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Gudsawn

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Posts posted by Gudsawn


  1. Apologies for being MIA since the last OCAP update. I've been busy with finishing studies, graduation, moving house, and landing my first (proper) job (woo!).

     

    So, I've been wondering what to do with OCAP. It's currently in a broken state (since the A3 64-bit update) and requires a bit of an overhaul on the backend. However, before I get things working again (and continuing with general development on OCAP), I want to know whether this is actually something worth investing my time into, as I don't have as much time as I used to.

     

    Please let me know (either here or via PMs) if you're a fan of OCAP, and if you'd like to see continued development. I'll make a decision based on the responses.

     

     

    Cheers guys!
    MG

    • Like 9

  2. Note about 64-bit version of Arma server:
    OCAP may crash the Arma server after an extended period of capture time. This is due to BI reducing the max size of arrays in the 64-bit update and therefore limiting the number of frames that can be captured in a single session.

     

    Once I return from my studies (sometime soon after May/June), I plan on fixing this issue as well as others that have been reported on GitHub.

    • Like 5

  3. Hi phoenix_za.

     

    First of all, thanks a lot for providing all those links - makes debugging a hell of alot easier for me  :)

     

    Others have reported a similar issue to you ("File not found"). This is actually a misleading message - it should say "Error loading file", so apologies on my part. I can determine the cause of your problem is this line (in co@24_Transporter_r4_167.json):

    [3631,"killed",31,[31,"HK416A5 10" (Black)"],"0"],
    
    The extra " after the 10 is breaking the JSON syntax (thus breaking playback). Others have reported similar playback issues, and this is almost always the cause. I've since updated OCAP (available in next release) to escape these characters so that it doesn't break playback.

    As a quick fix for now, you can do a find and replace for "HK416A5 10" and replace with "HK416A5 10 (including the quotation marks).

     

     

    Oh the joys of beta. The next release will be available soon, I'm just working on ironing out a few more bugs.


  4. @marcatore: The next version of OCAP will transfer the JSON file automatically via FTP/HTTP to your web server (even if your web server and game server are separate boxes). If you have FTP access to your server, then this should work fine :). Regarding your 2nd question, no client mods are required - the readme is referring to @ocap for your Arma server.

     

     

    Some of you have asked whether there is a Slack team for OCAP. I've just created one at ocapteam.slack.com. Please PM your email address if you wish to receive an invite (until I setup automatic invites) :)

    • Like 1

  5. ah okay, I was just trying to set it up on my own server to test it out before sending it to you.

    Here it is, it's for the 'Desert' map from Arma2 OA:

        {
            "name": "Desert",
            "worldName": "Desert_E",
            "worldSize": 15982,
            "imageSize": 16384,
            "multiplier": 4
        },
    
    http://server.beandog.co/ocap/images/maps/desert_e.tar
     

    Those values look incorrect to me. 15982 * 4 != 16384. worldSize should be equal to the size of the image when N = 1 (N is the value you use when converting from EMF to PNG).


  6. Am I missing a step for creating new map files? I created the files, put them in the images\map folder, edited the json file yet it keeps saying that theres no map?

     

    Map files can be downloaded (from the OCAP map repository) by visiting the /admin page of your website (e.g. mywebsite.com/ocap/admin). If you're referring to map files that don't exist on the OCAP repo, and you've created your own, these need to be submitted to me.

     

    For more info, please see here:

    Arma Tile Creation Guide

     

     

    @armyinf: I'll add this to my feature request list  :)


  7. Having a problem with the install, the button to agree & continue is disabled even after we've entered our community name but it won't tell us why. Any ideas?

    Hi BridgeJ. Did all the tests in the "requirements check" pass? If any of the tests fail, they will need to be resolved before continuing with the install.

     

     

    Like I said, feelling silly haha. Completely missed the entire website piece of it. We are using Enjin though which doesn't have FTP support. I'll poke around a bit more
     
    Edit
    Yeah this will be a little harder to use. Enjin doesn't allow php scripts to be run.
    Ah I see. It's a shame Enjin doesn't support FTP or PHP.
    I do have one possible solution for people in a similar situation to you - I could setup an official OCAP website that handles the playback for you. There'd need to be some way to separate different playbacks for different communities, but it's possible. If enough people are interested in this, I may consider implementing it - though I can't make any promises as I go back to uni in 2 weeks (so time will be limited).
     
    @WILCO_ESUS: Unfortunately I don't plan on implementing a playback feature into Arma itself. However, see my reply to XianGrim (above).
    • Like 2

  8. Hi XianGrim, have you setup your website with OCAP? It sounds like Arma is not able to transfer the JSON file to your website (which is what's supposed to happen). This is likely due to one of the following:

    • OCAP web client not installed on your website.
    • Userconfig incorrectly configured.
    • Arma doesn't have write permissions to the /data directory in the OCAP website root.

    Btw, OCAP creates a ocap_log.txt in your Arma root folder. Open that in a text editor and see if that provides any useful information.

