Jump to content

Blue1

Member
  • Content Count

    175
  • Joined

  • Last visited

  • Medals

Everything posted by Blue1

  1. Guys, i've made a decision. i've took my time to think about it very well,...a few days. i will stop hosting and editing / supporting Arma3 the way i did. The reason: in short words - Arma3 will never be able to get a stable, constant massive multiplayer (with that i mean more players as every old console can handle) wargame. period. *Sigh* i am sad too - but, there is no evidence to anything, that related to MP-Server-hosting or MP-optimizations on BIS-side will ever change or ever occur to make this a real PC multiplayer expirience. I am sorry - but i am not going to waste my now somewhat limited sparetime with editing and/or money for servers that never get close to any average utilization of more than 30% while the game/engine fucks itself to hell. Regarding to this, Arma3 will never get even close to my personal expectations at a 2013 largescale MP wargame. Details regarding the future of my Servers / the Mission and its development will follow soon. I am sure you will understand. Best regards, Blue1 ---older posts --- will be changed ASAP FIRST OF ALL: IF YOU WANT TO HOST MY / OUR MISSION - ASK ME BEFORE YOU GET IT ONLINE!!! Reason: Because some funny Guys with no clue about hosting - and of course no respect for the work of others - didn't ask! And i had to answer a dozen PM's "why is your server is so crappy" ...and then i found out some jerks where hosting it on some useless Home-/ or cheap VMbullshit-Servers... And there are my contactdatas in the Briefing, usually referring to MY official servers ... but many, mostly newer Players, didn't recognized that they aren't on the "official" server or even on the newest version. So - to avoid scaring new players away from this game mode / mission due to playing an older version which could contain certain bugs, i have to say it again, sadly: THIS MISSION ISN'T FREE TO TAKE - IT IS STILL IN DEVELOPMENT - AND I'D LIKE TO BE ASKED BEFORE USING IT (for many, also technical reasons) AND AS IT IS "MY PROJECT", I DECIDE WHEN I "RELEASE" IT! NO -YOU CAN'T JUST TAKE IT! - otherwise i'd have published a link to download or added it to Steamworks. YES, YOU CAN ASK ME IF IT IS OKAY, IF YOU WANT TO HOST IT ON A PUBLIC SERVER! I even will provide you with a special version, just for you and your server (with removed contact datas regarding me and my servers, for example...) Sure, i do not have any "copyright" or something - but a little respect for the people who invested endless hours, some money for the servers and whatever... wouldn't be wrong, don't you think?! Or is it already time for "take what you need, steamguy, it s only a bunch of 0's and 1's ...so nobody needs to care..."!??!? ----------------- *new update will follow if i calmed down* Hey Guys, well, after making it to Top10 at Gametrackers Arma3 Serverlist (*with the first, already removed Server) , i just wanted to say a big THANK YOU to all Players visiting my Server regularly. :) Also many thanks to Teetimes for his great Mission and the KKZ.fr Crew for allowing me to use and rework their Edition of it. *** FIRST SERVER IS OFFLINE since, Jun 21 2013*** My Servers: STABLE-Branch: DEV: see here how you can switch your game to DEV-Branch[/color][/size] Also i'd like to use this Thread for sharing the upcoming Changlogs, your Feedback, reporting Hackers or Map-related Bugs and everything :) For those that haven't joined by now, or just want to refresh - here is a List of Stuff i added / changed etc.... Also there are Chatmessages, usefull Hints and even a Pop-Up Message at start. In Map-Menu (hit M) at the top left there is the very most important thing: THE BRIEFING AND THE FAQs Please make sure you read them :p Credits and Server Rules: FAQ and things you should know: and...my beloved Strategic Mode: My Wishlist and To-Do's (Any help is much appreciated and will be, of course, credited as well!): Features so far: - All Beta-Stuff included, look at the different Shops - implemented Wasteland-GUI-Shop (from JoSchaap, thx again) - implemented Wasteland-Groupmanagement (from Deadbeat, thx again) - 8, 12 or 17 capturable Towns - lots of free & respawning Vehicles and Helicopters - "Easter-Egg" or... "find the Mohawk first" ;) - Strategic Mode - separated Vehicle- and Helicopter-Shops - Civilian AI / Townprotection removed and placed the Independent Green Army instead (with AT Launchers!) - Buyable AI Reinforcements at Towns (uncontrolable, just defending the Town) - Anti-Baserape for Main HQs (Shields) - Anti-Hack Scripts Update BETA v6.7 online! if you are missing something - please tell me!!! - some changes in the Prices - especially for the Parachutes (its now 150$ only as u can use it only one time) - Removed the AI-Defender-Buy-Option at Towns, as too many people abused it and spammed'em like hell... - some Tweaks at CleanUp-Scripts Had a test with "48Players only" to see how it works after a few hours - but still the same conclusion: no matter how many people are alive and playing, server-FPS drops massively after around 2 hours of playing ... I really hope BIS will concentrate more on MP-Optimizations soon :( V 6.6 -much better performance (Server-FPS) due to removing some "distance-checks" and client-servertimesync-stuff... V6.5 - ADDED GROUPMANAGEMENT - press U key to open Menu. Here you can invite, accept / decline, kick and leave -thx again to SKIF for