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Posted: Wed Feb 25, 2015 12:33 pm     Super secret spam barrier
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Server mods updated, including @Alive - now with working Intel Markers.

Mission
Apollo_ALiVE_Capraia_v09.IsolaDiCapraia
Changelog


Posted: Wed Feb 25, 2015 6:06 pm     Super secret spam barrier
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Public Regular (1) Operation Medal (3)
Yep ALiVE is FIXED !!!

Super tough - sent in a convoy of 2 Leopards, 6 Full Trucks... multiple fenniks in support.... really cool

Love it


Posted: Thu Feb 26, 2015 1:06 am     Super secret spam barrier
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I'm happy to hear you're enjoying it.


Posted: Thu Feb 26, 2015 3:31 am     Super secret spam barrier
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I've been working on simplifying our server mod set-up with the aim of allowing easier mission/map rotation for game admins.
This has resulted in a "unified mod list" (currently 42 mods) of everything we need to play all of our missions.
Until we approve and add more mods, the current public server repo will not need to change and missions can be changed by admins on the fly using #missions.
I've updated most of the public server missions to include all of the latest changes including the new Company structure, BAF units and vehicles. There are some other missions remaining to be converted in due course.
This is all bikey'd and I think runs without conflict. Time will tell.

Headless client should be run all the time. It is needed for some missions and will be ignored by those that don't require it.

Initialisation Procedure for Admins
1. Start the Public Server from the Game Panel
2. Player Admin join Server and login as admin
3. Start the Public Server Headless Client from the Game Panel
4. HC joins the game and takes it's slot automatically
5. Start the Mission and get in game
6. Allow other players to join

Public Server Repository (26/2/15)
- "@3cb_baf_units"
- "@3cb_baf_vehicles"
- "@3cb_config"
- "@african_conflict"
- "@agm"
- "@alive"
- "@allinarmaterrainpack"
- "@ares"
- "@asdg_jr"
- "@beretpack2"
- "@blx"
- "@bornholm"
- "@burnes_challenger"
- "@cba_a3"
- "@cha_av8b"
- "@chinookpack"
- "@cup"
- "@evw"
- "@fa18_a3"
- "@fdf_podagorsk"
- "@grace_fv510"
- "@grace_real_warrior"
- "@hlcmods_ak"
- "@hlcmods_core"
- "@iraqi_warfare"
- "@isladuala_a3"
- "@mad_build"
- "@mas_nato_rus_sf_veh"
- "@mad_resh"
- "@mbg_buildings3"
- "@mbg_celle2"
- "@namalsk_lite"
- "@nato_russian_sf_weapons"
- "@ngs_capraia"
- "@panthera_a3"
- "@psylandrover"
- "@rhs_afrf3"
- "@rksl_attachments"
- "@st_nametags"
- "@sthud_a3"
- "@stkr_bi"
- "@task_force_radio"

Server Command Line
"-mod=
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@alive;
__a3__\@asdg_jr;
__a3__\@hlcmods_core;
__a3__\@rksl_attachments;
__a3__\@cup;
__a3__\@hlcmods_ak;
__a3__\@nato_russian_sf_weapons;
__a3__\@task_force_radio;
__a3__\@stkr_bi;
__a3__\@3cb_baf_units;
__a3__\@3cb_baf_vehicles;
__a3__\@beretpack2;
__a3__\@blx;
__a3__\@burnes_challenger;
__a3__\@cha_av8b;
__a3__\@chinookpack;
__a3__\@fa18_a3;
__a3__\@grace_fv510;
__a3__\@grace_real_warrior;
__a3__\@mas_nato_rus_sf_veh;
__a3__\@psylandrover;
__a3__\@african_conflict;
__a3__\@evw;
__a3__\@iraqi_warfare;
__a3__\@rhs_afrf3;
__a3__\@mad_build;
__a3__\@mbg_buildings3;
__a3__\@bornholm;
__a3__\@fdf_podagorsk;
__a3__\@mad_resh;
__a3__\@mbg_celle2;
__a3__\@ngs_capraia;
__a3__\@panthera_a3;
__a3__\@isladuala_a3;
__a3__\@namalsk_lite;
__a3__\@3cb_killzeagle;
__a3__\@asm;
__a3__\@3cb_config;
@bcombat;
"

