

Drexx
ED Beta Testers-
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Everything posted by Drexx
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I get this same error on DDCS when too many people are joining the server when its first starting up, I wish it didn't advertise the server until the server was fully up and running (would fix this issue, if its only happening on server startup)
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Purchasing the Persian Gulf Map for MP, who's buying it?
Drexx replied to F900EX's topic in DCS: Persian Gulf
Guess I will just have to make a considerable effort to make compelling videos to market multiplayer FOR ED(for free of course... lol), really to show what it's like and how much fun it is. Just waiting on building out the resource points system fully and an optimization pass on the socket DDCS protocol with the external DDCS engine (make the dynamic f10 menu quicker, lots of options, things to do), you'll be pleasantly surprised on what we have accomplished in the last 4 months (I see people wishing for things on this forum that we already have implemented on the DDCS engine, but I rather show you then type it, talk is cheap) I just hate this negative multiplayer talk when it is the best adrenaline pumping awesome badass experience on a computer yet IMO (especially in VR, with a proper comm solution for your team), the persian golf map will be on my hardcore server rotation once I build it out (DDCS has been built to expand horizontally with minimal work on purpose) yes been hooked and trying to push what this engine can do, it is a lot more than you think even with the bugs! (I wish I didn't have to sleep, need more time!) -
When are VR Users Gonna get there moneys worth?
Drexx replied to huggy98's topic in DCS: Combined Arms
+1 on getting this looked at and fixed, even if its just fixing the headtracking mapping, that cant be too hard atm(small fix) -
Purchasing the Persian Gulf Map for MP, who's buying it?
Drexx replied to F900EX's topic in DCS: Persian Gulf
I said this in a different thread but hey: "Multiplayer should be a gem and the main stay of this sim, single player, playing against the same thing/AI over and over,I really don't understand this mentality, it doesn't make ANY sense to me, I started the DDCS channel 3 months ago, my discord has 1421 registered unique players and my server ALONE has had 2998 unique UCID's (ED identifier) on my server since I reset the database 3 months ago, by your statement ALONE, you say there is 59960 DCS single players out there that played in the last 3 months (saying that all the multiplayer players have played on my server at least once, which also isnt true, its just a small subset), I am pretty sure that 5% percentage is NOT correct.(im not making numbers up, I have it all in my database if you want to see it.)" -
Purchasing the Persian Gulf Map for MP, who's buying it?
Drexx replied to F900EX's topic in DCS: Persian Gulf
QUIT SAYING THIS its not frigan true -
I haven't had time to really chime in on this but, as it is right now, my list is 1. control the spawn in menu by API 2. hide the opposing side units (people cheat and plan using this, know who is doing what) 3. ability to spawn in client units dynamically, right now we have to bake in all the units, over 1800+ on my map alone, hwy wish is to load an empty map, and people can see where the current war is at (updated map supplied by my external engine, html browser maybe), they can select the base and aircraft they want and it allows me to spawn in said aircraft, and place the person in it.
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I pretty much cant do what your asking(just because my system is made up of a cluster of systems, that are built to handle many servers), The server has a small script in the mission, and a small script as a hook, they both open lua socket connections, I have a nodeJS server hook into it and the server syncs what is going on with my external server, my external server uses this information to make all decisions(essentially making the game more than 2 threaded, and perpetual, units come back where they leave off) and sends back raw lua code back to be run(spawn/destroy/task/messages/scoring). this is why my server can handle massive amounts of load(1400+ units with 25+ ground CA units moving and shooting in convoys all attacking at the same time with 42 people on (this happened 2 nights ago, server never dropped below 40fps, it usually runs at 100+ fps)). I do have some inner channels with things I find and I am giving the worst of the problems to BIGNEWY online, there are a lot of backend event API variables that are missing, like undefined weapons all over the place to name one, ground buildings are trying to capture nearby farps constantly, thing like that. I can open a channel and list all the ones off the top of my head if you like, but I do want to make sure you prioritize the worst of course the BIGGEST problem for big multiplayer servers right now if people trying to join and if your server even lists on the main server list. The joining time is in the minutes, there something really screwy with how the MP server synchronizes its data with the end user client that takes A TON of time.... (then theres the massive memory requirement on top of that) This is the DDCS Dynamic Caucasus server if your curious Server Stats and connection: I7-7700k 32 gigs of DDR4 m.2 SSD connection:
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Replacing MFG Crosswind by VKB-Sim T-Rudder Pedals Mk.IV
Drexx replied to Simicro's topic in PC Hardware and Related Software
big problem for me: the VKB pedals don't have tow brakes from my understanding -
F-14 FC3 version bundled with the sim/available separately?
