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Tankbuster

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Everything posted by Tankbuster

  1. I've joined an existing mission without issue, but Athena browser just gets a blank screen *edit, blank screen fixed by refresh
  2. I wasn't sure if I needed to so I exported all the maps again. I've not had an opportunity to test it in multiplayer with other players yet. That android tablet I was talking about earlier - it's junk. I'm using borrowed iPads at the moment. All good.
  3. Yes, I moved the bikeys. It's not a real problem, my server is passworded so only my players get on and they know which addons to use.
  4. Which leads me to ask; Could this be a server side thing, so the browsers connect to the game server rather than a client? I realise this would mean some funky port forwarding and similiar issues, but I reckon that's well within the capabilites of most server admins. Oh, forgot to mention, I'm still getting signature rejection. It's entirely possible it's something I'm doing wrong, so it'd be smashing if someone else could have a go at this too.
  5. It occurs to me this would be a great tool for Zeus'. Having a wider overview of the map and units could be useful.
  6. Even rooted, the Lenovo A10-70 Android 6 is too slow. We might try to ram a lightweight Linux on it. Forecode is enjoying the challenge. 🙂
  7. It's Android 6, we rooted it, @Fire_Codeis still toying with it
  8. It's fine. It's across the LAN rather than the WAN, but it's working OK. Firecode is messing with an old android tablet as we speak, tyring to get it on
  9. Also, we're less and less sober as the evening progresses
  10. Sort of. I'm running the mod, 2 are connecting to my client
  11. OK, we just started a mission with 09 version. We'll go with this for now
  12. Wow. I've just looked at that screenshot. I really like that. So professional
  13. It's an issue that doesn't affect JIP. All the joins bar one are JIP, so we can live with that. I think the issue is that my mission and your addon are trying to do a heck of a lot in that first minute. I can live with that too. I only mentioned it because of the scale of the slowdown - From 45 seconds to 4 minutes. I'm with you; It's most likely the scheduler working overtime and is unlikely to affect other missions as badly as mine. I've optimised the heck out of it in the last 8 years. The first builds used to take 10 minutes before the players got in. 🙂 Things like hilltops, valleys, large buildings, bridges, deep water, patrol routes, roads and forests were all found by the mission at run time. Now, they use preprepared arrays. Excellent work! The duplicated names thing is random. It's often the arty or cruise gunners on the ship. As we discussed yesterday, I'll be excluding them from the Athena output anyway. For reasons I haven't been able to get full answers to, the mission creates an HQ entity for each side in use at 0,0,0. Sometimes, their name gets reused. I don't remember what I do with these, I think I experimented with deleting them, but don't remember what I settled with. It's a multiplayer mission - if you go in single-handed, you will get mashed. 🙂 Even when there are a dozen or more of us, sometimes we get terribly bogged down for an hour or so. The airfield assault is supposed to be a desperate affair. It gets easier later on. You're welcome to play with us - 2000 GMT on Fridays. I read all the stuff about variables. I like what you're doing. It's good when a mod maker has a feel for the mission designer's art. For example, if the server has a lot of players, one of the secondary missions kidnaps a player, whisks him away to an enemy safehouse in an enemy town and players have to go rescue him. I'd want Athena to show zilch for the kidnapped player and not show his position to the rest ofm the players. I'll try the new version soon and report back. Monday was hard and I'm going to sleep. 🙂
  14. Yes, the time between mission start and the players being moved to the beachhead
  15. It happens on all players. The map doesn't recentre after respawn. Also, units get duplicated in the unit tracking select unit dropdown after respawn along with a unit called Error: No vehicle. These are deads.
  16. It was me as a player, alone in the server. I'll get another couple in and observe what happens. If this means I'll be able to exclude some entities from showing on the map such as friendly AI, then yes, I'm all for that. I have the destroyer offshore as artillery and cruise missile support providers so there's 2 AI gunners I don't want to show up, AI pilots (drone and dropship) likewise.
