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Alt 27.10.2013, 17:26   #841 (permalink)
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Damn thought the low fps issue was due to some addon. Now tested with no mods and issue still the same. Im so fortunate to have a well populated server so my conclutions are that its the playercount that kills it.
Running first 3 maintargets this morning with between 45-50 server fps.
There were between 5-10 players on.
When player count got higher fps kept dropping - now on 5th maintarget with 26players and fps down to 7

Wonder if it can be the bandwidth settings - i have heard so many different settings that i dont know what settings to use anymore.
Heard different settings should be used on different missions - so as this thread is about Domi - what settings are you guys using for your servers ?

Geändert von [HUD]Dorph (27.10.2013 um 17:40 Uhr).
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Alt 27.10.2013, 17:40   #842 (permalink)
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Oh one quick question... Norrins revive (latest Ver) is that the same or similar as the Domination version?? And/or is there any view to keep and update or remove ??

I've written the revive in Domina completely alone (already during OA times), nothing to do with norrins or any other revive. The only change in A3 compared to the OA version of the revive script is that because of the problems handleDamage causes the player acutally really dies now before the spectating comes up and the player is uncon.

Zitat von [HUD]Dorph Beitrag anzeigen

When player count got higher fps kept dropping - now on 5th maintarget with 26players and fps down to 7

What you encounter is a problem of Alpha 3. Player numbers above 20 and AI kills server performance massively. As sad as it is, this wasn't such a big problem in A2/OA (though max player numbers were already lower in OA than in A2 plus it seems that later MP changes in OA were made for dayz gameplay style, means players scattered all over the island and not like in other modes where players are more focused on one spot).

Try to play with the A3 server bandwith settings, minerror, etc, etc.

PhysX seems to also not be optimized and, what I already wrote in one of the posts above, just one enemy AI Kaiman patrolling over a main target did cost me 4-5 server FPS...

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Alt 27.10.2013, 22:17   #843 (permalink)
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Zitat von Xeno Beitrag anzeigen

I've written the revive in Domina completely alone (already during OA times), nothing to do with norrins or any other revive. The only change in A3 compared to the OA version of the revive script is that because of the problems handleDamage causes the player acutally really dies now before the spectating comes up and the player is uncon.
Xeno

Sorry didn't realise it was your own work as until now we hadnt been into that side of the mission and never used it.

We are experiencing similar issues with performance but ours are due to a subskeleton error which @20 times per secs destroys the server to unplayable fps. But we arent having 20+ players in, more like 5-10... until the error we had taken 3 towns and one retake... then the error happened and its slowly dying off with lower fps

http://feedback.arma3.com/view.php?id=7136

Champy
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Alt 28.10.2013, 06:12   #844 (permalink)
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Zitat von Champy_UK Beitrag anzeigen

We are experiencing similar issues with performance but ours are due to a subskeleton error which @20 times per secs destroys the server to unplayable fps. But we arent having 20+ players in, more like 5-10... until the error we had taken 3 towns and one retake... then the error happened and its slowly dying off with lower fps

I've seen the ticket. But I doubt it'll be fixed before thursday. It's really sad that it always takes BIS ages before things get fixed or improved.

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Alt 28.10.2013, 08:24   #845 (permalink)
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Zitat von Xeno Beitrag anzeigen

What you encounter is a problem of Alpha 3. Player numbers above 20 and AI kills server performance massively. As sad as it is, this wasn't such a big problem in A2/OA (though max player numbers were already lower in OA than in A2 plus it seems that later MP changes in OA were made for dayz gameplay style, means players scattered all over the island and not like in other modes where players are more focused on one spot).

Ok ill just throw in some sugs here as my hart brakes to see my favorite mission being in this state due do sad changes from BIS.
How about making a lite ver, or an east/west/north/south. What i mean is, if i set server to run east, only east part of island would be used. With smaller island marker, and side missions and main targets only take place in that part of island. Do you think that could help?
I would gladly change the mission on my server every day if i had 4 different versions or a lite with lets say max 10-15 main targets within a cirtain part of the island.
We cannot allow Domi to die - NEVER
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Alt 28.10.2013, 08:41   #846 (permalink)
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Zitat von [HUD]Dorph Beitrag anzeigen

How about making a lite ver, or an east/west/north/south. What i mean is, if i set server to run east, only east part of island would be used. With smaller island marker, and side missions and main targets only take place in that part of island. Do you think that could help?

This won't change anything as the problems are not caused by the number of targets or the position of the targets or the number of side missions but the engine itself. Only BI can fix it by finally putting more effort into MP and not only Singleplayer. There's a reason why you find so many "bad MP performance" posts in many forums and comments throughout the internet.

I'd personally rather quit completely than wasting more time into a product which was not made for MP and there is no sign that it'll change anytime soon (in a reasonable time frame and not in a few years).

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Alt 29.10.2013, 00:38   #847 (permalink)
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Current changes for the next version:

Zitat:

What's new in 2.99r ?

