Jump to content

deadlyfishes

ED Beta Testers
  • Posts

    1020
  • Joined

  • Last visited

Everything posted by deadlyfishes

  1. UPDATE 03/09/20 - 1: v1.60a - Major update for 2.5.6 Compatibility - Updated compatible DCS 2.5.6 OpenBeta MOOSE (experimental dev) framework - Random Air Traffic DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.) - Airboss Script DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.)
  2. UPDATE 03/09/20 - 1: v1.04a - Major update for 2.5.6 Compatibility - Updated compatible DCS 2.5.6 OpenBeta MOOSE (experimental dev) framework - Random Air Traffic DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.)
  3. UPDATE 03/09/20 - 1: v1.60a - Major update for 2.5.6 Compatibility - Updated compatible DCS 2.5.6 OpenBeta MOOSE (experimental dev) framework - Random Air Traffic DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.) - Airboss Script DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.)
  4. Take a look at this thread here: https://forums.eagle.ru/showthread.php?t=265393 They basically confirmed a reproducible crash by using a vehicle with a moving ATGM mounted launcher (BMP-2 for example). You control one and launch it then reload. While reloading, switch slot or leave the vehicle, the game will crash. For this reason, we experimented with our server ground unit spawning pool and removed vehicles that use ATGMs. No crashes since then. The crashes might be related, I suggest you give that a try for now, as a workaround.
  5. Thanks for the update today however we are still getting the same crash: # -------------- 20200304-182311 -------------- DCS/2.5.6.44266 (x86_64; Windows NT 10.0.18362) C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\Transport.dll # C0000005 ACCESS_VIOLATION at F820B92E 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Matthew' OS-Version: 10.0.18362 () 0x100-0x1 0x000000000006B92E (Transport): woCar::getTargetStateForCar + 0x28E 0x0000000000071988 (Transport): woCar::netSendUpdate + 0x68 0x0000000000856CFA (DCS): uiAsyncNet::onGameStop + 0x20B1A 0x000000000086B439 (DCS): uiAsyncNet::onGameStop + 0x35259 0x00000000006DC09F (DCS): woLA::loadNewInputLayout + 0x303F1F 0x00000000006ED423 (DCS): dDispatcher::InitDatabase + 0xE123 0x00000000006C37C4 (DCS): woLA::loadNewInputLayout + 0x2EB644 0x00000000006C3B89 (DCS): woLA::loadNewInputLayout + 0x2EBA09 0x000000000167F6C2 (DCS): AmdPowerXpressRequestHighPerformance + 0xB056BE 0x000000000089D6CE (DCS): uiAsyncNet::onGameStop + 0x674EE 0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14 0x000000000006CED1 (ntdll): RtlUserThreadStart + 0x21 It seemed that the issue based on the changelog would've been fixed since our mission only uses ground units with HOLD Disperse under fire = OFF on Waypoint 0, again on ALL ground units. MP. Dedicated Server. Memory leak using stennis - fixed MP. Dedicated Server. AAA and SAM will not engage targets until they have passed overhead - fixed ME. Fixed a bug leading to unauthorized switching of a player’s aircraft to AI The crashlog is exactly the same, as are with the events in the log. I'll attach anyway, but any testing or investigation from ED team should use the separate miz ill attach here, not the one in the crash zip. Our mission is fairly simple despite having many scripts and we have a very large dedicated player base who enjoy PvE sandbox style ops, this sort of hindrance really hurts our community and leaves our dev team running in circles. We're holding out very patiently and willing to work to provide as much information to improve our engaging content for DCS. Thank you for looking into this for us, we appreciate it! dcs.20200227-023614.miz dcs.log-20200304-182311.zip
  6. Still got this with one player on trying to spam HARMs at SAMs in an F-18 that cold started and re-armed from Sochi.
  7. Getting a TON of this in the log before a crash: 2020-02-29 19:17:53.451 ERROR Lua::Config: Call error debriefing.addEvent:[string "-- debriefing module events hook..."]:92: Parameter #1 (unit name string) missed stack traceback: [C]: ? [C]: in function 'getByName' [string "-- debriefing module events hook..."]:92: in function <[string "-- debriefing module events hook..."]:51>.Crashing every session, server lasts about 2-6 hours.
  8. The group named "**db) [Helo-SAR] Mi-8MTV2 (CSAR NORTH FARP) #004" was previously set to "HIGH" difficulty, but is fixed in this miz. It was automatically doing troop transport as an AI at the start of the mission, so that may have something to do with it?
  9. Had to re-upload the attached file since that miz in there was not working properly.