Headless Client Command Line
As for the Server, but remove:
__a3__\@3cb_killzeagle;
__a3__\@asm;

Mission Rotation
Podagorsk:  3CB_Mannerheim_v7.FDF_Isle1_a
Capraia:       Apollo_ALiVE_Capraia_v09.IsolaDiCapraia
Namalsk:     Apollo_ALiVE_Namalsk_v6.Namalsk
Bystrica:      Apollo_CopperValley_v05.Woodland_ACR
Zargabad:    Apollo_IronJustice_v09.Zargabad
Panthera:     Apollo_SteelPanther_v11.Panthera3

Current mission
Apollo_ALiVE_Capraia_v09.IsolaDiCapraia


Posted: Sat Feb 28, 2015 12:03 pm     Super secret spam barrier
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Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
@Neeter

Thanks for the report on the blind AI. There's only one possible reason I can conjure up here - after substantial up-time (like 6-12 hours), our server sometimes loses frames and cpu cycles for the AI. Perhaps memory leaks in A3 or bad coding by me? In really bad cases I've seen the cps drop to 2-3/s which probably isn't enough for the AI to react to a rampaging Neeter in full rambo mode. If you could repeat your beserker attack on a busy town just after a server restart, let me know how that goes.

@RDogg

I'm a bit cautious when it comes to providing CAS birds on the public server. You've probably seen the ranting and raving on the forums that can occur 'when pilots go bad'. They have the potential to ruin everyone's night. So what I'd suggest, is that if there are two really good pilots on board (like you and me ;-) ) then you beg Zeus to provide you with a second AH-6 and he can make an admin judgement call on whether that would be a wise thing for the current situation.

Regarding missions, I haven't really thought what the best way is for it to be changed (admin decision, random player demand or forum vote). Occasionally when we introduce a new mod there may only be one suitable mission available, at least in the short term until the mod is approved and the missions updated if required. I'm currently thinking a 3 day rotation would be good and perhaps having the order set would prevent arguments about what should come next.


Posted: Sat Feb 28, 2015 12:30 pm     Super secret spam barrier
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Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Public Server Repository (28/2/15)
- "@3cb_baf_units"
- "@3cb_baf_vehicles"
- "@3cb_config"
- "@african_conflict"
- "@agm"
- "@alive"
- "@allinarmaterrainpack"
- "@ares"
- "@asdg_jm"
- "@asdg_jr"
- "@beretpack2"
- "@blx"
- "@bornholm"
- "@burnes_challenger"
- "@cba_a3"
- "@cha_av8b"
- "@chinookpack"
- "@cup"
- "@evw"
- "@fa18_a3"
- "@fdf_podagorsk"
- "@grace_fv510"
- "@grace_real_warrior"
- "@hlcmods_ak"
- "@hlcmods_core"
- "@iraqi_warfare"
- "@isladuala_a3"
- "@mad_build"
- "@mas_nato_rus_sf_veh"
- "@mad_resh"
- "@mbg_buildings3"
- "@mbg_celle2"
- "@namalsk_lite"
- "@nato_russian_sf_weapons"
- "@ngs_capraia"
- "@panthera_a3"
- "@psylandrover"
- "@rhs_afrf3"
- "@rksl_attachments"
- "@st_nametags"
- "@sthud_a3"
- "@stkr_bi"
- "@task_force_radio"

