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cyprus

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Everything posted by cyprus

  1. cyprus

    co10 Escape

    When wearing no armor, yes, one hit does kill, but I'm not talking about that. I'm talking about one shot from to the chest of someone wearing a carrier gl rig vest being killed in one hit. On any other mission it takes 4 chest shots with the PD7 (9mm pistol), to kill someone wearing a carrier gl rig vest at close range. On the escape missions, it takes one hit from every weapon I tested, from the PD7 to an lmg.
  2. cyprus

    co10 Escape

    I tried a mission from the Sigma Quadrant series, and it has a revive. I did not experience the issue there. So I'm guessing that maybe it's the particular type or types of revive that you and Roy are using causing the issue. As to framerate, you can clearly see my client's frame rate is 30-60fps, and the minimums are much higher when I'm not recording. I didn't have the server fps monitor up but I usually get 40fps except in very heavy fighting on escape. If you do get the chance try to just pick up a pistol and shoot a teammate once. If they die when wearing a carrier rig or something like that, you'll know the bug's affecting you too.
  3. cyprus

    co10 Escape

    So a while ago I know I was complaining about being one hit killed by the AI every time, and while changing my ai settings on the server seemed to have fixed it, for whatever reason it's back. I have confirmed that one shot from any weapon instant kills no matter what armor we're using. Even a 9mm pistol round to the chest when wearing a carrier gl rig will one shot kill. I recorded 3 videos of it in action under different circumstances, and I also have the server RPT for the second and third videos. I'll upload the second RPT to dropbox or something if necessary, but I tried uploading it to pastebin, and it's apparantly too large for pastebin. It's an RPT for my run on escape altis 1.7.3, so I don't think it's as important anyways. This server RPT applies to the second two videos. the first video. In this video I ran Escape Altis 1.7.3 with several mods on both the server and client. I first shoot my friend in the head and revive him to make sure he's at 100% health. After reviving him I try shooting him in the chest, and you can see he dies in one shoot. I revived him and shot him again in the chest, and I killed him in one hit. the second. In this video I ran Escape Altis 1.7.4 with no mods on the server and no mods on our clients. In this one you can see I started the mission with no mods, and once we kill the prison guards we run a test with both the zubr pistol and a 9mm pistol and in both tests it's a one shot kill. There's a short freeze shortly after the mission loads, but that's just me alt-tabbing for a second. the third. In this video I ran Escape Altis 1.7.4 with no mods on the server and no mods on our clients. In this one as soon as the mission started I immediately picked up the backpack and tested a 9mm pistol. It was still a one shot kill when he was wearing a carrier rig. This was right at the beginning, so I know he was at 100% health when I shot him. I played a couple other missions and I did not see this issue. I only saw it on any version of the escape mission, and strangely enough I even saw it on version 4.37 of Escape Roy by Roy Wheels. So it has something to do with the escape mission. I hope all this information I've given you helps you get to the bottom of this issue quickly.
  4. cyprus

    co10 Escape

    Well it looks like the RC2 version of escape zombies doesn't just have the wrong name; it has no zombies. I opened up the mission in the editor and I don't see any zombie spawning modules in RC2, but I do see them in RC1. Did you already fix this or were you referring to just the name error? Also, right now in the zombie mission the zombie's are set to independent, but most of the enemy units also seem to be the independent faction from RHS. Is this intentional? It's kinda lame seeing the soldiers completely ignore the zombies. Callmesarge, would you mind sending me your version of escape zombies so I can see if it has the same framerate issues that Neo's has as of right now? And does your version still use Opfor only for all non-zombie units? If it does I'd like to know what to edit exactly. I saw you ask about how to do this on the last page, but it looks like you figured it out yourself because NeoArmageddon never replied to you about how to do it
  5. cyprus

    co10 Escape

    The issue I'm describing (fine for one minute, sub 10 fps for 3 minutes) only happens at the beginning. After that it works ok, but I do get some drops to around 20-15fps for a few seconds. I am running on a dedicated server, however my client and my dedicated server are on the same computer. I'm using an I5-4690k at 4.5Ghz with 8GB of ram. It runs most missions that we play very well. I generally use the medium spawn setting, medium city patrols, and short spawn distance. Well I feel kinda stupid. I just checked and realized that I have been using RC1 all day today and I thought I was using RC2. I tried to load up a RC2 mission without CBA and it worked. One thing I noticed with RC2 is that there's no difference between the names of the zombie versions and the regular versions, but at least that's a quick fix. I'll give the RC2 version of the zombies mission a test tomorrow to see if it helps mitigate the issues I'm seeing with it.
  6. cyprus

