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byrgesen

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About byrgesen

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    Staff Sergeant

core_pfieldgroups_3

  • Occupation
    Studying as Web Developer

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    http://steamcommunity.com/id/byrgesen1987/
  1. This might actually make me play again :D Amazing work guys, this is one of the greatest things to happen to Arma III ever.
  2. Mostly pvp, so i suspect thats why, we only ran small tests of AI missions. But we had good frames and a good connection, i did it with an Arma II server aswell, to run DayZ, worked just fine :)
  3. Thats not entirely true, i ran a 40 man server from home, with 30/30 Mbit connection just fine, and a hell of alot cheaper then renting a dedi at a data center :) Arma requires a fast connection yes, but you dont really need a dedicated 100 Mbit line, in order to host a server without lag tbh.
  4. Isnt Arma III using the steam browser? As far as i know, its not affected by the shutdown of gamespy, am i missing something? :)
  5. byrgesen

    Next DLC and Expansion Speculation

    Look at this, it answers your question mate: http://www.bistudio.com/english/company/developers-blog/460-arma-3-roadmap-201415
  6. The game is hardcoded to 2047 mb of ram, so it will default back to this number, if you set it any higher. https://community.bistudio.com/wiki/Arma_3_Startup_Parameters I found that most, if not all of the start up parameters, doesnt really make a difference as the game will figure it out by it self anyway. At least i get the best performance with no start parameters. Are you getting such low FPS on ALL servers? I would have a look at View Distance, Object Distance, Object Quality and AA basicly, this is the places i can get most FPS out of the game.
  7. byrgesen

    Arma 2 OA. Update MP

    You only need the one you want, they should be backwards compatible, unless you take the newest, which is part of the the 1.63 update test (not backwards compatible), but im actually not sure where 1.62.xxx ends and become 1.63.xxx :/ So simply launch the game, look at the server list and find the version number of the server you want to join, and then download the appropiate version and all should be fine tbh :)
  8. byrgesen

    Arma 2 OA. Update MP

    You can find the Arma II OA beta patches on steam, just search for it :) that might be the cause of your issue. Or you can download it manually from here: http://www.arma2.com/beta-patch.php
  9. byrgesen

    Changing Mission on Dedi Server

    Type #missions, while logged in as admin :) It will take you back to the mission lobby and you can then select the mission and dificulty. Im not sure theres an easier way of doing it with Rcon, as you have to be on the server, as a player, for the missions to start loading, else it will just idle and wait for a player. EDIT: Heres the entire list of server commands, which can be used ingame, after you have logged in as admin :) https://community.bistudio.com/wiki/Multiplayer_Server_Commands
  10. The bug tracker, you could make a feature request and if you really want, you can make it private aswell :)
  11. Well, give them a name in the editor and then call that name in a script. If you give a unit in the editor a name, you can call it from scripts, to check if its alive/dead/whatever :)
  12. byrgesen

    Arma 3 Signing addons

    the bisign goes with the PBO's to both the server and all clients in the @mod folders :) the bikey it self, only has to be on the server inside the key folder, no clients needs this. basicly the PBO's get checked and compared to the "masterkeys" in the key folder, and if it fits it will allow them. so if you have signed them, place your bikey on the server, inside the key folder and it should work just fine. if it doesnt work, you might have signed them wrong. EDIT: forgot to mention, the key folder i refer to, is the folder next to your arma3.exe file. thats the folder it reads the bikeys in, so thats where you want to put your keys, for the signed addons. You will find a3.bikey inside this folder. if theres a key folder inside one of the @mod folders, simply copy and paste that bikey into the proper key folder, in the arma root directory and it should work fine. most signed addons have the bikey placed inside the @mod folder, so its easier to distribute it :)
  13. Isnt it just giving it a name? And call that name, in you scripts? Thats what i have done before :)
  14. I can only recommend HC in Arma III. My initial testing have showed real promise :) I made a "simple" mission, nothing but tons of AI on the map, almost 300. I then made two versions, one where the ownership is transfered after start (AI spawns on the server and then gets moved to HC) and one where it was all spawned and handled by the HC. So basicly, the server almost dies, from spawning 300 AI at the same time, but as soon as it transfered them to the HC it had a stabile 50 FPS/CPS from there and the HC was running 40-45 FPS/CPS. Ofc if i did it all on the HC the server barely felt anything at all and just "kept on trucking" :) This test was done on a laptop, with 8gb of ram and an i3 processer and it ran like a knife through butter. So if you have a beast of a server machine, HC will deffinatly be something you want to look into, for big scenarios. I want to add, i set the core affinity (2 cores for Server and 2 for HC) and set the priority of the server to "Realtime" and the HC to "High", in the taskmanager. Cant confirm this actually does help, but it seemed to make a difference :) Ive yet to actually try this in a "real" mission, but these tests shows some true promise, as far as HC goes. EDIT: Forgot to add, this is AI fighting AI, i was testing. I bought a second copy of Arma III, for HC purposes only heh, so im not getting any kind of kicks or anything, but i can understand people arent willing to buy a second copy.
  15. byrgesen

    Arma 3 Signing addons

    The problem with resigning mods, you havent made, is that EVERY single client, who wants to connect to your server, has to have the mods signed with your key. So basicly, you need to re-distrbute it to every single player on the server mate, which is far from ideal. Instead, find mods which are signed, and simply add the key to the key folder in your arma directory, and all will be able to join. Theres no reason to start resigning addons, especially if they are already signed by someone else :) But it sounds like all you have to do is add the key to the key folder, and it should work. Either that, or disable signature verification, but its not something you really want to do on a public server tbh.
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