suchey
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Everything posted by suchey
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Alot of the missions at the Noridc Fighters PageHERE are good. The guy that makes them is named Steiner. Good stuff. Most of the [TNF]ClanCtf_# maps are very playable and provide a good mix of vehicles with infantry. If your looking for some good CTF missions...you can find a few there.
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agreed...I dont give a shit if theres something in the game that wasnt techincally around until 1990 or something like that...the timeframe really only applies to the campaigne game...multiplay and custom missions are wide open as to timeframe....if you dont want to use items that werent available in the campaign timeframe, then dont download user missions that use them. As for me...cast my vote for any new equipment we can get our hands on!!
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If your standing and look through your scope and then walk...you will continue to walk with your weapon in the scoped position...in other words....walking with weapon at ready position...my guess is that this isnt what hes talking about, but I fugred Id take a shot at it.
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I figured it out...seems my radio was just set too low volume wise to hear them properly...Ill need to go back in and re-record my radio msgs. Thanks for the help though.
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This may be elementary, however, is there a method of having a sound be audible to only one team? I have set up my CfgRadio and stringtables with the sound to play, however, I only receive the text I set up in the Stringtable...no audible sound is played when using SideRadio or any radio command for that matter. I know my sounds are working as I am able to hear them by using the 'SAY' command and Im also able to set them up as SoundCfg and play them using PlaySound...my problem is they wont play when I set up as Radio....I have the triggers set up the way I want and they seem to trigger fine as I am receiving the TEXT, but I would like for only one team to be able to hear the sound attached to the trigger...is there any way to accomplish this??? Im sure Im overlooking something...thanks in advance for any help.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BigQEd @ April 08 2002,21:29)</td></tr><tr><td id="QUOTE">It seems the best settings are STILL MaxMsgSend=256 and MinBandwidth=768000. Overall it just seems to perform the best with these settings...<span id='postcolor'> We have found this to be true in our servers case as well...
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From what I understand from developers posts, JIP will not be implimented even n the new netcode...however, if it does by some miracle find its way into OFP, I think some sort of compromise could be reached in how it is handled...perhaps JIP could be handled in intervals...allowing a server side option for JIP time. For example, the server could set up a JIP time of 10 minutes meaning every 10 minutes a transport chopper or truck arrives at the bases and 'drops off' the new players. Waiting players could choose a side and be held in some sort of que until the the JIP time was reached (and there were open slots on a team for a player to inhabit. Perhaps the options of 'Join East, Join West, or First Available' ...this way the game would only need to transmit the 'state of the world' according to the JIP time...such as 'how many destryed vehicles are on the field' where are the boddies of fallen soldiers, what is the score, etc....Im not holding my breath as everything I have seen points to no JIP being implimented even with the new net code. On a similar note, one of the problems with multiplay is that it is too dependant on the client side...one person not joining a team or refusing to green up can stall the whole game in the lobby...if there were some sort of system which could allow for quicker starts to the games in the absence of an admin, servers would have more options in how the game is run...this is to say, a server may decide to run only smaller team deathmatch type maps with no respawn (ala Rogue Spear/ CS)...when you die in game you become a spectator...when last man is standing game restats and new guys get to join. Currently its rather impractical to do this as getting everyone ready for the game requires too much babysitting. Under this sytem a server could opt to play in this manner or as a respawning server with round limits of 30+ minutes as most currently do. As I said, I think I read a post from the developers saying JIP will not be included in the overhauled netcode...and although I would really like to see it in some form, it isnt a show stopper for me if it is not.
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More RAM will most deffinately help, however, I had a similar problem with my video using a GForce3...I solved this by removing my printer and old crusty external zip drive (of all things)...it seemed that something was polling one of those items consistantly (even in windows)...however, in windows you dont notice the stutter because things arent moving as fast...try this...open notepad and hold down a key on your keyboard...in my case, I could actually SEE the slight pause using this method...once I removed the zip/printer, Im running smooth as silk...RAM may very well be the problem in your case, however, it couldnt hurt to try some other options such as this as well...in addition, the Avon Ladys OFP FAQ has some ideas for similar porblems...I dont have the URL for the page handy, but doing a search for Avon Lady OFP should give you the page. GOOD LUCK!!