the Help with testing and 404Deadbeat and 404-Clan for this great Scripts! - as so many ppl asked me to raise the Prices for AA Missiles, i did now. Feedback always welcome! - raised the Numbers of AI-Defenders (its around 200 now for all 17 Towns together) V6.2 well, where to start? It was quite a little work to convert missing/removed/changed classes and so on to Beta... But, i guess i added most of Betastuff to Vehicle/Heli/Weapon... Shops Changes: - Costs of AI Reinforcements at Towns now 15000$ (in hope of lesser abuse... maybe don't spam them, if possible please? ;) ) - Civilian AI replaced with Green Army (AT Soldier now shoots Vehicles!) - FIXED THE WEAPONSHOP (press E) (some functions were not working correct, so the "Shoppingcart" didn't substract the right amount of money form the Account) ... sometimes it could happen you have to buy a "Hat" or something else from Equipment, if it is bugged for Ammo or Weapons *Investigating the Problems and WIP* - "Buy Quad" at Towns fixed - "Buy MI-48 Black" at OpforBase fixed *removed older Version Infos Any help is, of course, much appreciated and will be credited as well. So if you have any ideas / scripts / feedback or whatever could help to make this a even better CTI-expirience, just tell me :) Best Regards, Blue1
  2. Hey Mates, i've asked some well known people of this community if they want to "take over" my Mission and the further Development. Bad News: No one wanted to dedicate himself to continue the work on it. Good News: i will publish it "as it is" - free for everyone to host, edit and do whatever you like to do with it. As you already know, i am sorry that my spare time (especially for Arma3) is very limited at the moment. So i hope you give me a few more days to edit & release a "publishable" Version. For me, the most important thing is, that i want to hand over a Documentation of it, as good as i can provide. As soon as i am done with it, i will update the first Post on this thread with everything you could need to gain the same performance and stability my servers/mission had. Once again - i am sorry, but i hope you all can understand why i did this. Of course i know, this won't have any effect on BIS, their work, popularity or even on things "that have to be done" to/for Arma3 ... but,... yeah, i made my decision. Thank you very much for joining / supporting my servers (together we reached Top 15 (DEV) and Top 5 (Worldwide) on Gametrackers.com btw...^^) and i hope you will still have fun with Arma3 as i had - once. Best Regards, Blue1
  3. i am usually not the guy "twisting a knife in a wound"... but... this release is indeed an Epic Fail - and many many have seen that coming since it went Beta and with that, usually the core-engine wouldn't be touched anymore / not in-depth... "Legendary" Xeno, for example, stopped developing/editing already a while ago. And i know understand him (very much)! I needed somewhat longer to realize and finally decide that i need to quit trying to create a "128 players PVP CTI" - as it is simply not possible, for so many different reasons. But there are enough threads/critics/feedbacks and workarounds relating to MP-performance (and all aspects belonging) that showed all this problems were known /communityproven since Alpha... Maybe, 2014 or somewhat - this will be a patchworked piece of Gaming-Software similar to "other" Games from 2012/2013 when it comes to Multiplayercounts, Server-Stability, Servercores-Utilization, Netcodes and Performance. Good Luck fellow Hosters & Editors ;) "Multiplayer up to 100 players" BWAHAHAH ...yes,..but only without ANY other Scripts/Tasks/Vehicles/ whatever / on the Map ... ^^ SCNR
  4. yes, if the Radius is set - of course ;) It was just a suggestion!, as i have seen stuff, in other missions, that checks ALL ITEMS on ALL OVER the Map,... :butbut:
  5. Maybe it could be due to your Missions Scripts/Loops whatever. Use Notepad++ or some Editor to "search all files in Folder" if its using any "nearestObjects"-checking Stuff. Everytime, you trigger or loop this function, it possibly checks 270km² on Altis... Stratis was around..20km²?!
  6. I know, most of you haven't ever heard of me/my mission or my servers. And i hope, you aren't thinking that i think i am somewhat important to the community or to BIS..... just wanted to let the regular visitors of my servers, you and BIS know: i've made a decision. i've took my time to think about it very well,...a few days. i will stop hosting and editing / supporting Arma3 the way i did. The reason: in short words - Arma3 will never be able to get a stable, constant massive multiplayer (with that i mean more players as every old console can handle) wargame. period. *Sigh* i am sad too - but, there is no evidence to anything, that related to MP-Server-hosting or MP-optimizations on BIS-side will ever change or ever occur to make this a real PC multiplayer expirience. I am sorry - but i am not going to waste my now somewhat limited sparetime with editing and/or money for servers that never get close to any average utilization of more than 30% while the game/engine fucks itself to hell. Regarding to this, Arma3 will never get even close to my personal expectations at a 2013 largescale MP wargame. Details regarding the future of my Servers (at Top 5 to 20 at Gametracker.com)/ the Mission and its development will follow soon, at the Missionsthread. I am sure you, or the most of you, will understand. Best regards, bye Blue1
  7. Blue1

