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Usermade Missions Der Platz für eure selbsterstellten Missionen und Kampagnen für ArmA3

 
 
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Alt 27.08.2013, 21:51   #461 (permalink)
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yes the recon issue is because of the island marker being related to the area of the respawn for the recon. Can you get the recon to work correct if you spawn it within the marker box
??

Geändert von Champy_UK (27.08.2013 um 21:56 Uhr).
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Alt 27.08.2013, 22:33   #462 (permalink)
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The problem with Altis looks like memory leak to me. In editor when domi mission starts = memory usage is 900-1000MB , after 2-3min it goes to 2.3-2.7GB and it never stops, game freezes, etc.

If you don't want to have above issue you have to make island marker very small - 5000x5000 but then mhq resets, if you do not want to have that MHQ issue you have to make island marker 8000x8000 but then you have lags and memory leak... simply no go..
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Alt 27.08.2013, 23:46   #463 (permalink)
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My Altis version is now running for 3 hours with 2 local clients, 4 main targets cleared, various side missions solved, no freezes.
Memory usage is 1600 MB (ingame server monitor, quite constant), Server FPS is the same as at mission start, 48 FPS. Altis is a resource hog and has major performance issues.
My island marker currently is 12000x10000 and the isledefense_marker is currently 10000x8000.
Had just one small desync after a counter attack (but no idea what's causing it, not looked at it).

JIP weather is somehow working (the first 30-60 minutes JIP players are out of sync regarding the weather and changing the weather during the mission results in the same ugly 3D clouds as it already was in Take On Helicopters with dynamic weather). It's a pain in the ****.

But the new version won't be available anytime soon (most likely not even at game release, maybe a month or so later). Almost no time currently.
If my time allows it I'd rather spend my spare time playing Red Orchestra 2/Rising Storm than fiddeling around with the buggy mess called Alpha 3

Xeno
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Alt 28.08.2013, 10:32   #464 (permalink)
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Xeno,

Can you publish what you have then please?

All of the 3rd party domi ports suffer from the same problem. We've clearly done something wrong in the move from Stratis.
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Alt 28.08.2013, 12:30   #465 (permalink)
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My Altis version is now running for 3 hours with 2 local clients, 4 main targets cleared, various side missions solved, no freezes.
Memory usage is 1600 MB (ingame server monitor, quite constant), Server FPS is the same as at mission start, 48 FPS. Altis is a resource hog and has major performance issues.
My island marker currently is 12000x10000 and the isledefense_marker is currently 10000x8000.
Had just one small desync after a counter attack (but no idea what's causing it, not looked at it).

JIP weather is somehow working (the first 30-60 minutes JIP players are out of sync regarding the weather and changing the weather during the mission results in the same ugly 3D clouds as it already was in Take On Helicopters with dynamic weather). It's a pain in the ****.

But the new version won't be available anytime soon (most likely not even at game release, maybe a month or so later). Almost no time currently.
If my time allows it I'd rather spend my spare time playing Red Orchestra 2/Rising Storm than fiddeling around with the buggy mess called Alpha 3

Xeno


You are evil! "my version is running - yours not " leaves us


If money is no interesting currency for you, maybe a blow job?

So pleeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaase.....


BR

I&C
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Alt 28.08.2013, 22:43   #466 (permalink)
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lol, that is really good;

My is working and you can kiss my ****, anyway Xeno is the Boss here... , but I wonder if the problem we have is on mission side or on altis side or fifty/fifty. It is really mess with A3, I've added camo net to MHQ and base but due that change enemy attacks camo net... lol, video here:

arma 3 camo net bug - YouTube
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Alt 28.08.2013, 23:04   #467 (permalink)
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Had just one small desync after a counter attack (but no idea what's causing it, not looked at it).

Confirm the lag at counter attack - played for 3hours without the lag issue, but shortly after target ending with counter attack got the 2-3min lag. Lag started about 30secs after counter attack began.
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Alt 28.08.2013, 23:12   #468 (permalink)
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Confirm the lag at counter attack - played for 3hours without the lag issue, but shortly after target ending with counter attack got the 2-3min lag. Lag started about 30secs after counter attack began.

How many players on the server HUD? also have you reverted to the correct island size ofr the boxes or stuck with the Stratis sizes?
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Alt 28.08.2013, 23:24   #469 (permalink)
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Confirm the lag at counter attack - played for 3hours without the lag issue, but shortly after target ending with counter attack got the 2-3min lag. Lag started about 30secs after counter attack began.

Yes, but version you play has markers no larger than 2000x2000...
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Alt 28.08.2013, 23:26   #470 (permalink)
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Confirm the lag at counter attack - played for 3hours without the lag issue, but shortly after target ending with counter attack got the 2-3min lag. Lag started about 30secs after counter attack began.

Yeah, funny, isn't it. The counter attack script creates a few groups, one every 5 seconds and the rest of the time the script just sleeps and five minutes after the group creation it just creates a trigger, that's all it does.

Might be the d_fnc_getranpointcircleouter function which finds positions outside the main target to create the groups. It uses nearestObject and all those nearestBlaBla commands have the tendency on Altis to cause major hickups (and sometimes even freezes the game completely).

Quality over quantity. I'm laughing more and more. Who actually tested this?
Next time BIS should adjust their engine before building such huge islands which the RV 4 engine simply can't handle.

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Geändert von Xeno (28.08.2013 um 23:53 Uhr).
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Alt 29.08.2013, 14:20   #471 (permalink)
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First of all, dedicated server exe s/b 64bits to allow more than 2GB adressing space. I do not know if it is possible with current state of their engine. Probably not...
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Alt 29.08.2013, 14:54   #472 (permalink)
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xeno....

