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Party3AH

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About Party3AH

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  1. Thanks from Arma-Tushino SG community! AutoReconnect option is very useful. Nice idea with colour separated windows, reading became much more easy.
  2. Also, please use in DFeamon any .bat files for every one process you create. IMHO its more easy to manage. So, you have to create Server01.bat with code: C:\ARMA2\ArmA2Server.exe -port=2302 with needed -name= -config= -cfg= and -profiles= and other needed parameters. After that, in FDaemon you must show "working directory" as C:\ARMA2\ and place as executable Server01.bat. Other way - You must type all needed parameters in Parameters, NOT IN EXECUTABLE. There`s no need in Server01.bat, as Executable you show ArmA2Server.exe with correct path. C:\ARMA2 must be changed to your arma2 path (or OA..).
  3. First, the syntax is [-port=2314], no [space] at all. Second - any routers between you and WAN?
  4. J-Guid, in Domi/warfare there are a lot of data to transfer caused by complicated script system used on these types of maps. Once more, what does these digits means - bytes per second, bits per second, average packet size? And which side did you monitor - client or server?
  5. nomad_man, mainly empirically. There`s not enough info and I did not find any formula how to calculate which settings will be most likely for 100 players at 20 Mbit channel or for 100 players at 100 Mbit channel. Must prevent you from trying to calculate like that: 100 Mbit / 100 players = 1 Mbit per player, so in 1 second he could receive... - its a dead end. You must set up any kind of network monitor on server to see what the actual size of packets received by players, watch the game for lags etc, and then you`ll find needed settings. PS. are you Russian? :)
  6. Hello again, we use some special addons but ACE2, if you still need them - I can give you a Yota link.
  7. OK, you`ll got it today. Briefing are on Russian, and we use a platform called "SerP", it initiate freezetime on start etc. Here it is.
  8. It will be OK, but depending of mission type and WAN channel you have.
  9. OK, I see no point to send it for everyone by PM, so here what we have: First of all - server start string: -nosound -world=empty -nosplash -nomap -maxMem=2047 -winxp -cpuCount=4 -exThreads=1 -malloc=system -cfg=config1.cfg -port=2302 -profiles=D:\srv_pvp -name=srv_pvp -config=config2.cfg -mod=(ACE + some our mods) config1.cfg: config2.cfg: We do not use any beta patches or builds on server. Server runs under win2003, 8Gb RAM, SSD & RAMdisk used for game and system, CPU is Intel Q9550 @2.83. WAN connection goes through Intel Gigabit CT Desktop adapter, channel width is 100 Mbit/s (full duplex) With these settings all players move smoothly in close and far ranges. Vis.distance limited in missions by 3500 meters. Main problem is to let all mapmakers understood that there`s no need to place huge q-ty of every second checks, triggers and etc in missions, if they want these maps to be played comfortably. Otherwise you`ll have lags, red/yelloow chains everytime. And once more - with 140 players alive on server traffic never goes up to 30 Mbit/s, it can be 40-60 in peak when map loads.
  10. Look here, its alll u need in general.
  11. nomad_man, i`ve sent you a PM, got something? I cant see it in Sent folder.
  12. Vortex, we have PvP-only (no AI at all) 120-150 person on server, hardware is like your (differs only CPU - we have Q9550 @2,8 MHz) I may give You our configs, if you want. Also, please note: some mapmakers may add enough syclic checks (triggers etc) - and this may also cause such problems.
  13. Ive got an answer from Soner about Autorefresh: So in next version problem will be resolved.
  14. Cant get banlist too from RCON 1.8.1. Also please disable autorefresh playerlist.
  15. OK, maybe all I`ve describe at #8 message is too complicated. could someone clarify for me these moments: MaxSizeGuaranteed and MaxSizeNonguaranteed is the amount of changes (in bytes), which has to be sent to client if the object state changes on value = or > from previous object state? Example: MaxSizeGuaranteed = 1024 MaxSizeNonGuaranteed = 256 1. player_1 stays on ground, dont move, do nothing. Information about this unit has no changes, so once received by all other players it wont be updated - thats so? 2. Then player_1 fires and moves, information about this unit changed compared to its previous status (1), the amount of changes is 800 bytes. This time server transfer to all clients these 800 bytes (Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.), but other states of this unit (how many ammunition, wounds etc.) wont be sent cause MaxSizeGuaranteed = 1024 and it have only 800 bytes of changes? MaxSizeGuaranteed transfers player (vehicle) status, such as inventory items, condition (wounded/damaged/healthy), q-ty of ammunition? MaxSizeNonGuaranteed transfers player (vehicle) position (hit-model position) only?
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