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Drexx

ED Beta Testers
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Everything posted by Drexx

  1. As the DDCS multiplayer server architect/server/admin: We run the most current stable version for multiplayer which is OpenBeta currently I am constantly weighing my options, to keep the most players playing as possible
  2. because no one in THEIR RIGHT MIND would host on release right now, release is far more buggy than beta....
  3. technically, multiplayer already won the straw poll, 499 votes + 344 votes = 843 votes for multiplayer, verse 708 for single player, and acrobatics is multiplayer and also non multiplayer so that doesn't count, but I would learn on acrobatics being multiplayer because you cant to acrobatic formations by yourself. so ya I don't have to waste my time screwing with a stupid strawpoll (Ill be working on making DDCS better like I should be)
  4. Polls are bunk, I can change that poll around in about 30 mins, with about 1000 vpn's etc, small script. the other thread post doesn't say much. (don't test me) You probably don't have multiplayer numbers that you want because people don't want to deal with the amount of work it is to play multiplayer because it is not fleshed out enough yet. This is 2018, Single player games aren't going to win and dare I say it, boring because your playing the same thing over and over. (delete this if its too far offtopic, I just HATE the argument about single player, its crazy to focus on single player right now. Very short sighted)
  5. #1 This is slightly off course but how about using resources to build out the support of multiplayer(I'll even PAY for a properly supported and built dedicated server client that sync's data to clients properly!), how do you grow a game this day in age without extensive multiplayer support? #2 if there is a high fidelity module and an fc3 version of it, im not going to put the fc3 version of it on the DDCS network(they cause enough balance issue as is). If you want to grow the player base drop this single player, 1-2 time play through campaign, way of thinking, this is not the future. (try DDCS, seriously, I have what you guys need, some more API support and BOOM, a online game that can do what falcon BMS does!, People will FLOCK to it in massive numbers!)
  6. 2.5.2.17559.377@openbeta:MP:Cannot Stop Troop Movement From Units Spawned In The Game Type: uncontrollable flag not working with spawned in units Status: not sure Reported: not sure Priority: Very High Summary: ["uncontrollable"] = true not being applied to units spawned with coalition.addGroup() Description: Units baked into the mission file using ["uncontrollable"] = true disabled the control panel to move them or control them in any way. Identical templated units spawned in with identical flags including ["uncontrollable"] = true still allows for the client to see the control panel and move said units some of the time. The movement control panel for any unit with this flag should be completely hidden but it is not. Reproduce: Spawn in a unit with coalition.addGroup() and in its group template make sure the ["uncontrollable"] = true flag is checked, you will see the movement control panel is not hidden using the Tactical Commander Slots, this has to be done while the game is running and not prebaked into the mission file. Some newer people are moving entire bases and its causing heavy lag, I reported this last patch and it got ignored. This is a bad one! Previous reported bug: https://forums.eagle.ru/showthread.php?t=207086
  7. Ya, don't worry about the large mp servers(1800+ client slots on mine), well be pulling all nighters next week :pilotfly:
  8. I know but this one is going to really hurt when the F18 launches next week and everyone wants to do carrier things
  9. Project: DeSync, Server Bomb Craters don't apply to new Clients if they relog Type: Major gameplay element reset by relogging Status: not sure Reported: not sure Priority: High Summary: DeSync, Server Bomb Craters don't apply to new Clients if they relog Description: Bombing runways is a big thing in this game, it can make a runway useless. There are even specific tasks for the AI bombers to bomb a runway. The problem is on a server/client system. If you disconnect and reconnect to the server all the bombs disappear and don't show up again, so a side can work really hard putting a runway out of commission only to be undone by someone re-logging. This information needs to be part of the synchronization of a server when you log into it! To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC will always have the craters, initially the client PC will also have the craters, but log out of the mp server and join again and all those craters are gone....
