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53 ExcellentAbout thhamm
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aka Kastenbier
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Well, if you use the 233780 content and your units on HCs are freezing, see if it helps if you install the 107410 content. I can't be sure, but i had all units on HCs freezing the instant they were transferred to them around Christmas and on Chernarus. I somehow suspected the CUP-Map upgrade, then i installed the whole 107410 stuff and it looks like it makes a difference. But it shouldn't be? :) Benny has always been faster. I don't know his magic there. But crCTI Proman / crCTI KB shouldn't crap out that badly as some people report on decent Hardware, even without HCs. Please check if you're getting .rpt spam or the like, try without addons, yadda yadda, the usual. Hadn't much time to play recently, but right now running the whole Altis, and it's ok so far. You'll likely hit a low point, in general, when both sides have around 1/3 of the island, i.e. when the action is most intense and "most dense". After that it _should_ go up again, when things get spread out again / more towns are cleared etc.
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Question about that: You're using a dedicated server? Are you running with the "whole" content (steamappid 107410) or the dedicated server only thingy? (steamappid 233780)?
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Actually, thats the number that tells you the most. It's a 5 minute FPS average over the server and all headcless clients. If you just use #monitor it's showing the server FPS only, and this won't magically go up to 50fps by adding more HCs. The Server still bears most of the load. It still runs all important scripts and some part of the AI and -- as i understand it -- has to coordinate everything anyway. Stuff like that never scales linear. If you connect some HCs, most of the AI get transferred to them after a while (not instantly!), not by a fixed fraction but by what you might call a 'weight'. Its 1 part for the server, and 3 for every connected HC, so for 2 HCs for example, you'll get a 1:3:3 distribution of AIs (+/-), so in that case 1/7 of the AI still run on the server. If 4 HCs are connected, 1:3:3:3:3, uhm, ... whats that, 1/13? You get the picture. Groups that is! Not single units. All in all, you should get more responsive / better driving AI if you're using HCs. If you enable your .rpt on the HCs, you should see a periodic unexplained message, just some numbers, like: "30 200 50 15" or something. Thats the local FPS, the amount of units local to that HC, the amount of vehicles local to that HC and the amount of groups local to that HC. So, maybe check that as well. Shouldn't be that low. Was that with or without HCs? If you have no HCs running, the displayed average FPS should be in the range (not exactly) of the #monitor value. The more HCs you add, it should go up and display the the average FPS over all HCs and the server. And what do you mean by "hardly all AI has failed"? It shouldn't matter *what* map you play, except something is triggering a shitload of .rpt output if you have it enabled. More important is the actual distribution of towns and how "dense" they are. Altis in that regard is less densely populated than Chernarus. Also, the towns won't affect your FPS until they're actually active and spawning AIs, which happens when something of relevance gets into a certain radius. If nothing's there, they despawn the AI. If you completely wipeout the resistance in a town, they get deactivated permanently, unless you're having towngroups / civilians still running around, which also only spawn if some "eneny" is near. Just like you do. Just don't only look at the #monitor value. Check if it really sucks and is unplayable.
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New Version: 1.19 r44 (30.12.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: A3: Fix Chernarus Winter (CUP) mission not starting A3: Add Chernarus Summer (CUP) mission
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New Version: 1.19 r43 (20.12.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: A3: Fix pricing for vehicles with dynamic loadouts / pylons A3: Consider weapon splash damage radius for pricing
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Sorry for the late answers, still overloaded with "real" work: Hmm, guess i never tried that, it probably repacks the .pbo before starting and messes it up. Just copy the .pbos to your MPMissions folder and start directly via Multiplayer, but better use a dedicated server (even on the same machine.) Hmm, you should always be able to select the MHQ as a respawn point. Even then you spawned somewhere else? No selection possible whatsoever, even after building some base buildings? Very old bug, didn't saw this for years actually, should be gone. See if it persists.
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New Version: 1.19 r42 (18.02.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fix Towngroup Support Trucks spawning Fix reconnected Player sometimes not detected while still timing out Fix unflip script
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New Version: 1.19 r41 (9.12.2017) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fix gunners ejecting from player owned vehicles if no driver Save last selected factions to player profile
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Yeah, mostly bugfixing right now, if i find the time. Still much other work going on.
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New Version: 1.19 r40 (15.10.2017) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Remove faction parameters Add dialog to select factions before mission start
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New Version: 1.19 r39 (9.10.2017) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fix mission.sqm init order dependencies A3: Fix missions edited with 3DEN not initializing A3: Add Malden 2035 Missions A3: Reduce siren volume and Fix-A-Typo (TM)
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Yepyep, sorry, long standing -- 'historic' -- issue i never really bothered to fix. It's just the ordering that gets messed up with the new editor (old 2d editor should still work). If i find the time, i'll fix it this weekend.
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Sorry, i meant the stuttering is normal on weather change. Old problem with the engine. No idea how to make smooth but fast overcast changes like in A2.
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Only if they changed the weather engine in the meantime. :/ https://community.bistudio.com/wiki/setOvercast See comments.
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