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Thread: MFCTI Beta 2.6

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  1. #1
    I have talked to BBQ BOB and Binkster Both [RN] Members http://www.roughnecks.org

    this is the open Beta to help find and fix bugs. Not to Change loadouts, prices, add wepons and vic.

    Main Problum right now is JIP thare are alot of bugs with JIP. so please lock server if playing or the server will probily crash.

    This mission needs the SaraLite Map to play it or edit it.

    Download Saralite= http://www.armed-assault-zone.com/do...s.php?file=138

    Missions and Addon = http://rapidshare.com/files/20068168..._BETA.rar.html

    Roughnecks.org fourm for mfcti bbq and Binkster mission http://roughnecks.org/forums/viewtopic.php?t=3597

    please e-mail makers modified scrips or me at or

    This map is on the BDA Dedicated server!

  2. #2

  3. #3
    First Sergeant
    Join Date
    Feb 21 2002
    Location
    Zaragoza (Spain)
    Posts
    824
    Quote Originally Posted by (Olle Stolpe @ Mar. 14 2007,16:54)
    thank you thank you thank you thank you!!!!
    Agree
    Let BIS make the engine, the community creates the game.

  4. #4
    hmmm... my game crashes when running this mission.
    I got it up and running once, and has crashed about 10 times.
    Both on dedicated and hosted games.

    Anyone else having that problem?




  5. #5
    Gunnery Sergeant
    Join Date
    Jun 28 2005
    Location
    Kilgore Texas USA
    Posts
    592
    There are tons of bugs left but we have fixed a few since 2.6. ***JIP is a big issue as well as converting sqs to sqf. ***I dont think JIP needs to be used in a cti like this. ***Personally everyone remembers how much a cti was dependent on a good server, for example one person has high ping and low bandwidth would lag the server for everyone, you can imagine what a jip would do for a 20 player game with over 300 ai on map. ***Im thinking JIP would be used if a friend/player lost connection we could unlock server durring game and let them back in and then locking it back. ***Im not even sure u can lock durring a game as i know in ofp you couldnt. ***That would be a nice feature if its not added. ***Im currently working on some issues with scripts that worked in ofp but not in arma. ***Im a novice at scripting but a few guys like bbqbob, jack hammersmith, Johnnie Walker and myself have really improved this cti alot. ***If there is any advanced scripters who can convert sqs to sqf feel free to messege me and we can get this cti rolling. ***There are over 225 scripts just in mission itself so converting the scripts wouldnt be easy.

    ps. by the way skywolf im not RN im KAOS lol..........




  6. #6
    Hello,

    I modifieded mfcti 2.6 to remove the marker bug. It's a temporary solution. i just removerd all markers and vehicle markers... so we don't see enemy markers but also not friendly markers...

    What is done:
    Removed player markers
    Made Respawn marker invisible
    Removed the script that added markers to vehicles
    Removed the Green circles for towns

    *Town Flags Remained,but they are not the biggest problem*

    You can download the modifieded CTI version here

    "Removed"

    Updated version
    http://rapidshare.com/files....ip.html

    Greetz



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  7. #7
    As I posted elsewhere, you don't have to remove all markers, you get substancially improved performance by changing EVERY setMarkerxxxx command in scripts to setMarkerxxxxLocal
    The markers are then not Globally communicated between every machine on the network (per changes in the Marker commands since 1.05)

    I won't post my version fixed per above because binkster and co are sitting on their updates and not releasing, and me post a fixed older version here is only going to make it worse for the community it would seem.
    OGN server community is pushing forward on revisions of the old release seeing we have nothing any newer.




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