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Posted: Thu Oct 30, 2014 10:53 pm     Super secret spam barrier
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Evrik wrote:
Apollo, is it possible that with the optional mods, the mixture of some people using them and others not may cause instability. I understand these are supposed to be client-side mods only, but I do wonder if it could possibly effect who is crashing (i.e. people not running it crash, others using the optional mods don't crash etc...). After all we don't allow JSRS and other client-side mods to be used.

Also, it might not be the server. It could be the optional mods, and / or others, actually crashing the client machine running them. However, if that client crashes at the wrong time while they are doing something that somehow effects others players or the server (lets say during a healing animation or piloting a helicopter etc...), it could affect others and possibly the server, leading to further crashes.

As noted above, there was a typo in my summary. Both optional mods were removed first (modset #2) and the crashes continued.
Adding them back after removing Trixies et al did not cause problems.


Posted: Fri Oct 31, 2014 1:28 am     Super secret spam barrier
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Thanks Sagemred, useful info.

Admin Note:
Modset 30/11/14 (inc AGM, no Trixie/ASDG/Stkr) reported as stable all day. Large player count.

5 hour session = 800KB server rpt file

multiple instances in the server rpt of AGM errors beginning:

[_unit, "HitLeg>
  Error position: <_legdamage >= 1) then {
...


I'd be interested to know why an admin restarted the server at 6.30pm and 8.30pm?


Posted: Fri Oct 31, 2014 3:20 am     Super secret spam barrier
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TheGuy wrote:
Apollo wrote:
I'd be interested to know why an admin restarted the server at 6.30pm and 8.30pm?


It went down, reported by some public plays and recruits - I asked Serjames to check it and restart it if need be.


Wait..., "it went down"? What went down? the server?
I think this needs detailed info please from anyone that knows!


Posted: Fri Oct 31, 2014 8:56 am     Super secret spam barrier
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I can't comment on the server being down yesterday. However, given that the optional mods were off, and AGM is back on and stable (leg issue aside), it does sadly point to either joint rails, Trixies, Stkr or a combination of the three. Is it worth putting up the mission on the Dev using just these three mods (or the 3cb uniforms as it uses all three) to check stability? I do seem to remember that we did originally think there was an issue with Trixies mod a couple of months back, but this seemed to be cleared. Given that the mod is now open source, is it worth pulling it apart and repackaging to introduce one weapon to the server at a time? The UGL is clearly unfinished. Could we remove that as a start? I am not sure if this is even possible, but it is just an idea for those more skilled in the subject.

Edit: Additional idea. Why not set up a TVT with one side using the 3cb uniforms (and therefore joint rails, trixies, and stkr dependencies) vs the AAF and stress test by playing it as a Sunday op (or midweek) with a lot of participants. If it is one of the 3 mods in question, we should still see crashes without any AI involved, additional mods, or scripts in the mission on the public (I suspect there are a few in there). That should narrow the search even more.


Posted: Fri Oct 31, 2014 6:01 pm     Super secret spam barrier
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Nope wasn't me - I didn't restart it.


Posted: Fri Oct 31, 2014 6:02 pm     Super secret spam barrier
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Does anyone KNOW what order we should run these mods on the server command line?

-mod=
@cba_a3
@allinarmaterrainpack
@agm
@asdg_jr
@nato_russian_sf_weapons
@rh_m4_a3
@trixie_britishweapons
@beretpack2
@african_conflict
@chinookpack
@task_force_radio
@stkr_bi

Above is my guess for the order, based on the dependancies, but I'm not sure and would like someone with a more informed view to confirm if it looks right, or suggest an alternative.


Posted: Fri Oct 31, 2014 6:22 pm     Super secret spam barrier
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Looks right


Posted: Fri Oct 31, 2014 6:29 pm     Super secret spam barrier
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Evrik wrote:
Edit: Additional idea. Why not set up a TVT with one side using the 3cb uniforms (and therefore joint rails, trixies, and stkr dependencies) vs the AAF and stress test by playing it as a Sunday op (or midweek) with a lot of participants. If it is one of the 3 mods in question, we should still see crashes without any AI involved, additional mods, or scripts in the mission on the public (I suspect there are a few in there). That should narrow the search even more.

Not a bad suggestion.

Apollo/Howl - something we could test on the private/dev? Shame if one of the dependencies is causing us the issues. Be good to rule it all out if it is one of the "additionals". 


Posted: Sat Nov 01, 2014 3:37 am     Super secret spam barrier
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Public Server has run stable all day, no crashes. Modset 30/10/14. Confirms that @agm is ok.

Moving On
Possible solution to previous crashes with Trixie weapons etc could lie with the server command line mod order.

Tested modset 1/11/14 (below) on Dev server with 4-5 players, was stable for 3/4 hour.

Introduced to public server, stable for 8 players, 1 hour so far.

Run Saturday - if stable with large player numbers over the whole day, next step add @3cb_baf_units and @3cb_baf_vehicles.


Modset 01/11/14
@african_conflict
@agm
@allinarmaterrainpack
@asdg_jr [Added]
@beretpack2
@cba_a3
@chinookpack
@nato_russian_sf_weapons
@rh_m4_a3
@st_nametags
@sthud_a3
@stkr_bi [Added]
@task_force_radio
@trixie_britishweapons [Added]

Optional
@st_stamina_bar
@tao_foldmap_a3


Mission
3CB_BMR-Insurgency_v16.Takistan


Server Command Line
"-mod=
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@asdg_jr;
__a3__\@nato_russian_sf_weapons;
__a3__\@rh_m4_a3;
__a3__\@trixie_britishweapons;
__a3__\@beretpack2;
__a3__\@african_conflict;
__a3__\@chinookpack;
__a3__\@stkr_bi;
__a3__\@task_force_radio;
"

Bikey's on, BattleEye off.


Posted: Sat Nov 01, 2014 11:19 am     Super secret spam barrier
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Add the 3CB skins already!

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