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niktator

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Posts posted by niktator


  1. if the networkcode is also 64bit there will be a good improvment that you can see if you play online.

     

    ...

     

    but i really hope the networkcode is going to be 64bit. 

     

    Explain that. 

    I often got the feeling, that most people think: "Just use 64 bit - It makes everything better ".

     

    Adressing more memory? Great. I got that. 

     

    But how would a "64 bit netcode" help SO much?


  2. Hi all,

     

    I got a mod running on windows servers. Now I tried to get it working under linux. I changed all addons to lower case, like all howtos advise.

    It seems to be a problem loading addons. On the windows box I can see this:

    1:57:02 addons\a3.pbo - unknown
    21:57:02 addons\air_f.pbo - 86838
    21:57:02 addons\air_f_beta.pbo - 86965
    21:57:02 addons\air_f_epb.pbo - 86810
    21:57:02 addons\air_f_epc.pbo - 87002
    21:57:02 addons\air_f_gamma.pbo - 86988
    21:57:02 addons\animals_f.pbo - 86114
    21:57:02 addons\animals_f_beta.pbo - 86442
    21:57:02 addons\anims_f.pbo - 86793
    21:57:02 addons\anims_f_bootcamp.pbo - 72362
    21:57:02 addons\anims_f_data.pbo - 85891
    21:57:02 addons\anims_f_epa.pbo - 78608
    21:57:02 addons\anims_f_epc.pbo - 72362
    21:57:02 addons\armor_f.pbo - 82564
    21:57:02 addons\armor_f_beta.pbo - 86856
    21:57:02 addons\armor_f_epb.pbo - 86110
    21:57:02 addons\armor_f_epc.pbo - 86840
    21:57:02 addons\armor_f_gamma.pbo - 86121
    21:57:02 addons\baseconfig_f.pbo - 73106
    21:57:02 addons\boat_f.pbo - 86857
    21:57:02 addons\boat_f_beta.pbo - 83805
    21:57:02 addons\boat_f_epc.pbo - 82564
    21:57:02 addons\boat_f_gamma.pbo - 85687
    21:57:02 addons\cargoposes_f.pbo - 86243
    21:57:02 addons\characters_f.pbo - 86837
    21:57:02 addons\characters_f_beta.pbo - 86837
    21:57:02 addons\characters_f_bootcamp.pbo - 86933
    21:57:02 addons\characters_f_epa.pbo - 83523
    21:57:02 addons\characters_f_epb.pbo - 85686
    

    etc. 

    I just picked a few lines of many.

    The linux server does not have this lines.

     

    In the mission.sqm I have these lines:

     addOns[]=
            {
                    "A3_Characters_F_Civil",
                    "a3_characters_f",
                    "a3_map_altis",
                    "A3_Characters_F_BLUFOR",
                    "A3_Structures_F_Mil_Helipads",
                    "A3_Air_F_Heli_Heli_Transport_03",
                    "A3_Soft_F_Quadbike",
                    "A3_Modules_F_Multiplayer",
                    "ZodiacCRRC",
                    "A3_Boat_F_Boat_Transport_01",
                    "a3_boat_f_beta_boat_transport_01",
                    "A3_Boat_F_Beta_Boat_Armed_01",
                    "oh_boats"
            };
            addOnsAuto[]=
            {
                    "A3_Characters_F_Civil",
                    "a3_characters_f",
                    "A3_Modules_F_Multiplayer",
                    "A3_Structures_F_Mil_Helipads",
                    "A3_Soft_F_Quadbike",
                    "a3_map_altis"
            };
    
    

    Works fine for windows - but it seems like linux needs a different way?

