GDent
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Everything posted by GDent
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ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could you elaborate on the pings issue and the "way the server is setup to transfer across to Clients"? Not everybody is going to have good ping, that's just natural. The thing is that we see tiny bits of stutter on the client end, but if I stutter a tiny bit from my perspective, after a few groups spawn I'll rubber band lag (from somebody else's perspective) and possibly crash into another player. So I'm just trying to figure out where this lag is coming from. I can see the stutter always being there, but the rubberband lag is a huge problem. Also, thank you for the invitation. I might check it out when I'm not wracking my brain over my own server EDIT: Seems we found the real issue. It's a combination of ALiVE and ASR_AI3 running. When ALiVE spawns enemies, we get a very tiny stutter which is completely tolerable and okay. But then ASR initializes that AI and the rubber banding starts. So if the enemies were already spawned and ASR had initialized them, it would be fine, but of course we can't have that with ALiVE and 8 objectives. So now it's looking into ASR and performance, which is not for this thread. But I hope this can give some other people ideas if they've been having these kinds of problems. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm sorry but I'm going to have to keep pestering on this thread about this lag issue. We have tried removing the CQB module from the mission and it did not fix anything. To re-iterate, when we move in toward the TAOR marker and the AI groups begin to spawn, we have horrible, destructive lag spikes. They cause our vehicles to crash, helicopters to fall out of the sky, and it ends up killing some of the players at the very beginning of the mission. We have tried setting the spawn radius lower, but it doesn't matter. Simply, when the AI spawns, we get lag spikes. And those lag spikes kill our play sessions. From my perspective, it's just a little visual stutter. But for other players looking at me, there's a terrible rubber band/teleporting lag effect and it can actually kill them if they are close behind me. I just finished testing this on a Windows server. We were using a Linux server before. Both do exactly the same thing. Two different servers. I was wondering about ANYBODY'S experiences with this and what they did to help the issue. My server has an 8-core Xeon CPU running at 3.39 ghz. I think maybe I am missing something with the ALiVE configuration, but I just can't figure it out. I don't remember this happening in the past. I am looking for any advice at all. I will try anything. Thank you -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We haven't messed with the CQB module much so it's worth a try, but I noticed we get lag spikes constantly, not only when the CQB guys load in. Our % is only 10 usually and set to pairs. We debug always and make sure it's set to the TAOR marker. Basically I watch the server console scroll by and every time a new group spawns, there's a little lag spike. For some people it's a huge one and we have ruined entire missions because of rubber banding lag causing vehicles to crash into each other. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes I do actually, it's set to Server and we haven't messed too much with it. We don't have a headless client since we're a small group. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been doing some experimenting, but nothing seems to be helping When my group and I play, we experience a sudden lag spike that can last a few seconds when the profiles spawn. We have simple missions where the objective is to just go to town > blow something up/clear town of enemies. So the TAOR marker is for just that one town still, when we move toward the AO, for some reason we get a horrible lag spike that will actually cause our vehicles to crash and even injure/kill players. The problem is that when we played one mission, I didn't experience this as the driver, but someone else who was driving did. When I look at the module debug for mil. civ. placement, it's definitely not spawning everyone at once, just each group as we move closer. so I don't know where this lag spike is coming from, and it's really frustrating. I followed the advice for setting the spawn radius to 800m and the active limiter to 10-25 depending on the mission, but it didn't seem to help at all. it did make sure only the enemies around one town spawn, however I wonder if maybe the bottleneck is some people's computers can't handle the sudden spawn, but I remember playing in the past and this wouldn't happen. I'd love some more ideas about this thanks again for this amazing mod -
I am getting massive, extreme errors in the server console with some missions saying 101744 ACRE WARNING: Unacknowledged key not found in masterIdTable (ACRE_PRC343_ID_505) I tried searching through the thread but nobody posted about this, they just keep scrolling and scrolling infinitely while the mission is running. We started creating our loadouts with Arsenal and have tried putting the radios in backpacks and vests, but the 343 keeps creating this error and it's making us unable to diagnose other problems. Please advise EDIT: I search a bit more and it seems like we have to change our script to say this addItem instead of this linkItem. Arsenal makes it linkItem by default, i don't know if it'll work but we're going to try that. EDIT: We fixed it. Just use this addItem "ACRE_PRC343" and remove any _ID_XX from the radio.