Drexx replied to Katmandu's topic in Heatblur Simulations
Multiplayer should be a gem and the main stay of this sim, single player, playing against the same thing/AI over and over,I really don't understand this mentality, it doesn't make ANY sense to me, I started the DDCS channel 3 months ago, my discord has 1292 registered unique players and my server ALONE has had 2567 unique UCID's (ED identifier) on my server since I reset the database 3 months ago, by your statement ALONE, you say there is 51340 DCS single players out there that played in the last 3 months (saying that all the multiplayer players have played on my server at least once, which also isnt true, its just a small subset), I am pretty sure that 5% percentage is NOT correct.(im not making numbers up, I have it all in my database if you want to see it.) -
F-14 FC3 version bundled with the sim/available separately?
Drexx replied to Katmandu's topic in Heatblur Simulations
Not to sound like an elitist or anything, but if I had my way I would remove all the FC3 aircraft from my server, they cause too many balance issues with the real simulated aircraft, (time to being the air, difficulty in weapon launching, etc, they are clearly easier to run). BUt too many people fly them, I really cant, community is too small (and there is really no newer fully simulated russian fighters, I really wish there were too) -
Project: DCS Open Beta 2.5.0.15365 Type: Severe Imbalance Of Unit Status: not sure Reported: not sure Priority: Losing players over it (no one wants to play red) Summary: F15 is not accepting damage properly, or just plain has waaay to many hit points (no other plane acts this way) Description: This has been an ongoing problem in my server, I have threated at least 5-6 times to put F15 on red and I REALLY dont want to do that, kind of ruins the whole fun of blue verse red. F15 flys under me and my buddy, I fire all 4 mistral missles with at least a second in between so they wont blow each other up, and my buddy fired 3 more into the same F15, and 2 manpads on the ground also fire and every one of these missles hit the F15 (get a hit message from DCS events for each one), the F15 flys home smoking, like nothing happened. It is a serious balance problem, I waited a few patches and I dont see anything happening on this front, this REALLY needs to be looked at. update: the first 2 bait for the flares but the 5 that come after it..... come on.....first 2 hit around 1:20 then 1:55 3 more mistral missles hit, this has been happening all the time in 2.5 This is just 1 of many reports of stuff like this happening, I just witnessed this myself Video Proof something isnt right (this is from a replay): https://www.dropbox.com/s/ed0cwh3kb70y6gc/F15_getting_hit_at_least_5_times.mp4?dl=0 (download video for better quality, dropbox player makes everything fuzzy)
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Dedicated Server Application [Request for ED]
Drexx replied to Raptor6872's topic in DCS Core Wish List
Nice font lol, ohh ya +1 on this lol -
Great news on the hotfix, I think long load times on multiplayer servers are also due to unit object synchronization too (im pretty sure of it)
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version: 2.5.0.15085, Playing in VR, flip the battery switch to ON = crash EVERY time. I restart, and did a windows + home autostart, same crash again. I can repeat this over and over and over on command, This is me connected as a client to dynamic caucasus server running. only the client crashes, not the server dcs.log-20180315-032216.zip
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[invalid, fixed by ED] Server setting to force customized tree setting.
Drexx replied to D4n's topic in DCS Core Wish List
+1 server should have ability to force a MIN value for trees, its seriously ruining my ground combat arms game on dynamic caucasus, it REALLY sucks right now -
Says the guy who doesn't play in VR - we HAVE to use alt+enter so we can activate all the switches around us in VR, the mouse will toggle outside the window if we don't do this
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Try joining my server when its busy, I think its trying to sync too many items (all the dead units, crates etc), the load times get astronomical(client times out because of it), and this ONLY(from what I see) happens on a busy server, BF also has this issue I think Hope the leak fixes, fix a lot then then multiplayer netcode needs a look, CAP planes are acting like flying tanks (wont die in 3-4 missiles tank), but that's another bad issue.
