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Speed

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Everything posted by Speed

  1. I've seen this issue before, but when I tried to reproduce it, the units were immortal for clients. If the bug is more "dependable" now, maybe I can report it :)
  2. My first combat flight sim was USNF 97. I was only 12 at the time. zfYUasEEegE The graphics in that youtube vid are actually a lot better than I remember them. I didn't know you could look around the cockpit, lol.
  3. Tyger, we were able to make Quax's mission load and not crash for clients by deleting all the service providers (AWACs, Tankers, etc). Actually, I suspect the problem could be with tankers or things that are broadcasting TACAN. So, in summary: If you're having a mission that clients cannot join after mission start, first delete the tankers/AWACs/JTACs/etc. If that allows clients to join your mission after mission start, then go back to the mission version before you deleted the units. Try fiddling with tanker radio frequency, callsigns, and TACAN channel and channel types. See if that fixes the problem.
  4. Currently, only using Slmod. All the default functions available in the scripting library are listed here: http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine_(DCS:_World_1.2.1) All of these you would not need a mod to use, but no, you can't detect chat at this time. The scripting library is still somewhat a work in progress... so who knows, some day you might be able to detect chat without having to use Slmod.
  5. It's pretty simple. From: http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine_(DCS:_World_1.2.1) trigger.action.outText(trigger.misc.getUserFlag(1)) That will simply print the value of flag 1 to all. (By the way, the above script does NOT require Slmod- the scripting engine is present in DCS already- Slmod just expands what the scripting engine is capable of doing.) There are scripting functions to output to coalition, country, or group as well, but a bug was introduced and they do not work in this build. So right now, if you need to output to coalition, you have to use Slmod. I have not exposed an Slmod function for outputting to group or country yet though, but it would be very possible to do so- I already use it internally.
  6. Quax, the bug with your mission has been reported and attended to. Hopefully we will see a fix made public as soon as possible. In the meantime, try deleting all the tankers and AWACs, see if that helps. The issue may have to do with beacons or service providers (service providers = AWACs, Tankers, AFACs, etc.). I gotta move on to something else...
  7. Ok, Quax, if I delete all planes from your mission, it doesn't crash. I tried deleting just the F-15s, and it crashed still, if I remember correctly. Hmmm..... 104th has no trouble hosting a lot of FC3 aircraft- but then again, maybe this is a server-side problem and they rolled back.
  8. Yea, it's very frustrating trying to narrow this down. That's what I'm doing right now. I deleted all aircraft, all static objects, and all ships from your mission, and it doesn't crash now. Now, I need to add stuff back until it crashes again. It could either be the number of units, or the types of units... I donno yet. Oh and the crash only happens if the server time has advanced some amount. Server cannot be at or near time = 0.
  9. OK, based off of Mustang's description of this bug on ED's internal bug tracker, I was able to replicate the crash using one of the VTAG dedicated servers. I uninstalled Slmod from the VTAG dedicated server, and removed all Slmod elements from your mission. Your mission still crashed, even with no Slmod elements, and Slmod not running on the server. So, like I said, would you please STOP blaming Slmod for a bug in DCS? I am now in the process of trying to narrow down the cause. The cause is NOT due to enforcing scenes, civilian traffic, or dynamic weather, I know that much now.
  10. As I've said before, the problem is almost certainly with DCS, not with Slmod. "Release" versions of Slmod have never once been involved with a server crash to my knowledge, and it's almost inconceivable that it could be involved with a client crash. Rolling back to a previous version of DCS will work temporarily, but what will you do in 1.2.3? Your mission will be broken permanently. Why? Because bugs do not fix themselves. If this bug is not reported, it will still be there in 1.2.3. So unless you want all your hard work on your mission to go down the drain, you need to give me detailed steps on how to replicate this crash. That's the only way to ensure it might be fixed. Here's what I think I understand: 1) Start the server, run your mission. 2) At some point? (When? under what conditions?) clients will crash? Or is it always on second rejoin that clients crash? 3) Then clients will be unable to re-join? Anyway, I've already tried all the above, and had no problems. Finally, I do agree you should not have to re-design your missions on every update. That's why it's important that, when a new bug occurs, you provide detailed steps on how to recreate it so that it gets FIXED. As Scorpi points out, there are suspected issues with dynamic weather. There are also suspected problems with enforcing scenes. Have you tried turning off dynamic weather and not enforcing scenes?
