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Blue1

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About Blue1

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  1. Hey Mates, i've asked some well known people of this community if they want to "take over" my Mission and the further Development. Bad News: No one wanted to dedicate himself to continue the work on it. Good News: i will publish it "as it is" - free for everyone to host, edit and do whatever you like to do with it. As you already know, i am sorry that my spare time (especially for Arma3) is very limited at the moment. So i hope you give me a few more days to edit & release a "publishable" Version. For me, the most important thing is, that i want to hand over a Documentation of it, as good as i can provide. As soon as i am done with it, i will update the first Post on this thread with everything you could need to gain the same performance and stability my servers/mission had. Once again - i am sorry, but i hope you all can understand why i did this. Of course i know, this won't have any effect on BIS, their work, popularity or even on things "that have to be done" to/for Arma3 ... but,... yeah, i made my decision. Thank you very much for joining / supporting my servers (together we reached Top 15 (DEV) and Top 5 (Worldwide) on Gametrackers.com btw...^^) and i hope you will still have fun with Arma3 as i had - once. Best Regards, Blue1
  2. i am usually not the guy "twisting a knife in a wound"... but... this release is indeed an Epic Fail - and many many have seen that coming since it went Beta and with that, usually the core-engine wouldn't be touched anymore / not in-depth... "Legendary" Xeno, for example, stopped developing/editing already a while ago. And i know understand him (very much)! I needed somewhat longer to realize and finally decide that i need to quit trying to create a "128 players PVP CTI" - as it is simply not possible, for so many different reasons. But there are enough threads/critics/feedbacks and workarounds relating to MP-performance (and all aspects belonging) that showed all this problems were known /communityproven since Alpha... Maybe, 2014 or somewhat - this will be a patchworked piece of Gaming-Software similar to "other" Games from 2012/2013 when it comes to Multiplayercounts, Server-Stability, Servercores-Utilization, Netcodes and Performance. Good Luck fellow Hosters & Editors ;) "Multiplayer up to 100 players" BWAHAHAH ...yes,..but only without ANY other Scripts/Tasks/Vehicles/ whatever / on the Map ... ^^ SCNR
  3. yes, if the Radius is set - of course ;) It was just a suggestion!, as i have seen stuff, in other missions, that checks ALL ITEMS on ALL OVER the Map,... :butbut:
  4. Maybe it could be due to your Missions Scripts/Loops whatever. Use Notepad++ or some Editor to "search all files in Folder" if its using any "nearestObjects"-checking Stuff. Everytime, you trigger or loop this function, it possibly checks 270km² on Altis... Stratis was around..20km²?!
  5. Blue1

    Another one is leaving Arma3

    Just a few words before i have to go to work. Phlux: I do not talk about PLAYING - maybe you read again. I talk about hosting and editing for guys like you. And i simply see no more sense, to support this game for now (maybe, there you are right, in 1 year or something). I HOST on DEV branch since Altis release - and believe me, you cannot call a MP game stable if you need to restart the server.exe 2-3 times a day (due to well known problems, since alpha..or previous Armas....) and, "a joke" is a very friendly description for MP-Playercounts that are possible at this time (1 day before release, remember?). If you think everything will change with tomorrows release,...you seem to really have no idea what bunch of changes to the core-engine needs to be done (which usually should have ben done in alpha...) to make a 2013's playercount in a MP-Game possible. Sure i've met a lot of very nice people, supporting me and my server and my mission. thats not the point. the point is - i repeat - Arma3 as a MP-Game is going to release now and does not match my personal expectations i had while trying to create a fast CTI mission, pvp based on a 270m² island, with atleast 96 players (wanted 128 or more due to this size of Altis but ...yes... this wont ever happen) ... the rest is history^^
