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maltti

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Posts posted by maltti


  1. Hello all.

     

    Even since last update were made around 2016 dec, Duala Conflict dedicated Mission Server is still getting strong each and evereday! However, since group is very focused on the mission, you need you to apply for membership for the Rockabilly Duala Server to get access. This is because the mission which is a progress of almost 10y of work needs only dedicated warriors. But also good news is to income. Whenever Bi Studios is going to VR-world, Duala Conflict is going to follow. And more but not less, we are going to follow Arma on 1.64 final update. Mr. Haz is going to help us on that a lot! Lol!

     

    Thank you all,and hope to see you in a future of Arma VR world next time ;)

     

    Maltti

    Rockabilly House Server

     

    • Like 1

  2. Well, since VBS has already support for VR, there should not be any major reason why Arma wouldn´t have VR support as well. And for those who wonder how ever you could play Arma without keyboard and hundreds of different key combinations, think how things are done in real world. Use your hands/feet to do things, speech recognition (done already years ago by some mod makers) and so on. Sure, not everybody wants to get up on their feet, but then again, you can´t please everybody, ever. But, VR is here to stay, and its growing  rapidly, with or without Arma.

     

    Maltti

    • Like 2

  3. On ‎30‎.‎1‎.‎2017 at 11:48 PM, darksidesixofficial said:

    I don't think so. VR is going to be big, but it will  be big on it's own. Much like Console's and PC's, each is it's own niche and each has it's own competitive and consumer aspects. Some games are only Console, and some games are only PC, the same will be said for VR. It will be used for many things, gaming, commercial and business use, but it's not going to eclipse the current market.

     

    Sure, but no doubt that Arma world would fit perfectly in to the VR world too. Onward has proven that already. Of course not all "themes" in Arma would not be perfect fit to VR, but then again.. since OFP times this game has been outstanding what becomes to open sandbox standards. BIS needs just to make VR core, and community will take care of the rest.

     

    Maltti

    Rockabilly House Server


  4. Update to this:

    I can now confirm that units alive more than 24h is causing this serious Server lag on FPS. Not quite sure, is it a unit itself or killed evenhandler in unit. Anyhow I made a solution that when user is joining on server (when server has been idling) it "refresh" all enemy units (basically, deletes unit and its eventhandler and then recreates same unit again). I´ve been testing this now several days and hoorayh! We are the masters of FPS again! It only took couple of years to realize this :)

    Maltti


  5. I knew it! After optimizing my mission for years I knew that problem had to be somewhere in engine itself. Well... Hope things are/will be better in Arma3 when I´m moving there. Thanks.

    Maltti

    ---------- Post added at 11:23 AM ---------- Previous post was at 10:55 AM ----------

    One more thing I´ve sometimes noticed and actually happend today as well.

    If the mission has been idling for long time (10-20hours) and then you go and kill just a few enemies which have been created 10-20 hours go, fps could suddenly raise from 4fps to 30fps. So, maybe it has something to do with killed eventhandler? Meaning when eventhandler stops it´s work, it frees a lot of server time what is has "stolen" when idling a lot? I have in killed script "removeMPeventhandlers" when unit is dead.

    To make it short, is it possible that killed eventhandlers reservers Servertime when running long periods?

    Maltti


  6. Hello.

    I have this weird performance issue on dedicated server where I run my multiplayer mission. Here we go:

    When mission starts it runs nicely around 48fps. When big things happens in a mission, it might go as down as 20fps temporary, which is totally fine. I can play same missions hours after hours and performance is "perfect" all the time (server is powerfull overclocked i7).

    BUT!

    When time goes by, say day or two (big mission, lots of things to do), and people keeps coming and going on mission, its start to slowing down. If these things keep going few days, it can go as slow as 2-4fps. At that speed mission is not playable any more, so I have to restart it.

    So, is there something to do with JIP, or do I need to use some special technics on code? So far mission itself cleans destroyed/empty/unused objects, (sometimes it however fails to do so, which means that dead bodies remain on field, even the "killed" eventhandler is working fine). But thats not a huge problem. Do I need to clean all local variables with a NIL command or something like that, to keep mission more clean, or what?

    My best guess has been so far, that there is on issue with Arma2 engine itself, when missions last long and there is lot of JIP progress in that time (like 50-200 all together). That would of course mean that there is nothing what I can do... (maybe this working better in Arma3?)

    Thank you all...

    Maltti


  7. Erhm... No, two seats in front, and two in back. If you order your AI´s to get in, first 3 AI goes nicely to their seats, but a fourth one disappears somewhere in chopper (you cannot see him at back seat). After that you can go in as a fifth passenger of chopper. Bit strange. And if you try to get in as a fourth passenger, you cannot get inside view but 3rd person view instead (and you cannot see yourself in chopper either).

    Maltti


  8. If you have IceBreakr´s isla Duala addon, then probably your best choice for that is Duala Conflict mission which can be found on Rockabilly House server at least. It´s "work in progress" mission many years now with hundreds of detailed little things which makes it one of the best mission for isla Duala in these days.

    Maltti

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