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lawl0059

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About lawl0059

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  1. lawl0059

    Extreme Ping

    Apparently, sometime in the past 2 months, a patch for Arma 3 has made hosting games for me AND my friends a challenge. I used to host ***Arma 2*** servers alot and had a popular server. One day I tried hosting, or even just playing arma 2 servers, and my router would get DDOS'd by the game, apparently. Arma 3 gives me a similar issue but to a lesser degree. I can host a game for altis/stratis, ***FPS*** is fine until you enter a town but my *****PING***** goes from 55-57ms (standard based on teamspeak) to 2000 or higher. I can replicate this issue every single time just by starting a server and waiting at the screen where you edit mission params/disable AI. This ***WAS NOT*** an issue the last time I played this game. (2-3 months ago) When my friends connect, they'll get lag spikes that'll make the game unplayable. (yellow/red chain, teleporting, etc) When I connect to one of my friends servers and it varies from person to person (TESTED with 3 people), my ping stays around 50-80 and I'll get ingame lag spikes whenever the host gets red/yellow chains. While I had that issue, another player got a worse version of it - (seeing us driving in place for 2+ minutes) - We aren't connecting overseas, our pings are fine when we don't play arma 3, have no issues with other games. Anyone else having issues like this? I'd find it extremely hard to believe otherwise, since we had 3 people to test this and the issue persisted every attempt. ***EDIT*** Potentially fixed, game requires port 2302 to be forwarded.
  2. Apparently, sometime in the past 2 months, a patch for Arma 3 has made hosting games for me AND my friends a challenge. I used to host ***Arma 2*** servers alot and had a popular server. One day I tried hosting, or even just playing arma 2 servers, and my router would get DDOS'd by the game, apparently. Arma 3 gives me a similar issue but to a lesser degree. I can host a game for altis/stratis, ***FPS*** is fine until you enter a town but my *****PING***** goes from 55-57ms (standard based on teamspeak) to 2000 or higher. I can replicate this issue every single time just by starting a server and waiting at the screen where you edit mission params/disable AI. This ***WAS NOT*** an issue the last time I played this game. (2-3 months ago) When my friends connect, they'll get lag spikes that'll make the game unplayable. (yellow/red chain, teleporting, etc) When I connect to one of my friends servers and it varies from person to person (TESTED with 3 people), my ping stays around 50-80 and I'll get ingame lag spikes whenever the host gets red/yellow chains. While I had that issue, another player got a worse version of it - (seeing us driving in place for 2+ minutes) - We aren't connecting overseas, our pings are fine when we don't play arma 3, have no issues with other games. Anyone else having issues like this? I'd find it extremely hard to believe otherwise, since we had 3 people to test this and the issue persisted every attempt. ***EDIT***: This happens regardless of the map selected, ignore (Altis). Also made dupe thread in Troubleshooting, not sure which this belongs in honestly. ***EDIT*** Potentially fixed, game requires port 2302 to be forwarded.
  3. Update ETA? :3 finally fixed my arma, want to start hosting DZS again, stuck at a version waaaay back when. >.>
  4. Unrelated to the mission I believe, each time I start a Arma 2:CO server my internet dies 100% until the router is reset or until it fixes itself 5m-1hr later. Process of this is ---- Start arma 2 > multiplayer menu > new game > rename server, ports unadjusted, password blank, ect > map selection menu & instant disconnect. Figured since you know some people that actually worked on Arma you might have insight on this issue -.- Really want to start hosting the game again.
  5. Out of curiosity, Craig, you said you added a city to the map somewhere last night on your zargabad server? Was curious what map editor you use to add such a thing. (I've tried the 3D editor and it just shames every game to exist >_>)
  6. Avoh: Found a bug. Apparently, AI zombies will attack eachother sometimes (i think when they're trying to attack a player mainly). I don't think they'll actually kill eachother, you'll just hear the scream of someone being hit by them.
  7. Not sure if there was any major improvement in lag from 0.95 to 1.0 test, but the lack of being able to place objects when hosting is due to zombies eating your cpu/gpu/whatever is required to run the mission entirely (or maybe arma 2 is just THAT bad towards hosts). When I host I'll be able to move everything around until the lag from 30+ minutes of gameplay sets in (even with zombies at 10 per KM), beginning to wonder if the lag is caused by zombies or by the number of players in a match, or both. --- For joshy145's problem, It's probably a computer hardware issue. I only know of one person HOSTING (non-dedicated) this mission that claims the lag isn't bad enough to be game killing (10 fps), and they said they run a quad-core 3.4 GHz or higher CPU, solid-state drive (SSD), stupid amount of RAM, etc. (higher end rig) ** Not saying your computer is bad, saying the mission is extremely taxing on alot of people **
  8. Out of curiosity, will this mod be ported to Arma 3? iirc day Z was going to get ported over but its getting alot of support from bohemia too -.- this is infinitely better than day z even with its flaws imo