* Fixed: Wrongly initialized island_center variable which caused a script error in fnc getranpointouterair
* Fixed: Missiles were not available again after respawn/layoutgear retrieve
* Fixed: Secondary muzzle magazines (like grenade launcher mag) were not loaded after respawn/layoutgear retrieve
* Changed: Disabled AI building search again (might result in better performance)
* Changed: Headless client support removed

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Alt 29.10.2013, 02:18   #848 (permalink)
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Hi all,

Domination 2.99q installed on dedicated server (Nitrado).
Mods: CBA_A3; R3F weapons and uniforms; FA/18 super hornet and sthud
Vas 2.0

Stable, since the correction of the problem caused by the script error in fnc_getranpointouterair.

Report bugs or crash:

Sidemission (d_sm_6, d_sm_6_1, d_sm_6_2) : the hangar exploded but the side mission is not valid.

During the Drag or Carry of a player, an error appears in the release of the latter (sorry not had time to do a screen capture).

That is, thank you for the work provided Xeno and thank you in advance for this new version.
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Alt 29.10.2013, 10:53   #849 (permalink)
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Zitat von Walt71 Beitrag anzeigen

During the Drag or Carry of a player, an error appears in the release of the latter (sorry not had time to do a screen capture).

Ugh, why does suddenly an error appear? Does this happen with Alpha 3 "Stable" or the DEV version?

Zitat von Walt71 Beitrag anzeigen

Sidemission (d_sm_6, d_sm_6_1, d_sm_6_2) : the hangar exploded but the side mission is not valid.

Cool. Seems suddenly the killed EH does not work for the building anymore

Xeno
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Alt 29.10.2013, 12:48   #850 (permalink)
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Hello Xéno,

in Alpha3 Dev version.

I would take a screenshot of error and post her.
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Alt 29.10.2013, 13:03   #851 (permalink)
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Zitat von Walt71 Beitrag anzeigen

in Alpha3 Dev version.

Thanks, so something must have changed in the DEV version as there is no error with the stable version *sigh*

If you have a screenshot please post it here.

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Alt 29.10.2013, 13:18   #852 (permalink)
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I update the server with the latest update of the Dev, then i checked for the error of the Drag or Carry and i joining the screenshot if the error is still present.

For the side mission (d_sm_6), we asked a twenties of explosive charges, the hangar was explode but mission not valid.

Geändert von Walt71 (29.10.2013 um 13:27 Uhr).
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Alt 29.10.2013, 17:51   #853 (permalink)
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Hi Xeno,

apparently the error of the Carry or Drag has been corrected with the latest update of the DEV version of this day (1.05.111.600 ). Having played 3h, and the error is therefore not appeared, so I think it is been corrected.

I have not been able to check for side-mission (d_sm_6) because I am not roost, therefore a review.

I te want to the current for all new errors, version 2.99q rotates 24/24h in Dev version on our server. Xeno, thank you in advance for the support and updates.
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Alt 29.10.2013, 20:59   #854 (permalink)
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Hm, Walt71, I was able to destroy the hangar with 5 satchels and the sidemission ended normally... (though I have only tested it in the editor, will do a test on the server too).

Edit: Yeah, once I start the same mission on a dedicated server nothing happens, even after using many satchels, nothing happens. God damned. What's that now, lol.

Edit2: Even if I do a setDamage 1 manually via debug console nothing. Sometimes I hate this game.
And I like that the server RPT gets flooded with stupid "Ref to nonnetwork object 365c8080# NOID b_soldier_03.p3d" messages, grrr. Screw you BIS for making a stupid Singleplayer game...

Edit3: At least clouds do now also show up on JIP clients (and normal clients at mission start), at least one old issue fixed with a workaround.

Edit4: OMG, once the tent hangar has received damage it gets replaced with a new object, which is a damaged tent hangar which does not have a damage of 1 but something like 0.8 (the original non damaged tent hangar is moved x meters under the ground). And of course the new damaged tent hangar object does not have a killed and handleDamage EH attached to it. Oh boy...
No idea yet how to solve it as I don't have an easy solution on how to pick up the damaged tent hangar object yet.
What's even more funny is that after destroying the damaged tent hangar object a third object gets spawned, tent hangar ruins
So this means, when a tent hangar gets destroyed three objects exist, the non damaged tent hangar object, the damaged tent hangar object and the tent hangar ruins object. lol

Edit5: Side mission 6 removed. No need to waste more time finding an easy fix for it. Enough Alpha 3 for today, back to playing RO2/Rising Storm

Xeno
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Alt 29.10.2013, 23:23   #855 (permalink)
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Ok, thank you Xeno

i looked at my logs (RPT server) and I have also the same query (nonnetwork object 365c8080# NOID .... )

Each day they fix bugs that in back of other (see bugs veterans), they would do better to look at the optimization server side that we make corrections on the rain (it fleet every 2 hours while in Greece fleet 2 days in the year ^^ lol ) or on the clouds.