  11. Hey, I'm implementing a simple radar detection model through the scripting engine. Here's what I'm using right now (in pseudocode): CONST doppler_notch = 140 km/h CONST detect_time = 8 seconds FOR EACH <target> DO IF THESE CONDITIONS <target inside max range of radar> AND <target line of sight to radar> AND ( <target is against a sky background> OR ( <target is against terrain background> AND <radar-to-target radial velocity magnitude is greater than doppler_notch> ) ) MAINTAINED FOR detect_time SECONDS THEN <target is detected> END END Basically, in English, if the target is within the detection range of the radar, and the target is line of sight to the radar, and either the target is against a sky background or the target is against a terrain background and is outside the Doppler notch, and these conditions persist for like 8 seconds, then the target is detected. Now, I don't know a whole lot about radar, and I'm curious if there might be a better simplified model that is still fairly simple. This is supposed to be for early warning radars/AWACs.
  12. Note the land.isVisible function: http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine_(DCS:_World_1.2.1) and the slmod.units_LOS function: http://forums.eagle.ru/showpost.php?p=1616590&postcount=447 Both allow you to simulate radar detection to a certain extent. Also, for a mission scripting add-on library I'm working on, I'm thinking of doing a specialized radar detection model instead of just LOS and range detection- will need to include factors such as the doppler notch and whether the aircraft is against a ground or sky background.
  13. Here is a simple mission using Lua scripting- no file modification is required. In this example mission, illumination flares are created over the vehicle group every 60 seconds. No matter where the vehicle group drives, the illumination flares will follow it. It is not possible to do that only using triggers. The script is the following script: do local group = Group.getByName('M1s') if group then local units = group:getUnits() if #units > 0 then local avgx, avgy, avgz = 0, 0, 0 for i = 1, #units do local unit = units[i] avgx = avgx + unit:getPosition().p.x avgy = avgy + unit:getPosition().p.y avgz = avgz + unit:getPosition().p.z end avgx = avgx/#units avgy = avgy/#units avgz = avgz/#units trigger.action.illuminationBomb({x = avgx, y = avgy + 750, z = avgz}) end end end scripting demo mission1.miz
  14. This is a commonly requested feature, but unfortunately the simulation engine does not support arbitrary unit spawning at this time.
  15. We (Grimes and I) will be releasing an expanded set of scripting functions that will allow you to score map object deaths soon. Slmod does have a slmod.mapobj_dead_in_zone and slmod.mapobj_destroyed functions in the meantime, though. Some people used to detect map object deaths by placing a unit on top of/underneath a map object, but that's, IMO, a little too crude for my liking. It was possible to kill the unit and not the map object, for example. It also doesn't help you detect the destruction of some map objects, like runways.
  16. (Where is the log file?) Well, all things being equal: Slmod is like 10,000 lines DCS is probably what... 1,000,000 lines? I donno. Multiplayer is also a bit more unstable than average right now. Lua also has a very hard time causing CTDs. So all in all, for any crash or bug there is something like a 99.9% chance that it has nothing to do with Slmod. Anyway, I'd probably appreciate it if we didn't report crashes in here unless there was a reasonable cause to think that the crash could be related to Slmod. (Also consider that in this thread, posters have suspected Slmod of causing crashes/instability/whatever at least 10 to 20 times and not once has it been discovered that Slmod had been at fault). The reason I say this is I don't want people glancing through this thread to get the false impression that Slmod causes game instability or other bugs when I have never even once found that to be the case.
