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da-ben

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About da-ben

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  1. Related to the 50% off on Arma3 ive banned more than 8 Cheaters on our Server today, not counted the ones i dont got. They bricked our Server every hour, thats very disappointing. Question i will throw into the room is how do you deal with this high amount of Cheaters ?
  2. 100 Players over 6 hour period no floating vehicle or desync at all, absolute brilliant. For my understanding they revert the netcode to like 1.16 and you can turn on the bad netcode with "guaranteedUpdates = false" as startparameter.
  3. We have encountered some crashes that seems to happen when the memory usage hit 3071mb. I have upload the crashlogs: http://www.file-upload.net/download-8947491/server_crash_logs.7z.html
  4. Perf3: CpuCount=10 on Xeon hexcora with -enableHT (85 players on AltisLife with all CallExtensions on a HC) In CPU utilization no differents at all, one core at 100% all other round about 40-50%. But i experienced a slighty higher Server-FPS (1-2 FPS). Gamebreaking bugs introduced with 1.18 no differents at all, still very hard desyncing problem when approaching non moving object incl. players from a distance.
  5. I think the problem is till 1.16 there was a few dsyncs but the players can handle it because the netcode was reliable in form of absolute positioning. 1.18 screwed all that up, on each client the position of an object is different including players thats gamebreaking. In short 1.18 made a good running game into a Alphaphase like game. U want a repomission take: https://github.com/A3Wasteland/Release_Files Server i running this mission on: 5.9.89.71:2332 (-profiles=XXX -cpuCount=7 -maxMem=3071 -bepath=XXX -name=Wasteland -port=2332 -config=waste_server.cfg -world=empty -cfg=waste_arma3.cfg -mod=@inidb;) Need at least 40 Players for max reproeffect, only thing ive done since the problems start is hit the steamupdate.bat. But i saw this problems on all Arma3 servers and cant imagine that you sont see the problems.
  6. We tested the perf2 today with 85 Players over 6 hours on Altis Life and it seems that the 1.18 position issue become more worse. Approaching vehicles or players that are not moving for a while are totaly out of sync standing all over the place. Solution, the player where the vehicles is local must drive 10 meters to update the position for the other players.
  7. I encountered a problem since 1.18 that public Variables set via player setVariable["NAME",DATA,true]; not syncing anymore for JIP players. Use this multiple times in my mission and before 1.18 never had a problem. In short setVariable for JIP players is <null> for all others its right.
  8. Another problem i encountered yesterday and today with 1.18 is that on some point players cant connect anymore and stuck on receiving data in the lobby. Happend on my AltisLife and Wasteland server on different roots with totally different configurations.
  9. Yeah i can confirm that too. Happens on all three of my servers after the update.
  10. Headless Client only executes the callextensions for database communication.
  11. Thanks for your replay, core 0 and 1 are dedicated to our Headless client and all other windows applications. We have tested multicore processing with early 1.16 release and encountered no performance increase with more than 4 cores so we stick only to the physical cores because of the slight overhead of the HT cores taking in. Today we will test your advices with cpuCount=10 and maxmem=3071
  12. Startup: Processor E5-1650 32 GB Ram 2x SSD 100 Mbit 85/85 Playercount mostly over 6 hour periods. Problems like i and the other users described. Another thing i noticed is that publicvariables not synced reliable anymore, got a few problems that depends on publicvariables not syncing.
  13. Is it possible to patch the latest perf for 1.16 up to 1.18 and publish it here, because desyncs become an major problem today on our server. Vehicles appear and disappear out of nothing, explosions every 5minuten because an car run into an desynct one. Another thing i noticed, on both days now since the patch the two of our servers crashed after 4 hours runtime. Never crashed the last 3 weeks before.
  14. Yeah i can confirm that! On our Server 1 from 10 Vehicles are elevated 10-20m above groundlevel for other players exepct the driver after dismount. Even more worse is the fact that vehicle AND player positions are not correctly synced between clients, that means for one player the car is standing 5meter far off than for an other, same problem with players. We got some serious issues that a player was killed in a position hiding but for the killer he stand right outside the building! All that since 1.18.
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