  6. I know, most of you haven't ever heard of me/my mission or my servers. And i hope, you aren't thinking that i think i am somewhat important to the community or to BIS..... just wanted to let the regular visitors of my servers, you and BIS know: i've made a decision. i've took my time to think about it very well,...a few days. i will stop hosting and editing / supporting Arma3 the way i did. The reason: in short words - Arma3 will never be able to get a stable, constant massive multiplayer (with that i mean more players as every old console can handle) wargame. period. *Sigh* i am sad too - but, there is no evidence to anything, that related to MP-Server-hosting or MP-optimizations on BIS-side will ever change or ever occur to make this a real PC multiplayer expirience. I am sorry - but i am not going to waste my now somewhat limited sparetime with editing and/or money for servers that never get close to any average utilization of more than 30% while the game/engine fucks itself to hell. Regarding to this, Arma3 will never get even close to my personal expectations at a 2013 largescale MP wargame. Details regarding the future of my Servers (at Top 5 to 20 at Gametracker.com)/ the Mission and its development will follow soon, at the Missionsthread. I am sure you, or the most of you, will understand. Best regards, bye Blue1
  7. Guys, i've made a decision. i've took my time to think about it very well,...a few days. i will stop hosting and editing / supporting Arma3 the way i did. The reason: in short words - Arma3 will never be able to get a stable, constant massive multiplayer (with that i mean more players as every old console can handle) wargame. period. *Sigh* i am sad too - but, there is no evidence to anything, that related to MP-Server-hosting or MP-optimizations on BIS-side will ever change or ever occur to make this a real PC multiplayer expirience. I am sorry - but i am not going to waste my now somewhat limited sparetime with editing and/or money for servers that never get close to any average utilization of more than 30% while the game/engine fucks itself to hell. Regarding to this, Arma3 will never get even close to my personal expectations at a 2013 largescale MP wargame. Details regarding the future of my Servers / the Mission and its development will follow soon. I am sure you will understand. Best regards, Blue1
  8. okay - i see you need it for coop and i assume you dont have more than 20-40 players? i use my servercapacitiys (at least as far as the engine allows me to ((and thats only 30% max)) for PVP at 60 players and above. The HC was only meant to offload around 40-60 AI, defending the capturable towns and for some cleanup-activities. But as AI is quite useless... i decided to reduce / deactivate it. but for 600 AI ,...... find another way - i am pretty sure you don't need them all at once and the same time? Or you going to make a "Attack / Defend Omaha Beach" Mission? XD edit: my server hardware & connection
  9. i am pretty sure this won't be "fixed" as it is supposed to be like that... $...you know ;) But for my expirience -> try other method to optimize your maps performance - on my maps/tests i haven't seen only little differences with/without HCs... sadly. Edit: Btw - you know it is just a very freaky workaround while trying to get more out of your servers cpu/core capacitys, which BIS won't or can't make available due to the somewhat singlethread-optimized engine!? If i had to choose again - i wouldn't do it.
  10. IF YOU WANT TO HOST MY / OUR MISSION - ASK ME BEFORE YOU GET IT ONLINE!!![/color][/b] Reason: Because some funny Guys with no clue about hosting - and of course no respect for the work of others - didn't ask! And i had to answer a dozen PM's "why is your server is so crappy" ...and then i found out some jerks where hosting it on some useless Home-/ or cheap VMbullshit-Servers... And there are my contactdatas in the Briefing, usually referring to MY official servers ... but many, mostly newer Players, didn't recognized that they aren't on the "official" server or even on the newest version. So - to avoid scaring new players away from this game mode / mission due to playing an older version which could contain certain bugs, i have to say it again, sadly: THIS MISSION ISN'T FREE TO TAKE - IT IS STILL IN DEVELOPMENT - AND I'D LIKE TO BE ASKED BEFORE USING IT (for many, also technical reasons) AND AS IT IS "MY PROJECT", I DECIDE WHEN I "RELEASE" IT! NO -YOU CAN'T JUST TAKE IT! - otherwise i'd have published a link to download or added it to Steamworks. YES, YOU CAN ASK ME IF IT IS OKAY, IF YOU WANT TO HOST IT ON A PUBLIC SERVER! I even will provide you with a special version, just for you and your server (with removed contact datas regarding me and my servers, for example...) Sure, i do not have any "copyright" or something - but a little respect for the people who invested endless hours, some money for the servers and whatever... wouldn't be wrong, don't you think?! Or is it already time for "take what you need, steamguy, it s only a bunch of 0's and 1's ...so nobody needs to care..."!??!?