    Another one is leaving Arma3

    Just a few words before i have to go to work. Phlux: I do not talk about PLAYING - maybe you read again. I talk about hosting and editing for guys like you. And i simply see no more sense, to support this game for now (maybe, there you are right, in 1 year or something). I HOST on DEV branch since Altis release - and believe me, you cannot call a MP game stable if you need to restart the server.exe 2-3 times a day (due to well known problems, since alpha..or previous Armas....) and, "a joke" is a very friendly description for MP-Playercounts that are possible at this time (1 day before release, remember?). If you think everything will change with tomorrows release,...you seem to really have no idea what bunch of changes to the core-engine needs to be done (which usually should have ben done in alpha...) to make a 2013's playercount in a MP-Game possible. Sure i've met a lot of very nice people, supporting me and my server and my mission. thats not the point. the point is - i repeat - Arma3 as a MP-Game is going to release now and does not match my personal expectations i had while trying to create a fast CTI mission, pvp based on a 270m² island, with atleast 96 players (wanted 128 or more due to this size of Altis but ...yes... this wont ever happen) ... the rest is history^^
  8. Guys, i've made a decision. i've took my time to think about it very well,...a few days. i will stop hosting and editing / supporting Arma3 the way i did. The reason: in short words - Arma3 will never be able to get a stable, constant massive multiplayer (with that i mean more players as every old console can handle) wargame. period. *Sigh* i am sad too - but, there is no evidence to anything, that related to MP-Server-hosting or MP-optimizations on BIS-side will ever change or ever occur to make this a real PC multiplayer expirience. I am sorry - but i am not going to waste my now somewhat limited sparetime with editing and/or money for servers that never get close to any average utilization of more than 30% while the game/engine fucks itself to hell. Regarding to this, Arma3 will never get even close to my personal expectations at a 2013 largescale MP wargame. Details regarding the future of my Servers / the Mission and its development will follow soon. I am sure you will understand. Best regards, Blue1
  9. okay - i see you need it for coop and i assume you dont have more than 20-40 players? i use my servercapacitiys (at least as far as the engine allows me to ((and thats only 30% max)) for PVP at 60 players and above. The HC was only meant to offload around 40-60 AI, defending the capturable towns and for some cleanup-activities. But as AI is quite useless... i decided to reduce / deactivate it. but for 600 AI ,...... find another way - i am pretty sure you don't need them all at once and the same time? Or you going to make a "Attack / Defend Omaha Beach" Mission? XD edit: my server hardware & connection
  10. i am pretty sure this won't be "fixed" as it is supposed to be like that... $...you know ;) But for my expirience -> try other method to optimize your maps performance - on my maps/tests i haven't seen only little differences with/without HCs... sadly. Edit: Btw - you know it is just a very freaky workaround while trying to get more out of your servers cpu/core capacitys, which BIS won't or can't make available due to the somewhat singlethread-optimized engine!? If i had to choose again - i wouldn't do it.
  11. IF YOU WANT TO HOST MY / OUR MISSION - ASK ME BEFORE YOU GET IT ONLINE!!![/color][/b] Reason: Because some funny Guys with no clue about hosting - and of course no respect for the work of others - didn't ask! And i had to answer a dozen PM's "why is your server is so crappy" ...and then i found out some jerks where hosting it on some useless Home-/ or cheap VMbullshit-Servers... And there are my contactdatas in the Briefing, usually referring to MY official servers ... but many, mostly newer Players, didn't recognized that they aren't on the "official" server or even on the newest version. So - to avoid scaring new players away from this game mode / mission due to playing an older version which could contain certain bugs, i have to say it again, sadly: THIS MISSION ISN'T FREE TO TAKE - IT IS STILL IN DEVELOPMENT - AND I'D LIKE TO BE ASKED BEFORE USING IT (for many, also technical reasons) AND AS IT IS "MY PROJECT", I DECIDE WHEN I "RELEASE" IT! NO -YOU CAN'T JUST TAKE IT! - otherwise i'd have published a link to download or added it to Steamworks. YES, YOU CAN ASK ME IF IT IS OKAY, IF YOU WANT TO HOST IT ON A PUBLIC SERVER! I even will provide you with a special version, just for you and your server (with removed contact datas regarding me and my servers, for example...) Sure, i do not have any "copyright" or something - but a little respect for the people who invested endless hours, some money for the servers and whatever... wouldn't be wrong, don't you think?! Or is it already time for "take what you need, steamguy, it s only a bunch of 0's and 1's ...so nobody needs to care..."!??!?