    co10 Escape

    I have gotten this exact issue with missions with RHS assets not loading before, and the RHS mod was at fault. Here's a link to the issue and how it was solved. It looks like it's happening again because I just tested now with CBA and I can load the mission. Do you guys always have CBA running on your server? Try loading the mission without CBA on the server, and see if it works. I do have RHS version 0.3.9.1 on both my server and client. You can clearly see that in the RPT I posted on pastebin starting at line 503 that RHS files are being loaded. The new version of the mission you posted did not fix the issue with RHS I was having. Adding "-nologs" also did fix the issue, however. Strangely enough, as I said earlier the zombies version of the mission that uses RHS was able to load for me without adding "-nologs" or CBA to the server.
  7. cyprus

    co10 Escape

    Here's a link for the RHS error: http://pastebin.com/wiCrfZgE. I'm not sure how much help it's going to be since the error is simply "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.rhs_c_troops", but I guess that narrows down the offending classname. Well that kinda sucks about the Zombie version, but I'm glad it's not just me. Ok so it was intentional, makes sense. Thanks for the answers.
  8. cyprus

    co10 Escape

    I was able to give the new version a quick test. I noticed some issues. It looks like you used an older version of RHS for the missions because none of the RHS versions of the mission load (except for zombie Lingor, but that has it's own issues). We're using 0.3.9.1. The zombie version of Lingor has a very strange issue where it starts fine, but after about one minute framerate drops to single digits. I had a stopwatch going and it took until just over three minutes until the framerate recovered. Has anyone else seen this issue? I've tested this a few times and the behavior is consistent. The server framerate is around 30 if that information is useful. Lastly, I noticed that when logging into the dedicated server as admin, debug mode is always enabled for the admin regardless of settings, but it's not enabled for anyone else. Is this intentional? Besides those issues, I'm looking forward to the full release and I'll keep testing.
  9. cyprus

    co10 Escape

    Hmm, I guess I have no excuse not to port it now. And what I mean by the spectator cam bug is that when debug mode is active, you can go into the Splendid Camera. When in the Splendid Camera, you can use the arrow keys to change the person you're spectating. On rare occasions, pressing the arrow keys does nothing, but most of the time it works. If you're dead and press spacebar while spectating someone else, you teleport your dead body right under them, allowing for an easy revive. So it's not the spectator camera, I should've said it's the Splendid Camera. What's hilarious about it though is if you die in a vehicle, your body stays in the vehicle, so when you teleport your body using the bug, it brings the vehicle along with you. Give it a try, it's really funny.
  10. cyprus

    co10 Escape

    That's good to see. One bug I hope you fixed is the debug mode option, because as of right now debug mode is on regardless of what it's set to in the options. Debug mode actually allows for a very interesting cheat which because of the way the spectator mode and the camera works, you can teleport your dead body. It's hard for me and my friends to resist cheating that way, so fixing that bug would allow for a greater challenge for us. I mentioned this bug earlier, but I'm not sure if you saw it. I hope you can get it out asap, as I want to get to work porting this mission to other maps, as I have a lot of maps I think Escape would be very fun on, but I don't want to do it until the latest version is ready to go.
  11. I've noticed that certain values of the minerrortosendnear are automatically changed after the server is started. I tested multiple different values and the output is consistent. Here's a list of what I tested 0.01 changes to 0.0099999998 0.02 doesn't change 0.03 changes to 0.029999999 0.04 changes to 0.039999999 0.05 changes to 0.050000001 0.06 changes to 0.059999999 0.07 doesn't change 0.08 changes to 0.079999998 0.09 changes to 0.090000004 0.1 doesn't change 0.2 doesn't change 0.3 changes to 0.30000001 0.4 changes to 0.40000001 0.5 doesn't change 0.6 changes to 0.60000002 0.7 changes to 0.69999999 Anyone else seeing this behavior? I'm using Windows 8.1 64bit. Here's the post on the issue tracker: http://feedback.arma3.com/view.php?id=24910
  12. The first RC for CUP terrains just came out, and has fixes for all vegetation from the previous games. That would make this map completely fine for co-op. When I ran Arma 3 with CUP Terrains instead of AiA, there's a small error when starting Arma 3 that says "Addon CST_Orshanets requires addon AiA_Plants_Data". I hope that isn't too difficult of a fix because this map is really good, and coupled with the fixes from CUP Terrains it can make for some very fun co-op fights.
  13. I'll have to give the new missions a try, but I've been playing Sweep lately, and the AI in the windows is a really nice touch, and something we've been having to watch out for. However, I think one big thing that really needs to be changed is the mission end trigger. Right now, it's almost impossible to find every single enemy in a reasonable amount of time, especially if the mission starts in a larger town. Finding the last 5 enemies or so often takes twice as long as killing the first 40. I think one way to combat this would be to either end the mission when around 90% of the enemies are killed or have the last few enemies have waypoints show on them. Another thing that would be nice is if the mortars were changed from just appearing to actually being setup and launched by real AI from in the city. Right now the mortars are very aggressive and even shell the sniper team when they're inside the city, which feels wrong to me. There should be AI mortar teams placed in and around the city patrolling that setup and start firing once they spot the snipers. That would be really cool, as it adds another interesting objective, and makes the mortars feel less random.
  14. Are you talking about the ais_setup.sqf? I don't see anything there about revive time. I only see the stuff about bleedout time and a couple other settings, which I aren't relevant to what I was asking about. Yes I did read, I'm sorry I couldn't find the answer to my specific question. I asked politely, so there's no need to be so sarcastic.
  15. One thing I'm wondering, is if I want Threedot's fixes to apply to non CUP terrains maps, how do make them apply? I did a brief test where I activated both CUP and another map (FDF Podogorsk) on the client and server, and I was unable to shoot through vegetation, which I believe was one of the features of the Threedot's fixes. I'm not really about the load order because if I put CUP first and Podogorsk second on the launcher (or server shortcut) on the RPT it shows Podogorsk first and CUP second. I know that load order doesn't seem to matter with CUP itself, as I've tried putting the data both before and after the maps, but I never get any errors no matter what.
  16. cyprus

