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Posts posted by thhamm
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12 minutes ago, The Man Without Qualities said:The mission must be written to utilize HCs...and even then it is hard to move units from server to HC without issues. Sometimes AI wbome inactive after moved to HC.
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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23 hours ago, SF_andy said:The other somewhat embarrassing mistake, I have relied on the server FPS ad, from the mission. But that's not true, has some bug.
So all servers can use this command to display the servers FPS: #monitor 30 (Only as admin)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.
On 1/19/2019 at 12:22 PM, SF_andy said:Unfortunately I wrote 33 - 40 FPS, but real are just 14-20 FPS. (All the more surprising that hardly all AI has failed)
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"?
On 1/19/2019 at 12:22 PM, SF_andy said:The mission supposedly hates the non-original map, because on Altis the FPS are much higher than on Cherno.
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.
On 1/19/2019 at 12:22 PM, SF_andy said:How can you play with AI and many tows, with high FPS?
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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[deleted]
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New Version: 1.19 r44 (30.12.2018)
Downloads:
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://steamcommunity.com/sharedfiles/filedetails/?id=713560526
Changes:
- A3: Fix pricing for vehicles with dynamic loadouts / pylons
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A3: Consider weapon splash damage radius for pricing
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Sorry for the late answers, still overloaded with "real" work:
On 4/19/2018 at 6:24 PM, COLDSTEEL COHEN said:I got the newest version from The sight above "http://www.thhamm.de/index.php?id=11". Loaded up in Editor (Just to see what it looks like). Went to "Play in Multiplayer". Load screen. check. Lobby. check. Pick factions.check. Then...2nd load screen. stays. I can hear my self shooting in game. Maybe thought it took a minute. As I am speaking it has been 10min. Not sure if it should delay this long. Should I check the mods? I have to task manager arma. so I figured I would ask here, since I have been google searching "arma 3 crcti not loading" and keeps bringing me here. As far as the "Editor" I did not change anything. I like to look at "Mechanics" of game. I have never had issues with it. So, just curious of the correct procedure to run this on a dedi server.
**So, It may be just COOP_Malden. I ran the COOP_Altis. It loaded fine. In the Malden one I did tweak the parameters. Which shouldnt give any conflicts. So, I guess for now will do any other but COOP_malden.
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.)On 6/11/2018 at 8:45 PM, gman2900 said:Loaded a private server {direct connect) with a few friends last night and i start building the base at the "Respawn point" my friends could not spawn into the base??? It spawns them in way down below the salt flats, now without trying to drag the base down to them how can we get them to just spawn at the base {Respawn point"???
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://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://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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On 11/3/2017 at 1:11 AM, laserhel50 said:Are features still being added to this or is it just mostly bugfixing right now?
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://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://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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19 minutes ago, kremator said:Hmmm will have to do more testing, but I definately did see a stutter on weather change .... you guys not seen it ?
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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On 8/27/2017 at 3:56 PM, kremator said:More testing chaps ... found a slight stutter when weather changes ... any way to smooth that out ?
Only if they changed the weather engine in the meantime. :/
https://community.bistudio.com/wiki/setOvercast
See comments.
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New Version: 1.19 r38 (25.7.2017)
Downloads:
http://steamcommunity.com/sharedfiles/filedetails/?id=713560526
Changes:
- A3: Fix sound volumes (sirens, workers, etc.)
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On 1/22/2017 at 10:37 AM, kremator said:The Waaa Waaa when you get killed is a little cheesy
thats the point. :D
QuoteEDIT: FPS on server (via #monitor) never dipped below 44FPS
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On 2/4/2017 at 6:29 PM, laserhel50 said:Is this still being worked on/updated of the sorts?
Also nice mission man, keep it up!
oh i hope so. sorry for the lack of updates right now.
really got an assfull of 'real' work right now. hope i can get my mind back to playing/scripting soon.
no bucks, no buck rogers ...
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22 minutes ago, frankfranconi said:Right, I was so surprised to hear all the construction sounds all around me and it took me a while to just check it out
guys, in case you haven't noticed yet: you have to build the single most important structure: tactical chillout zone. :D
after the workers have done their work (can take a while), they need to relax. and you can grab some beer (at the refrigerators) and relax too. :P
but watch your BAC, it worsens your aiming accuracy. so take a leak at the toilet before going into battle :D
aah thanks again for the nice words, thought noone -- except my clan -- really cared. :grouphug:
happy new year btw.
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Quotethanks for the support!
and the kind words. :)
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QuoteAnyway, I really appreciate what you've done with the mission and have gotten a fair share of enjoyment out of it, so thank you!
QuoteI also like the humour that's added to this, kinda brightens it up when you've been shot.
hehe ...
https://www.youtube.com/watch?v=W10V6U0qX2g
QuoteAlthough the German has me flummoxed, guess i'd better learn
nah, don't bother. no worth. :)
thanks for the support!
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39 minutes ago, law-giver said:Yeah they do start patrolling but they just looks kinda weird. When i approach i feel like joining in and giving a group hug.
then hug them. they need it! :D
39 minutes ago, law-giver said:It's also very addictive, any way of curing that?
nope. :)
39 minutes ago, law-giver said:Don't let my wife stop you though thhamm, keep the updates coming buddy. Take care.
hehe. yeah will try.
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Hi LG!
Thanks for the support! Much appreciated!
And sorry to all others for no updates at the moment, really too much (real) work right now. Which might continue until July. :(
But it's not dead yet. :)
But yeah:
> could give the AI some random spacing away from the captured town flag as they all bunch up and morph into a merged bundle of overcrowding, looks kinda weird
Yeah, squad leaders piling up. But they should start patrolling after the flag has been captured, are they not?!
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Yeah I went in and edited it myself, so it's okay.
Ok, if you like, send me the mission.sqm, so i can add it to the archive.
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No they told me there was absolutely nothing, they just spawned in and ended up in the middle of nowhere all the way on the other side of the map???
Bad bug that should be gone a loooong time ago. Does this happen often? If it happens again, please send client AND server .RPT if possible.
[SP/MP] BeCTI
in ARMA 3 - USER MISSIONS
Posted
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.