  12. @Ric: Steamworks: please read some of my ongoing statements before - the mission is NOT finalized and therefore not ready for Steamworks and absolutely NOT "free for all to host nor to do whatever u want with it" ! I will make it downloadable when i am satisfied with it. period. So long - check out v8.1: new stuff, statitics, jets & tanks added, some balancing,..some new prices, UAV stuff at weaponshop, fixed "liftable flagpoles" AND MINIMIZED (edited) AI-TOWN DEFENDERS COUNT (for more performance and making teamplay / communicaions neccessary ;) have fun - going online next few minutes
  13. give it up - don't feed this, very untalented, Troll (Zukov) ... :j: Of course there is enough to complain about - but surely not about available PVP and/or MP missions. (and yes, we all now the bigtime content in Arma always came, and and will always come from the community^^...oh, except of all that "wow, what is this new stuff /game on steam? i can shoot there, i have to buy it"-guys ...) I am pretty sure now, he just isn't able to use the filters... anyway. don't know if its just me - but i can't even remember when i have played any SP-game the last time on PC, as it is the USP ... I don't buy a MP game, that lives /has always lived with the Online-community and modfunctions...to afterwards complain about SP...do you!? Really? Then better get back to your PS3^^
  14. Hi, sorry, a lot of work to do this evenig. ..so ...not much time, answer kept as short as possible. Sure - somehow the playabilty of everything depends on overall connection and distribution to the clients PC. But, if the client PC is too slow for the rest of the game,..just him desyncing/lagging - and other plyer see him jumping (example, if one enters a heli and you see his soldier/playermodel "fly around/behind " the helicopter. of course this is affecting the gameworld (in mentioned example before, it can cause mainrotordamage and heli-crash if things run really bad.) Yes, i will set a max.ping soon - and of course, as said above - if your PC is at the far low-end and you run a crappy 3G or whatever bullshit connection... well, lets say, i had some funny situation when someone was complaining and told me his Specs... i asked him if he is kidding me. But for the majority of Arma3 Players we have somewhat Midrange to Highend Hardware - and most of the people that want to enjoy MULTIplayer (not counterstrike, not minecraft, not browsergames -BUT 60 OR MORE ALIVE PLAYERS - remember: actually, every f*cking dumb console can handle this already^^) , they know that an 9.99€ 512/256 connection isn't enough. If not - let them form a line for facepalming each others....... only way to "work against" desync, on Serverside, is trying out some other setup / adapt these values for the particular mission and the maximum Playercount of it: MaxMsgSend = ***; MaxSizeGuaranteed = ***; MaxSizeNonguaranteed = ***; MinErrorToSend = 0.00**; MinErrorToSendNear=0.00***; damn, its late - gotta go. But there are dozens of threads regarding this settings/ issues.... don't want to repeat it on a daily base. *EDIT: forgot something: to outsource the "download of the mapwhile a new player joins" ...from the server to an external source - will change nothing. Read eralier posts, i tried on Ramdisk already = no difference except in loading speed - ...and my conenction at the server (100Mbit up & down synch!!) isn't anyhow more used than around,...20-25% (at 80 players heavily fighting!)! best regards, CYA & try to have fun with what we are given for now..... Blue1
  15. Without the intention to offend you...but have you ever visited the Feedbacktracker?! Looks like you recognized my / our legit "ranting", here and elsewhere - but missed to check and vote at least for one of the dozens or maybe hundreds of server-/memory-/cpu-related "rants" (or bugreports) there?! I repeat, this issue is known - from the start - and a proven fact since ages. thats why i, and some others that know a little about "whats going on", "rant like this.
