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Drexx

ED Beta Testers
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Everything posted by Drexx

  1. @rik to throw a quick one in there, is calling static:destroy() (on a crate) = crashed server bug fixed (I think ciribob put a ticket into your system for it) - would like to turn ctld back on (with reg sling loading)
  2. Thank you sir! Yes, Dev cycles are tough, at my job (Akamai), we build in unit testing which is 3x the code to test the original code THEN that goes off to a huge QA department, Then the end-users get to see it (and still find bugs... lol), working with 3rd party adds even another layer on that. Crazy world we live in, just do your best, all you can do!
  3. A patch and a HotFix are 2 different things, Hotfixes are needed! they require small code changes which shouldnt break things, not like huge patches, what I am getting at is ED doesnt understand what a hotfix is quite yet, that's all, just part of the dev coding cycle.
  4. I need to say my piece about this because I think it has gone far too long. 1. When you release a patch, like you did last friday, for 1.5.8, bugs WILL show up, Eagle Dynamics SHOULD hotfix the game breaking bugs, The stuttering issue and the crash interactive window falls into this category. Opps, quick fix, or push fix for 2 things ASAP, done, not let your hard working supportive DCS Multiplayer servers deal with this issue for an entire week (its driving us completely crazy, some people cant deal with it, and some servers don't want to, they just shutdown, mp servers DO SELL MODULES (and us servers wish we could have an affiliate link to support us, and prove this fact to you, we generate more sales than you think (small percentage of sale).. maybe one day?)) 2. After we deal with not having a hotfix which we should have, you post this needed hotfix into the BETA branch, essentially forcing us STABLE servers to force all our players to UPDATE since we NEED this hotfix, so our servers don't stay down, while we are sleeping, offline when a crash happens (there are PLENTY of things in the game that cause crashing currently, pm me and I can update you on some of these) It comes down to this: Public Release, needs hotfixes within 1 day, of the worst patches, every developer firm I ever work at and know does it this way, they don't leave there customers hanging like this, patches get pushed and we are ON CALL until its deemed ok Patches can come later with all the other lesser fixes, that's not a problem The ONLY reason I can think of pushing this patch to beta, is because it is untested in MP
  5. wasted... lol come on - the viggen alone in VR is amazing - if you having problems, find me on dynamic caucasus, can get you setup with some sweet settings. :-P
  6. +1 Just get all your friends on it, eventually they will have to take notice, keep bringing it up
  7. 1.5.8 is a VERY different beast than 2.2 in Multiplayer
  8. If I were to rollback, it would be 1.5.6 - 2x the power of 1.5.7 and 5-8x power of 1.5.8
  9. This would completely destroy my server. This is not an option
  10. Theres a gtx 780 in the server (yes this is RIDICULOUS guys....)
  11. My VERY popular server (dynamic Caucasus) is almost taken out of commission on this, I have a bunch of players that cant play anymore because the stutter that has ALWAYS been there since 1.5.7 came to light (it seriously has, left Ctrl pause you can watch the fps jump up and down every 3 secs), is ACCENTUATED in 1.5.8, can we stop upgrading this mess of an engine and just wait til 2.5, it just keeps getting worse and worse and worse, My server id literally on life support, 1200 units are down to 500, no convoys, no AI. (probably why open conflict recently folded) CTLD is completely wreaked with the bug that if you destroy() a crate static object the second time it crashes the server (and old bug that keeps showing up over and over and over). And now you added a dialog that you CANT disable, so WHEN these crashes come it holds the server hostage and doesn't allow it to restart. Gee thanks, I am not sure why I even put up with all the work for this thing, 6+ hours a day, 5-6 days a week, 1.5 years. I have an EXTENSIVE new engine coming up soon and im losing steam on it because of things like this. You tell me, what am I suppose to do, wait for a patch to fix this 6 weeks from now??? (that what it took to fix weapons.dll 6-9x server crashes a day) STOP PUTTING MULTIPLAYER ON THE BACK BURNER, IT SERIOUSLY NEEDS PROPER TESTING Drex - extremely loyal but fed up with this development cycle Reponse #1, maybe its your internet Nope: Response #2, deticated server computer? nope completely fine and overkill for a server i7-7770K 4.2 ghz 32 gigs DDR4 ram SSD HDD Response #3 scripts? Mist + Moose + CTLD, thats it, it spawns some units in the bases, all it does atm too many units? 