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Posted: Mon Dec 15, 2014 10:22 pm     Super secret spam barrier
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I have tested map in editor and had normal frames 25 in town and 30-35 on open. Forests are well demanding on frames had lower frames there than flying over big town.
My setings here   http://imgur.com/a/EqZ5g

Yesterday in op i had lower settings and view distance to 1500m and frames didn't go over 20. they were stuck to 10 for long time.

Used public repo for editor test.

My english is very best.


Posted: Mon Dec 15, 2014 10:55 pm     Super secret spam barrier
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Many client ctd's seen again today.


Posted: Tue Dec 16, 2014 12:12 am     Super secret spam barrier
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Yep I think we need to do some testing - I don't have much time at the moment...

It plays fine until Zeus gets on it - then it seems to accelerate the crashing issue.

tempted to just let the russians loose and then start work on another map with less issues i.e. a known A2 map Sangin/FATA etc


Posted: Tue Dec 16, 2014 1:12 am     Super secret spam barrier
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I have the old Namalsk mission pretty much ready to put on, with a little tweaking, but I got the feeling people didn't really like it last time because of the creepy soundtrack?


Posted: Tue Dec 16, 2014 8:50 am     Super secret spam barrier
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Sadly Bornholm wasn't really a success. Not for everyone, but too many had poor fps (map related) and frequent crashes (mod related).

So here's a new stop-gap mission, revisiting the desolate island of Namalsk. 
Some of you have been here before, but for many it will be new.

Modset 16/12/14
@3cb_baf_units
@3cb_baf_vehicles
@agm
@alive
@allinarmaterrainpack
@asdg_jr
@beretpack2
@burnes_challenger
@cba_a3
@chinookpack
@cup
@evw [Added]
@namalsk_lite [Added]

@psylandrover
@rh_m4_a3
@st_nametags
@sthud_a3
@stkr_bi
@task_force_radio

Mission
Apollo_ALiVE_Namalsk_v3.Namalsk
Changelog

Server Command Line
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@alive;
__a3__\@ares;
__a3__\@task_force_radio;
__a3__\@asdg_jr;
__a3__\@cup;
__a3__\@rh_m4_a3;
__a3__\@stkr_bi;
__a3__\@3cb_baf_units;
__a3__\@3cb_baf_vehicles;
__a3__\@evw;
__a3__\@beretpack2;
__a3__\@burnes_challenger;
__a3__\@chinookpack;
__a3__\@psylandrover;
__a3__\@namalsk_lite;
__a3__\@asm;

Bikeys On, BattleEye Off.
Currently Alive CQB is set to spawn on JIP clients, so we can isolate and test HC separately later.

Image


Posted: Tue Dec 16, 2014 10:59 am     Super secret spam barrier
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Did we have any RPT errors for why we were getting so many CTD's?


Posted: Tue Dec 16, 2014 1:21 pm     Super secret spam barrier
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pero wrote:
Heads up, PwS collection still includes Bornholm, guess we don`t need it anymore. ;)

Thanks, fixed.


Posted: Tue Dec 16, 2014 4:28 pm     Super secret spam barrier
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Gav wrote:
namalsk... sheds a tear

g
Must be me being old. Is gav happy or sad about the change? Can a young 'un translate please.


Posted: Wed Dec 17, 2014 1:44 am     Super secret spam barrier
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Players report server stable all day, no client ctd's.
Frames good, plenty of contacts.
Heavy Zeus'ing done by admins too, no problems.

ASM seen at: player count 12; AI local 75, AI remote (player) 15, (ie 90 AI active); server fps 46, cps 40+.

Server RPT 700KB over 2 hours - mostly bone skeleton errors from @EvW.

To do:
- adjust spawn positions of Lynx Wildcats and Blackhawk as they're too close when they respawn.
- work out why the right-hand VA ammo box at base, bounces, bursts into flames and glides off north into the forest 10 minutes after mission start!
- add HC to the @alive CQB element


Posted: Wed Dec 17, 2014 5:34 pm     Super secret spam barrier
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Marine
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Frag of the match (1) Operation Medal (1)
Mission updated to add:

- Headless Client
- Merlin (an update to 3CB_BAF_Vehicles)

Mission
Apollo_ALiVE_Namalsk_v4.Namalsk
Changelog


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