  16. Hi, i do run a few server instances on, of course, a 64bit machine, a rather big one. So the Servers (hardware)performance isn't (was never^) the problem. As said above - as soon as the arma3server.exe exceeds the memory-usage, the server-FPS drops to nowhere... i can proof that, as i am always running ASM and i do monitor everything. i ran some tests, lately, with a complete installation of everything needed to run my 80player pvp cti mission..on RAMDISK. So HDD wouldn't nearly even notice whats going on. Only WinServer had some operations once in a while...but nothing remarkable/relevant to this epic issue. Guess what - nearly no difference. Same problems occur. So conclusion is - the ENGINE itself (as told & proven a fact a million times before) has problems to manage stuff if we reach around 2-2,3GB memory usage. Then we add some Battleye verification which seems to suck up unbelievable freaking much capacitys of everything to do his work,...multiply it with arounn 2-4 player that join or leave in the same minute and cause additional "join in progress"-lag .... TADAAA - this is another crash, proudly presented by BIS. And ALL THIS - WHILE THE COMPLETE SERVER-CPU-USAGE NEVER EXCEEDS MORE THAN F*CKING 25-30%!! So,.. if it wasn't so damn sad,...i'd laugh and ask if you want to kidding me.... *sigh* will this ever be a working engine? :( Good idea - bad realisation. thx
  17. @Mariodu I need to take a look on that, thank you. But i am not sure if it is helping if even 1 joining player is causing a sfps-drop due to BE/verification process :( @DarkGenesis: read again ;) 2 posts earlier At the Addons- i am not sure if i want that at the current state of development of my Mission. But as same as for the Veteran Mode for that Hardcore-Guys, i will try some of that out - if the Mission is somewhat "final". @SpanishSurfer thank you very much - again - for your Feedback! 1) Attack heli (Kajman/Blackfoot) purchase amount needs to rise. The rounds are plagued with attack heli pilots all over the map. They need to be a rare thing, so maybe raising their price to $80-$100k? IMO, the Blackfoot should be more expensive then the Kajman because of its tactical advantage. Just like the Armed Orca should be more expensive then the Armed littlebird (AH9). I already decreased income to 150% instead of 200% - but you are right. Firtst of all i will remove 2 Helis on every side - and also rebalance Heli-Prices. 2) The camera feature on helis is bugged, it spins in circles rendering it useless. For me it is working just fine - but i rarely use it, to be honest - i have flightsticks where i do adjust 3rd person-view as needed for the Lift. 3) Laser designators are not available for purchase from the store. Could you please you tell me the itemclass (editor names like O_designator_01_F or something) ? then i dont need to search for it and just can add it to the arrays. 4) Vehicles can be airlifted with troops inside. Result, you can effectively tow an APC and put an ai gunner inside and have him target things while you airlift him. i know - not sure how to avoid that within this script. But on the To-Do-List 5) If you airlift a team owned empty vehicle and drop it a few minutes later, it disappears. exactly, as the vehicle-spawn-script checks for "abandonned free spawning-vehicles" to respawn (2minutes) ... also the cleanup checks for empty and/or damaged vehicles (every 5 minutes or something). I was thinking about changing that anyhow - but i like the idea to enforce TEAMPLAY (lets get a buddy in that lifted vehicle.) 6) Resistance/Team defense AI in towns are always near the flag pole and hardly engage. Making taking towns very easy, it would be better if you disabled them rather then taking up CPU resources for worthless AI. - disabling the AI completly is already on my Mind, for many reasons - i think i will test that soon - but this needs changes to strategic mode-array and the whole gameplay/communication of all players (splitting in attackers / defenders...) 7) I can airlift flagpoles and move them. - known issue, already on list to fix. 8) The hummingbird can airlift vehicles, I know its for balance but this is not realistic. -sad but necessary. But he can lift Quads, Jeeps and Hunter only (needed, as yoi said - for balancing. think about all that whining if it couldn't... ) 9) There is no clear "commander" of each team and 1 needs to be identified. When you have a high amount of players a command structure needs to be in place. In order for a commander to have real weight he needs significant amount of power in the team...such as controlling the income a team gets or a script that gives cash bonuses for following orders. - Automatic Grouping- / Squad-System or something else is on to-do list (but not a priority atm). 10) The check vehicle function doesn't seem to do anything? If it does I could not find it in the Briefing readme. -Works also fine for me. Should show you (top right corner) how many passengers are in and items in cargo and stuff like that. 11) When more then 2 players join my group, I can't purchase my 2 AI anymore. -known issue, on to-do list. Workauround will be (if i disable the "independent AI", to raise Playerscontroleld AI count to 4 or higher.) 12) The only way to rearm armed vehicles is to drive back to base, can you include an ammo truck for purchase that can rearm vehicles. Or have crates that spawn at base and can be airlifted by helis and dropped next to vehicles (good for one rearm). - yes, due to the size of Altis i already had some ideas. I think it will be a very $expensive "Rearm Vehicle"-Function at the Town-Flagpoles. 