  10. Project: DeSync, F6 Crates do not have a name, client side Type: Missing information synced to the client Status: not sure Reported: not sure Priority: High Summary: DeSync, F6 Crates do not have a name, client side Description: Every static Object Crate has a name and a weight, when I press f6 on the host server is shows a name and the weight on each crate, but on the client side, it only shows a weight. To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC has the name under F6 to select but all the clients only show a weight.
  11. Project: DeSync client side crates don't remove when destroy() Type: Crates are not properly removed when staticObjectCrate:destroy() is called on them Status: not sure Reported: not sure Priority: High Summary: Crates are not properly removed when staticObjectCrate:destroy() is called on them Description: Crates are not properly removed when staticObjectCrate:destroy() is called on them, the server shows them removed and they disappear off the server but NOT on the client, they are left there. This crates a massive mess on the client. To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC removes the crate properly but all the clients the crate stays around even though it doesn't exist on the server, creating a massive mess Example, loot at the huge amounts of left over crates because they dont dissappear on the clients (they dont exist on the server), https://clips.twitch.tv/ResoluteSuaveCobraANELE
  12. Project: Desynced Equipment Set On Carriers Do Not Sync over to clients Type: Cannot limit weapons on carriers Status: not sure Reported: not sure Priority: High Summary: Desynced Equipment Set On Carriers Do Not Sync over to clients Description: I was trying to add carrier groups on to my DDCS servers so that they will be ready for the F-18 release and I cannot limit the equipment. On my servers IO limit 120s, 27ET, 27ER, R77, and the 2 nukes to promote dogfight type of combat and not let the server turn into air quake (uncontrolled spamming of long range AA missiles is just not fun). So until this desync mess is figured out I cannot put aircraft carriers on my popular server due to people taking advantage of the situation and ruining game play. To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC has the limited equipment set properly but all the clients do not sync to it being limited breaking it.
  13. Yes there is a SRS server but you need to be in a voice discord channel on the DDCS server, you can use the private channels in the DDCS server, this is how I get everyone to communicate, its also how I keep in touch with people that are offline with updates and features, its my community system. I also have audio cue system that runs through bots and I run that through the discord system. This has also upped the quality of players and the server itself, a huge win win. P.S. I setup channels for every squad too, so they can run comms in their own channels.
  14. Run beta, its more stable and has fixes servers need, DDCS server has been up the entire time
  15. Discord is how I keep in touch with my community and it works well(I would have no other way without it), People need to talk and have GCI on my server else your at a severe disadvantage, The comms/social community helps people communicate and has greatly improved the quality of gameplay on the server. I also pipe in audio cues through this system keeping the audio off of the mission file making the mission load faster, its one of the 3 main parts of the complete system, comms, dynamicdcs.com(will webapp which will let you plan missions and send them to your plane in realtime, its just a proof of concept atm) and also the external engine, and DCS itself I had to turn off external views because people were cheating with it, they would zoom ALL the way to the next base and start calling out what units are there, GCI was doing his job riding the wings of other peoples planes, it just wasn't fun when I had that stuff turned on (need severe limitations in place from ED for me to turn this back on)
  16. Dynamic DCS (DDCS) Current Servers Up: DDCS|Standard|Caucasus|dynamicdcs.com|TrueUnpredictableWar (2.5.2.18144 (DCS Open Beta)) Website http://dynamicdcs.com (more like webapp!): (Very Beta), Discord: https://discord.gg/NSzajs7 (Logging into a discord channel is mandatory(audio cues and server API links), this has brought my servers quality of players up, this is also the best way to stay in touch with my player base which is currently 1961 members strong) SRS: srs.dynamicdcs.com (not manditory, will be putting up a set of frequencies to get people connected with this better soon) If you cant find the server, ping dynamicdcs.com and login with that ip address The Dynamic DCS engine is built on externally written software from the ground up to offload all the process's from the DCS server to allow for unique game play using nodeJS