    This is from the linux logfile:

    18:55:56 Player Niktator connected (id=76561197968612670).
    18:56:00 Roles assigned.
    18:56:00 Reading mission ...
    18:56:00 Starting mission:
    18:56:00  Mission file: test
    18:56:00  Mission world: Altis
    18:56:00  Mission directory: mpmissions\test.Altis\
    Can't find real path "a3\map_altis\data\roads\roads.shp": "No such file or directory"
    
    18:56:05 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
    18:56:05 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
    Attempt to override final function - bis_functions_list
    Attempt to override final function - bis_functions_listpreinit
    Attempt to override final function - bis_functions_listpostinit
    Attempt to override final function - bis_functions_listrecompile
    Attempt to override final function - bis_fnc_missiontaskslocal
    Attempt to override final function - bis_fnc_missionconversationslocal
    Attempt to override final function - bis_fnc_missionflow
    
    

    I used google for hours - but I could not find a hint or fix ;(

    Next I checked, if the altis pbo files are really there... Found them and chmod-raped them ;)

    arma3@cdn:~/steamcmd/arma3/addons$ ls -hal *altis*
    -rwxrw-rw- 1 arma3 arma3 491K Oct 17 07:27 map_altis_data_layers_00_00.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data_layers_00_00.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 465K Oct 17 07:27 map_altis_data_layers_00_01.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data_layers_00_01.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 425K Oct 17 07:27 map_altis_data_layers_01_00.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data_layers_01_00.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 355K Oct 17 07:27 map_altis_data_layers_01_01.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data_layers_01_01.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3  27M Oct 17 07:27 map_altis_data_layers.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data_layers.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 956K Oct 17 07:27 map_altis_data.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_data.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 179M Oct 17 07:27 map_altis.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis.pbo.a3.bisign
    -rwxrw-rw- 1 arma3 arma3 6.7K Oct 17 07:27 map_altis_scenes_f.pbo
    -rwxrw-rw- 1 arma3 arma3  555 Oct 17 07:27 map_altis_scenes_f.pbo.a3.bisign
    
    

    Next try was validating the server files via steam. All good.

     

    I`ll provide anything you need to help me out - but after 2 days of google and try&error, it would be really great to get some help.

     

    Thanks in advance, Nik


  3. I doubt posting 500 pages here will help more then the existing 200 pages. 

     

    The problems seem to be clearly engine related - and do some of you really think, BI will rewrite the engine? 

    Smaller changes have been made, smaller things may and will happen. But I bet that`s all.

     

    So help yourself, enjoy Arma 3 as it is - or quit playing it. There are tons of alternatives... oh wait - there`s none. It`s a matter of sink or swim.   <_<


  4. He is right btw, MP stability is a mess atm.

    But I think he should assist more with structured feedback rather than a rage quit.

    Good call, but after all the time - they do not even claim to fix the feedback they got. check the link of my signature. it`s really old now - and all we hear is like: "shiny new DCL!"

    I`m sick of new DLC. I want the "structured feedback" to be No. 1 for BI!


  5. I wonder if we will ever see this thread beeing obsolete.

    Performance issues can and will ruin lots of fun.

    So why do we get DLC like kart stuff(Was meant as a joke, once upon the time on some random 01.04.), if there are way bigger issues?

    If DLC stuff is not related to this problem, since different ppl are working on such things - I`d say the budget should be moved over to the "engine department" asap.

    http://feedback.arma3.com/view.php?id=716

    2421 votes at lets say in average (only)24 Euro... Thats 58104 Euros of paying customers to get this done. Well ppl like me do love the game, so we did not buy the solution of this bug - but how many ppl don`t even register at the tracker to vote/complain? I`d say more then 90+% of the customers do not vote in the tracker.

    How about a feature/content freeze, until #716 is fixed or at least improved?

    Kinda regards, Nik


  6. I think he meant the camera shake. What you're describing is a bug when the JIP player in a turret (active vehicle pos.) is not synced correctly. It was fixed (at least we hope so) by a major change in the order JIP messages are created 23-07-2014, rev. 126089. But afaict it can also be caused by data inconsistency. If you encounter the issue again or have any further info about how to reproduce it, please create a ticket on the Feedback Tracker and you can also let me know in a PM. Thanks a lot!

    No, not related to camera shake. I had one mate sitting outside, when I took of he was suddenly standing outside of the helicopter, lagging up and down by desync, and finally destroyed the mainrotor as described.


  7. [/color]The camera shaking has nothing to do with simulation. It is only visual effect that designers test based on speed and G loads.

    A copter should not shake in that way. It would break like seconds after such "visual" effect would occur.

    Besides the vmax of the copters are not even close to 180. Its more like 282 km/h. So why should that occur at 100km/h less?

    This needs to be fixed asap.

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