  9. Well, update on the AI soldiers... uh, somehow I broke the ability to look in ammo crates and pick up items placed in buildings in 1.0. That said, deleted all the edited scripts, rolling back to the official 1.0 test version =/. I FAILED THE INTERNETS
  10. I've tried various settings, the only one I've noticed that increases performance is making zombies go to 10 per KM. Sadly, at that point you could run across chernogorsk and only kill one zombie, not very fun =/. What would you recommend for a CPU were I to host a game with 10-12 people at 20 zombies per KM? I'm running a dual-core 3.4 ghz processor right now, even with 4 players, constantly grouped, zombies on 20 per km, it'll start to lag out bad after about a hour and a half. That's one of the reasons I edited the script, trying to optimize Zargabad/Utes since they're small maps that offer a decent amount of zombie killing with awesome FPS for the host...for awhile anyways...
  11. I'm unfamiliar with any of the other systems (no idea how to even script arma 2 from scratch =/). But I would think a system that spawned zombies around the player within 700 meters maybe? Would lessen the cpu/gpu usage, maybe have it so that if a player comes within X distance of Y object Z chance of spawning a random amount of zombies? But that's just how I'd try to do it if I wanted to keep this edited script. My non-dedicated server makes my game unplayable after about 10 people join when I'm running this map, so I'd think setting a zombie to player ratio with a spawn system like that would be better than the current one, assuming I have the right idea of how Arma 2's engine is running/dying after awhile. Strangely enough though I'm the only one that gets the low FPS, everyone else claims they sit at a nice 60. =/
  12. I've never had more than 50 zombies around a group of players at any given time, despite per KM setting. Less with more respawns is better anyways in my opinion, unless theres a hardcap for all units on the map period. Also, I imagine less with more respawning would help with non-dedicated server hosts never ending FPS drop, might extend your play time a bit further? Not sure, haven't done more extensive tests yet. I'm setting out to test the edited scripts on Chernogorsk with 20 zombies per KM spawning in towns only, as of tomorrow. The AI work 100% so now I'm testing stability. ---SIDE NOTE--- AI soldiers I got working will shoot at you, but they seem to make you a low priority target even at close range, I ran in front of a group of 5 OPFOR as a US Army soldier and only two shot at me. Pretty sure they take zombies more seriously than the player, or maybe their commanding officer can't cope with all the hostiles and takes a bit to issue orders to his men.
  13. I've edited your scripts to allow AI to attack zombies properly, attack opposing faction AI properly, and attack you properly. If anyone is interested in how I enabled this I'll copy/paste the scripts I've edited. However, this doesn't enable raiders, but you'll be able to place your own AI in the 2D editor that'll work as if it were a regular MP game. I'll sum up the code changes at the moment to; Player is no longer set as captive (enables AI to treat you as hostile), changed ALL zombie classes to resistance faction (makes them not require captive script, also enables AI to fire on them without heavy scripting), made west/east/civilian hostile towards eachother + resistance, uhh.... what else.... changed a few things not related to AI soldiers I believe, made zombies no longer drop bandages/ammo (to reduce bodies on map and cpu/gpu load, I hope.) Changed zombie horde max spawn distance from 300-500 (dont remember which) to 150, few other changes to that script, not sure what else. I'll post any scripts I believe I've altered so you all can have protectors/fake bandits :D just request it.
  14. Well, since the forum just said FU when I tried to post the some odd 600 words I just finished typing and deleted everything, I'll try keeping this short. :j: Version: Combined Operations (latest non-beta?) - DZS 1.0 TEST Non-dedicated Server Host (yay for 5-10 FPS on chernogorsk) Zargabad Parameters: 50 zombies per KM, super zombies on, 25 - 50 spawn distance, no end-game objective, 400 aggro distance, zombies spawn in towns, zombies spawn everywhere (tried both settings seperately). Utes Parameters: 100 zombies per KM, super zombies on, 25 - 50 spawn distance, no end-game objective, 400 aggro distance, zombies spawn everywhere. Both maps I can confirm 100% that zombies stop spawning in large enough numbers to be worth fighting. Zargabad settings will spawn zombies for about 2-3 hours, across 4 players I think the total kill count was 800+, then zombies stopped spawning entirely (ran across the city and only found 1-2 zombies). Restarted the server, enough zombies to lag my computer down to 10 fps. Utes settings will spawn enough zombies for literally one fight at the airfield spawn point (I killed all the zombies *ALONE* and the total kill count was 53), then zombies stopped spawning, scouted the island with a UH-60S Seahawk, found MAYBE two across the entire island. My server usually hosts anywhere from 4-20 players at once, issue occurs regardless of how many players or how spread out they are, aggro distance doesn't fix it, super zombies on/off doesn't fix it, spawn distance doesn't effect it. I don't THINK I had this problem in v95, But I never tested v95 on Utes or Zargabad. I also believe the zombies not spawning is a issue on Takistan as well (not confirmed, but definite lack of zombies even at 100 per KM *super zombies off*). Any insight on this problem? Anyone else have their zombies just disappear entirely? (also, extremely tired, sorry if I messed something up >.>)
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