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thhamm

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Everything posted by thhamm

  1. crCTI Kastenbier Edition for Arma 3 This is a fixed and modified Version based on Squeeze's ArmA 2 Port of Cleanrock's CTI (crCTI). Current Version: 1.19 r44 (30.12.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changelog: http://www.vsbw.de/~arma/CHANGELOG If you try it, please report bugs and quirks. :) Have fun! Thanks to: crCTI OFP designed and coded by Cleanrock crCTI ArmA/ArmA2 updated by Squeeze Original Dialogs: Dr Eyeball Modifications by Kastenbier and of course Mücke and the whole AI Clan ... and made with 10% more love than the next leading CTI! http://www.vsbw.de/~arma/ http://angryinsects.de/ http://forums.bistudio.com/showthread.php?95824-CRcti-Proman
  2. thhamm

    [SP/MP] BeCTI

    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.
  3. thhamm

    [SP/MP] BeCTI

    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)?
  4. thhamm

    [SP/MP] BeCTI

    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.
  5. thhamm

    [SP/MP] BeCTI

    [deleted]
  6. thhamm

    crCTI Kastenbier Edition

    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
  7. thhamm

    crCTI Kastenbier Edition

    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
  8. thhamm

    crCTI Kastenbier Edition

    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.
  9. thhamm

    crCTI Kastenbier Edition

    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
  10. thhamm

    crCTI Kastenbier Edition

    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
  11. thhamm

    crCTI Kastenbier Edition

    Yeah, mostly bugfixing right now, if i find the time. Still much other work going on.
  12. thhamm

    crCTI Kastenbier Edition

    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
  13. thhamm

    crCTI Kastenbier Edition

    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)
  14. thhamm

    crCTI Kastenbier Edition

    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.
  15. thhamm

    crCTI Kastenbier Edition

    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.
  16. thhamm

    crCTI Kastenbier Edition

    Only if they changed the weather engine in the meantime. :/ https://community.bistudio.com/wiki/setOvercast See comments.
  17. thhamm

    crCTI Kastenbier Edition

    New Version: 1.19 r38 (25.7.2017) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: A3: Fix sound volumes (sirens, workers, etc.)
  18. thhamm

    crCTI Kastenbier Edition

    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 ...
  19. thhamm

    crCTI Kastenbier Edition

    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 http://images.akamai.steamusercontent.com/ugc/643251294837401789/E1C0ADA442717A3DE32D5E5796300DC624DF3CE9/ 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.
  20. thhamm

    crCTI Kastenbier Edition

    and the kind words. :)
  21. thhamm

    crCTI Kastenbier Edition

    hehe ... https://www.youtube.com/watch?v=W10V6U0qX2g nah, don't bother. no worth. :) thanks for the support!
  22. thhamm

    crCTI Kastenbier Edition

    then hug them. they need it! :D nope. :) hehe. yeah will try.
  23. thhamm

    crCTI Kastenbier Edition

    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?!
  24. thhamm

    crCTI Kastenbier Edition

    Ok, if you like, send me the mission.sqm, so i can add it to the archive.
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