cosmic10r
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Everything posted by cosmic10r
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Getting some more locality issues that im going to try to rectify... Tourist and I tested with Zood and we had invisible zombies kill us... very unusual lol
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Sweet... I just tried it and when JIP it creates two crash sites for the spawn...so i will need to adjust the checks to maybe is dedicated... not sure.. Shouldnt be a major issue if we all start together tomorrow. Ill do some moooore testing LOL
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You are right... thanks for pointing that out... I'm getting forgetful in my old age lol I seem to remember having some reason for it but definately somthing that should be on I will test it too here is an updated link for the mission with that turned on... i kept them seperate for now pending testing. Please let me me know if the Ravage MP persistency system works for you. Cheers! https://www.dropbox.com/s/zhndm1jfvxvw6c6/Ravage-[Coop]The_Escape_Malden.MaldenMPPersistency.pbo.zip?dl=0 edit... i just tested in on the dedi and got the right message for it.
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ONe of the nice things is the server is between us... so it plays well for most people. It will be very interesting to see how far we get and how fps is handled by the dedi... I must admit the fps is pretty solid for me so far. One of the joys of Dedicated handling part of the load?
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Here is the updated Link to the newest Version that should run properly locally and on Dedi My great respect to all the MP mission makers and scripters out there. MP locality is a total pita, when trying to learn it lol see below for updated link Please report bugs... I'm using Vanilla malden as my template for future iterations of escape so everything I figure out in Malden will carry over to the other missions/maps.
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please move here for discussion on tomorrows MP event
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I will post detail on the MP session in here to keep the Ravage thread a bit tidier. I have spent most of yesterday and today trying to fix the locality issues on Dedi. I "think" I have it worked out. Ill post the updated mission shortly... Until then, If people playing in tomorrows session could test join the server and check ping and fps that would be great... pls report back @Evil Organ @R0adki11 @tourist @ZooD @Donnie_Plays @Valken Server Name Name: Ravage CoOP Escape Dev Server Connection Info :192.99.147.94 port : 2592 Status:Running (pid 15764) Started On:12/29/2017 11:03:13 AM Password is haleks2017 Cheers all I have cherno redux and its dependencies on server... let me know if i should disable those cuz you cant join edit - more info I have advancedurbanrappeling, cba and ravage active on server with chernoR and its dependencies I have EM running client side as well as headgore I have changed mission to 8 playable slots I have tested all the triggers on the dedi... pain in the ass lol Do we want to run TS or in Game chat? anything else? edit 2 Im getting 63 ping and about 80 fps on the outskirts by water and 40ish in towns Server is located on East Coast of US or Canada Not sure anymore... @jetfox has done so many upgrades to server in the 2 years I have had it or so. They are super fast and they just added direct workshop to server downloads that are crazy fast... great company!
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g.i. joe/cobra Fight for Freedom!
cosmic10r replied to scotg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cant believe you got the trubble bubble in there... that is so cool lol -
Well you are on the right track. That what most of us have to do to pinpoint where the errors are... now its about commenting out each line to see which exact line does it and find what that line is doing
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It will be easy to tell who the culprit is in game Just look for a raider in underwear ;)
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Opps... sorry guys lol... I thought the loot one was enough...
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haha Im an idiot... I forgot to upload DS houses to the server... thats way cherno won't load...
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Im sure it will annoy me that we can't pinpoint it so I will post back if any lightbulbs pop up
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This is a new one... Sorry man... I m stumped at the moment... Maybe one of the other guys has an idea... Im not sure this one has ever been reported before...
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terrain Chernarus Redux [WIP Release]
cosmic10r replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Howdy all, Love the work you guys did on the new areas.. I did a lighting and clutter fix for the New Haven map from Breaking point recently and I noticed it had the same clutter pop issue that esseker had and Cherno Redux had. I played around with the Clutter on New Haven and these are the values I came up with that seemed to drastically reduce popup and kept fps decent. The other thing I noticed was there was clutter under the high grid value areas on New Haven that wasnt even able to be seen so that was costing fps for little gain... with the reduced clutter grid you could see these and it helped with contrast in the grass etc although I noticed the short green stuff (not sure which p3d) had its own pop up issue even with the fixed values... In any case, not entirely relevant to CHR but thought I would mention it while you guys were working on it... I made a little config for Cherno Redux just to try it out and inherit from the main mod and it seemed to work ok for ChernoR too Cheers new values for new haven- 269 replies
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I consider EM a core mod now... So i forget to bring it up... lol For sure If anyone is interested then keep track of the times for play we are talking about. Ill @ everyone who mentions they are interested. I will post the Dedi server details up tomorrow so people can test join and we can try to eliminate the usual hour of troubleshooting that usually precedes MP lol Whats the call on TS or Tfar? Maybe do TS to start and in future games move to TFAR. Might be a little complex and annoying on first playthrough...