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go to Flashpoint Preferences in your codemasters folder, in the resulting pop up box hit auto detect and ensure that your graphics are set up to use direct3d.
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with a good shot, a well placed RPG or LAW can take out the main gun. It will still be able to fire in most caswes, but wont be able to track up and down. This helps a great deal since the tank will only be able to shoot at a single range.
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Ive used the linksys successfully...its been a while, and you may have already tried this, but make sure that the machine your playing on is set up as the DMZ. I cant remember exactly what I had to do to get it to work, but we had 2 machines running ofp CTF over the linksys.
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http://www.flashpoint1985.com/cgi-bin....;t=8327
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If theres any chance of getting this implimented, Id like to see the ability to kick a player from the server side console. This would make admining the server quite a bit easier. Sometimes we get email regarding a troublesome player that wont green up in the lobby...and on occasion the voting doesnt seem to want to work correctly, if the server is full there is little we can do about it aside from dumping the whole server. The ability to kick a player from the server end would be much appreciated. perhaps some sort of server side tool which reports player name, number, ping, and desync along with the ability to kick could be constructed???
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they are server side updates....the client does not need them
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Since 1.42 Ive been having some weird problems with the memory usage of the OFP stand-alone dedicated server...I have kept a rudimentary log of sorts...following is what I recorded: (all recorded in K under taskmgr) March 10 (using 1.46) 18:22- 81608 server started 18:50- 149260 server filled 21: 05- 150500 23:59- 168040 March11 0:40- 170156 6:26-Server rebooted after crash 8: 06-145228 9:12-155076 11:40- 158180 12: 00- <<1.47 installed reboot>> 113065 13:24- 136424 14:56- 145156 15:39- 145232 18:50- 149260 19: 02- 149260 21: 05- 150500 23:59- 168040 March 12 8: 09- 194408 12:14- 201308 <<1.48 server patch installed, reboot>> 84852 16:16 138912 18: 00 144692 20: 00 155260 21: 00 <<reboot>>54000 22:22- 139780 23:47- 146188 March 13 7:12- 152436 16:15- 201344 20: 00- 201636 It seems that memory is being eaten somewhere...upon reboot the memory resets but the longer the server runs the more memory seems to be used...these above was recorded using the same maps with the same rotation under a full comliment of players. Â I can run a mission right after a reboot and get between 135000-145000K...but that same mission 24 hours later will be at 201000K (including default BIS missions)...so I dont think it is specific to any missions. I have also noticed that using the #monitor command, I get lower FPS scores on the same mission if the server has been up for a while as opposed to running that same mission within a couple hours of a reboot. Is this a problem on my end and if so how can I fix it? I didnt have this with 1.42 and i havent made any hardware or software changes other than the install of the new stand alone server patches. Thanks in advance for your help. On the bright side, the server hasnt crashed since 1.47.
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Just for future reference...I just built a new rig and had the same problem...it turned out to be my scanner/printer...unplgged it from the paralell port and now it runs like a champ.
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same problem is happening with 1.49 it seems. I will keep an eye on it and repost the usage as above.
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I did not have this problem with 1.42...I have only experienced this with the patches which came AFTER 1.42 Thanks for the response so far.
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I am using 1.48...maybe its something on my end??? I started the new topic as requested by Suma here
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Still no crashes with 1.47- server has been running since Noon yesterday CST. I am still seeing the slow climb of memory usage. I will post my findings in a new thread as requested above when I have more data.
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the player IDs are on the server console...so you have to be watching the console run from server side to benefit from this...its a nice feature being able to roll back the console and put ID#s to names.
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We have been running the 1.47 hotfix on our dedicated server since approximately 120 noon CST today and have not seen any crashes as of yet (it is currently 7pm CST) under a full load of players most of the day. I especially appreciated the ability to see players unique ID #s in the server side console-thanks!!. We will continue to monitor the server and report anything we find in this area. Thanks for the quick response and fix!!
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Thanks for the response...one more question...I have noticed our dedicated server is using MUCH more ram over time than with 1.42....it now seems that the longer the server runs the more ram gets chewed up...is this attributable to the current problems or a new issue? Thanks!
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I do not know if this is a planned option in the fix, but I know that you are planning on adding a server side option to disallow altered cfg. Will this be available with the fix?
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as far as I know, windows will only regognize 1 usb controller at a time...think your gonna have to use one or the other.