Server Command Line
"-mod=
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@alive;
__a3__\@asdg_jr;
__a3__\@asdg_jm;
__a3__\@hlcmods_core;
__a3__\@rksl_attachments;
__a3__\@cup;
__a3__\@hlcmods_ak;
__a3__\@nato_russian_sf_weapons;
__a3__\@task_force_radio;
__a3__\@stkr_bi;
__a3__\@3cb_baf_units;
__a3__\@3cb_baf_vehicles;
__a3__\@beretpack2;
__a3__\@blx;
__a3__\@burnes_challenger;
__a3__\@cha_av8b;
__a3__\@chinookpack;
__a3__\@fa18_a3;
__a3__\@grace_fv510;
__a3__\@grace_real_warrior;
__a3__\@mas_nato_rus_sf_veh;
__a3__\@psylandrover;
__a3__\@african_conflict;
__a3__\@evw;
__a3__\@iraqi_warfare;
__a3__\@rhs_afrf3;
__a3__\@mad_build;
__a3__\@mbg_buildings3;
__a3__\@bornholm;
__a3__\@fdf_podagorsk;
__a3__\@mad_resh;
__a3__\@mbg_celle2;
__a3__\@ngs_capraia;
__a3__\@panthera_a3;
__a3__\@isladuala_a3;
__a3__\@namalsk_lite;
__a3__\@3cb_killzeagle;
__a3__\@asm;
__a3__\@3cb_config;
@bcombat;
"

Headless Client Command Line
As for the Server, but remove:
__a3__\@3cb_killzeagle;
__a3__\@asm;

Mission Rotation
Podagorsk:  3CB_Mannerheim_v7.FDF_Isle1_a
Capraia:       Apollo_ALiVE_Capraia_v09.IsolaDiCapraia
Namalsk:     Apollo_ALiVE_Namalsk_v6.Namalsk
Bystrica:      Apollo_CopperValley_v05.Woodland_ACR
Zargabad:    Apollo_IronJustice_v09.Zargabad
Panthera:     Apollo_SteelPanther_v11.Panthera3
Reshmaan:   3CB_Ursus_v4.Reshmaan

Current mission
Apollo_ALiVE_Capraia_v09.IsolaDiCapraia


Posted: Wed Mar 04, 2015 9:09 am     Super secret spam barrier
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Part of the 1.40 update was (once again) improved handling for the AAF Mora (Warrior). Would somebody be willing to try our modded warrior with and without the "improved handling" mod and report back on differences?
I'm always happy when we can remove a mod/script because something is now part of/fixed in vanilla but I currently don't have time to test it properly.


Posted: Thu Mar 05, 2015 9:42 am     Super secret spam barrier
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Two things noticed on Reshmaan.

1. The walls and sandbags in the base are destructible. Not sure if this is supposed to be like this, just wanted to mention it.
2. There is a small error in the current radio signs. I noticed Apollo via pm and the corrected ones are in file transfer under comms1.rar.

There is no war to end all wars.


Posted: Thu Mar 05, 2015 11:40 am     Super secret spam barrier
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1st Lieutenant
1st Lieutenant
Other duties:
Game Admin
Site Admin
Modder
Founder

Posts: 6573
Location: Surrey UK
Ribbons:
Service Medal (7) Media Man (2) Donator (1)
Modding Team (1) Frag of the match (1) Leadership (1)
Public Regular (1) Operation Medal (3)
Armour values vs different weapons are all over the shop at the moment.

Remember EvW our Opfor source is config'd to work USSR vs US kit. So they're all balanced nicely.

RHS kit is again config'd to work properly internally i.e. M1 Abrams vs T70-80 etc...

Challenger is a rule unto itself - only defeat-able by god or Helicopters...

Our weapons i.,e. launchers... who knows...

It's one thing I definitely want to get right, but it WILL take some doing as we use so many different pieces of kit from different mods

SJ


Posted: Thu Mar 05, 2015 4:58 pm     Super secret spam barrier
Offline
1st Lieutenant
1st Lieutenant
Other duties:
Game Admin
Site Admin
Modder
Founder

Posts: 6573
Location: Surrey UK
Ribbons:
Service Medal (7) Media Man (2) Donator (1)
Modding Team (1) Frag of the match (1) Leadership (1)
Public Regular (1) Operation Medal (3)
... well no the AT4 from RHS will not have the same penetration values as the AT4 for CUP for instance

rhs t72 will not have the same armour as the one from EvW

etc


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