    • Like 1

  9. Thanks for the comments guys. I hope you enjoy using it as much as we do  ;)
     
    @Rall3n: Thanks, this is very useful!



    Edit:

    This is really cool, will definitely test it. Is it possible to extend the time for every capture?


    If you're talking about saving a capture, continue capturing some more, and then saving the capture again - yes this is possible. When you call ocap_fnc_exportData this doesn't actually stop the capturing, but just exports it. So if you called the function again some time later, it would export all previous data plus all new data (as one file). I hope I've understood your question correctly.


  10. Yes the export is compatible with Windows. In fact, the live web demo runs on a Windows box (our game server).
     
    When exporting, OCAP creates a log file in Arma's root folder for you (ocap_log.txt). Open this file and check that it is correctly exporting/transferring the data. You should see something like this:
     

    11/09/2016 12:58 | Capture file not found, creating at Temp\operation_green_hat_624.json...
    11/09/2016 12:58 | Done.
    11/09/2016 12:58 | Appended capture data to capture file.
    11/09/2016 12:58 | All tasks complete.
    .
    .
    .
    11/09/2016 12:59 | Moving operation_green_hat_624.json to c:/apache/htdocs/data/operation_green_hat_624.json...
    11/09/2016 12:59 | Done
    

     
    Make sure your Arma server has write access to the /data in the OCAP web root (may need to run Arma as Administrator).
     
    PM me if you have any more issues  ;)


  11. Really good thing! Is it server intensive? Any FPS drop? What maps are supported?

     

    Thanks! The server captures a 'frame' every 1 second (by default). Each capture takes ~24ms (<1 fps drop server-side), depending on unit/vehicle count. However, more intensive testing is required, so please let me know what impact on performance OCAP has for you. If you check your server's RPT logs while OCAP is running, it will report the capture time for every 10 frames. 

     

    Regarding what maps are supported, please see here. New maps can be added upon request. As time goes on, more and more maps will be added (as my group likes to play on a lot of different maps).

    • Like 3

  12. 4Z16B8J.png

    Operation Capture And Playback (BETA)

     

    w1YYwzsh.jpg

     
    What is it?
    OCAP lets you record and replay operations on an interactive (web-based) map.
    Reveal where the enemy were located.

    Discover how each group carried out their assaults.

    See who engaged who, when, and how.

     

    Use it simply for fun or as a training tool to see how well your group performs on ops.
     


    Features

    • Interactive web-based playback. All you need is a browser.
    • Captures positions of all units and vehicles throughout an operation.
    • Captures events such as shots fired, kills, and hits.
    • Event log displays events as they happened in realtime.
    • Clicking on a unit lets you follow them.
    • Server based capture - no mods required for clients.

     

     

    Download
    Download via GitHub

    OCAP is not yet compatible with 64-bit servers.

    Please wait until a new version is released.

    ETA: 2018

     


    Credits
    - 3 Commando Brigade for testing and moral-boosting.
    - Leaflet - an awesome JS interactive map library.

    - Maca134 for his tutorial on writing Arma extensions in C#.
     


    Changelog & Known Issues

    Known Issues
    - Web client was created using Chrome, other browsers (e.g. Firefox) are known to have some compatibility issues.
    - When using ACE with insta-death off, kill/hit events report victim as the killer.

    Spoiler

    Note about 64-bit version of Arma server:
    OCAP may crash the Arma server after an extended period of capture time. This is due to BI reducing the max size of arrays in the 64-bit update and therefore limiting the number of frames that can be captured in a single session.

     

    Once I return from my studies (sometime soon after May/June), I plan on fixing this issue as well as others that have been reported on GitHub.


    Changelog

     

    v0.5.0.1-beta

    Tiny update to web files. Changes:
    - 'servers' table (in local database) is cleaned on reinstall.
    - Hints now shown when common errors encountered (e.g. map not installed).

     

    v0.5-beta
    First public release

     
     
     
     
     
    • Like 32

  13. Very pleased to see the squad radar added. However, there are some issues with it.

     

     

    Current problems with Squad Radar:

    • Units appear to be listed in order of rank. This is completely impractical for communities where a typical squad consists of 2 fireteams (e.g. a squad of 8 men: 2 fireteams of 4). A better ordering of units would be to order them by placement in the editor, this way the mission editor can explicitly define the ordering of units on the squad radar. Alternatively, order units by team color.
    • Position of units in list is not fixed - when a unit dies/disconnects, the radar re-orders the units displayed in the list. This is very annoying. Squad structure should be maintained.

     

    This shows the ordering issue I mentioned. I placed down 8 men one-by-one in the editor, setting the first 4 men to team red, and the other 4 men to team blue. This is the result:

     95a24cb615302af4664a84d6f2dbace1.png

     

    Ordering is not intuitive. We should instead see team red grouped together in the list, and team blue grouped together.

    • Like 7
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