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Everything posted by =VG= SemlerPDX
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The VETERANS-GAMING Project Reality COOP Server is now online in 1.6.0.1 -- and sorry to report, it's already full. We do not yet have all our settings in place, but we will be adding these in the next day or few as we get up and running again. All Admins will need to be added back, as you enter the server, you will appear in our logs, so just message =VG= m823us, and he'll get you added to the list (then - in game just run the !init command to make it active) Thanks for everyone's patience! We had quite a few curve balls this time, and troubleshooting meant backing off changes, etc, then slowly adding them back into place. Even then, as careful as we are, little mistakes happen, you forget one thing you changed just for testing, and boom... another 5 minutes wasted... you know the drill. Glad to report it's all well now, and any issues with maps, please report here or our website, and we'll get them forwarded to the correct group and add the map to our Disabled Maps list. *On that note, the VG Maplist Randomizer System is not yet up and running, and this is only because we need a day or two to evaluate the maps and what works/what doesn't. So it's restarts to Muttrah after a crash for just a day or two, then we'll get everything back to normal. Cheers! Moderator: /closed -- please direct all discussions, issues, bugs, questions on changes to the thread here:
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PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
The VETERANS-GAMING Project Reality COOP Server is now online in 1.6.0.1 -- and sorry to report, it's already full. We do not yet have all our settings in place, but we will be adding these in the next day or few as we get up and running again. All Admins will need to be added back, as you enter the server, you will appear in our logs, so just message =VG= m823us, and he'll get you added to the list (then - in game just run the !init command to make it active) Thanks for everyone's patience! We had quite a few curve balls this time, and troubleshooting meant backing off changes, etc, then slowly adding them back into place. Even then, as careful as we are, little mistakes happen, you forget one thing you changed just for testing, and boom... another 5 minutes wasted... you know the drill. Glad to report it's all well now, and any issues with maps, please report here or our website, and we'll get them forwarded to the correct group and add the map to our Disabled Maps list. *On that note, the VG Maplist Randomizer System is not yet up and running, and this is only because we need a day or two to evaluate the maps and what works/what doesn't. So it's restarts to Muttrah after a crash for just a day or two, then we'll get everything back to normal. Cheers! -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
Thank you, brother! Installing patch now, but not gonna hold my breath... Here's hoping!! -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
RE. last post: We have gotten the fix from PR Devs, and it does work (partially) -- we are still working to resolve certain issues, but at least it's able to technically "run" a COOP map/mode now. We will keep you all updated. Thank you all for your patience and understanding! -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
Just got in, working on it now. I have no ETA -
Based on the number and type of changes, very likely this will not exactly be the fastest update in VG PR COOP history - likely every config is gonna need to be made from scratch. But like always, whenever they release it, VG will be updated within a few hours. And as always, when that happens, it won't be fast enough for some people .... so let's all just remember to be patient this time 'round
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The VETERANS-GAMING 24/7 Public COOP Campaign Server is updated to 4.34.4 (U4) and the Rolling Fire KTO Campaign has been restarted to Day 1, 0500 -- JSTARS Replay from the last campaign has been saved for the VG JSTARS Replay Video project (again, still on the to-do list and coming soon to the VG website). Many non-AI fragged player squadrons available as usual, Harriers out of Osan and USS Vinson, as well as F-16CM Block 52+ CFT out of Seosan. I have also added some F-15 Eagles, 2 variants at Seosan, and 2 at Osan. Difficulty is hard yet playable for new and experienced pilots depending on choice of mission, because I've grounded almost all BLUFOR Strike packages (Warthogs and Hornets) to give OPFOR even more of a fighting chance, and to allow more player interaction FTW. As always, we are open to suggestions and feedback. Please let me know if something is not quite right, if the difficulty is to hard/easy, or if you would like to volunteer to help manage, maintain, and improve the VG Public BMS COOP Server. We rely upon the pilots to let us know if the server crashes or if anything is not right. Contact us here or at our website (links in my sig/first post in thread), or at our website/Discord/TeamSpeak3 server. Currently the people (in order of availability) who have access to restart this server if it crashes are myself (SemlerPDX), CobaltUK, or Jeffu Victory Conditions are as follows: ➢ RoK/US wins if Wonsan and P’yongyang are controlled in less than 30 campaign days. ➢ DPRK wins if Seoul and Pusan are controlled in less than 30 campaign days. ➢ If none of these conditions are met in 30 days then the outcome will be a peace treaty. ➢ If no major objective is captured in 20 days then the outcome will be a stalemate.
