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wolffy.au

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Everything posted by wolffy.au

  1. zGuba made the mod version. I'll see if he can jump on and comment.
  2. Has anyone else experienced a performance improvement turning off Shepherds and/or Terrorist Cells?
  3. It almost sounds like you're telling me what to do... :) Two things you can do. Log a feature request with ACE asking them to change how logistics work. Secondly, you should be able to re-add R3F Logistics yourself. Just add the folder and change the modules.hpp. The guys here or on Skype should be able to help, if you ask nicely. :)
  4. Thanks for fixing that mission, much appreciated. For the ACE missions, I disabled R3F Logistics as ACE has its own Logistics system. Does that solve your problem?
  5. Great work Highhead! And it goes for the rest of you, I encourage you to post your customised missions here, which I can include for distribution with the pack. Remember, MSO is not so much about the mission I release but about customising and making your own versions using the framework. What I can include as part of the official releases, the better - just let me know if you've created modules I can easily incorporate. :)
  6. Yeah, its a good point. I've never thought of it as a bad thing, but its the AI's natural behaviour when they feel overrun. I will take into consideration your code, as its probably worthwhile putting in there.
  7. wolffy.au

    Distributed AI Processing

    So I've implemented this method of caching as an alternative to my current caching, tested and measured performance when compared in single player. These are the stats using my current CEP Caching (deletion and recreation of units). "Time,FPSMax,FPSAvg,FPSMin,UnitsMax,UnitsAvg,UnitsCur,allGroups" "MSO-85.454 CEP Caching # 58/60 Cached Groups 647/0/0 Active/Suspended/Cached Units" "MSO-87.254 CEP Caching # 58/60 Cached Groups 593/19/35 Active/Suspended/Cached Units" "MSO-88.254 CEP Caching # 58/60 Cached Groups 495/43/109 Active/Suspended/Cached Units" "MSO-89.36 CEP Caching # 58/60 Cached Groups 357/69/221 Active/Suspended/Cached Units" "MSO-90.429 CEP Caching # 58/60 Cached Groups 151/98/398 Active/Suspended/Cached Units" "MSO-91.477 CEP Caching # 58/60 Cached Groups 15/113/519 Active/Suspended/Cached Units" "MSO-146.232 Debug Server FPS: 19.7112,19.7112,5.2356,128,128,128,60" "MSO-206.91 Debug Server FPS: 20.6284,20.1698,14.4928,128,128,128,60" "MSO-268.319 Debug Server FPS: 20.6284,20.1834,14.9254,128,128,128,60" "MSO-328.421 Debug Server FPS: 20.7842,20.3336,15.1515,128,128,128,60" "MSO-389.255 Debug Server FPS: 22.095,20.6859,17.5439,128,128,128,60" These are the stats using Nou's enable/disable Simulation technique. "Time,FPSMax,FPSAvg,FPSMin,UnitsMax,UnitsAvg,UnitsCur,allGroups" "MSO-85.33 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 647/0/0 Active/Suspended/Cached Units" "MSO-87.23 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 640/7/73 Active/Suspended/Cached Units" "MSO-88.23 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 631/16/165 Active/Suspended/Cached Units" "MSO-89.306 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 619/28/317 Active/Suspended/Cached Units" "MSO-90.354 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 603/44/500 Active/Suspended/Cached Units" "MSO-91.408 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 591/56/632 Active/Suspended/Cached Units" "MSO-148.069 Debug Server FPS: 18.9597,18.9597,5.05051,647,647,647,60" "MSO-211.132 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 592/55/622 Active/Suspended/Cached Units" "MSO-212.026 Debug Server FPS: 19.2883,19.124,9.09091,647,647,647,60" "MSO-267.37 Nou Caching ((AEF)Wolffy.au) # 59/60 Cached Groups 591/56/632 Active/Suspended/Cached Units" "MSO-274.314 Debug Server FPS: 19.2883,19.0139,4.25532,647,647,647,60" "MSO-333.9 Debug Server FPS: 19.2883,18.4552,3.95257,647,647,647,60" "MSO-379.811 Nou Caching ((AEF)Wolffy.au) # 61/62 Cached Groups 589/58/634 Active/Suspended/Cached Units" "MSO-395.123 Debug Server FPS: 20.3264,18.8294,4.36681,647,647,647,62" What does this mean? Well both tests are an identical test mission I used for MSO, whereby 647 units are placed in the editor. Team leads in both tests continue to patrol. The difference is 2FPS in single player, but as an initial test, this is excellent news. I'll do the same test on Dedicated Server tomorrow and post results here.
  8. I hope so :) I'm still testing it - have taken Nou's word for it that it works at this point. Will post here once I have the results.
  9. Saves the units it removes. To be honest, this script may become obsolete soon, if Noubernou's methods prove to be more effective. But in the meantime, it should work fine on I44.
  10. There is a mission parameter AFAIK. Tupolov may want to comment. See here: http://community.bistudio.com/wiki/Ambient_Civilians
  11. That is fantastic to here. Was just noticing how long this version took to get out. I'll start trying to do short sharp releases, rather than huge ones. ---------- Post added at 00:59 ---------- Previous post was at 00:52 ---------- Hey, here's a tip for updating your MSO's to the latest version. There is a utility I use called TreeComp (http://creobellum.org/node/163) where you basically you point it to your old and new directories and it shows you graphically what has changed.Thats how I maintain 6 MSO's so quickly. You can copy the files across using the utility and if you download windiff.exe, it will actually show you whats changed between the contents of the files.
  12. Ok guys, I'm gonna have to ask you guys to start logging bugs on Dev-Heaven (http://dev-heaven.net/projects/mso) - otherwise, we'll end up with 40 pages of repeated reports like the last forum thread! :) Please log bugs and feature requests, and I'll correspond directly with you to sort it out! Cheers in advance. :)
  13. I'm pretty sure I've updated it to v3.4 myself - download it and double-check what I'm saying is correct. If I've made a mistake, update the mission and send it to me, and I'll put it into the next release.
  14. Likely TCells. Whats your Cache stats in your report? ---------- Post added at 15:28 ---------- Previous post was at 13:38 ---------- v3.4 is finally released!! http://forums.bistudio.com/showthread.php?p=1908816
  15. They do walk around eventually - not sure why sometimes they;re fine and other times they're not. They do react to the environment, like if there are plenty of soldiers, they huddle together. But its really the AI, bit of a black art TBH.
  16. So as for botched caching figures, they are just indicative and my maths may be a little out of whack, so don't worry about the -37 units, its just a miscalculation somewhere. Yes, I will change the caching in the next release or at least provide an alternative, but for this version it ships as is. As for the enemy intensity problem, I will just factor it to only recruit 1 member per cell every hour and try to add intensity mission parameters for both Terrorist Cells and EnemyPop. Remember, some MSO authors may just want TCells and therefore need to pump up the intensity to keep it interesting.
  17. How oftern are the markers showing up now? It should be around every 15 - 30 mins.
  18. Man, I would seriously love to play I44 or Unsung MSO. :bounce3:
  19. Do you have one unit of the side you are trying to spawn placed in the editor?
  20. wolffy.au