13) The current capture style when a round first begins is not a fav of mine. Its a rush for the airport or powerplant. This is often ruined by inexperienced players who target the closest capture point. Sure you can try and communicate the plan to your team but there are language barriers that prevent this. Maybe this could be fixed with a command & control system. - will be kept in mind when rearranging the strategicmode array (or maybe i find a solution which prevents capturing airport as first town) 14) If you lock a team spawned vehicle with no one inside, you can't unlock it. -Do not lock it, don't even leave it - it will despawn soon ;) 15) To prevent lonewolfs from taking helis for their own personal use we need a PILOT class. Pilots should only be able to carry a pistol and a few mags. No ability to purchase things like AT, AA, machineguns, sniper rifles, etc. But how are pilots going to make enough cash to buy an attack heli if they can't kill and take towns? Well, if there is a commander he can purchase these things for his pilots via money transfer. Another idea, give pilots points/cash every time they drop someone off or airlift a vehicle (and put some sort of check on this so people don't abuse it: IE having a buddy jump in/out to give his bud cash). - this requires too many things .... i want to see you playing airtaxi and the commander doesn't know what he has to do,...for example ;) But yes - a "Transportation-Bonus" is something i had in my mind. Like a small "Fee" passengers have to pay if they join a helicopter. but no idea how to script that "easily". 16) How much cash each player has is lost if he/she disconnects and reconnects. I know it's possible to implement it so that the dollar amount is saved regardless if you disconnect. -Sure it is possible. It is on the List too - but, i have to prevent / avoid AT ANY COST - that a player could take his money from the last round, to the next round (and buys a attack-heli right at start, for example) 17) Ability to transfer money between players would be a very valuable tool. - i want that too... but as so often, no idea how to script that quick&easy. So if anyone has any Scripts or want to support with codesnippets that can do some of the "wanted features" above - i would really appreciate, as i already said, i sadly don't have so much time anymore -to code/script/test everything "wanted" all on my own. thanks, have fun and best regards, Blue1
  18. Hi, ...well, the problem isn't that it only occurs if too many Players connect / join at the same time - but on every player that joins. And then - if more players connect / leave / reconnect the Server-FPS-drop occurs for 1 or 2 seconds (see picture grey lines showing Minimum-FPS, 1 second interval) at the same time -this leads to expotentially bigger server-fps-drops. I will add another picture how this looks like on a Graph. As everything else (gamerelated) is loaded AFTER the player is already connected/spawned - the main performance issue at the moment, i guess, is the validation of the client files and battleye verification. And i have no idea to workaround that (and no i'm not going to turn off securitystuff ;) ). ---------- Post added at 17:15 ---------- Previous post was at 17:07 ---------- Hi, you didn't read some of the older posts, right? =) The time will come - somewhen, someday, later ... if i think, the mission is in a "officially releasable version", has all features & stuff in it, is close to completely bugfixed ,..... then i will add another Serverinstance / Version with "Veteran"-settings. This will also be the day when everybody is allowed to just download & host it with their preferred settings. But for now, so many ongoing changes are incoming - i haven't enough time...AND, to be honest, i don't want to maintain 2 versions/servers etc. Best regards, Blue1
  19. Hi Guys, fixed some errors today and ADDED VEHICLE LIFTING (thx to BTC for that awesome script!). - known Issue: if the Vehicle is empty / no Passengers, it can happen that the "CleanUp"-Scripts detect it as "abandonned" and will despawn it. -> HOTFIX/WORKAROUND for the moment: let someone enter the vehicle for the journey. AI also possible! if you cannot join, i needed to LOCK the server due to much "come and go" of players / Join-in-Progress Lag - sadly. (Also looking how to prevent that - any ideas!?) At the moment, it seems the gameengine always getting massive Perfomancedrops and crashes at around 2000MB Memory-Usage on the Arma3Server.exe-Thread,... :( Hope BIS will fix that soon :( ....especially as Altis consumes around 1000MB right from the start.............. cya, have fun! Blue1
  20. Just to let you know whats up on my Server, in Terms of Server-FPS on ALTIS / DEV ;) Join us =)
  21. Blue1

