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Skal

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About Skal

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    Private First Class

core_pfieldgroups_3

  • Interests
    OPF !! :)<br>scripting,<br>mapping,<br>etc...
  1. Skal

    multiprocessor and dedicated server

    ouch, I've forgotten to come back and see the answer to my question, and now, ouch !! in fact Suma gave me the answer: even if there are multiple threads in the game, the game itself is not fully multihtreaded, and won't gain a lot beeing run on a bi-pro... thanx for the answers guys
  2. hi people hi, I'm running 2 dedicated servers, and was planning to buy a third, eventually bi-Athlon XP-MP, but I've just tried on a "little" bi-PIII and it seems the second processor is not used ... quite weird, as OFP seems to be full multi-thread, I was thinking it could take advantage of a second CPU .... anybody have informations about that C U :cool:
  3. hi guys, I've noticed that several things does'nt work when playing missions on a dedicated server... there are some *bugs*, I can't call them otherwise... as an example, some waypoints synchronized with radio-call trigger just never get "unlocked"... I've designed the simplest demonstration of that here: download zip-file mission could you tell me a word about that There are also many other things like that who are working perfectly in single or 'classical' MP, but not when running MP on a dedicated... well, really need that to work also on dedicated... :confused: C U :cool:
  4. Skal

    Lag while hosting

    Well, that's not an info on the 'P' screen, that's an info given only when using a ded. server... on a ded. server, when admin, you may type the #monitor command, which gives infos about the server's load... CPU, memory, network upstream and downstream... that's all... this made me see that the lag is more often due to CPU lag on the server, than real network lag... specially on my own little ded. server... ("little" CPU) C U :cool:
  5. Skal

    Lag while hosting

    Well, some of the guys have focused on the network speed,and forgotten a bot the CPU... since we have stats on the ded. server, I can tell you that you really need a CPU to handle the IAs... for 'big' coops, the network use is about 15kb per player upstream... so a 256kb upstream line is enough to handle... but in the same time, you need to move your IAs if you don't want them to simply be stuck in place... my own ded. is a little one, only a PIII 825, and many 'big' coops are too much for it... even on one of my friends' ded. (an athlon 1.4) some 'big' coops take the whole CPU to run... this is quite easy to see that, 'cause BIS put a cap on the FPS for the server, when you ask the stats, the first number (FPS) is caped at 50... if you have 50, the CPU is fine, when below, the CPU is full... the lower the worse, for sure !! I've forgotten to mention that both my friend and I are running the ded. on real multitask system, w2k and not w98... to give a real answer to LAWSold., yes ! the ded. will help you greatly... your own computer is not enough to handle both IAs, you as a player and the overall network communications... C U :cool:
  6. Skal

    jpg on the veicles

    Hi, I've posted something like that on the bug report, 'cause I was thinking it doesn't work for anybody... some people answered that works for them... but it still doesn't work for me... on none of the dedicated I've tested... well... it seems this is the case for a lot of people... may be it's really a bug in fact... wait and see..
  7. Hi, one friend and I have no problem using the ded. server, but it seems some people have... don't understand that, in fact... maybe you could try to use the normal .exe with -server ... some people reported it's more stable... C U :cool:
  8. Skal

    about running dedicated server

    hi, well... this depends also of the type of mission you wish to run... coop missions need a lot of CPU from the server, 'cause the server manages all the IAs... as an example: a PIII750@825 is sometimes too slow to handle 'medium' coops... well the simplest is to try, and use the #monitor to see what's happening on the server... the 'CPU' number shows you if your comptuer is fast enough... BIS put a cap at 50 FPS... if you're below, the CPU is too slow, if you're at 50, the CPU is fine... the lower the number, the lagger the game... I don't speak about network here, but #monitor shows you also this... you should look at the 'out' number to see if your network connection provides enough bandwidth... C U :cool:
  9. Skal

    Dedicated Server - .cfg editing

    ah ok, this is 'id tag' ! well, the parameter used to work I think, before the beta... but I've configured all the maps in veteran... if I don't forget, I'll try tomorrow, and tell you... C U :cool:
  10. Skal

    Dedicated Server - .cfg editing

    what do you mean by 'display the id tag' C U :cool:
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