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Tomytom

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About Tomytom

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  1. Does this means that I can run a HC without any mods while the main server runs with mods ?
  2. Tomytom

    [SP/CO8] A 3 - Antistasi Altis.

    Can you give the specs of the computer hosting the HC ? And if any, the mods loaded by your HC. If you can, try to install ASM for one session and share some screenshots of the graphs. (http://www.armaholic.com/page.php?id=21436) If I had to guess, looks like you are running HC and server on the same machine and you use specific core assignation thinking it will do wonders. I think the sole reasons where you should use core dedication is either because you are hosting multiple servers on the same machine with a really large number of cores, or because you are following some uneducated tutorial which are too often copy pasted over the internets. Arma servers and HC are using multiple cores for each calculation thread. Leave your processes be, your system will do a better job at balancing the load than you by ticking affiliations boxes. I currently run Antistasi on the following setup: i5 5300U 2.3Ghz 8Gb Ram 250Gb SSD Lots of shitty corporate tools like HDD encrypting and routine GPO that are probably not helping the laptop. Can go up to 150-200 AI with 50fps on server alone. Above 250 it starts lowering the perf (<40 fps server-side). I also run a headless simultaneously on the same machine. Can go up to 300 AI running between 40-50fps. Over 350 AI the fps tanks and makes it unplayable. My CPU starts hitting the 95% usage around 300 AI. (Top instance is HC perf, bottom server's) 200 AI : https://www.dropbox.com/s/dqod1lt8yl3wvzf/200%2Bhc.JPG?dl=0 300 AI : https://www.dropbox.com/s/7ph6zb1syjzrqlh/300%2Bhc.JPG?dl=0 On the 300 AI screencap the perf tanks because I use the splendid cam to TP elsewhere on the map, so the server has to delete the 200 previous entities, and recreate 300 more. You can see that the perfs starts to get better and steadier after few minutes. As previously said, the spawning distance radius is critical against server/HC performance. When I test alone with 2500m radius, It can go up to 400-500 AI in sectors like the main airport. When I play, I usually set between 1800 and 2000, as it syncs with my detail view distance and I never have issue with performance.
  3. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    Don't know if its any help, but I tried with two HCs, and I noticed that the server has a tanking cps value once the issue occurs. HCs doesn't seem to be affected. https://www.dropbox.com/s/85sxixncj1m56oh/tanking_cps.JPG?dl=0
  4. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    Headless works fine as long as you use a mission made before the release of Eden. Its when you publish your mission with the Eden editor that the headless init become broken. Headless in Liberation works pretty well until that random moment where everything stop working pretty well :(
  5. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    You mean you had the issue only when using a headless client ?
  6. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    Hello, I have an issue with enemy spawns. After sometime, there is no spawn of infantry anymore in the enemy sectors. Trucks, armored mobile are here but sometimes they are also without crew manning them. The issue only occurs after a while, no idea why. I tried to attack a sector alone and by Zeus units alone, same result. Armored vehicules but no infantry. But something strange also, since they are no units I can capture easily base and towers, but cities are never turning. They always stay at hand of the enemy even with strictly 0 units around. If I restart the server everything returns to normal. Thanks for your help. EDIT : Added required info from frontpage Server logs https://www.dropbox.com/s/03fcardlgmwt29u/arma3server_2016-02-22_22-16-53.zip?dl=0 Client logs : - Headless client log : https://www.dropbox.com/s/lbr5oia8jlrjskp/arma3server_2016-02-22_22-17-09.rpt?dl=0 Version of the mission : 0.921 on dedicated 1.56 Modifications : None Mods : CBA_A3 / Leights OPFOR Pack OFFICIAL / RHSAFRF / RHSUSF / asm / HMDs MOD (Metric) / VanSchmoozin - MOHW Camo Pack / Heli;Kart;Mark / TRYK / ATLAS Screenshots : - Reproduction steps : - EDIT 2 : happened again Server logs : https://www.dropbox.com/s/ddoofvenjhmtgz5/arma3server_2016-02-23_18-36-46.rpt?dl=0 Client logs : https://www.dropbox.com/s/b77k6prwu8vb7hq/Arma%203.zip?dl=0 Headless client log : https://www.dropbox.com/s/dm3rlu2ao8lb72f/arma3server_2016-02-23_18-37-31.rpt?dl=0 Version of the mission : 0.921 on dedicated 1.56 Modifications : None Mods : CBA_A3 / Leights OPFOR Pack OFFICIAL / RHSAFRF / RHSUSF / asm / HMDs MOD (Metric) / VanSchmoozin - MOHW Camo Pack / Heli;Kart;Mark / TRYK / ATLAS Screenshots : - Reproduction steps : -
  7. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    The idea is not to replace the current system. I see this like a way to plan an attack while offering various ways to use support teams. Let's say you want to target a specific sector, you choose it on the map and mark it as the current BLUFOR target. This makes the ennemy spawn in the given sector, you can then dispatch your long distance recon team equipped with laser targeting pods, then they can provide valuable artillery target and so on. This would not be a way to avoid sector trigger mistakes as any other sector would automatically spawn thanks to the current system. However in a way it could simplify the assault as you could shell the life out of the sector then walk in and cap it easily. A way to counter this would be to share the intel of the imminent attack with the ennemy, like its the case when they attack our own sectors. They could dispatch stronger forces to stop the imminent attack. Or put some kind of penalty for civilians casualties when they are killed in a selected sector. Meanwhile I reckon that the UAV trick would be sufficient :)
  8. Tomytom

