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ZertyKchan

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Everything posted by ZertyKchan

  1. ZertyKchan

    What is BECTI?

    Proper credits for Benny, Igi_PL and myself in the description would be a nice addition, because more than half of the implementation of your "own" are not your own.
  2. ZertyKchan

    [SP/MP] BeCTI

    Quickly on the HC and drop of performances. From my experience a remote AI is more costly in terms of server fps than a local unit, that migth be due to the netcode of A3. From a more theoretical POV, putting AI on remote is wrong because one AI can be viewed as a pseudo synchronous thread of the server that need to be somehow resynchronised during the main cycle of the game. So, if you want a real performance boost with HC, you need to rather put asynchonous stuff in it (event based). So what would be preferable is to put all public variable handlers and all scheduled enviroment script that can be ran on global inside the HC. The way people think of the HC is IMO wrong, and goes against every principle of concurencies that can be found in Computer Science. If something is heavily synchronised, you try not to put delays at each synchronisations. But once again, those are only deductions, without real knowledge on how A3 deal with all that stuff, it is nearly imposible to determine what will be the best use of the HC.
  3. ZertyKchan

    [MP CO25] SPB Server Performance Benchmark

    Thank you for this mission, I was looking for something like this. Great job. Would it be possible to add the stuff for a headless client to test out performance gain?
  4. Showing in gamespy but not in steam...
  5. ZertyKchan

    [SP/MP] BeCTI

    Ok so it migth be waypoint related, ill take a look
  6. ZertyKchan

    [SP/MP] BeCTI

    To awser for the AI leaders, I ve already saw that problem ( and with workers too) after some time if the CPS drops to 0. I am guessing it has to do with the scheduler that omit to put the execution of some fsm in the execution stack (maybe precompiled sheduled code is prioritary on the execution). Or maybe the FSM just go stuck for some unknown reason or when the unit respawn maybe sometime the fsm is not started . And btw, on my edit, both fsm for these units are untouched since i dont use them.
  7. ZertyKchan

    [SP/MP] BeCTI

    What could be donee is placing as much town into the the map as possible and then make a script to only select some depending on a parameter. That could be donne for example by changing the way the links are computed and by declaring a root node to be the center of the map to generate the links . @Sari thank you for the updated files, it saves me some time :)
  8. ZertyKchan

    [SP/MP] BeCTI

    Depends on what you need. Do you want to remove randomly towns or links or something else?
  9. Ok, solved, if anyone is interested this is how I did it: 0 spawn { disableSerialization; _map2=controlNull; while {isNull _map2} do { {if !(isNil {_x displayctrl 101}) then {_map2= _x displayctrl 101};} count (uiNamespace getVariable "IGUI_Displays"); sleep 0.1; }; _map2 ctrlAddEventHandler ["Draw", "_this call MAP_DrawItems;"]; };
  10. ZertyKchan

    CLI?..where is gone?

    Well sorry Mr 13 years for trying to be constructive; but if you have so much experience why not try to open the editor and make your own mission? The only thing I can see from you is a waste of energy. One that does nothing but complaining is not one that should give lessons. Regards
  11. ZertyKchan

    CLI?..where is gone?

    If you are talking about the CTI gameplay (for Capture The Island, CLI would stand for Capture *le* Island :) ) there are 3 kinds of Maps: - The TeeTime warfare and derivatives : usually no player's AI and protected Base ,no MHQ - The WASP mission : Newest borned Warfare map, Still have some bug but migth be the one closest to what was warfare in A2 with Players AI MHQ and so on - The BECTI missions and derivatives : MHQ based CTI with possibly base protection and variable number of AI per players. The servers hosting the mission migth be very different depending on the parameter used. I won't give my opinion on which map is better because they are all different. The best thing to do is to look around the servers until you find one that correspond to the gameplay you want to have, using "Capture The Island" in the mission type filter. Cheers
  12. 10 hours with no crash! Thank you again for the quick fix!
  13. Thaks for the quick work. I have updated my server, so now time will tell :)
  14. ZertyKchan

    Multiple crash with 1.12

    Same here: feedback there : http://feedback.arma3.com/view.php?id=17651
  15. ZertyKchan

    Server files not in mission pbo?

    Maybe you could put all scripts in a addon serverside and only make the clients request the needed scripts (or preprocessed scripts) by public variables before they start playing. After that I am not so sure of the details nor about the performances. Actually, none of the clients needs the server scripts.
  16. Is there a changelog between perf5 and 6, because I feel like the perf5 is working better than perf6. I have no quantified proof of that.
  17. ZertyKchan

    Zeus cti

    I do agree that the roles have some similarities but I have a problem with the POV used to play those roles. I thinks that a commander is not an omnipotent player (even if restricted to his side), but he has to do with incomplete or lack of information , need to calls for sitreps and make decisions based on what he has. using the zeus interface to a commander would provide to much information where to send his players, what type of units they are facing and so on. I am thinking that all this zeus thing migth break the immersion of players if they are able to use it even one bit. That is for me the main problem. Because if zeus is able to interract with the dynamic of such an heavilly scripted mission, is most probable that there will be some borders effect of the interraction between the scripts and zeus. For example, if some script (or fsm) is responsible for town patrol then when zeus is trying to change the order, what happens in the FSM? should it be terminated, putted on standy ? So each possible action with zeus must be precisely planned and all possible interferences with the mission scripts should be checked (what are the script associated with the units? what are its event handlers?). I ve never used modules, I have some problem using those since I dont know whats inside. So i wont be able to comment that part :)
  18. ZertyKchan

    Zeus cti

    Time will tell I am guessing, but I also use you thread to reply to a classic question i get at these times, hope you dont mind :)
  19. ZertyKchan

    cti... i wanna edit so i have 1 question

    Mate, I think you'll need to give more information for people to awnser you. What mission are you talking about?
  20. ZertyKchan

    Zeus cti

    I ve taken a quick look around Zeus yesterday and I think that the only use this can have on becti is to only operate resistance and occupation spawned units. For example when some resitance spawned on a town and not destroyed by any players then zeus can make them try to cap another town or something like this. I also think that Zeus is not designed to operate into a heavily scripted dynamic missions like Becti where the best way to interact with those is by putting more scripts/time/testing in it. The kind of mission that will be developed in Zeus migth be ones where many script are there to create user action (action/logistics/...) but with none tring to give a dynamic to the game. The more dynamics are scripted inside a mission, the more a zeus gamemaster migth wreck it.
  21. I can confirm the PERF5 is running fine with becti. I just had some Access violation crash after 2 days of uptime, but that migth be related to the virtual appliance or a bad use of the custom allocator rather than to the binaries.
  22. ZertyKchan

    [SP/MP] BeCTI

    Thank you, I was looking for this information. Much appreciated.
  23. Check http://community.bistudio.com/wiki/server.armaprofile You need to put a Map=0; in the difficulty setting you are running. THe IA will still report object through the radio, this can be disactivate using the MRB Voice Stop that can be found at http://www.armaholic.com/page.php?id=18879 cheers
  24. ZertyKchan

    [SP/MP] BeCTI

    That said, I see no point making an effort to bring becti to Alive.
  25. It migth be still a mission bug if some script interfere with the time of the mission, for examble the dynamic weather script. COuld you try to disactivate this one for another test? It may also be generated by the number of AI in the server since they are updated each time there is a skiptime, in order to reevaluate they capcity to detect enemy unit with the current luminosity and so on. Or maybe the server is wrongly doing some ligthning computation, which should not the case since it do not render anything.
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