Im presuming after a large amount of testing today that you are running on an unedited internal version of L with the relevant porting of the markers etc, and adjusting of names for towns and resizing the two island markers?
No other file changes are needed?

Also can you confirm your server specs please, so i can do a comparison to ours

TIA

Geändert von Champy_UK (29.08.2013 um 14:56 Uhr).
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Alt 29.08.2013, 15:24   #473 (permalink)
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Im presuming after a large amount of testing today that you are running on an unedited internal version of L with the relevant porting of the markers etc, and adjusting of names for towns and resizing the two island markers?
No other file changes are needed?

I've disabled the nearest building check function (which previously checked buildings for AI to patrol buildings every now and then).

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Also can you confirm your server specs please, so i can do a comparison to ours

i5-3570k running at stock speed, aka no overclocking. Two client instances and the dedicated server running on the same machine, 16GB RAM, one SSD (read > 500 MB/s) holding Win 8 64 OS and one SSD (read > 500 MB/s) with Alpha 3 on it. So actually it isn't a server but my normal PC.

But even on that system a player teleport causes massive slowdowns for seconds when you teleport to another position on Altis (yet another indication that the engine can't handle the island).

Xeno
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Geändert von Xeno (29.08.2013 um 15:27 Uhr).
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Alt 29.08.2013, 15:27   #474 (permalink)
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I am pretty sure it has to be some changes made to files that check borders of isle markers. I 've made yesterday short video to show problem: xvandeikenx - Untitled Broadcast
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Alt 29.08.2013, 15:35   #475 (permalink)
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Xares, the border checking in my version is exactly the same as it was on the Stratis version.
I've changed nothing there.

Xeno
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Alt 29.08.2013, 15:55   #476 (permalink)
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Btw, the evening I've tested Domina on Altis I had a nearestBla command in the game debug console (can't remember which one it was but it had just a very small radius) and every time I've opened the debug console with Altis loaded in the editor the game completely froze and I had to kill it via the task manager, start again with Stratis loaded and remove the nearestbla line in the debug console there to get back on Altis.

Xeno
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Alt 29.08.2013, 16:18   #477 (permalink)
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Btw, the evening I've tested Domina on Altis I had a nearestBla command in the game debug console (can't remember which one it was but it had just a very small radius) and every time I've opened the debug console with Altis loaded in the editor the game completely froze and I had to kill it via the task manager, start again with Stratis loaded and remove the nearestbla line in the debug console there to get back on Altis.

Xeno

Thank you for your prompt answer Xeno and yes this is a common thing that has been muted on the BIS forum. A few scriptwriters i have spoken to are also suffering with their scripts and missions with any command that requires a count of a given item.
I have posted on the BIS forums and been as generic as possible and have spent 3 days testing trying to find the exact problem, trying to find the cause of these mammoth stalls and crashes, all the time knowing that Domina hasnt been at fault.
Whilst i take my hat off to those that have found various work arounds to get Domina working in the current restraints, that 'isnt my bag' and nor should it be anyone's responsibility to correct something that BIS have clearly over looked by creating a beautiful realistic island and not testing out core commands that would be used within scripts and missions. Currently the trend seems to be to use more and more modules to control AI, but i cannot believe that these basic commands arent in those in someway either. Thus making everything broken in some way.
This is in no way a dig at BIS for something that is to be ground breaking in every way and looks like a playground we all will want to play in for a good while.. we dont want it to a a game breaking island and then be forced to go backwards. Seems to be a lot of oversight and lack of thought thats gone into the testing of this and whilst being able to run some type of singleplayer run through to show its beauty at a games convention... it isnt what Arma is about..
We want to play friends together and as a community on Domina!!!!!

Geändert von Champy_UK (29.08.2013 um 16:21 Uhr).
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Alt 29.08.2013, 17:40   #478 (permalink)
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Xares, the border checking in my version is exactly the same as it was on the Stratis version.
I've changed nothing there.

Xeno

Thx I was looking in the wrong place...

@Champy_UK;

^well said, If I was a BI Developer in the testing departament (if any) I would run a few "big" user made mission like domination, warfare, wasteland, etc. Those type of missions shows bugs and lack of features arma engine has, very quick. Now we stuck with empty , nice Island and IMHO I don't see any bright future (I hope I'm wrong). Those Xeno words about arma 3, that game is going to be major focused on SP than MP step by step are proven to be true... Todays PC machines have at least 4GB RAM and more but we have software that can't utilize its power. It is like racing car with bus transmission...
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Alt 29.08.2013, 23:37   #479 (permalink)
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@Champy_UK & Xares:Thanks for your comments. Arma without Xenos Domination is only half cooked.

@Xeno: Echt unglaublich, was Du mit Deiner Arbeit vollbracht hast. Die Leute suchen die hx-Foren extra auf um Dir Feedback zu dieser einen Mission zu geben. Hut ab!
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Alt 31.08.2013, 19:06   #480 (permalink)
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Hello ,
I've pass in the DEV branch , and it was impossible to play DOMI on Altis , I was looking for what could be , don't find .
The game freeze after 1 or 5 minutes of playing and stay about 30 sec to 1 min .
I just found this post on the bohemia interactive forum : 1-2 FPS on Altis and 60 fps on stratis. - Page 14

it's say the command nearest could do that ! .

thanks a lot . and DOMI must live !!!!!
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