  17. Slmodv6.3: Changes: - Fixed (at least, I hope) a bug that could cause the pause-when-empty server feature to pause the server when clients were still in the game on passworded servers. - Added the chat log. Chat logs saved in \Saved Games\DCS\Slmod\Chat Logs\<date, time stamp>.txt. To enable chat logging, configure the \Saved Games\DCS\Slmod\config.lua file. - The chat log will also optionally log friendly fire events. This is an example of the chat log that contains chat messages and friendly fire events: - Added the ability to auto-kick or auto-ban for team hitting (friendly fire) events. (Personally, I would not recommend auto-ban, because a person could be banned for a mid-air or ground collision where they are not at fault, but the option is there... the server admin could always review chat logs afterwards to determine if the guy really deserved the ban.) To enable auto-kicking or auto-banning, configure the \Saved Games\DCS\Slmod\config.lua file. - Added and reorganized some options in the \Saved Games\DCS\Slmod\config.lua file. As a result, your old settings will be saved to configOLD.lua and all Slmod settings will return to default (this is what can be expected every time there are significant changes in the options file). I may have to move to a better system eventually, but right now, the number of Slmod options is rather low. Question: HEY! I just installed Slmodv6_2- do I really need to install Slmodv6_3???! Answer: Only if you are currently using the pause when empty feature, or want to use the new features added with Slmodv6_3 that are mentioned above. If you've just installed Slmod to be able to host missions that use Slmod functions, then you can stick with v6_2. IN GENERAL, PLEASE SEE THE C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua FILE FOR ALL THE NEW CONFIG OPTIONS! ----------------------------------------------------------- Installation instructions: No Servman 0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=74193&stc=1&d=1354250647 1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory. 2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net", rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory. CAUTION: MAKE SURE YOU DO NOT CONFUSE THE "server.lua" file LOCATED IN ./DCS World/Scripts WITH THE ONE LOCATED IN ./DCS World/Scripts/net!! 3) Paste the "Slmodv6_3" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net". Servman 301 CAUTION: Servman 301 is a little buggy now as the code has not been updated or fixed in some time. Slmodv6.3 has also not been checked for Servman compatibility, but I see no reason why it won't work as well as previous versions did. The main issue is the old and unsupported Servman 301 code. Errors in Servman could potentially cause Slmod to malfunction too. Installation Instructions: 0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=74194&stc=1&d=1354250647 1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory. 2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3", rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory. 3) Paste the "Slmodv6_3" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net". Re-installation after auto-update: 1) Open "C:\Program Files\Eagle Dynamics\DCS World". 2) Find and open the latest _backup.<number> folder. 3) Copy the "Scripts" folder. Go up one folder level and paste it into "C:\Program Files\Eagle Dynamics\DCS World". Say "yes" to all folder merges and file overwrites. Slmod does not modify any files that are subject to frequent change, so it's highly unlikely you will overwrite some necessary change that the auto-updater had made (however, following these instructions you will also re-install any other ./Scripts mods you had installed, and I cannot vouch for them). ---------------------------------------------- Thanks for everyone's help, suggestions, and bug reports! (No Servman) Slmod Version 6.3.zip (For Servman 301) Slmod Version 6.3.zip
  18. No, unless you've uninstalled Slmod and the problem goes away, and then reinstalled Slmod and the problem returns, then you cannot say the problem lies with Slmod. I could turn it right around at you: Because your mission has WAY more triggers than Dragon's mission, then the number of triggers must be the cause of the crash. Because your mission has WAY more units than Dragon's mission, then the number of units must be the cause of the crash. Because your mission has AI aircraft airborne at mission start, then that must be the cause of the crash. In fact, overall, even without using scripting, your mission is MUCH more complex than a regular Dragon's mission. Any one of a billion factors could be the reason that your mission is crashing clients when they are trying to load. You cannot jump to any conclusions until you have gathered evidence to support that conclusion. In this case, the evidence you need to collect is this: Uninstall Slmod- see if the crash goes away. Reinstall Slmod- see if the crash comes back. If you can produce the above behavior, only then do you establish a cause and effect- and you need to produce the above behavior a few times before you can confirm it too. Oh quick question: WHEN are clients crashing initially? Randomly? It is a known bug that clients will occasionally crash out of a mission, and not be able to rejoin the mission. This bug has nothing to do with Slmod.
