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Party3AH

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Everything posted by Party3AH

  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. Hello! Im from Arma-Tushino community, we`re playing 2 times a week, 2-4 only self-made TvT maps, using Arma II OA, ACE (for now its 1.7 stable but next week we`ll move on 1.8). Server got approx. 150 Mbit channel, with CPU&Memory usage everything is OK. But there are a problem with lag - its OK when we have 80-90 players on server (alive), but when the quantity of players moves up to 120 - any missions becoms almost unplayable because a huge lags. Channel seems to be overloaded. As I understand, this problem could be solved by optimizing settings in Arma2_CO.cfg. So, I have looked for some info here and on Kelly Heroes dedicated tutorial, but nowhere I havent find, WHAT really those settings means (or i didnt understand it:)) 1. MinBandwidth= On Kelly-Heroes, Jman determine it like "Bandwidth the server is guaranteed to have (in bps)." Im sure that my server will always have 10 Mbit overall (in/out). But what would be better (for optimise network usage, not for CPU load) - to write 1 Mbit, 5, 10? Why? Does the Arma dedicated server have any algorithm to calculate the bandwidth? 2. MaxBandwidth= Back to Kelly-Heroes. There is written: "Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available." In the nights it will be near 150 Mbit, evenings (when we are playing) - may be 60-70 Mbit, because of huge network load (ISP problems). What might be better - to tell that 100 Mbit we have as maximum, or 150 Mbit? 1 Gbit? Also, if server estimate bandwidth - how often it do that? 1 time per minute? Once per session? Once per map start? 3. MaxMsgSend= This determine the amount of UDP datagrams generated and packed under 1 IP header, (more data for 1 IP address, for 1 player) or this is the amount of UDP datagrams, where every UDP packet will have 1 IP header (overall quantity of such packets, generated to send at a time)? 4. MaxSizeGuaranteed = MaxSizeNonguaranteed = In Bytes. Same question, and once more - those parameters limits the maximum and minimum packet size for 1 player? If so, the bottom value (MaxSizeNonguaranteed) must be set as low as possible, if server have minimum info to send? And the maximum packet size must be set by MaxSizeGuaranteed, and it will be used by server if there are a lot of data to send? 5. MinErrorToSend - This is actually a checkpoint for re-send data to player, if after any kind of actions on server, relative to the object led to some changes for the object, right? Sorry for my bad English, hope that questions are understandable. Regards, Dmitriy.
  16. 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?
  17. Once more. Up to 150 players, no AI at all, TvT missions. Server hardware: Intel Q9950 @2,83 GHz, 8Gb RAM, RAID-1 for game, 100Mbit/s channel. Server software: win2003 server x64 SP2, arma2oa ver. 1,60 Dedicated server running string: -nosound -world=empty -nosplash -nomap -maxMem=2047 -winxp -cpuCount=4 -exThreads=7 -malloc=system -mod=@CBA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@ACEX_SM;@Islands_tu;@TuMod2;@TuTS3 -port=2302 We see no huge CPU load: it never gets over 70% on any of 4 cores. RAM usage never gets more that 4 GB (overall). Arma2CO.cfg: After briefing, when loading onto game world begins, only 20-30 players still stay on server: all others will be kicked by battlleye with "client not responding" message. On net.monitor I see, that when it happends server collaps for 1-2 minutes, he doesnt transmit any packets. When most part of users will be kicked server starts transmitting data as usual. All players can rejoin and get onto game, game runs smootly enougth, but sometimes occures huge lags with 100000 desync, which passes after some times. With maxPacketSize less that 1024 (512 for example) maps wont be loaded by users at all - they wont get even onto briefing map. It happends no matter on vanilla or ACE, triggered mission or not. Any idea?
  18. Suma, have just the same qusetion that conKORD, I cant clear understand that system. Show us please an example and its result, for correct understanding.
  19. OK, but still be a big questions: MaxMessageSend - for all users or for one? How often this amount generates? Per second, per ANY period of time, per FPS (shown by #monitor command on sever), or per any tact witch have no relation to FPS or real timeline? MinErrorToSend - is this a occured object changes (damage, q-ty) amount, positions etc? Or something else? Here, http://community.bistudio.com/wiki/ArmA:_Tweaking_Tips, it is written, that increased players amount need decreased MinError (64 players>MinErrorToSend=0.008, and 12 players - MinErrorToSend=0.05). These parameters was calculated or "founded" in experiments, like we do? We havent stop yet looking for best configuration :)
  20. OK guys, thanks a lot for your answers, and thanks BIS for dedi manual. So, after 2 weeks of experiments, Specar, conKORD, Advocaat & me as server admins +60-70 players as testers we have found witch parameters really matter. 1. Arma2 OA NEVER generate packets over 1600 bytes. So, You may Stop experiments with MaxSizeGuaranteed= and MaxSizeNonguaranteed= at this value. We have try even 65000 :) Now we`re at 4098. 2. MaxMsgSend= set up at 3076 (but we never know - per second or per something else?) with MaxSizeGuaranteed=4096 and MaxSizeNonguaranteed=256 give for all players: - very fast map loading (means, getting from lobby-choosing role to briefing) - no lag (or it is pretty short) when all 60-70 players transfers from briefing to gameworld. 3. Setting huge MaxSizeNonguaranteed (we have try 65000 hete too), results in freezing bots or players. Its unreasonable to set it higher that 512. You may try also 1024, but it will be a disaster, everyone will teleport, not any smooth moving at all. So, maybe all what You need to make players feel good, to see no red/yellow chains etc - is huge amount of messages (MaxMessageSend), as big as can be MaxSizeGuaranteed (but not more that 2048) and MaxSizeNonGuaranteed=256 or less. These parameters works fine with up to 80 players on server, ingame traffic never exceeds 20 Megabits per second (both way). But, I must notify You - we have no bots, it is pure TvT every time. We will try to play with MinBandwidth once more - but I see no effect (we have try values 2 000 000 to default 131 072. Yr questions, please. Regards, Dmitriy aka Party3AH
  21. Party3AH

    Which ports to open for MP play?

    About OA dedicated: If server You are connecting use "defailt" ports - its 2302, 2304 and 2305. If server use some other ports, eg. its marked "our gameserver is 195.168.47.98:2500" You may calculate other ports by adding +2 and +3 (so 2 other ports to be opened are 2502 and 2503). For Arma2 ports are 2302, 2303 and 2305.(use +1 and +3 respectively) Dont forget about port forvarding too, if needed.
  22. Party3AH

    Dedicated server

    pls delete this thread. Thanks!
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