    1-2 FPS on Altis and 60 fps on stratis.

    If you want to try a nearly perfectly optimized (in Scripts and Serverside) MP Mode, see my Signature and join one of my Servers (Try DEV / Altis with 96 Players running smooth and silky for that *WOOHOOO-effect*). I am pretty sure, or lets say, 90% of all players that came there said: "here i have the best MP-Performance ever" - so if you want to use it like a "Benchmark" of what is possible. Gimme some Feedback here - and don't forget, just released it yesterday and more features/optimization/ balancing will come ASAP. And as most people know - your personal overall Game-Performance is the sum of many factors. But a well scripted Mission is one of the most important, besides the Servers and your PC's settings / HW-setup. cya & best regards, Blue1
  22. Blue1

    Performance problems

    If you want to try a nearly perfectly optimized (in Scripts and Serverside) MP Mode, see my Signature and join one of my Servers (Try DEV / Altis with 96 Players running smooth and silky for that *WOOHOOO-effect*). I am pretty sure, or lets say, 90% of all players that came there said: "here i have the best MP-Performance ever" - so if you want to use it like a "Benchmark" of what is possible. Gimme some Feedback here - and don't forget, just released it yesterday and more features/optimization/ balancing will come ASAP. cya & best regards, Blue1
  23. Maybe you have to look a little better? ;) See my Signature for 2 PVP CTI Servers. DEV on Altis. Cya
  24. BLUE1 WARFARE AT ALTIS - with 96 players - IS LIVE AND WORKING AT DEV-BRANCH -JOIN NOW! Yes, it is TESTING-PHASE at the moment, but all nice and awaited features will get in next days...also more vehicles and some more balancing! CU!
  25. Thank you Seb :) ALTIS: i had a nice chat this evening with GARISAT again. He is already working on an Altis Release - based on "my" current version (as i have not so much time at the moment :( ). We have some same ideas - even if there are differencies. BUT. There will be "free" spawning vehicles at some important / strategic points you need to capture - and ALSO additional Vehicleshops. And, on the top of my list is the option to "hook" or attach vehicles to helicopters for transport. Balancing is very important - so please be patient until we release the next version on my DEV-Server (no, afaik Altis won't be released on stable Branch). If you want to donate, contact me at steam or write me a PM for the details. very much appreciated =) thx & cya
×