  17. Right... mission startup without Athena is about 45 seconds, with Athena is 4 minutes. This is with an existing json. Now, it's a highly dynamic mission, so startup varies, but it's rarely more than a minute. I'm running it from the editor/ play/multiplayer to get these times. It's a persistent battlefield mission and JIPs to the mission that's already up on my server are not impacted. My mission runs for weeks so this 'cold start' is quite a rare thing, I can live with that slow startup once in a few weeks, but the scale of the time difference is such that I thought I should mention it. Note that the undef'd var supporton in DEP/airpatrols has been fixed in my dev version and doesn't affect the times.
  18. I'm happy with the app being lower res, but it could use being a little clearer when more zoomed, for sure. Day/night would be fancy. If you're ready for bug/feature requests, only 2 so far... 1) On respawn, the map doesn't recentre if the respawn is base type. 2) Probably for much further down the line, but if player icons could flash red when they shoot, that'd be cool. If there's anything a mission maker could do to make Athena better or to help the application, let me know. I mean, if you've ever thought "Oh, if the mission designer did X, it would make my life easier", now is the time to say 🙂
  19. Oh absolutely! I'm trying to tie down some performance problems that may or may not be related to the client mod. I'll get back to you. Also, I'm sending another reply to your PM right now
  20. Left most screen is a laptop on the same network, middle screen is local to the game. This is soooooo good!
  21. It seems that's the case. After restarting both machines, it's working fine. By the way, Sig checking still stopping me joining my server. I've turned checking off for now
  22. C version, same issue. Browser goes black.
  23. Not C update, wait 1. I'll get that. Log from browser signalr.js:461 [2022-11-05T21:10:23.888Z] Information: Normalizing '/hubs/mission' to 'http://localhost:28805/hubs/mission'. signalr.js:461 [2022-11-05T21:10:23.890Z] Information: Normalizing '/hubs/world' to 'http://localhost:28805/hubs/world'. signalr.js:461 [2022-11-05T21:10:32.354Z] Information: WebSocket connected to ws://localhost:28805/hubs/mission?id=uTT5g8bN3UZvkvte1yQoyA. signalr.js:461 [2022-11-05T21:10:32.371Z] Information: WebSocket connected to ws://localhost:28805/hubs/world?id=rQ5A_viXjKR4Yqsy-jn2dg. utils.mjs:625 PixiJS 6.5.8 - ✰ WebGL 2 ✰ http://www.pixijs.com/ ♥♥♥ mapper.js:539 TTL expired. Removing sprite for unit 2:42 mapper.js:539 TTL expired. Removing sprite for unit 2:134 mapper.js:158 Rendering foreground for chunk 2965 mapper.js:158 Rendering foreground for chunk 2966 mapper.js:158 Rendering foreground for chunk 2967 mapper.js:158 Rendering foreground for chunk 2968 mapper.js:158 Rendering foreground for chunk 3027 mapper.js:158 Rendering foreground for chunk 3028 mapper.js:158 Rendering foreground for chunk 3029 mapper.js:158 Rendering foreground for chunk 3030 mapper.js:158 Rendering foreground for chunk 3089 mapper.js:158 Rendering foreground for chunk 3090 mapper.js:158 Rendering foreground for chunk 3091 mapper.js:158 Rendering foreground for chunk 3092 sprite.mjs:159 Uncaught TypeError: Cannot read properties of null (reading 'width') at Sprite.calculateVertices (sprite.mjs:159:36) at Sprite._render (sprite.mjs:233:14) at Container.render (display.mjs:1647:18) at Container.render (display.mjs:1649:34) at Container.render (display.mjs:1649:34) at Container.render (display.mjs:1649:34) at Renderer.render (core.mjs:9378:23) at Application.render (app.mjs:209:23) at TickerListener.emit (ticker.mjs:95:25) at Ticker.update (ticker.mjs:458:37) signalr.js:455 [2022-11-05T21:15:06.246Z] Error: Connection disconnected with error 'Error: WebSocket closed with status code: 1006 (no reason given).'. log @ signalr.js:455 _stopConnection @ signalr.js:2709 transport.onclose @ signalr.js:2647 _close @ signalr.js:2296 webSocket.onclose @ signalr.js:2248 manager.js:68
  24. It's my mission. There may have been some AI OPFOR deaths, but I was the only player.
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