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Thats pretty bizarre... so both computers slow down to a crawl when the loot module is down and one is desktop and one is a laptop. If you get a minute... pop into VR in the editor. Drop a unit to play as from blufor, plop down the ravage equipment module and loot module. Add a civ unit and add this code to it's init this setVariable ["isTrader", "rvg_supplies_s", true]; Launch it and let me know if that kills the FPS too.. That init code should create a Trader and you should see him get a backpack and have the buy and sell actions in the action menu when you run up to him . its gonna be a hard one because I can't simulate it on my end.
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1) time should be fine. Are you thinking early evening your time Tourist... like a 7pm start... that put it at an 11am start for me and something between that and 2pm for @Donnie_Plays depending on which side he is. @R0adki11 and @Evil Organ are close to your time zone too... I think you are the farthest east. As long as that works for everyone then I am good with that. 2)The dedi is running and updated. Im having trouble getting chernoredux to load in with my fix tho... the clutter is driving me nuts. I fixed it locally using what i picked up from the New Haven fix but the Dedi hates it. Malden is working fine. To keep it simple for a first time, I think we should run as vanilla as possible. In the long run I will be leaving the dedi up running Escape and opening it up for use for the people in this thread. Once we get Vanilla playthrough through the books I would love to try a Ravage Community Escape Once a month and start adding modsets, layering them so we can troubleshoot issue.... scheduled and whoever can make it that time can hop in. 3)Malden for now. Especially with the fps bug... I am getting 60-80 fps on the dedi at the start of escape and 40ish in big towns. 4)As I mentioned, I would prefer as vanilla as possible for now... 2 reasons... 1) with a bunch of people playing and diff modset, we will likely spend the first hour on compatibiliies... i hate that, just want to get in and play this time 2) Any issues will be hard to troubleshoot... I would rather work up the mods over playthroughs... especially with over 4 players... Thoughts? Would be awesome to have 6-8 people... Our MP testing sessions last year were a hoot...
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That is an unusual problem and one that I don't think any of us have Arma is up to date? You are running the latest versions of CBA and Ravage?
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I'm going to temporarily pull those lists down while Haleks changes the way this works... It has caused more harm then good at this point.... In future iterations, my understanding is that this will be much easier. While the error points to ravage it is something to do with a classname for the uniforms you are using. I got a similar Ravage error when I changed the classname of one of the rusty guns.. Ravage couldnt find it and would throw a _magazine error ... as soon as I updated the classname it went away. I had to update the classname in Ravage.pbo. You shouldnt need to do this... that was just a dev thing... I dont get that error so have a look at what uniforms you are forcing in or which equipement pools you have active. It will be in there.
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this unassignItem "itemmap"; this removeItem "itemmap"; Same with first aid kit classname? @lv1234
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on a side not we are trying to organize a mp session. Either hosted or on my d3di ( assuming i can get it updated properly.) @Evil Organ @tourist @Donnie_Plays Are going to try to make it... i will likely change ravage escape to 8-10 player and we play on malden or cherno redux. Im pretty sure we could try new haven but then a bunch of others would have to walked thru the install process. Donnie has talked to deathlyRage from BP and he is ok with new haven being a thing as long as its in arma. So its an option. I would like to set a time... hopefully we can make it work ;) It would be fun to try to get some community members for this... We need a time... based on euro time since its earlier here then there... what works?
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Should be one of those or both
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Those transparent signboards you can use ? Seems odd... no reason it would still have the old textures that i can think of
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You definately overwrote the files in the mission folder? Sometimes i have to save and reopen the mission for all changes to take effect... Other then that there is no other reason o cam think of besides wrong file names...