and mongoDB for asynchronous processing and decision making. The server then, syncs to it through lua sockets and it compiles commands to send back, essentially freeing up massive amounts of overhead for the server to do what it needs to do. The full system is compiled of DCS <-> dynamicdcs.com <-> discord <-> DCS, it requires all of these parts to accomplish its goal. Server has been in development for over 2 years and DDCS engine for a full year. The main goal of this server is to create a place to fly where it feels like a real war, things happen that you cant predict like a real war. Official Promotion video: What is is like to play on DDCS? Videos by BlackFoxNZ Tutorial by Gucci There is a guide in the works by Rampage This community is really made up of a group effort wanting something more with multiplayer! Server Current Implemented Features: Currently, the only server that spawns back every single unit spawned or generated ground unit where it left off between restarts or crashes about 1000 ground units that spawn completely randomly around a base and are allocated of randomly selected units(when the map is initially populated) every Base and FARP can be fully captured Bases are FARPS are replenished by AI cargo aircraft (the ONLY auto spawned flying AI on the server) Each base has a command center to sling load crates to build the base up, defend it, or build that tank convoy you always wanted 7 spawned groups per person the spawned units stay between crashes and restarts you may also Combat Arms pilot these machines. Currently, The only server that lets you build massive convoys with your friends and ASSAULT the base(with minimum to zero lag)! [*]Resource point system, spawn in Tankers or AWACS type aircraft, in the future you will also be able to spawn in bombers, airdrops, escorts Resource points are generated when you hit an aircraft, once you gain a lot of resource points you MUST land back at a friendly base for them to be record into the database. sling loaded SAMS & Tanks will build you resource points while you're offline, being a sling loader is very important to your cause [*]A Human GCI is heavily encouraged, come in and command your fleets, while you tactically control the ground war (if the person who owns the units is online, please ask permission) [*]Internal Crates, reload crate(place and reload any unit), base repair crate (repair any bases replenishes all FARP vehicles and respawns the command center to allow slingloading) [*]Plane Lives Make Things Matter!, CAP planes get 2 lives and +1 life every hour(max 2) (side that has less players gets them back faster), CAS lives start with 4 + 1 every hour(max 4), every other plane/heli has unlimited lives so you will see F5's and MiG-21's around [*]Server hardware top notch, i7-7700k, 32gb DDR4, M.2 NVME drive, on gigabit fiber hosted network completely dedicated to this server. All donated money gets put toward newer hardware for newer servers. Future things in development right now dynamicdcs.com fully built out where you can pull up the webmap, plane a strike mission and send the way points into the planes in the game REAL-TIME, the website can fire any set of commands into the real game. On player successful eject, rescue missions can be set in motion to rescue these pilots, you will get 1/2 their resource points and the pilot with get the other 1/2, if you're the enemy you can also hunt for POW's for full points ENTIRE DDCS engine was built to expand horizontally onto many many servers with minimal effort, the engine already automatically populates entire maps, just some rule changes and a hardcore rotation server, 1960's or evern a wwII server can eb put up and still use all of these features that I previously have built. I usually run things by the full community of people to get ideas, or just to see what they think, the server is constantly evolving and getting better! Full Naval combat (including shipyards to build them) Factorys to strike (sling load special weapons to your base to use, this is pending API update from ED to modify base equipment allocations) dynamic story lines with audio, turn the battlefield into a full on campaign/movie feel and back to multiplayer(will be experimental) If you have any questions (or even ask how I did x, Ill throw you code snippets all day), hit me up on my discord! https://discord.gg/NSzajs7 To Contribute toward building the DDCS network out: https://www.patreon.com/dynamicdcs https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=HSRWLCYNXQB4N Dynamic DCS Simple Rules: Conduct on DDCS Discord and also communities outside of DDCS is required to play on the DDCS network. Defamation/hijacking of other peoples servers & threads are grounds for dismissal. Ramming on purpose is grounds for dismissal. Anything that can relatively make someone mad needs to be in the heated-discussions thread, if you break the