556 atm, there was 1189 on the 1.5.6 version f this same server and it ran flawless , I have no where left to go really.. except for dynamicdcs.com where I LITERALLY export all server objects to external server, that server does ALL the calculations and decision making, and sends back raw lua commands, NOTHIGN on the server, I am 3 weeks away from launching the first part of this, its my last hope to control the fallout of these patches.... Ohh yea, I left out that it randomly freezes, hardcore locks up, pegs the single thread of the CPU out until I restart it, completely random, in 1.5.8 version and the 3 previous 1.5.7 versions too
  12. You play single player don't you, Its a stuttering mess in multiplayer, even with everything turned off, on a VERY powerful machine. I look at the ground and its every 3 secs stuttering badly, 32 gigs of ram, 7700K, nvidia 1080
  13. you can get access to os, here is how (you have to redo these steps after every update) 1. goto c:\program files\Eagle Dynamics\DCS\Scripts\MissionScripting.lua 2. open that with a good editor (notepad++ is good) 3. you will see the script is sanitizing certain librarys from you code: Change this section: local function sanitizeModule(name) _G[name] = nil package.loaded[name] = nil end do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil end to: --local function sanitizeModule(name) -- _G[name] = nil -- package.loaded[name] = nil --end --do -- sanitizeModule('os') -- sanitizeModule('io') -- sanitizeModule('lfs') -- require = nil -- loadlib = nil --end this opens up the built in librarys (os, io, lfs), and require and loadlib methods - dynamic caucasus relies on this. also here is a safe snippet of code to calling something in the future: timer.scheduleFunction(function(callback, timeInSecs) local success, error = pcall(callback) if not success then log("Error: " .. error) end return timer.getTime() + timeInSecs end, nil, timer.getTime() + timeInSecs) pcall allows you to call a function and not crash your game if it errors out btw. get familiar with: http://wiki.hoggit.us/view/Part_1 (you can see the timer section methods) http://wiki.hoggit.us/view/Part_2 it is the only api documentation we have unfortunately lol (keep in mind allowing those librarys to run could allow someone elses mission to access your filesystem etc, just keep this in mind, understand what is happening before you do anything lol) - you can find me on my discord if you like, voice.dynamicdcs.com (it redirects to the invite link)
  14. I have been running these settings for many many months (autoexec.cfg), options.graphics.maxfps = 5 options.graphics.Render3D = disabled So everything I have stated previously still happens WITH those settings (ran them in the glorious 1.5.6 days, up till now)
  15. Hey Mirknir, Ill take good care of your guys that have come over to Dynamic Caucasus (your welcome anytime), I also know the crazy amounts of work firsthand in keeping a big server up (along with the babysitting). I am almost launching my new version of Dynamic Caucasus which moves all decision making outside of DCS. The proof of concept has been working well lately and cant wait to launch it. If you have ANY questions on the state of DCS at any time in the future let me know, Ill give you the 'this is how it is' lowdown from a popular server developer and admin lol Also, if you had some old feature you had and would want to see on my server in the future let me know, I made dynamic caucasus to be fun firsthand, and that requires all the ideas in all the places to be considered Anyways just wanted to let you know, take a good relaxing break, come into my server if you want for some fun (even sometimes the action gets VERY intense). -Drex
  16. Dynamic Caucasus is staying on stable, I have the map ready for the harrier though, spent 3 hours on it last night getting it ready (yes the farps have harriers on the pads LOL, reloading and refueling works)