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F-15 Damage Model - Now a flying tank (as of 2/12/18)
Drexx replied to Banzaiib's topic in Multiplayer Bugs
I am getting data for this, I have LITERALLY seen F15's tank 2 530s to the face and a magic, and fly home and land, and this happens REGULARLY, its REALLY bad, completely upset the balance on my server, I will get you more definitive proof when I have time, I dont have much of it atm -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
I kind of found the same bug at almost the same time, but I built it into my spawner template while I was trying literally everything under the sun lol, it totally worked, no more transport.dll crashes, didn't report it right away because I stayed up all night and had to sleep lol (was also testing) -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
so I kept my server on lockdown all night, no controlling units or driving them (using ["playerCanDrive"] = false), it still crashed on transport.dll , so I am trying other things, will let you know if I find anything definitive, If this helps, when the crash happens, the timer on the server stops counting up, a good 4-5 secs passes then the crash dialog and everything comes up, this could be the physical halting of the runtime though. Latest test, all wind, turbulence, and clouds are turned off, IM just shooting in the dark atm. I al also setting up a single player mission with tons of AI attacking themselves, Will also host this as a multiplayer instance, see if someone getting shot or crashing makes it happen So far nothing I have done has physically stopped this crash form happening, I know people on 104th that are also going through crashing too, so 104th is not 100% stable like some people believe, too bad that is a dead end since its a black hole of communication so far. -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
Hey BIGNEWY, Been testing all night with all my server players. I even took the 104th Longbow mission file (from a track), copied the EXACT options file over to my mission, zipped the group up, changed .zip to .miz file loaded it up with everything locked down but allowed people to drive vehicles, just not control them in forward observer. The transport.dll crashed again. So I went to my template spawner code, and through 1 line set "["playerCanDrive"] = false" and loaded up the same mission( to not allow any players to first person drive any of the spawned units, which is every unit on my server). I have not saved this mission in the mission editor since I edited it, to make sure the options file is still left unchanged in the .miz group. So far its been stable, no transport.dll crashes yet in 1 session (1 asyncNet.dll crash when 2 people left the server exactly the same time by pressing exit, but that is another bug ticket), SO It has SOMETHING to do with people DRIVING the combat arms vehicles, maybe when they get destroyed while a player is in side, I dont know, I havent loaded a simple mission up yet to test all of this. (want this server setup to go on for a few sessions to prove that the transport.dll bug is gone not allowing anyone to physically drive the ground vehicles.) Will be going to bed soon, wanted to update you on this. It does feel like some progress -Drex -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
Its very weird that a .CommandCenter static object is causing a farp pad to capture, I just wish I can turn off all that logic, it has to be using up resources -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
My server uses the FULL game engine (its really the only truely dynamic server out there, where the units spawn is completely around the base they belong to, you never know what your going to come across), unit you spawn you can control them toward other bases, and between every crahs and restart all the units come back exactly where they left off, servers like the 104th do not have these features. So my system will test Eagle Dynamic's engine fully, and bugs that come out will be more than other servers if they do exist, I can explain how things work, my logs, all LUA commands that are run have a CMD: preceding them (except for a very few external commands), example: SCRIPTING: CMD: coalition.addStaticObject(0, {["x"] = coord.LLtoLO(44.684663764042, 37.759250723703).x, ["y"] = coord.LLtoLO(44.684663764042, 37.759250723703).z, ["category"] = "Fortifications",["country"] = "RUSSIA",["type"] = ".Command Center",["name"] = "Novorossiysk Logistics",["heading"] = 0,["shape_name"] = "ComCenter",["canCargo"] = false,}) the Commands built in say something, there just nto verbose, so I would see if they were causing it too. so you can see EXACTLY what is run and when, I don't see the same cmd run when the crash happens which leads me to the crash being in the main system of the game and not anything to do with the script lua commands, My server has the most combat arms type gameplay (routine 5-15 unit platoons raiding bases thanks to blackfoxNZ), so if there are any bugs with the control/AI pathfinding, I would lean to it being in there. There is one rather bluntly weird thing going on in all the logs, I think the red farps, next to a blue base(I do this to free up more parking spots at the bases) are firing off the base capture event when there is only 1 color unit there in the first place. so I am constantly getting massive amounts of capture events (which I ignore because they do not work right atm) all the time. This could be a completely different bug, I meant to report it with a simple mission showing this happening but I havent had the time atm. example: 2018-02-09 19:02:56.176 INFO Scripting: event:type=base captured,initiator=Command post,place=Anapa-Vityazevo_Expansion,t=36040.05,initiatorMissionID=, 2018-02-09 19:02:56.176 INFO Scripting: event:type=base captured,initiator=Command post,place=Anapa-Vityazevo_Expansion #001,t=36040.05,initiatorMissionID=, 2018-02-09 19:02:56.176 INFO Scripting: event:type=base captured,initiator=Command post,place=Anapa-Vityazevo_Expansion #002,t=36040.05,initiatorMissionID=, Why is a command post capturing farp pad bases? I'll keep on testing though -
2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
Drexx replied to Drexx's topic in Game Crash
Thanks BIGNEWY, I know this seems to be a hard one to find, Ill still keep trying things through process of elimination