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      Red Tide Part IV   05/21/2017

      OPERATION "RED TIDE" PART IV 27 May 7pm GMT More info here.
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=VG= SavageCDN

=VG= Arma3 Alpha Server

436 posts in this topic

I was using the passworded server yesterday to test stuff for the public server and forgot to put the non-public version (no TK stuff) back up.... after about 6 hours of working on it. So sorry I ruined your day.

If you want the admin password (goes for any VG member) just send me a PM and let me know if you need to be shown how to use it. Remember there are no controls outside of the game you must join the server to do any admin tasks. DO NOT stay logged in on the server while playing!!! Logout once you've finished doing whatever.

http://community.bistudio.com/wiki/Multiplayer_Server_Commands

Dynamic War Sandbox v1.4c VG is the name of the mission for the private server
Dynamic War Sandbox v1.4f Public (or something like that) for the public server

I'll clean up the mission folder later today so it's less confusing
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MP browser filter for Veterans you should find it.

Mission originally had 30 slots but it ran like shit with 30 players.. 24 seems to be OK though.

Both servers are now public running the same mission.
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sorry for posting like a dick head, ive had a bad bout of influenza lately and its messing my shit up. i really appreciate all the hard work you put into this stuff Savage, you don't get enough praise.

again, sorry.
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Nice with two full servers running, just hard getting into them now :o)

Any chance could set up two ARMA3 coop channels, so we dont get #1 and #2 mixed up in TS chat?

Also; ran into some issues with only there being two transport choppers, I guess the KA-60 has larger room for more passengers?

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Don't worry about it Murder.. I wasn't having the best day either :)


OK so here's my plan for the mission - if you have any feedback I'd love to hear it:

-remove AH9 and use transport only choppers
-4 pilot slots, 4 choppers ??
-engineer and medic in each squad if possible
-lose the diver-specific squad (you can always dressup) ?
-revive marker on map?
-move base to southern tip of island or NE tip?
-more enemy patrols
-add hint on entering MHQ that it is an MHQ
-making teleport toilet and ammo boxes MP idiot proof (ie: can't run them over, blow them up, etc)
-make base barriers invincible

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Yes for everything, though i like the base postiton as it is. Nice view and not too close to the enemy.
What's the playable average server fps now?

I've seen it as low as 5 or 8 and still 'playable'
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yes more patrols sounds good, and maybe more people in patrol( 5 ) maybe ???
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Nice work. Good pop and teamwork today.

Suggestions:
-Keep the SEALS. It is very easy to switch gear so there is no need to remove them. Plus ppl like to swim sometimes. Example. I spawned as a regular soldier and a seal and saved these defaults in my loadouts. Now i can quickly switch at the VAS. Another option would be to have default loadouts (in addition to custom) for special abilities. SEALS, Medic, AT, Civilian etc.
-More water objectives.
-AI seems sparse but super accurate if u do find one.
-Need some civ vehicles scattered about so we can steal them.
-Remove explosives placed at base with warning of who placed it. Current grief is to mine the helo pad.
-Add repair kits to every vehicle and helo inventory
-if respawned the grenades no longer work. This can be fixed by LOADING a saved gear at the VAS. This bug has to do with remove all equipement. If the VAS fixes this then they may have figured out a workaround.
-Helo refuel at spawn point or have some other way of recovering a helo that is empty fuel or damaged at start.
-One of the big griefs atm is to destroy everything at start with explosives or CAS. Need a trigger to check, clean up, and respawn the base or vehicles.


thers more but I would be here all day..... and i forget.
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* Please do not remove the AH9.
* More heavy vehicles on OPFOR would be a nice addition.
* Add a extra helicopter pad for a KA60 or another MH-9 so we can get everyone moving, even though it is kinda neat to also do a convoy with vehicles.
* Possible to have #1 start morning and #2 at afternoon/evening so we might get some night action?



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Thanks for all the suggestions keep 'em coming. I'll go through them later today.

One server is running same version as yesterday (f) the other a newer version (g) - done before the suggestions :)

G version
- kept diver squad, now 4 x pilots, more repair guys
- 4 x MH9 (will consider putting AH9 back I'm just sick of pilots razing an AO for no reason)
- moved base to southern tip of island (space considerations)

- added AI suppression script (twpcas A3 beta)
- trying to force setSkill on enemy AI (0.3) to lower their aimbot ability*
- added more enemy infantry patrols
- default CQB percentage is now 40%


* at the moment there is a bug with server config files and setting enemy skill. Basically all AI skill are set at 1 (max) and changing through the server's profile .cfg has no effect


***************************************
Quick feedback from this AM:

- go back to 2 x MH9 and add unarmed KA60 - 3 pilot slots or 4 ??
- consider moving base back to LZ Connor
- still need more enemies !!!
- redo some base design
- remove mortar pit
- remove mines/explosives

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Thanks a lot Savage, it feels like you are being worked to the bone, i shall repay you in the currency of cat pictures ;) http://i.imgur.com/m7ayFyt.jpg
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Nah just trying to get something decent up and running for public consumption. There seems to be a need both servers are maxed at peak times.