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Sorry the announcement was not more prominent: (from chatbox Sunday/Monday morning) Today was busy IRL, left off last night on Windows Updates. Today, will rebuild the campaign for U4 and start up Day 1 -- ETA is before end of day Monday (today) (US Pacific Time zone) @CraB @arrive123 @=VG= Kavelenko edit: Server updated - details here -- new F-15's at Seosan and Osan for players:
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My Modding Skillz & Tutorials
=VG= SemlerPDX commented on =VG= Fastjack's blog entry in Project Reality Coop Insurgency Gamemode
Yea, I think it comes down to size and velocity.. Makes sense that if the chopper was moving, the Kentucky Windage required to account for and put rounds on target would be far easier with the .50 Cal, whereas the large round size of the 40mm would allow for much larger deviation due to unpredictable wind and low velocity, meaning even when pulling to the correct direction against the vector of travel, would still be too far off target (plus the large size and weight of extra ammo vs. .50 Cal). I get why they made that decision... we don't have wind in PR or even Arma to blow rounds off target... but we do in Falcon BMS (afaik). -
My Modding Skillz & Tutorials
=VG= SemlerPDX commented on =VG= Fastjack's blog entry in Project Reality Coop Insurgency Gamemode
WOW! That's cool work there, sir! Gotta imagine that since it's such a destructive (and rapid fire) weapon, that the instability of the platform is why they don't use them for the door gunners these days, but that's just an unfounded assumption. -
VG now has a required form for players to fill out if they are banned - the proper forum is now locked to manual posting, please direct anyone who needs an unban to the menu bar link under 'Server Rules' or also under 'More', or the link on the website footer (PR Unban Request Form), or shoot this link at them: https://veterans-gaming.com/index.php?/unban-requests/project-reality/&do=form&d=7 https://veterans-gaming.com/index.php?/unban-requests/project-reality/&do=form&d=7 For PR Admins, the root page (as opposed to the forums) can help you track recent PR Unban requests, especially those that have not been resolved and locked - this is never the complete list, that is found as usual in that section of the forums dating back years: https://veterans-gaming.com/index.php?/unban-requests/project-reality/ The block on the right shows only posts that are unlocked, unfeatured, and therefore waiting for info from players or perhaps a Banning Admin, will show on this page. I have been working on the bug reporting database for my voice control stuff, and while on the backend, used those new skills to craft up a proper Unban Request database linked to the Unban Request forums, and it is forced entry for all the required information, and auto-posts to the forum as a post with all the info formatted correctly. Didn't know how to even do this when I started, or if it could be done, but spent the last several hours figuring it out and testing it. Should work fine, any issues, let me know. (You can test it yourself and try clicking the Unban Request Form link(s).... so long as you don't click "save" at the end... otherwise, we gotta ban you, that's just the rules. sorry) (j/k btw) Back to work with my bug reporting database, slightly different, to tell the truth PR Unban form was easier because I don't have to decide on how it works, lol.
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My old "Cities: Skylines" city New Bedlam screenshots
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Other Games
Yea, you gotta mod the game quite a lot to have any proper control over such things. My city is district based, and I use extensive pathing on certain roads to prioritize traffic flow, not just well placed one-way streets, or lights at major intersections, but down to which types of vehicles can travel in which lanes in certain areas, the time a turn signal is lit and based on other factors, where buses can travel, etc. With the major industrial districts closer to the highway interchange, I have a majority of my traffic segregated between the residential and commercial traffic in the area with the skyscrapers and the industrial traffic in the North. Each district has everything it needs without relying on the services or facilities of another neighboring district, schools, emergency & police, transit, parks, death & garbage, etc... If you have local garbage facilities in each district, you can minimize the additional traffic created when constant hauling of trash is required, and also funneling that traffic along a main route to it's endpoint, too. Mods can add a lot of control to roads and traffic, but it's a headache to go through the process - I spent hours and hours reading and reviewing the mods I'd like to add, with my system memory (RAM) being the limiting factor at 16GB. Wonder what it will be like now that I have 32GB of much faster RAM... -
Possibly because for so many people, they didn't have the map ruined for them by playing too much on a 24/7 Muttrah server? Before we had the VG Maplist Randomizer system by Xenalite, we also had those headaches of 'too much Muttrah'. I remember the stories from BLuD when VG was new, few people in those early days, and they were stuck on Muttrah most times at North Docks, not enough people to even push out. At least these days, if the server crashes, it's not "back to Muttrah" each time.
