3 Commando Brigade

Realism. Tactics. Fun.

+ New Topic Locked

Public Server Feedback

2023 posts in this topic
Posted: Sat Mar 14, 2015 10:49 am     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)
CQB seems to have stopped working...

It's placing markers - but no actual Spawns


Posted: Mon Mar 16, 2015 10:57 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
S4m wrote:
Loving the Map so far no complaints that haven't already been voiced.. Only problem im having is when a zeus gets his teeth into the mission it becomes laggyy as crap. A bit of restraint with unit placement and less objects will = better performance for all. Try to split up object spawns and ease them in as players move through area. Only spawn limited units and use them wisely rather than s**t loads and throw them at the players.
Yeah, if you're referring to tonight's "proper coop style" mission at the far north island, then that's totally understandable -- it was the first time doing a full-on zeus thing and I had >1500 static objects.... I later reduced that number significantly and I think that solved the lag issue. 
Sorry if it was a bit laggy at the beginning, I've now learned how far I can push the server :) 


Posted: Mon Mar 16, 2015 11:35 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
S4m wrote:
15hundred items jesus Al you trying to make my computer explode. I wouldnt even use 1500 in one of my blank zeus missions. There should really only be 100-200 objects present at one time. You can push it abit further if theres less AI in that section but seriously thats wayy wayyy to many.

Actually I think it ran pretty fine once I got it under ~1000 (keep in mind this is counting individual objects, not compositions). In Arma 3 the impact of static objects seems to be dramatically reduced in comparison to A2.
Keep in mind that most of those objects were copies of the same item with low-res textures and low-res meshes. ("Mines" sign, road barriers, sandbags, hescos -- those probably made up 95% of the placed objects).
That makes a dramatic difference to the engine, since it's only loading tiny amounts of data. Due to the convenient hill in the middle, roughly half the items were occluded from view at any time. I'm crazy, but I'm not entirely crazy ;)
I'm sure that if you place down a hundred copies of a few different static BTR models you'll kill the fps pretty much instantly but a few hundred "mines" signs spread over an island don't seem to have too much effect on (client side) performance.

Thinking back, it's more likely that the lag coincided with me moving the zeus camera onto the mainland and triggering ALIVE spawn there. I'll be doing some more testing with object and AI counts in the future.
Were you still experiencing lag towards the end of the mission?


Posted: Tue Mar 17, 2015 12:10 am     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)
My experienc is that Zeus only needs to add a couple of sections, maybe an ambush - a Tank called into defend a contested zone - let the players deal with the immediate situation and then bring the next Zeus card into play.

It's too easy and tempting to work too far ahead of the player base and then you end up with LOTS of laggy spawns and objects along their assumed route...  I'm as guilty of that as anyone -

Also worth noting there seems to be some issues with objects using Zeus. For our ALiVE missions AI get offloaded to the Headless client due to an un-documented "bug" in ALiVE (they know nothing about it - I've checked) BUT Objects i.e. sandbags, Hescos etc seem to remain on the Zeus Client.

Zeus Client performance therefore bears little relationship as to how other remote clients are managing those spawns. There is BIG lag caused by this in my experience as static defenses and objects stay on the Zeus client and don't get propagated properly to the server.

So playing units seems to work ok - to a point. But building giant sand castles or FOBs is a no no.

SJ


Posted: Tue Mar 17, 2015 12:14 am     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
Serjames wrote:
Also worth noting there seems to be some issues with objects using Zeus. For our ALiVE missions AI get offloaded to the Headless client due to an un-documented "bug" in ALiVE (they know nothing about it - I've checked) BUT Objects i.e. sandbags, Hescos etc seem to remain on the Zeus Client.
Ah, that sucks :( Though  I didn't actually create this 'on the fly', I used the @Ares save/load thing which is doing this via scripts anyway...so maybe we can get that to spawn things server side? (assuming it's not doing so already?) 
What were the fps like for other people? 


Posted: Wed Mar 18, 2015 5:00 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
EDIT: Ignore. I am an idiot who shouldn't be allowed access to a networked device.


Last edited by Alexander on Wed Mar 18, 2015 5:03 pm, edited 1 time in total.

Posted: Wed Mar 18, 2015 5:02 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)
ARMA...


Posted: Wed Mar 18, 2015 8:29 pm     Super secret spam barrier
Offline
Colour Sergeant
Colour Sergeant
Other duties:
Modder
Operations Design Team
Public Mission Admin

Posts: 3094
Ribbons:
Service Medal (7) Modding Team (1) Mission Designer (1)
Public Regular (1) Operation Medal (5) Weapons Operator (1)
Yeah, I'd have an issue with the Zeus player doing that as well. The whole point of the role is to add to the public server enjoyment by creating tasks and exciting experiences for the players, not to actively seek to wipe out them out.