Thank you again Xeno for this quick response, I want to know for all other bugs.
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Alt 29.10.2013, 23:27   #856 (permalink)
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Just to keep you in the loop we have released our take on your version of Domination via Armaholic. Your core mission with a little twist or two of our own.
Thank you for a great mission and i hope our edit does it justice.

http://www.armaholic.com/forums.php?...&n=last#bottom

Thanks
Champy
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Alt 30.10.2013, 00:06   #857 (permalink)
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Xéno,

I pray thee join a part of my Rpt-server today.

This is a cry

Client: Object 16:578 (type Type_85) not found.
Client: Object 16:578 (type Type_84) not found.
Ref to nonnetwork object 51d1c100# 1925132: ttowerbig_2_ruins_f.p3d
Ref to nonnetwork object 4af1b200# 1921328: slum_house02_ruins_f.p3d
Ref to nonnetwork object 7c9fa400# 1921195: metal_shed_ruins_f.p3d
Server: Object 16:585 not found (message 110)
Server: Object 16:584 not found (message 110)
Server: Object 16:583 not found (message 110)
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Ref to nonnetwork object 78cf0100# 1925274: metal_shed_ruins_f.p3d
Ref to nonnetwork object 54702b00# 1925508: cargo_house_slum_ruins_f.p3d
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_hamr.p3d]
Error: Object(16 : 599) not found
Error: Object(16 : 599) not found
Error: Object(16 : 600) not found
Error: Object(16 : 600) not found
Error: Object(16 : 603) not found
Error: Object(16 : 603) not found
Error: Object(16 : 604) not found
Error: Object(16 : 604) not found
Error: Object(16 : 605) not found
Error: Object(16 : 605) not found
Server: Object 2:8038 not found (message 221)
Server: Object 2:8038 not found (message 221)
Server: Object 2:8038 not found (message 221)
Server: Object 2:8038 not found (message 221)
Server: Object 2:8038 not found (message 221)
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_tws.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_arco_f.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Server: Object 3:2027 not found (message 110)
Server: Object 3:2028 not found (message 110)
Server: Object 3:2029 not found (message 110)
Server: Object 3:2030 not found (message 110)
Server: Object 3:2031 not found (message 110)
Server: Object 3:2032 not found (message 110)
Server: Object 3:2033 not found (message 110)
Server: Object 3:2034 not found (message 110)
Error: Object(3 : 2022) not found
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Error: Object(16 : 608) not found
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_tws.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Error: Object(16 : 610) not found
Error: Object(16 : 610) not found
Error: Object(16 : 611) not found
Error: Object(16 : 611) not found
Error: Object(16 : 612) not found
Error: Object(16 : 612) not found
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Error: Object(16 : 615) not found
Empty word in sentence 'XMIT' '' 'dist2000' 'at10' 'xmit'
Empty word in sentence 'XMIT' '' 'dist2000' 'at10' 'xmit'
Empty word in sentence 'XMIT' '' 'dist2000' 'at10' 'xmit'
Error in expression < 1) - ((random _radius) * cos _angle);

_x setVehicleAmmo 1;
_x setFuel 1;
_x se>
Error position: <_x setVehicleAmmo 1;
_x setFuel 1;
_x se>
Error Undefined variable in expression: _x
File mpmissions\__cur_mp.Altis\x_server\x_f\fn_arifire. sqf, line 75
Error in expression < 1) - ((random _radius) * cos _angle);

_x setVehicleAmmo 1;
_x setFuel 1;
_x se>
Error position: <_x setVehicleAmmo 1;
_x setFuel 1;
_x se>
Error Undefined variable in expression: _x
File mpmissions\__cur_mp.Altis\x_server\x_f\fn_arifire. sqf, line 75
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_tws.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
(6263 [magazine]): Network sync error - NMTFireWeapon
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
Empty word in sentence 'XMIT' '' 'dist2000' 'at11' 'xmit'
Empty word in sentence 'XMIT' '' 'xmit'
(6263 [magazine]): Network sync error - NMTFireWeapon
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Alt 30.10.2013, 07:59   #858 (permalink)
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Undefined error in this case can only happen when somebody has removed one of the artillery vehicles at base in the editor (or if somebody has intentionally set the variable reference of one of the artillery vehicles to nil).

Xeno
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Alt 30.10.2013, 12:48   #859 (permalink)
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Zitat von Xeno Beitrag anzeigen

Undefined error in this case can only happen when somebody has removed one of the artillery vehicles at base in the editor (or if somebody has intentionally set the variable reference of one of the artillery vehicles to nil).

Xeno

Yes, I made this mistake too. If we really must remove a base asset that potentially has a script running on it, the best way, other than tracking the script down and stopping it, is to set the probability of presence of the particular unit to zero. This allows the scripts to still run, but effectively takes the unit away.
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Alt 30.10.2013, 15:47   #860 (permalink)
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ok, thanks Xéno
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