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dlegion

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Everything posted by dlegion

  1. dlegion

    Battleye and anticheat in general

    thanks for the info @Harzach !! the only difference i noticed: ARES run also without CBA, does all it should with no apparent problems. ENHANCED MOVEMENTS if not run on server, does not allow players with it to use it in game. dunno if i did something wrong, but my test say so. after you mentioned it in previous post, i readed already a bit about signatures v2....but honestly didnt understood well... ...so i can enable signatures, and have people without (for example) ARES or EM join my server ? huge thanks for your help !
  2. dlegion

    Battleye and anticheat in general

    heh....thats exactly what i mean....i'm a total noob about this...i really have no idea of what are you talking about "verify signatures". here's the situation: my server run "vanilla" arma3 , plus a lot of scripts to enhance vanilla, plus 2 mods : ares and enhanced movements, that i see are compatible with 100% pure vanilla (even if they dont have mod they can join and play). i wish to mantain this kind of compatibility, and take every possible action to stop cheaters. i'm a total noob about battleye, but i read that he bans permanently from every server (not just mine) everyone cheating, and my fear is to do something "wrong" like enable it, a friend with his CUP or other mods try join me and get banned forever from all servers! please help, really thanks !
  3. dlegion

    Battleye and anticheat in general

    its a good start! i have to worry about wrongly banned friends if they use mods like CUP ?
  4. hi guys, was trying to use mine detector in MP, because players spam soo many mines that every step can be the last! ...guess what? tried everything....but it doesnt work ! here's the details : first of all i use veteran difficulty in MP, so no ridicolous red triangles on screen. i have mineDetector in my inventory (dress or jacket, tried also on backpack), i go near a mine...nothing. i supposed (or maybe i remember wrong from ACE3 times) it should also hint and yell about spotting a mine. but it does absolutely nothing. tried also in editor...even with red triangles dont seems to make any difference. and never hintor audio. any idea how make it yells and hint ? thanks !
  5. well every item of my pack is made by a different authro, i just optimized them to merge togheter and get better performance possible! so it can be considered "stand alone" , just need to use only it and not the rest.
  6. the drag is already in my scripts pack. let me know if you're interested!
  7. yep, Bamse explained it a bit better. there is not just the "cross" to aim, its a way more complex system, and now had been brutally deleted, like older features...i still remember things like dragging injured soldiers ecc...all deleted.
  8. hello, i noticed after latest downg....hem... "update", that the A164 wipeout has lost its ability to lock and have the CCIP on enemy aircrafts. now you have to "guess" like in the 1950 fashion. why this downgrade? just to push people to buy Jets DLC ? any way to restore "old" CCIP ? thanks
  9. while i understand your answer, i totally disagree, for many reasons. while ARMA3 is sadly not a mil-sim, a bit of realism is what differentiate it from battlefield or COD. and real A10c has an AA mode for its GAU8a...not much else to say. about gameplay, the F18 advantage is already better agility and faster speed, i dont see the point to artificially invent a new limitation just to give another advantage to JETS DLC owners. the CCIP was already there !! they removed it for marketing reasons! while removing radar from a littlebird seems perfectly correct and good thing, remove an already existing and realistic feature is not!
  10. awesomeeee ! its more or less what i'm trying to achieve! any possibility to merge our work ? my work here :
  11. dlegion