"Never turn down an ale, who knows if it may be your last."


Posted: Wed Mar 18, 2015 8:52 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)
hmmm, no that's not cricket - however worth noting there are Spetznaz operators working for the Junta.. is it possible it was one of them ?

They have a mixture of AKs with good scopes and a Silenced V-something too i think.

SJ


Posted: Thu Mar 19, 2015 6:39 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
Potominkus wrote:
Not too add the Zeus lightening bolt right on top of the building where leaders were planning the next obj. As if planning doesn't take long enough without Zeus blowing up the building. 
Sorry about that, that was my fault and I'm sorry for the delay that this caused. It was obviously unintentionally, I hope people don't think I'd intentionally bolt-kill all section leaders + myself (I was in that building with them, getting briefed on their plans).

SJ has it right on the "tp'ed silenced AK". I was wearing that outfit but didn't use my own player char to engage, I stuck to remote controlling AI so what you saw was probably "African Liberation Army Special Forces" (or something along those lines).
I send in a squad (15+ units) of these guys to counter-attack the town. They took a 1+km trek into town and BPT actually spotted them a good 5-10minutes before they entered the town but couldn't get their reports through to anybody until way too late.
They finally got somebody from the sections on the radio just as the forces opened fire on you. Not sure what went wrong there, but that was a major communication snafu (BPT used the right frequency, but apparently nobody was listening).
I then watched the two fireteams(Sections?) in that side of the town try to fight off these 'surprise' contacts...it wasn't pretty.

I did do some rather harsh remote-controlling earlier, especially harassing some campers snipers. I noticed two dudes, all on their own, camping on the highest structure (hospital heli pad), firing one of the loudest guns (some .50cal) I'd ever heard.
Since the AI sadly doesn't react to that nearly as well as it should, I decided to fix that. Thanks to shoddy clearing, there was a unit close that I could remote control. I went up the hospital stair, engaged the sniper (he was crouched and skylined, nobody watching the rear, no tripwire mines, etc). I gave the spotter time to bring the sniper up, used that time to get close and then put a few smoke grenades on the heli pad (Could have been frags but I'm not there to murder, just to scare). I then went up to the heli pad, spraying my AK into the air waiting to get shot. One of them finally hit me after what felt like a small eternity. Use a tripwire mine next time! 

There's also "1-man-BPT" who got taken out several times (mostly just by AI I send to patrol) sitting alone on top of a hill. That reminds me: The AI with the HMG technical on top of the hill survived insanely long, apparently people kept thinking it was blu-on-blu because it was BPT's previous position?

Even earlier (I think) I spent a good 15-20+ min harassing the guys on top of the office building. Again, because nobody clears properly, I had plenty of units to choose from near them which I could remote control.
Since there had been friendlies sitting on/in that office for quite some time, I thought I'd get them moving a bit. I shot at a few skylines, trying to hit the ledge rather than people (probably got a few hits anyway).
I kept moving up and setting up for the occasional engagement. There wasn't any reaction. People just kept sitting there, kept getting shot at, pull back for a bit but then they (or someone else) would invariably move back to the edge of the building...They AI I took over didn't die until much later (un-remote controlled) when the troop started moving out again. 

In general, I understand the frustration when you get shot by Zeus in some "BS" situation and I'm sorry if something I do (either directly or by sending units your way) gets you killed in a "BS" way.
However, on the night in question, the performance of the troop was simply horrible. Lots of people running around but still AI were getting missed right in the next compound. People sat in place for ages, didn't watch their sectors..etc.
I was honestly shocked how crap the responses to AI (normal or remote controlled) were. Taking remote control of an AI usually ends with a swift bullet to the face a few seconds after I open fire. On that night, I had to deliberately send the AI into a suicidal attack to get taken out...

Apart from just poor contact reactions, I think there's also an issue with people 1.) breaking immersion by constantly talking about zeus and 2.) assuming zeus is behind everything.
After you guys moved back out from base, I had to go afk for a conference call. I let 1-0 know but asked him to keep it quiet so that people wouldn't just go "oh, cool, zeus is gone, guess we can stop being careful".
I stayed online and went afk...I was gone for about 1.5hours, but when I came back I heard people complaining about how BS that RPG attack from Zeus was xD


+ New Topic Locked


Who is online

Users browsing this forum: No registered users and 67 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

phpBB © Forum Software
© 3 Commando Brigade Gaming Community
All images belong to their respective owners


3CB Modern design by Jamie Goodson
WysiBB