  17. Keep in mind,even 1.5.7 had the Mi-8mtv and Huey 3 sec stutter issue, which is still prevalent, there is a weird freeze that happens sometimes(on my server with 30 people on it, it could be the memory leak trying to clean itself up), and I catch my DCS multiplayer server using 30/32 gigs of ram at times so there is a serious memory leak in 1.5.7, I was hoping this stuff would have been seen by the time 1.5.8 came out. I really hope to get back to those 1.5.6 performance levels one day..... 1.5.7 was 3x slower(I can show you metrics with ground vehicles/AI), and if 1.5.8 is slower than that, this does not bode well at all! Few Things: 1. I have extensively testing this, removing units, adding units, different types of units, Right now my server is running barebones, no AI, no boats, no convoys, 600 total units (majority of them have their AI turned off with a flag to get back performance) We really need better performance, at least 1.5.6 performance. 2. the netcode needs a lot of work, almost every time someone locks and fires on an enemy, both planes start jumping around (you can tell when the runtime for the missile object starts lol), Slingloaded crates explode with the slightest dropping force too, they need to be beefed up 3. There is a known maneuver in a fighter than can dodge a missile EVERYTIME on multiplayer (I can prove it in a private video), it's almost like the 'airburst near plane' doesn't work on MP of the plane is doing a certain technique 4. I need to check if the SA-3 turns on with the AI on and off lua hook, in 1.5.7 they would never turn back on after being turned off 5. join and leave stutter when people get into new planes and force everyone on the server to load the model and skin of the plain they get in lol These are just bugs, I am bringing up atm in this thread to hope you guys have tickets for them, if not I can split them up and put them in the appropriate forms(for tracking) after I retest them in 1.5.8 I was going to thank you guys for fixing the weapons.dll bug(you locked the thread.. doh), that GREATLY improved gameplay!! just wished a small hotfix was pushed out next day only for that and we didn't have to wait 2 weeks to get it (bad bugs need quick fixes!, especially after waiting 4 weeks to even have it looked at, aka the public test that you did for it) I run the Dynamic Caucasus map, one of the most populated servers on a daily basis. I will be doing lots of tests in 1.5.8 to let you guys know what I find and help squash those bugs. Let me know I want to help! Sincerely, -Drex I am serious on giving you guys an extensive professional coder/QA guy report on what I find to help you catch those bugs in the next few weeks, powerful dedicated server, very fast internet(gig fiber 940 up and down), a very populated server that uses almost every element in the game (well some of it turned off atm, boats and AI due to performance). BTW, Harrier, Razbam, home run guys, WOW even without a lot of its features this is going to be an outstanding fun bird!
  18. I guess everyone likes to cheat by selecting a FARP pad that they don't own (but was placed down as the opposite side initially), pressing f12 and spy on the base to see whats there....... I have a serious problem of people doing this on my server.
  19. I am asking the dev's to put a get/set option in the API that is designated here, http://wiki.hoggit.us/view/Part_1 and http://wiki.hoggit.us/view/Part_2 For example: coalition.getGroups(enum coalition.side coalition, enum Group.Category groupCategory or nil) coalition.addGroup(enum country.id country, enum Group.Category groupCategory, table groupData) I am asking for do local airbases = coalition.getAirbases(coalition.side.RED) for airbaseIndex = 1, #airbases do local curAirbase = airbases[airbaseIndex] local airbaseInventory = curAirbase.getEquipment() ----> psuedo code, modify airbaseInventory table <--- curAirbase.setEquipment(modifiedAirbaseInventory) end end I am looking for functions getEquipment and setEquipment , thats it
  20. It's a database/memory variable, all I need is a get and set to the memory holding the number, that should be VERY quick to implement.
  21. Thanks Sith! Even info on the update is greatly appreciated!!!
  22. I completely agree with this, at least let me hide slots that have people in them from the selection screen (should be easy code wise IMO)
  23. I would have hoped a multiplayer dedicated server was high on the list / a core feature, there is a huge amount of gamers that ONLY play multiplayer like myself. singleplayer just isn't that interesting
  24. I notice it big-time in helicopters like the huey, its a every 3-4 secs mini pause
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