    [MP][CTI-COOP] Liberation (beta)

    Discovered the mission recently and its quite a blast. Thanks for sharing it with us. There is something I would like to propose regarding the AI sector spawns. I have made some searches within this thread, and if I am correct, the OPFOR spawn only occurs : when there is BLUFOR within the sector area after a given time to avoid useless spawns dependent of the number of BLUFOR in presence I feel this system works quite fine for infantry and light motorized assaults. However this make recon, CAS and preventive artillery not very usefull and almost dangerous for ground troops. Would it be possible to add a feature where you could select a town/sector you are planning to attack, and when selected, makes the unit spawn in advance in the chosen sector ? I believe it would improve variety of attacks without disrupting the performance or gameplay. Sniper team would be able to do long range support and laser targeting, Scorchers could scorch away, CAS would actually have targets to hit, recon UAVs would make sense. What do you think ?
  9. Good to know, Thanks a lot for you detailled answer. I will put it to good use.
  10. Neat ! Thanks for breaking it down. I'll try to make myself a proper key for ASM. Regarding verifysignatures, if I set it to 0, does the mod consistency is still checked by the server somehow ? If I understand correctly, beside exposing myself to a constant clusterfuck of issues with mods mismatch and version, it work in a controlled environment (like low player base, easy mod management) ?
  11. Hello, I've been fondling with the dedicated server tool available on steam, and while it run quite fine, I have come to the conclusion that sorcery must be the only way to explain the mod requirement system for joining players. I hope someone could shed some light on my issue. I run the dedicated arma server tool, available on steam. I have copied all my mod keys to the server folder to allow client sided mod. Now here is the fun part. Headless connects to the server. Headless and server run the same mod setup + ASM server side (Performance monitoring). Headless has no issue to join the server. Headless connects to the server. Headless and server run the same mod setup + ASM both side. Headless cannot join the server because of ASM present client side. (Probably because there is no signed key for this mod) Player A (My pc) connects to the server. Player A and server run the same mod setup + ASM server side. Player A has no issue to join the server Player B (Friend) connects to the server. Player B and server run the same mod setup + ASM server side. Player B has no issue to join the server Player C (Friend) connects to the server. Player C (Vanilla) and server do not run the same mod setup + ASM server side. Player C has no issue to join the server (And as expected, cannot see additional content in game like weapons) Player D (Friend) connects to the server. Player D and server run Vanilla + ASM server side. Player D cannot join the server because of ASM not present client side. Player A (My pc) connects to the server. Player A and server run Vanilla + ASM server side. Player A has no issue to join the server (remember, there is no bikey for ASM) Is there a hidden rule that elude me ? Or a specific line in the config txt to allow anyone with any mod, meeting the server requirement or not, to join successfully ? Thanks for your help
  12. Tomytom

    co10 Escape

    Thanks for your answer, indeed it works better that way. I have a following question related to dedicated, would you have a list of the parameters (for the class Mission {} in the server config file) that you could share or explain quickly how I could scavenge them, maybe in the mission pbo itself ?
  13. Tomytom

    co10 Escape

    Hello, I was expecting to try this mission with a friend, and we ran into the weirdest issue. When starting the game, only the game owner starts gear less as expected, the others arz fully equipped with gear & weapons. Also only the game owner is waiting for revive. Others gets killed as vanilla, and also cannot revive other players. This happened for vanilla, RHS and RHS-US scenario on stratis map. We tested with mods and without any, same result. I tried to create a game solo in MP, it works fine as long as no one join. Any idea ?
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