BTW that cat is fucked :)
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Some fixes for G version from feedback:


- removed explosives and satchels from VAS - players may still have a custom loadout that has explosives and repair specialists still start with satchels - can fix that later by removeAllWeapons at start

- back to 3 x pilots and 3 choppers 2 x MH9 and 1 x KA60... the KA60 is an OPFOR chopper so we'll have to see how the enemy AI handle it

- 2nd repair service at base
- 2 x repair kit added to each vehicle - should respawn with them too but need to test that

- all vehicle wrecks should disappear now once the vehicle respawns

- random civ trucks scattered around map

- changed default CQB to 30% running on clients (from 40% on server) as it seems to spawn more bad guys running on clients


More to follow....
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Nice.
Satchels were quite usefull though, but i understand that there's no other way for now.
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Re: AH-9
I'd suggest adding into server rules on login regarding AH-9 usage (and adding it again), not to engage AOs (Which I would assume most often would be the squares/areas with buildings) unless called in for CAS. But that it is allowed to act as either overwatch or free-roaming Seek and Destroy for enemy vehicles (more of them regardless would be nice).

Have not played around on server since last night so perchance its all good even if the AH-9 is gone on the G server. That said, having two codebases with different setups seem like a good idea to test out stuff although a bit "harder" to manage I suppose :)

Cheers for the work regardless.

Question regarding the server;
Do you have any performance details including bandwidth consumption with 24 players (and cpu/memory). I was thinking about the possibility of using some of the spare bandwidth where I work for a server but would like to have some metrics before going further.





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instant LAN_WROTE ...

Re: AH-9
I'd suggest adding into server rules on login regarding AH-9 usage (and adding it again), not to engage AOs (Which I would assume most often would be the squares/areas with buildings) unless called in for CAS. But that it is allowed to act as either overwatch or free-roaming Seek and Destroy for enemy vehicles (more of them regardless would be nice).


As much as I'd like to leave CAS in having a 'rule' doesn't really help deal with those who either:
- jump in CAS, take off, raze the island
- jump in CAS, destroy base (unless they tk the scripts won't kick them)
- use CAS as transport anyway

Right now it is difficult to run a server since there are no admin tools like battleye or RCON... so I'm trying to make it as 'idiot-resistant' as possible for the moment. Short of babysitting the server by sitting in-game there isn't much we can do.

We will probably end up having one public server that is locked down, and a passworded server with less restrictions, better CAS and free blowjobs... in the hopes that the real team players will get sick of the public server and get on the private one.


instant LAN_WROTE ...

Question regarding the server;
Do you have any performance details including bandwidth consumption with 24 players (and cpu/memory). I was thinking about the possibility of using some of the spare bandwidth where I work for a server but would like to have some metrics before going further.


Our server runs 4 Arma 2 servers and 2 Arma 3 servers (plus teamspeak, some other stuff)
core i7-2600
32GB RAM
100mbit

Hard to gauge the CPU usage right now but it runs around 15-25% on the core it is assigned to.. don't have any real data though so that is more of a guess.

For most mission types I find 156kpbs - 200kpbs upload per player is enough (includes some overhead). For MSO-style missions like this one the upload can be a bit higher around 256kbps per player. So if you have 10mbit line you should be able to do 32 players easily.
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SavageCDN =VG= LAN_WROTE ...

We will probably end up having one public server that is locked down, and a passworded server with less restrictions, better CAS and free blowjobs... in the hopes that the real team players will get sick of the public server and get on the private one.

Yes please. Maybe 2 public and 1 for testing/events/teamplay?


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Not sure about running three A3 servers.. I'd have to look at resource usage on the dedicated. Plus it's not easy to assign cores like we can do with TCAdmin since A3 does not have a real 'server' files (yet). I'll see what I can do though :)
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Here is baby manatee for you.




oh oh.. well in that case.....

i know right

looks tasty actually
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Some feedback after playing G:

* Awesome with more enemies

* CAS is needed with all the vehicles

* The KA60 is good for transporting more troops but seems to descend very very slowly. Will take some time getting used to it.

* Nice position of new base; possible to have the Helipads spread out more in case of accidents to avoid having all choppers blown up.
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both servers updated to verision i

-updated revive script
-added AI suppression and LOS script - automagically disables itself if server < 15 fps

minor fixes:

-mhq has toolkits now but they don't seem to reappear on respawn
-tried to give a bit more space for choppers but still don't like the base layout (forgot to re-arrange ammo & teleport)


PITN was right it seems to run best with AI at 10% CQB running on clients (with all 25 players on). Not sure how it will scale to low server population. The AI patrol groups (not DAC) run on the server. Today server was full and server FPS was 15 at lowest.. which is OK.
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