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Everything posted by =VG= SemlerPDX
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PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
To be candid, I had two problems to fix today: reinstall the server and fix the maplist randomizer. Those were our problems today in the most pressing sense. I have been at it since I woke up, and have just completed the public notifications, etc. regarding both issues being resolved. His tool not functioning was a big issue or we'd have COOP up and Mumble up, but maps running consecutive layers back-to-back in alphabetical order. We are finally as 'up and running' as we can be and that was my major personal goal for today, and they were those kinds of things that I couldn't outsource, either. My next job will be to install a DEV server for our in-house VG Members on the PR Team (passworded, of course) as we always have offered for those who wish to work on PR COOP at VG, so glad it's more than just Melon these days, and happy to provide that workspace! Obviously, our servers aren't the only test ground for these things, but the more the merrier. I'll also get the Event server updated after that, as in lieu of upcoming events (which are on hiatus until COOP is stable again) we can have a very simple "fully default and generic" server that we can fire up and try/test anything that has zero fixes applied or otherwise from the base 1.6 + patch updates file set. We can also use this to refer back or even roll back a server to base files for the time we will be helping to identify issues or even work to improve or fix things through the VG PR DEV server that only VG Members on the PR Team will have access to (aside from the Head Admin team, of course). You're first on my mind, FastJack - I won't leave you hanging long, but yea, I do need me that break if you can be patient for 12 hours tops, might get a second wind here tonite, it's only 8pm for me and damned if I can get to sleep before 3am these days. Cheers, brother! -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
I've repaired the VG Maplist Randomizer. I have changed the names of these files and the actual script to all have the same prefix. This will keep all required files sorted lexicographically (ascending/descending) in a less visually confusing manner than before. Key notes are to only EVER deal with the "disabled_maps.txt" file (again, will have unique shared prefix) -- and I have set the other files to read only to prevent accidental errors. IF we want to change those maps which could potentially become the 'first' map in a maplist, those are picked from the read only file ending with "_starter_maps.txt" and I would appreciate being the only person to edit that file until further notice. NEVER EDIT the maplist.con file -- this is not how we work at VG, so I know we have a very, very short list and this is an odd place with so many eyes here, but I'll just state that no one will ever edit that file. We will only ever add a disabled map to that appropriate file, and await a new update from the PR Team. So, in conclusion, I found the starter_maps.txt file edited and having too few line entries for the actual randomizer system to function in an appropriate timeframe. It is actually rather complex, and while it runs in a matter of a second or two on my new 24-thread Ryzen Beast, it actually takes more than a couple seconds to run on the VG Dedicated Server powered by an Intel Skylake CPU and driven by SSD storage I/O. Talking up to 20-30 seconds at most, often closer to the 10 seconds or less ballpark, and we're not restricting affinity there, like we do for individual game servers. When it is complete, it writes that information to the maplist.con file in a span that could be measured very in few (or most likely, in fractions of) milliseconds. Moving forward, we will obey the SOP above, and we will make sure VG's Maplist Randomizer is modified by me or someone trained in the slightly (understandably) confusing method for it's operation to remain healthy and dependable. Imma take me a long break now. might even go to the range and blast through a few boxes of TMJ -Sem EDIT: ALSO -- we gotta run with default coop.py configuration settings for awhile so we can get the best possible dump file and python error log information to the folks who are working hard to help fix the PR COOP game mode. It's a pain to have certain issues, so please let us know if there is any one value that absolutely needs to be changed for the game mode to even be playable/enjoyable - we cannot go changing every darn kit assignment value just yet, but we will when it is safe to do it down the road, so please advise me of anything crucial so I can bring it up with the PR Team in consideration of requesting to run with it, or even add it as a good/better default setting for the COOP game mode as a whole. This will not apply to many, many custom config settings we normally enjoy, like all servers with their own flavor and flair, but they'd certainly love to know any good 'defaults' for major ones. Cheers! -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
I know, right? It's almost like people other than you don't live in Lithuania.... then again, I could be some sort of dark wizard .... ya just never know in this crazy world. (just teasin - gotta have fun with that) -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
I've updated the server to 1.6.0.2 The ProCdump did create a dump file, but uncertain which map/etc. was running. Will need to use file creation time to gleen the details, cross reference with the demo/tracker files which will show what map was running at what time ( http://veterans-gaming.com/demofiles// ) These files are mirrored at SA forums on RealityMod website (SA License Holders and Moderators only, FYI, link won't work for most of you) https://www.realitymod.com/forum/showthread.php?t=149684 PRBF2_w32ded.exe_200502_045242.zip PRBF2_w32ded.exe_200502_205200.zip PRBF2_w32ded.exe_200502_230200.zip PRBF2_w32ded.exe_200503_035504.zip PRBF2_w32ded.exe_200503_074814.zip PRBF2_w32ded.exe_200503_180833.zip PRBF2_w32ded.exe_200504_010155.zip PRBF2_w32ded.exe_200504_194845.zip PRBF2_w32ded.exe_200504_222351.zip PRBF2_w32ded.exe_200505_000200-001022.zip PRBF2_w32ded.exe_200505_001553-002340.zip PRBF2_w32ded.exe_200505_003019.zip PR v1.6.0.3: PRBF2_w32ded.exe_200505_085727.zip PRBF2_w32ded.exe_200505_094306.zip PRBF2_w32ded.exe_200505_095953.zip PRBF2_w32ded.exe_200505_100216.zip PRBF2_w32ded.exe_200505_103705.zip PRBF2_w32ded.exe_200505_104357.zip PRBF2_w32ded.exe_200505_105026.zip PRBF2_w32ded.exe_200505_111838.zip PRBF2_w32ded.exe_200505_112627.zip PRBF2_w32ded.exe_200505_113101.zip PRBF2_w32ded.exe_200505_122841.zip PRBF2_w32ded.exe_200505_130435.zip PRBF2_w32ded.exe_200505_132708.zip PRBF2_w32ded.exe_200505_135854.zip PRBF2_w32ded.exe_200505_143628.zip PRBF2_w32ded.exe_200505_163236.zip Python Errors v1.6.0.0-v1.6.0.3 (before reinstallation Tuesday): python_errors_v1.6.0.1-v1.6.0.3.zip PRBF2_w32ded.exe_200506_000209.zip PRBF2_w32ded.exe_200506_000822.zip PRBF2_w32ded.exe_200506_012134.zip Python Errors v1.6.0.3 (after reinstallation Tuesday): python_errors_v1.6.0.3.zip -
PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
Server updated... mumble tested... all is well. Cheers! (gonna go make my coffee and breakfast now... glad that was a quick one) -
Glad someone knows about this... been doing this for ten years, not sure that I've ever heard of this issue with our TS3 before. Cheers, Binary!
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PR COOP Server Reports thread 1.6
=VG= SemlerPDX replied to BinkleDinkle's topic in PR Server Reports
I've turned on ProCDump with -mm -
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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This post is TEN YEARS OLD and deprecated!! Please refer to the VG Wiki for the latest information about our Falcon BMS Server and How to Connect https://veterans-gaming.com/wiki/rules/falconbms/bms-kto/ https://veterans-gaming.com/wiki/guides/falconbms/vg-server/ 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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