  19. OK, so I figured out why the slmod_pause_on_empty feature was malfunctioning for some folks, and working just fine for others. Basically, it will only get messed up if your server is passworded and people get the password wrong. I'm working on the "official" fix right now. In addition, I am adding in chat logging, it was fairly easy to add. Right now, this is what the format looks like: Nov 29 14:52:04 client 1 ({ ["id"] = 1, ["name"] = "Speed", }) said chat message: "-stl" to all (output suppressed by Slmod) Nov 29 14:52:21 client 2 ({ ["id"] = 2, ["addr"] = "90.193.99.44", ["name"] = "Diablo", ["ucid"] = "5003881eee80d7df9f1d649cba6dd382", }) said chat message: "Hi dude" to all Chat log files names are time/date stamped, and are created in \Saved Games\DCS\Slmod\Chat Logs\ You enable/disable chat logging with the slmod_chat_logging variable in the config file.
  20. Ok, thanks, I'll investigate it this evening :thumbup: If it's unknown to ED, I'll get it reported. Thanks for the help!
  21. So these are CLIENT crashes? :doh: That is almost certainly not Slmod related. Anyway, I just tried to replicate this client crash. 1) Started mission 2) Client connected 3) Restarted mission- client did not CTD. 4) Restarted mission again, client still did not CTD.
  22. I am unable to replicate your crash :( This is what I did: 1) I updated to the very latest version of DCS, which uninstalled Slmod 2) I started Multiplayer, created a passworded server, and loaded your mission. No crash. 3) In the same multiplayer session, I reloaded your mission 4 times, still no crash. 4) I installed Slmod 6.2 5) I started multiplayer, created a passworded server, loaded your mission, no crash. 6) In the same multiplayer session, I reloaded your mission 4 times, still no crash. There a few things I'd like you to try: 1) Your scripts run on a MISSION START trigger. I DO NOT recommend running ANY Slmod scripts on a MISSION START type trigger. The behavior of Slmod at mission start may not be as expected. Please change the MISSION START(Scripts) trigger to ONCE-> TIME MORE (1). In fact, I recommend ONCE-> TIME MORE (5) myself. This is not likely to be the cause of the crash though. 2) I do not personally think this is a problem with Slmod, but first we need to eliminate the possibility entirely. To know for sure, I need you to temporarily uninstall Slmod, and see if the crash persists. Most likely, this is a problem with DCS, and you will still crash even with Slmod uninstalled- but we need to be sure. 3) I need dcs.log from a session when you crashed while loading this mission. 4) I need additional information- such as, were there clients connected to you (perhaps the crash only happens when clients are connected to you!), and I need to know the operating system and system type (Example: Windows 7 64 bit). Hopefully, with this info, we can eliminate or implicate Slmod, and, in the more probable situation that this is a problem with DCS, we can hopefully isolate the problem and get it reported to the developers so that it can be fixed. In the meantime, when I get the chance, I will try loading and reloading your mission with clients connected to me. Thanks!!!
  23. Where do you fit the rod holders and downriggers on the SEA F-18?
  24. This is the "Tears of Allah" mission? I'll see if I can reproduce your error today. This is very similar to a bug that I reported and was supposedly fixed last month... I hope it hasn't come back! If I remember this correctly, this mission will crash even without Slmod installed, as the problem is with DCS itself. Did you check that possibility? I know the mission requires Slmod, but it's useful for trouble shooting to check this.
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