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I'll see about getting that second SQUAD server installed soon... and maybe a third for mods? Really doesn't take too much CPU usage, just a bit of HDD space (well, SSD, and that's the issue ... 15GB is more than all 3 of our PR servers just for one SQUAD server, just need to offload some files then wipe them to fit more stuff at VG)
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Wait... SQUAD has MODS?! That's so cool! Hell no, brother! That's awesome! Thanks for the link! (don't mind if you make something and want to share it here, either)
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Not too long - most people notes that over the years they drop the changelog a week or few before the actual release to build hype and get the word out, get people used to what will be new, etc. They don't release changelogs just to keep people from wondering if they are still working on it, etc. Hope that helps you. No word yet, but you know it's gonna be sweet! We'll run some events and such after we get things tested, make sure certain maps we want to run work, and those that don't we'll add to the disabled list.. Will be a feeling out process as always, but we'll figure it out in time.
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I recently uploaded pics of a city I built over several weeks in 2018 or 2019, in the Cities: Skylines game, tons of mods - wanted to play with the mass transit stuff and traffic flow, so of course had to build a big ass city first and the infrastructure so I could have traffic problems to solve. Started out smart with a huge triple roundabout for the main highway connection, even ran tunnels under the freeway to keep traffic flowing at high speeds straight to the roundabouts. They all have tolls, but residents can get from the south to north city sectors with via an underpass that also connects to a direct underground route from North City to South City. That made things way easier than my first city with very bad in/out traffic. Still wanted to go for a mostly American style grid fashion for the city, but with those roundabouts at key locations where the maximum amount of traffic generally piled up before. Solved a ton of problems, wish my own city's on-ramps and such were like this, always backs up on the streets they pour out onto... Ended up at the max population cap way too fast, using tons of mods for various things right down to controlling the street lights at major intersections, roads with dedicated bike and bus lanes, and some nice subway routes to fill the gap. Haven't been back there in awhile but came across the screenshots and put together a bunch of the good ones... even has a shot of the city before everything went to skyscrapers. Pretty fun game, just wish there wasn't a population cap cuz it would be neat to fill the map until the game slowed to a slideshow rather than having that forced on us. Game engine limit for sure. Still, very fun, cool to see the little bits develop, all the details and minor stuff that make up the bigger picture: ↑ Traffic Congestion overlay for New Bedlam - very free flowing due to custom street light settings at major intersections, forced one way and/or turning lanes, and multiple mass transit systems including buses and subways going to and from the major ports of entry. Heavier traffic noted by deeper red, but as mostly green, it flows well for a max population city, was worse in this pic when the city was smaller, oddly enough but was before some key editing of certain routes and even toll both lane optimization for commercial/residential traffic.
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TeamSpeak3 is not needed for IVC, just FYI. IVC is a fully integrated component of Falcon BMS these days. You don't need anything, and you don't even need to have TeamSpeak3 installed to use IVC and Falcon BMS. But, if your looking for the folder to return your backed-up settings for TeamSpeak, iirc it's the AppData Roaming folder at: %APPDATA%\TS3Client ↑ copy and paste that into windows explorer path bar I don't have those files so I'm not sure if they go in the root, or elsewhere... Honestly, I backup my entire APPDATA folder (Local/Local Low/Roaming) regularly due to the number of programs and games that save profiles or settings there, and that's in addition to anything in the documents folders, etc.
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Awesome event! Created the weekly event in the calendar, too. It has RSVP, and you can change your RSVP anytime, so you can unselect for a future saturday, or just keep it on, or use the Maybe or Decline to let folks know your plans. This is gonna be fun to have regular events! Would like to do it with PR, too, and even Falcon BMS (I'm thinking Friday Night Flights!)... will be just a little bit before we get the new and very awesome VG Arma 3 framework live, mods, headless client, DAC, RHS, TFAR, ETC... all the acronyms - solid server FPS regardless of all the bot's running around and doin all that "thinking". Glad we have the new shiny Squad to hold us over. This is gonna be a fun year at VG! Cheers Sausage and everyone who joined us! (got another raw unedited video from my perspective going up, should be live after *7:00PM (US Pacific) - feel free to download and cut out bits if anyone wants to do some editing, etc. FTR, when I used the camera mode and all of a sudden saw red on the screen, I didn't use it as RECON not that I know the maps anyway, but I purposely covered the screen with one hand while I finished the panning shot or whatever, I ain't like that y'all know!)
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Restarted. No idea whats up with that, we'll learn it. See you all tomorrow for the op!
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Cool screenshots! Some of those are desktop background quality!