  11. @Ric: Steamworks: please read some of my ongoing statements before - the mission is NOT finalized and therefore not ready for Steamworks and absolutely NOT "free for all to host nor to do whatever u want with it" ! I will make it downloadable when i am satisfied with it. period. So long - check out v8.1: new stuff, statitics, jets & tanks added, some balancing,..some new prices, UAV stuff at weaponshop, fixed "liftable flagpoles" AND MINIMIZED (edited) AI-TOWN DEFENDERS COUNT (for more performance and making teamplay / communicaions neccessary ;) have fun - going online next few minutes
  12. give it up - don't feed this, very untalented, Troll (Zukov) ... :j: Of course there is enough to complain about - but surely not about available PVP and/or MP missions. (and yes, we all now the bigtime content in Arma always came, and and will always come from the community^^...oh, except of all that "wow, what is this new stuff /game on steam? i can shoot there, i have to buy it"-guys ...) I am pretty sure now, he just isn't able to use the filters... anyway. don't know if its just me - but i can't even remember when i have played any SP-game the last time on PC, as it is the USP ... I don't buy a MP game, that lives /has always lived with the Online-community and modfunctions...to afterwards complain about SP...do you!? Really? Then better get back to your PS3^^
  13. Hi, sorry, a lot of work to do this evenig. ..so ...not much time, answer kept as short as possible. Sure - somehow the playabilty of everything depends on overall connection and distribution to the clients PC. But, if the client PC is too slow for the rest of the game,..just him desyncing/lagging - and other plyer see him jumping (example, if one enters a heli and you see his soldier/playermodel "fly around/behind " the helicopter. of course this is affecting the gameworld (in mentioned example before, it can cause mainrotordamage and heli-crash if things run really bad.) Yes, i will set a max.ping soon - and of course, as said above - if your PC is at the far low-end and you run a crappy 3G or whatever bullshit connection... well, lets say, i had some funny situation when someone was complaining and told me his Specs... i asked him if he is kidding me. But for the majority of Arma3 Players we have somewhat Midrange to Highend Hardware - and most of the people that want to enjoy MULTIplayer (not counterstrike, not minecraft, not browsergames -BUT 60 OR MORE ALIVE PLAYERS - remember: actually, every f*cking dumb console can handle this already^^) , they know that an 9.99€ 512/256 connection isn't enough. If not - let them form a line for facepalming each others....... only way to "work against" desync, on Serverside, is trying out some other setup / adapt these values for the particular mission and the maximum Playercount of it: MaxMsgSend = ***; MaxSizeGuaranteed = ***; MaxSizeNonguaranteed = ***; MinErrorToSend = 0.00**; MinErrorToSendNear=0.00***; damn, its late - gotta go. But there are dozens of threads regarding this settings/ issues.... don't want to repeat it on a daily base. *EDIT: forgot something: to outsource the "download of the mapwhile a new player joins" ...from the server to an external source - will change nothing. Read eralier posts, i tried on Ramdisk already = no difference except in loading speed - ...and my conenction at the server (100Mbit up & down synch!!) isn't anyhow more used than around,...20-25% (at 80 players heavily fighting!)! best regards, CYA & try to have fun with what we are given for now..... Blue1
  14. Without the intention to offend you...but have you ever visited the Feedbacktracker?! Looks like you recognized my / our legit "ranting", here and elsewhere - but missed to check and vote at least for one of the dozens or maybe hundreds of server-/memory-/cpu-related "rants" (or bugreports) there?! I repeat, this issue is known - from the start - and a proven fact since ages. thats why i, and some others that know a little about "whats going on", "rant like this.
  15. Hi, i do run a few server instances on, of course, a 64bit machine, a rather big one. So the Servers (hardware)performance isn't (was never^) the problem. As said above - as soon as the arma3server.exe exceeds the memory-usage, the server-FPS drops to nowhere... i can proof that, as i am always running ASM and i do monitor everything. i ran some tests, lately, with a complete installation of everything needed to run my 80player pvp cti mission..on RAMDISK. So HDD wouldn't nearly even notice whats going on. Only WinServer had some operations once in a while...but nothing remarkable/relevant to this epic issue. Guess what - nearly no difference. Same problems occur. So conclusion is - the ENGINE itself (as told & proven a fact a million times before) has problems to manage stuff if we reach around 2-2,3GB memory usage. Then we add some Battleye verification which seems to suck up unbelievable freaking much capacitys of everything to do his work,...multiply it with arounn 2-4 player that join or leave in the same minute and cause additional "join in progress"-lag .... TADAAA - this is another crash, proudly presented by BIS. And ALL THIS - WHILE THE COMPLETE SERVER-CPU-USAGE NEVER EXCEEDS MORE THAN F*CKING 25-30%!! So,.. if it wasn't so damn sad,...i'd laugh and ask if you want to kidding me.... *sigh* will this ever be a working engine? :( Good idea - bad realisation. thx
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