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VoRtReX-uk

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Everything posted by VoRtReX-uk

  1. Is there anyway to change what happens when a player joins using a mod not enabled on the server? At the moment it bans the player, I just want it to kick.
  2. I followed the server install guide but BASIX doesn't load! EDIT: ISSUE Resolved, needed to install BOTH the C++ x64 and x86
  3. VERY GOOD Point, maybe dev branch sway with the weapon sway and head sway synced.
  4. Only because the dev branch has to right....
  5. Oh dear god, Mods again, why do you need a mod to make it easier.... it should be that hard in the first place.
  6. Dev branch is a god send. Its still got a little bit more sway than before but I am more than willing to learn how to control that.
  7. Your so stuck in your own ways you don't even listen to the other side. Every post I have said make it an option, but you just want EVERYONE to have it the way you like. I played all last night and the ammount of firefights over 10-20 meters that ended up with VERY VERY good PVP players facing each other changing mags was absurd. "Suck it up" just doesn't cut it. I bet you play against AI, and not against real players. The clan I am part of played a match against a coop only clan the other week and we totally DESTROYED them. Because it is a different way of playing, just one you don't like. Options Options Options people.
  8. Right so we should have One button per leg so we can walk forward realistically? Do come off it you just play the realistic card when it suits you....
  9. Would it not make sense to make it an option on difficulty settings? So you can have a option in the config to toggle fatigue and weapon sway to be like before and after 1.24: Fatiguesim= x 1 Fatigue ON and as it is IN patch 1.24 0 OFF and how it was BEFORE patch 1.24 Make it an option and make EVERYONE HAPPY, don't leave it up to the map makers to edit existing maps because that just doesn't work.
  10. So why can't coop players mission makers turn it on for their maps? Why does this new system have to be default? Why can't you use a mod?
  11. Weather its realistic or not there shouldn't be so much weapon sway or fatigue in a game. After all it is a game, played for fun right? If its something you want to change because you want it to be more realistic are there not mods for doing that? and if you want ultra realistic why the hell didn't you buy VBS3 instead? CTF is pretty much killed by this, in fact pretty much all PvP is screwed to some degree. But yet it seems to me all the coop plays (who use mods anyways) are just fine and dandy with the new system, wonder why that might be? So BIS screwed over the PvP players, is the simple truth. I've played this game since the OFP demo, don't tell me I play COD or BF because I don't, I have one game installed on my PC and that's ARMA3.
  12. So I was just playing a single player infantry showcase. I got shot once and used a first aid kit, then I moved forward down the valley after a short wait. I got in the sitting position with a DMR on the side of a hill and HOLY CRAP you would be lucky to hit the broad side of a barn. And another thing I notice is that the AI aren't affected AT ALL you shoot them and the next round they fire hits you.... Plus it takes soooooo many 6.5mm rounds to take an AI down, it always has but before you could get a few off at them in quick succession but now that's nearly impossible even once first aided!
  13. Yes, Plus the range I mentioned isn't long range.
  14. The weapon sway massively over exaggerated and too much, in a PVP if you get hit once and the enemy is say 20 -40 meters away you are dead because you cannot return fire. I always though BIS walked pretty well on the fine line between simulation and game play but this is just to much simulation. If people really want a simulation that's what mods are for, leave the default vanilla game play as it is PLEASE. Or do something Microsoft has forgotten how to do.... make it an option! :(
  15. VoRtReX-uk

    Things you wish NOT to have in the game!

    I have nothing against steam, I use it for other games. But if ARMA3 is integrated into steam the way ARMA2 is then its going to suck. The reason is simple, options control and ease of use. Mod's are a lot easier to use and launch on the non steam version. You know what version of the game you have, it doesn't randomly update. I play in a big 40vs40 game (ATC) each week for around 4/5 months a year, if they patch the game they could break the mission and cause a massive issue. The only reason it doesn't happen now is because the updates are few and far between (because of the non steam version). Also ARMA2 is and ARMA3 will be "system hogs", and tbh steam isn't going to help in this area, infact its going to take resources away that the game could use. I would also like to add that I am a IT Desktop Engineer I work on PC's all day long , and even I have issues understanding why ARMA2 and Mods won't work with steam sometimes. But give me the normal non steam game and I'll have the problem fixed in no time.
  16. VoRtReX-uk

    ArmA 3 on Steamworks?

    I have found that steam works fine on every other game but ARMA2. So many times I have had to use team-viewer to fix peoples issues with ARMA2 + Steam. I for one will not be buying the game via steam. One guy got so annoyed with his steam install, he actually managed to make it into a non steam install!
  17. Hi, UNA Clan currently run between 3-5 ARMA2 servers, these are split down into a PvP, Coop, Training and any other servers we need. The reason why we do this is to split the maps so the only ones available are the correct type (aka coop maps on the coop server). Something I would like to see in ARMA3 is the ability to set the map folder location as a command line option, this would allow for one installation of the server instead of the 3-5 we currently have! would make patching so much easier! A second thing would be better Hyper threading support. We had to turn off HT to get better performance! BTW Holographic sights (eotech) were specifically designed not to have any parallax effect. Vortex
  18. VoRtReX-uk

