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Everything posted by xcom
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Hi all, We have a got an update since the last update Greg released. First, please join me in welcoming Ciribob to the BuddySpike Team. Ciribob's contribution to our events was already being noticed with the CTLD script addition that we made in 1.5. Now, he has included his CSAR script and is an integral part of the team. Welcome! :D To do: - Tweaks on positions & numbers of ground units - Test a WIP fuel consuption system on airbases - Edit aircraft number on airbases (possible removing dedicated slots based on stability tests) - Add CSAR choppers in the mission - Test MP stability of the new features (CSAR, JTAC, Numbers of units) - Add day/night versions of the mission file Most of this is done, we are now in the testing phase with the new features. CSAR/JTAC/Fuel, they are all implemented. The server still does not run the latest version, but it will be updated soon and the testing will start. Thanks all for helping us test!
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We've moved the server to be hosted on 373vfs instead of DCS Israel. Check Greg's update above. IP - 147.102.19.134:10308, No password
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Anticipating the fix which was done on 2.0 to be done on 1.5 and then it would work really nice :)
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net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
replied, I think the first reply was only sent to Ciribob by mistake. -
net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
That's what we already do for Blue Flag. -
Ok Blue Flag testing is running on DCS ISRAEL at the moment. Everyone are welcome to join and test, please let us know how it goes and if you have any issues. If the server is not shown in the 1.5 server list, here is the IP - 89.163.173.82:10308 Live stream of testing - http://twitch.tv/Buddy_Spike
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Good news. I'm doing final tests at this moment to view the fixes on the last issue we had with Blue Flag. Twitch broadcast of the final tests - http://www.twitch.tv/buddy_spike/v/36012529 After this final test, we will run some final fixes on the mission which will then bring us to stress testing and finally a start of Blue Flag campaign on 1.5. :pilotfly:
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working on fixing it right now. I'm broadcasting the trials - http://Http://twitch.tv/Buddy_Spike Everyone can tune in a see the tests, basically we will start broadcasting different information on BuddySpike events in that Twitch channel.
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net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
Hey Ciribob, thanks. I've been also working on creating something, basically what I need now is to get a table that is handled in the mission scripting environment to be working on the server environment and to update each time a player changes slot (so we know if to throw him out of the slot). So, I did this - local BFslots = {} local _PAKInfo = {} net.log("testing net") BFslots.onPlayerChangeSlot = function(id) net.log("Player Changed ID - "..id) _PAKInfo,_error = net.dostring_in('server', "return PAKInfo; ") if (not _PAKInfo) and _error then net.log("error: ".._error) elseif _PAKInfo then net.log("PAKInfo retrieved to _PAKInfo") end --[[local abtest = '' for pakNum,pakT in ipairs(_PAKInfo) do if type(pakT)=="table" then for ABName,ABTable in pairs(pakT) do abtest = abtest..','..ABName end end end--]] net.log(_PAKInfo) --net.force_player_slot(id, 0, '') end DCS.setUserCallbacks(BFslots) net.log("callbacks loaded") PAKInfo is the table I would like to import from the scripting engine environment. It does seem to work with the log showing - 00281.606 INFO LuaNET: Player Changed ID - 2 00281.606 INFO LuaNET: PAKInfo retrieved to _PAKInfo 00281.606 INFO LuaNET: The 3rd log was supposed to show the _PAKInfo table, but it shows an empty string. Any idea if return PAKInfo; would actually return the table? is there another way you can think of that might import the table? Thanks! -
net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
two more and you got a room in heaven. I'd change nickname from Mule to Cupid ;) -
net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
Great stuff! I'll start checking out what you did in that previous snippet meanwhile. -
Alright, got some good news at last - http://forums.eagle.ru/showthread.php?t=158634 We are going to test this with Blue Flag and attempt to get it working.
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net.set_slot() replaced destroy() for MP slot management?
xcom replied to Pikey's topic in Mission Editor
Oh gawd, great Ciribob! This will possibly let us more forward again with Blue Flag! Ciribob, I gotta say, from the whole time I'm here, you have shown up only recently, but the time you have been here has helped us scripting guys and mission designers tremendously. Appriciate all your hard work, your scripts, assistance and commitment! Thank you. -
Excellent stuff! I see this as an advantage actually - At the moment, because of limitations within DCS to not show messages to individual units, the reference, measurements, and messages are done per group. So a group of 4 fighters will each receive 4 BRA messages. Each message however, will have the player's name in it, that its refering to. Its unfortunate, but nothing I can do about it. Question - How about impact on server stability and lag? From past experience I noticed that running functions constantly on large pieces of data will take it's toll on multiplayer and could possibly cause small server hiccups which in return generate warping/lag.
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I got good news, we didn't include AWACS on purpose... So nothing needs fixing :) It's a possibility, we will have to test it of course.
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Thank you eekz, appreciate your hard work and commitment!
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Once several of the bugs mentioned in the scripting engine are fixed, we will be good to go. Can track here - http://forums.eagle.ru/showthread.php?t=147792&page=5 We would love to put the campaign up again, it's a shame these bugs have not yet been fixes and are delaying the start. Crossing fingers ED has some time to fix those bugs soon.
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Again same question, any of these fixed in the 1.5 main release?
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Right as soon as ED fixes memory leak, we will open next round. We are also working on other concepts in the mean time.
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I do not completly agree with you, in anyhow, this is how it is recommended on our server at the moment, for the good or bad. We are aware of the option to use scripts for taxi restrictions, we decided not to use it at the moment.
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We have no kicking policy of not taking off from the taxiways, it is a recommendation. Especially now in the testing phase. As QuiGon said, you should try and always keep realism, taking off from the Taxiway should be done only on emergencies, as in real life. Secondly, F99th-doktormarg is not a part of the BuddySpike team but simply another player who joined the server. Therefore he could not have kicked you off the server. I will try to contact him and make sure it does not happen again.
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We are still in the testing phase, seems like the memory leak is not completely fixed which will make running a 24/7 campaign still very not feasible. I'm putting the campaign up again from scratch, anyone who likes can join and fly it meanwhile. Until the memory leak is completely fixed, I cannot guarantee the server will not crash. Known issues with the mission currently: - A-10C - no Mav Ds. - Choppers spawn not on launching pads. - Mig21 doesn't have correct armament. - Some Aerodromes do not have correct armament restrictions. - There is a bug with Object/Unit.destroy in the scripting engine and therefore cannot remove clients who take slots which are not in their control. - Lives restrictions are not in place because of the above scripting engine issue. Please let us know if you encounter any other issues. Thanks!
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Not allowing us to remove it at the moment. Probably another bug.
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server side/client side, same EXE. So I do not think there should be any difference.
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I can confirm, DCS ISRAEL server has been running for 34 hours straight, started with around 2/3 GB RAM now it is taking about 9GB, seems like most of the leak has been fixed, but there are still some remnants left.