    [RELEASE] No Mine Markers

    i was interested in this problem, and i tried, but the only way i menaged to delete/not show the markers on an MP dedicated server was with AUSTIN script. server difficulty does not work for me. if you can test and/or explain better would be awesome, maybe its just me doing wrong.
  12. EDIT AS SUGGESTED: ----------------------------------------------original message------------------------------- hi guys! i've noticed that in my MP dedicated mission, the initial RAM usage is about 1100Mb. but checking it with " #monitor 1 " command....but its slowly and constantly increasing!! it goes up about 1 Mb every 2-3 seconds, but keeps increasing until reach 2000Mb...and at that point server choke to death!! any idea what can be or how i can track the trouble ? thanks! ----------------------------------------------original message------------------------------- PROBLEM DESCRIPTION: dedicated server memory usage keeps increasing at a variable rate apparently influenced by number of AI in mission. it keeps increasing more or less constantly and endlessly. on 32bit "arma3server.exe" when over 2000MB it start to choke, decreasing down to 2 FPS, and ultimately crashing with htis error: https://ibb.co/k30HBa 3D EDEN CREATED TEST MISSION from NEW (empty): (lets ignore my mission for now, and focus on standard test): Altis, 6 WEST rifle quads (8 men each) 4 WEST combined tank platoon (4 tanks each), 3 playable units, all with a move waypoint and a cycle waypoint. (can double the numbers to accelerate the process). WHAT I DID EXACTLY STEP BY STEP TO REPRODUCE THE PROBLEM: launch TADST v3.0.0, leave default settings (for testing purposes) checked box "persistent battlefield" and "auto-init", selected "arma3server.exe" and tried also with "arma3server_x64.exe". (different starting memory usage, but both were increasing). selected previously created TEST mission. Launched the server. Opened the windows task manager. keeps monitoring the "arma3server.exe" process memory usage. Notice slow, but pretty constant increase in memory usage. WHAT OTHER TEST I DID: i tested my mission with all my scripts (and they are many) except the ones spawning AI. in my mission all AI is spawned by script, so there were 0 AI. server did not had increasing memory usage. i tested an old mission version (more than 6 months ago), that i'm sure it was running fine for at least 24 hours (i remember playing on it with friends one night, then forgetting server up, then the following evening playing again on it with friends). the test now showed a memory usage increasing. i tested other missions made in the past, i dont have any documented previous check on them about memory usage, but now its increasing at various rate, apparently related to numbers of AI. MY HARDWARE / SOFTWARE / CONFIG ecc... i5 4440 3.10ghz, 12Gb ram, 64bit, NO-SSD, connection: ADSL 7Mb upload 0.4Mb download. (its the same configuration i had at the time of the 24 hours server running with no problem) i always used 32bit "arma3server.exe" except for the very latest test. LINK to latest version of my mission (here problem is accentuated due to spawn-despawn units based on player distance): https://mega.nz/#!KtZ2GLiQ!-PxDcaPxXqjeuAaSeUEk2YT1e-UDZf22TXr0dhrVS5E thanks for any help!
  13. SECOND TEST: 522 14:18 527 14:19 534 14:24 541 14:28 544 14:34 545 14:38 20min 551 14:48 30min EDIT: second test somehow dont seem to level like first..... dunno what else to think...i will try multiplying by 20 the units numbers to see if something change!
  14. here is the first results : (32bit, with "battlefield persistance") 870 13:50 877 13:51 879 13:59 880 14:00 881 14:10 i can say the results seems quite comparable....in the last 10 minutes it got just 1 MB! examinating your mission in editor...the only difference are the numbers of AI (i use x10 more units to speedup the process), and i noticed a thing i forgot to mention, i always use "respawn on custom position", and i set it as that also in test mission.
  15. huge thanks man!! i'm going to test this mission right now with and without "persistant battlefield" ! will update here with results! thanks !
  16. heh...ok english is not my first language, and i explained problem at my best, supported with as much information as i could, posted also on tracker, and at this point i really dont know what else do. so... dont worry, for sure its my fault, maybe its just me having bad luck, and probably on all your PC everything works fine. Grumpy saied it works for him, didnt posted any detailed spec, but i want to belive him. my friend say it has increasing memory usage, maybe he is just another unlucky guy, wished to hear more feedback, but seems noone else really tried. just to be clear, its written quite clearly in tests, that removing only all my scripts generating AI, and keeping all the others (like R3F_logistic) and running the server, did NOT increased memory usage, but at this point doesnt really matters. after 16 years of OFP, i know that if something is wrong, it will stay wrong. if something works, will probably be screwed in a future patch. so thats my stop for ARMA3. i already did it for resistance and for ARMA1. dunno if i can go back ARMA2, but i have to try. i really wish to THANK YOU guys for all your help in the time, i really appreciated and i really admire your dedication! ...maybe we will shoot eachother in ARMA4 someday ! PS: yesterday, i tried to play on an official server....its a really boring video, but if you're curious, here's what happened to not just me, but many other players...
  17. heh...in the past ( 6-9 months ago) i can confirm i runned a dedicated for 24 hours and was still running perfectly...but how can be a "broken script" or be a "bloated mission" ...when its just a fresh new map with some units in and no script or mods at all ?
  18. yep, all my tests were made in 32 bit except the last 3 tests (i didnt knew about x64 bit at the time). in fact i can ask my friend to test the 32 bit too, because he is way more techy than me and was already using x64! good idea! thanks!
  19. posted bug on tracker, but will surely be ignored by devs. ...better keep selling DLC than fix game.
  20. mah ... i think we dont understand eachother....afterall i think i explained it quite well at this point. for sure 9 months ago (can be 6 , but i dont remember the exact date, so lets say 9) it was working perfectly (and i always used 32bit). now same "old" mission does not. (crash in less than 7 hours) so..something wrong. it can be a problem on my side (my RAM, my PC, my connection ecc...) but probably is not, because a trysty friend tested and had same result. cant understand why try to deny the problem, but it exist (at least here on my PC). and its not "standard" because if you try to let the mission run, you will discover that soon or later it will crash. its ok not being able to solve it, you are all here in your free time, and i appreciate anyway. if you want to help more, just do the test (maybe double the numbers if you have a powerful PC, something like 12 rifle squads and 8 tank platoons) and post the detailed result. that will be very useful information not just for me, but for devs too if they decide to take a look at that trouble (honestly i think they will ignore also this problem, but i can t do anything else). thats all, thanks anyway!
  21. ...noone else has tested and can confirm the problem / has not the problem ?
  22. yep, using keywords "memory" and "leak" a huge amount of posts come out. seems this game is beyond the no-return line....plagued by so many problems...and devs keeps trying to sell us DLC. really sad. at least i found a fun video:
  23. @das attorney man... following your suggestion i posted on tracker. So i just noticed i was already registered at tracker....i had an issue with desync from 19 June 2016, still assigned to "none". i got to lose my hope?
  24. just got a report from a friend, he recreated test mission on his PC, fired up dedicated, and had same problem of memory usage increasing! he has an i7, 16gb ram and an epic 100MB download and 20MB upload connection.
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