    Massive graphic bugs after update to 1.48

    Itchy I was getting the exact same issue too. I fixed it by deleting the ugc folder located where the steam install location is (probably C:\Program Files (x86)\Steam\userdata\<your id>\ugc) I also unsubscribed from everything on the steam workshop, but now I can't install mods from the steam workshop. I subscribe, but they never start downloading.
  17. I agree with this. If they're identical I'm not even sure why they're there. Are they a relic from the previous games where sometimes people didn't have enough ram/processing power to play on these maps properly. And about the discussion between modular vs non modular, I've already felt that modular is the way to go, and a very good point a few people have made that I just want to reinforce is that if people only want one mod folder, they could always just put the other pbos in the same folder as the data folder right? Load order doesn't really matter if the mod is properly configured right?
  18. Yeah I personally think a core data pack with separate map downloads would work great. The only thing is it might be better to do one big map pack on steam. People generally don't read there. Although if you clearly labeled each map with NEEDS DATA PACKAGE in giant letters it should be fine. I'll still expect to see dozens of "MAP DON'T WORK PLS HALP" in the comments.
  19. The AI in the helicopter spawn with only their uniforms, vests, and helmets. No weapons or backpacks. It's not consistent. I can see your point about the better scopes, and while I still prefer my option, it's not gamebreaking and I can change it myself. I also hope to see some of those fixes too. I haven't given the mission a thorough test after the changes, but I just got an idea for the civilians to make them more interesting. I understand that you want to make avoiding civilians difficult, but right now it's really weird to see civilians walking around with bullets flying over their heads like nothing unusual is going on. If possible I think one way to change it is to make civilians try to run into buildings and hide when combat starts. That is a much more realistic and immersive behavior, and also adds challenge because you can't just clear buildings by throwing grenades in it or firing rockets at it without risking severe civilian casualties.
  20. Yeah for the other missions the holo sight is fine. It's just for Sweep you really need the extra range the RCO offers.
  21. I just gave Sweep a quick test to look through loadouts and stuff, and there's a few things I noticed immediately. 1. In the character selection screen, both the sniper and the spotter are called "sniper". 2. It looks like the better scopes have a pretty low chance of spawning. I personally think the best way to change it is to give everyone an RCO by default, and add extra scopes, such as more powerful ones and holo sights in the helicopter if someone wants something different. 3. If the team leader is the AI, it immediately orders everyone to disembark and the helicopter lands. I personally would also like to see the sniper team given a few more mags, but the amount they have now is not terrible. 4. There's no way to cancel the airstrike once you click it in the action menu. Seeing as it's easy to hit something in the action menu by mistake, I hope you can find a way to allow us to cancel it the artillery strike before left clicking on the map 5. This happened sometimes in the old mission, but sometimes the AI in the helicopter spawn with no gear. Other than that, it looks great. The heavier vests are nice, the having a medic is a great addition, and I can't wait to put the spotter to good use once I can get a full team. I'll add more feedback once I test some more, but I wanted to just present this feedback immediately.
  22. Is there a way to adjust the revive time? I have a pack of missions that I downloaded using this file and the revive time is just way too long. The time for revive sometimes is super short, but I don't know what triggers it. I figured it would be the difference between having a first aid kit, no first aid kit, or a medic with a medkit.
  23. Sorry for the necro, and I never quite fixed the original issue, but I ran into a similar problem recently, and I found out how to fix it. I was having an issue more recently, where it said a mission I had that used mods required a file called "rhsusf_c_troops", yet I knew I had all the necessary mods activated on my client and server. It turns out the mod was improperly configured, so I had to manually add that file to the "addons" section of the mission.sqm and then the mission loaded. If anyone is suffering from a problem similar to this and this comes on google, I hope this helps.
  24. What if I wanted to make the extraction only available after a trigger? Is that possible?
  25. Speaking of getting more publicity, are you guys going to publish this on the Steam Workshop? That's probably the best way to get exposure.
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