  10. Keep getting these crashes on our dedicated server. We did not have these crashes at all in 2.5.5, which was very stable. We get these intermittently, sometimes after an hour or sometimes after 6-7 hours. Attached all necessary files. # -------------- 20200227-023614 -------------- DCS/2.5.6.43931 (x86_64; Windows NT 10.0.18362) C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\Transport.dll # C0000005 ACCESS_VIOLATION at 0B4DB65E 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Matthew' OS-Version: 10.0.18362 () 0x100-0x1 0x000000000006B65E (Transport): woCar::getTargetStateForCar + 0x28E 0x00000000000716B8 (Transport): woCar::netSendUpdate + 0x68 0x0000000000856CDA (DCS): uiAsyncNet::onGameStop + 0x20B1A 0x000000000086B419 (DCS): uiAsyncNet::onGameStop + 0x35259 0x00000000006DC07F (DCS): woLA::loadNewInputLayout + 0x303F1F 0x00000000006ED403 (DCS): dDispatcher::InitDatabase + 0xE123 0x00000000006C37A4 (DCS): woLA::loadNewInputLayout + 0x2EB644 0x00000000006C3B69 (DCS): woLA::loadNewInputLayout + 0x2EBA09 0x000000000167D000 (DCS): AmdPowerXpressRequestHighPerformance + 0xB02FFC 0x000000000089D59E (DCS): uiAsyncNet::onGameStop + 0x673DE 0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14 0x000000000006CED1 (ntdll): RtlUserThreadStart + 0x21 dcs.log-20200227-023614.zip
  11. Check your log here C:\Users\USERNAME\Saved Games\DCS.openbeta\Logs Attach a crash log file if you can. Also, does this happen before you make any changes? If not, then something went wrong with your mission options change. Send me your MIZ so I can see if you made a mistake if you can as well. MOOSE team and Surrexen have been extremely helpful with supporting missions and their framework, we really owe it to these guys :) Apparently an update is planned for tomorrow, I'll be going through and testing everything including the MOOSE updates. We should have a new TTI before the weekend hopefully.
  12. I haven't upgraded yet because the new patch is very buggy. Try to load a clean mission again, and use a different airfield? That's all I can think of... Weird stuff is just blowing up... Thanks for the info, I'll give an update once ED releases a more stable build.
  13. Thank you for the info! Our MP servers are holding off on any updates until ED sorts out the many issues with the latest update. It seems that the update broke most MP server missions. TTI Singleplayer isn't made for multiplayer but it utilizes client slots and dynamic spawning methods which sadly seems affected by this patch. I'll be keeping an eye out for a hotfix and see what I can do to get this working with the latest patch.
  14. No option but you can easily change that in the mission editor by changing the slots to TAKE OFF FROM PARKING HOT or RUNWAY
  15. They will auto-spawn by default, but if you want, you can spawn them with the Mission Spawning menu in F10. - It's a random pool of 7 different helos, you can remove the ones you want via the configurable settings. Also, you could just spawn them any where on the map using a map marker using our ZEUS spawning system.
  16. UPDATE 01/02/20 - 1: v1.59a - Added A2A Helo Mission via menu and configurable auto-spawns - Red and Blue Helo Zeus spawns added to zeus spawn list (check included spawnable units list or briefing for more details) - Fixed tanker track from running into terrain.
  17. UPDATE 01/02/20 - 1: v1.59a - Added A2A Helo Mission via menu and configurable auto-spawns - Red and Blue Helo Zeus spawns added to zeus spawn list (check included spawnable units list or briefing for more details) - Fixed tanker track from running into terrain.
  18. UPDATE 01/02/20 - 1: v1.59a - Added A2A Helo Mission via menu and configurable auto-spawns - Red and Blue Helo Zeus spawns added to zeus spawn list (check included spawnable units list or briefing for more details) - Fixed tanker track from running into terrain.
  19. UPDATE 01/02/20 - 1: v1.59a - Added A2A Helo Mission via menu and configurable auto-spawns - Red and Blue Helo Zeus spawns added to zeus spawn list (check included spawnable units list or briefing for more details) - Fixed tanker track from running into terrain.
  20. If it's off by default, there's no way right now to turn it on, I'd have to take a bit to tweak the script. For now the way it is, you have to turn it off yourself. It is possible but it's not something I'll be working on for a bit, it will require a pretty hefty re-write of the entire mission's base code.
  21. If you renamed any aircraft, zone or any other unit, it will potentially cause issues. Also deleting anything may cause problems. Everything is tied to scripting. If you let me know exactly what you changed, I can probably let you know what you can do to make the changes you want.
  22. scratch that, I think we got it working on our test server! I'll let you know when it's live
  23. Hey Savvy. Nice idea, however I tried my hand at making this intricate script to do this, but it has been taking me all morning without finding a clean solution. A workaround would be to have SEVERAL different JTACS per each misison but that takes up too many resources. Currently we only need one JTAC unit on the map that the scripting generates from. You can easily get intel from F10 using mission intel there instead of the chat. For now, until I get more lua script support with our jtac script I think I'm going to put this one on the back burner for a bit. It's on my to-do list though, and I might revisit it when I have more time again.
×
×
  • Create New...