer only working addons as there are too many poorly done addons out there, Im sick to death of players connecting with 10 addons lol dont they have a clue that if the server does not have the addons they are using that massive confilcts will accure then you kick them and they come back saying wtf If such a system does happen I bet it will only do the Stock Game, but may give the admins auto downloads like the old OFP watch
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they all ready sell ArmA on steam - might as well have steam update the clients/servers like they do other games but i bet it would cost BIS $$$
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should beable to just make a copy of 1.08 and make your shortcuts from that file then upgrade the main ArmA load to 1.14 you could make 1.14 into a mod as well just like the betas too and just use rename the 1.14 exe ect
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the real key is that we have tried optimizing these servers to use more then they are using but they never do when a new client connects or drops, when a client drops I would call that CPU issue and even a bug, I know the server needs to figure out if the client is still there but really why does it need to kill every one on the server, BIS has to fix this in ArmA2 because even I have stopped playing ArmA
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also game servers with thier IE updated to 7 will have failures on XMLs for every one on the server and also may effect webserver as IE7 has new XML security so removing EI7 usually helps, never had time to find the exact cause