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That's not really possible for me. There wouldn't happen to be some kind of alternative mod, would there? I love this one but it sucks to see errors all the time.
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I know I shouldn't double-post, but these objects are really great and I was wondering if there's some kind of unofficial fix for this. Placing objects in the 2D editor is really a terrible experience and the ladders/scope error is so annoying. I can't find the objects in MCC or Zeus, but if there's anything out there for this then please speak up.
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ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just made a mission on Bornholm. It works fine on my PC, but my server crashes shortly after spawning the enemies in. This is on an Ubuntu server and also happens on Sahrani, not sure what else. I was wondering if anyone else is making Bornholm missions and running them on a Linux server, and if there's a way around this. My group and I don't even make missions without ALiVE and so it makes this amazing terrain useless for us. Please offer advice. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is great, I'll have to try it. thanks a lot -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, it's 50 profiles to be spawned at maximum at the same time. But I was looking for a way to reduce how fast they spawn, or some other way to keep it from freezing. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It doesn't matter what type, it's that all the units spawning at once causes everyone to freeze temporarily until it's done spawning enemies -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick question, looking for some suggestions We've been running some missions on my server and when we move into the profile spawn range (within 1500m), the game freezes for everybody until all the profiles spawn in. Is there a way to make them spawn more slowly so the game/server doesn't freeze up? I'm sure it's just a configuration issue on the mission maker's end, but I've never seen any way around this. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I have just recreated a mission by replacing every single ALiVE module that was in the mission on Bornholm and it still crashes. Why? Does anyone else have a Linux server working with ALiVE and Bornholm? edit: never mind, I'm just going to remake the whole mission. it worked fine when I made a new mission file as a test. -
after adding the RHS and CAF AG pbo files to the server and clients and updating the userconfig, Asr ai 3 now works just as it should. thanks for all the help everyone. I bet it won't work with every faction, but I think I can figure that out now
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ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've just tested Bornholm with ALiVE on a mission I made before the update. It still crashes the server when the enemies load in. Would it matter if it's a previously made mission? Should I remove and replace the modules? -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will it override the respawn location? I don't want anyone respawning anywhere but where they left off. Thanks a lot, i'll give it a shot -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
does this work by itself? I've tried placing the module and just uploading the mission to the dedicated server, but it doesn't seem to actually work. the slot disappears and i only rejoin as a spectator. -
ALiVE - Advanced Light Infantry Virtual Environment
GDent replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, I know I've asked this before, but how would you implement player persistence in a nutshell? I want to make it so players can dip in and out of missions whenever they want, or if they suddenly disconnect due to network issues or power outages, they can just reconnect. The issue I see with this is that someone will be able to join another player's slot if they don't know it was already taken by someone. Is there a way around this? edit: without War Room account, I mean. I just want local persistence in the currently running mission. -
I first tested ASR with the mod only running on the server, but then I tested it on both server and my machine. It didn't affect anything either way, but I didn't have the RHS PBOs and didn't test it with anything but RHS and Leight's units
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I was definitely running the mod on my machine when I tried it. But I only tried RHS units, and I didn't have the RHS pbo file that you just posted earlier. I'm thinking that's why there was no effect.
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I didn't give them custom weapons, I just tested it by spawning them with Zeus and made them fight each other to see if they would throw smokes or be less accurate, not just go prone and actually look for cover, etc Would adding them the skill coefficients help? Also, where do I find the custom PBOs for CAF AG and RHS normally? I downloaded the RHS one, but I wanted to know where you would normally put them so I can easily find them. So if some units seem unaffected by RHS, should I just add their unit classnames to the userconfig? Thanks for the help, I really appreciate it.
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Did ASR not work on the RHS units until you added all the classnames to the config? I thought it was meant to catch every unit, even mods, unless otherwise configured. It didn't work on ISIS/Leight's Opfor units either, but I didn't test ASR on anything but modded units
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Can you run through the setup from scratch for dummies? I just can't get ASR to affect anything at all. Maybe I missed a critical step, but all I did was get @asr_ai3, move the asr_ai3_settings.hpp file to the userconfig/asr_ai3 folder, and I edited the hpp to my liking. The mod runs and shows things in the server console (Linux), but it just won't change the AI behavior. It's still vanilla AI, as if nothing was different.
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does JVON allow users to choose between PTT and voice activation? can it mute mumble? looks interesting, can't wait to try it