    Distributed AI Processing

    Yep. I just did a quick test on MSO, will do a proper one over the weekend. Performance is looking pretty good. Server: disableSimulations on every AI unit (to be sure - you never know what BIS could be doing :) ) Client #1: disableSimulations on every AI unit not within range of the client #1 Client #2: disableSimulations on every AI unit not within range of the client #2 and so on. The caching now would run client-side and apply directly to the player, not from the servers perspective. This could often be seen when players dispersed all over the map, the server FPS would drop dramatically as AI became active everywhere. I'm really loving where these ideas are going, including your multiple servers idea Defunkt. Am I understanding correctly that instead of servers you mean mission hosting clients to be used, where you could distribute the load while remaining on the same central server?
  21. Not the same spot, just in a slot of the same class. And it re-joins you to your AI group, but doesn't delete them - as I like to arm my M2's with AI while I'm away, so I wouldn't want them deleted when I disconnect! :) Sidenote: Noubernou has suggested a new method of caching using enabledSimulation client side that will reduce server load while allowing flybys with no ill-effects. I'll do a quick test, but hopefully it will be an alternative to the current caching method.
  22. If i've understood your question correctly, you might want to ask Icebreakr if he can create you some Armour groups that show in the Editor, as that is where the script gets its configurations from.
  23. Bikes and MV22 are fixed (thx Tupolov). Kolmain, there's your confirmation - will see what I can do. Cheers man - can I get a copy of your Podagorsk MSO for distribution? Re sandstorms, I fixed it, but the way its implemented by BIS means it looks ridiculous sometimes. I'll leave it for this release but might disable it for future ones depending on feedback.
  24. Yeah, just remembered: - mountain bike spawn issue - sandstorm intensity per player numbers - MV22 fix Man, I am never gonna release this bloody thing! :P
  25. So - you guys think its ready for final release?
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