discords conduct rules I will ban you ahead of time to protect the channel No Whining, Complaining, Crying, I don't want to here it (I am not your babysitter) No Cheating, if you see something let me know, don't tell others, I'll figure a way to handle it gracefully, its RARE for me to ban Behave and Be Respectful, this community is made up of many different types/walks of people. Be constructive, give me suggestions on how to make something better, I don't want to hear why you don't like it without the solution that goes with it Try to balance the teams when you can, there is only so much I can do server wise with this. Understand that this is system is constantly getting worked on and being balanced, I think long and hard on all decisions Goal is to make this community network of servers a neutral place to play for all squadrons that is fun and engaging(has a living feel to it) If you want to control a combat arms vehicle, ask for permission first from the owner! It is up to him to allow you or not, if he says no, sling load your own or ask politely if someone will, usually someone will step up. People work VERY hard building convoys,. hours at a time! Let me know your questions/wants/needs find me on discord. Sincerely, Drex P.S. I had to finally post an official thread, even though I feel im about 1-2 months from when I wanted to. This is the Official Thread of DDCS
  17. Ill put up my payware rotation server when I have the money and means to buy a completely separate box for it, the free map Caucasus will ALWAYS be king (due to it being free)
  18. @uboats you saw this right? not sure if this is a problem for you or the Eagle Dynamics, it ruins dog fighting quite a bit
  19. Also Reported Here, https://forums.eagle.ru/showthread.php?t=207063
  20. When the J-11A launches a radar missle on any other plane those planes do not get ANY warning when they are suppose to, (they also show up on other planes RWR as U (Unknown), https://forums.eagle.ru/showthread.php?t=207187)
  21. Type: RWR fails to identify at close range Status: not sure Reported: not sure Priority: High Summary: F15 RWR fails to identify certain aircraft at close range Description: F15 RWR fails to identify certain aircraft at close range, they just always show U for Viggen, F5, MiG-21, J-11A at close range making it hard to identify and fight the specific aircraft
  22. Duplicate thread, main one is here: https://forums.eagle.ru/showthread.php?t=195444
  23. Type: uncontrollable flag not working with spawned in units Status: not sure Reported: not sure Priority: Very High Summary: ["uncontrollable"] = true not being applied to units spawned with coalition.addGroup() Description: Units baked into the mission file using ["uncontrollable"] = true disabled the control panel to move them or control them in any way. Identical templated units spawned in with identical flags including ["uncontrollable"] = true still allows for the client to see the control panel and move said units some of the time. The movement control panel for any unit with this flag should be completely hidden but it is not. Reproduce: Spawn in a unit with coalition.addGroup() and in its group template make sure the ["uncontrollable"] = true flag is checked, you will see the movement control panel is not hidden using the Tactical Commander Slots
  24. Type: Client/Server Desynchronization Status: not sure Reported: not sure Priority: High Summary: Client/Server desynchronization with StaticObject.destroy() on Crate Objects Description: Spawn in StaticObject crate onto server, user sling loads it into place and when he goes to unpack the crate StaticObject.destroy() successfully deletes the crate object on the server Only. The Client still sees the crate, he CAN shoot it but cannot pick it up again. To Reproduce: place a crate and a helicopter on a mission, trigger a "StaticObject.getByName('CrateName'):destroy()" You will see on the server the crate disappearing (aka destroying), but on the client the crate will remain showing the desync Special note, there is a desync between clients where the client sling loading crate to the ground successfully gets it there, while every other client see's the crate perched 30 feet in the air floating (another Server/Client desync).
  25. Project: F10 Mark Labels show for both red and blue Type: No Privacy of GCI marker labels Status: not sure Reported: not sure Priority: Medium Summary: All of the marker labels that GCI's place can be seen by both parties (and closed by both parties) Description: All of the marker labels that GCI's place can be seen by both parties (and closed by both parties). The marker labels should only be shown to the color that put them on there. Wishlist: stop people from deleting another's marker labels, or at least generate an event so that we can find out who is closing these labels
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