    Arma 2: Namalsk Crisis

    Just played through the whole campaign. Really well made and atmospheric. Is there multiple endings? Keep up the good work!
  19. Hello, Just wanting to query a few things about the arma2oaserver.exe. The server spec is: Windows Server 2008 Intel I7 930 @2.8ghz (HT enabled) 8GB Ram 750 GB raid 0 HDD Using start-up bat file for auto restart on crash: TITLE XXX SET port=2302 SET mods=; SET rank_log=_ranking.log SET cfg=_performance.cfg SET config=_server.cfg SET profiles=_profiles SET WORKING_DIRECTORY=%cd% :Loop cd "%cd%" start /wait /HIGH arma2oaserver.exe -malloc=system -cpuCount=4 -exThreads=7 -port=%port% -mod=%mods% -cfg=%cfg% -config=%config% -profiles=%profiles% GOTO Loop We have had an issue on our server recently where we had around 80 players, all playing. The issue happened after about 1 hour 20 minutes. The best way to describe it from a player’s point of view is desync: I was in a jeep as a passenger when we crashed through a fence. Using TS3 to speak to the driver I found that on his screen he was still driving down the road as normal. A few seconds later my screen froze with the engine sounds still running, I was able to look around (my game didn’t crash). I would say half of the people were still playing as normal and DID NOT have any issue. After talking for a few minutes I disconnected from the game server, at which point I could not see the game server in question in the browser (after many refreshes). I then logged into the server using RDP, the arma2oaserver.exe was running as normal with around 20% CPU & 1.1GB Ram being used, information was being updated in the game server console window. Yet it took 5 minutes for the server to re-appear in the game server browser, and when it did it took ages for people to connect. Any idea what could have caused this? It’s the second time out of 9 games something like this has happened with around 80 players. The game is a private “war†so having this issue means we have to re-play the “War†again. 1. The arma2oaserver.exe only appears to use around 25-30% of the CPU capacity of the system (with 80 people on the server). Seems a bit strange that the game server should struggle with low fps in game when there is so much system resources left to use. Is this normal, and if so is this going to be fixed? 2. Once a map has finished and all players have left the game server, the memory usage stays the same. Infact when new players connect and start a new game the server doesn’t appear to release the unused memory. Has anyone else had this issue? Thanks Vortex
  20. Update It happened again tonight! ïŒ But this time we got some extra information. When the game was started the synconizing took around 4 minutes (only been an issue since the 1.60 patch, in 1.59 it used to take a few seconds). Once the map was up and running there were 15+ threads running under the arma2oaserver.exe. All was well till 45 minutes into the game when the server stopped sending messages, (monitor messages stopped, and the uaz I was in was driving through trees for around 15 second, it then stopped. All the players on my screen then froze). At this point I looked on RDC, the treads running under arma2oaserver.exe had dropped to 13 it was still using 50% of the whole CPU, and network activity had gone down from 12-20% to 1.5%. After 20 minutes of hoping that it might come back I clicked the X on the server window, the server window closed BUT the process kept running with 0%cpu & 605mb of ram being used. I had to end the process via the task manager. Screenshot below: Looks to me like one or two of the arma2oaserver.exe threads stopped, and didn’t get restarted. This looks like a BIS issue! I have tried everything I can think of including disabling the windows firewall for the game. No arma2 servers that we run on this box have ever had any issues like this, only when we get near 80 people does the problem appear. Also as far as I am aware there was no lag issues up till the point the game server stopped responding.
  21. Update! Tonights game was ok till the last 30 minutes. As usual I was connected via remote desktop so there was no network issue. CPU usage was between 85-98% on 1 of the 4 cores (HT now turned off). Server was running at 4fps! 50% improvment! The issue started when a player lost connection to the server and tried to rejoin (he is a repeat offender and rejoined the game 19times in the 2 hours!:confused:) It appeared to lock up the server for around 3-4 minutes. When it did start moving again it dumped all of the #monitor messages and side chat messages onto my screen in one go! Looking at the remote desktop console the CPU usage and network usage stayed the same during the lock up. To me this looks like a issue with players connecting! I though BIS sorted this issue? Thx Vortex
  22. I will have to leave Sibolo to answer those questions as he edits the map. Vortex
  23. Right some info from tonights game. 83 Players, pictures below are after 1hour 20 minutes of play out of a 2 hour game. Task Manager, Core Temp and Server window. Ingame Server FPS. Pretty much 2 fps for the last 40 minutes. HyperThreading is the issue 100% Vortex
  24. Hi, Total CPU utilization was 30% using multiple cores. But each individual core never goes over 35% CPU utilization, AKA it isn’t even maxing 1 core out! I just did a test using (AAS100) [C5] The Gauntlet, with 800 AI. Total CPU usage is 20% none of the individual cores have gone over 35% usage, and the server is running at 6-7 FPS. Task Manager pic from the test below: We are going to disabling HyperThreading. I have also ammended the config settings you suggested. The server has 100mb download and 40mb upload, so I hopfully set the min and max bandwidth accordingly! Thx Vortex
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