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Posted: Sat May 30, 2015 8:08 pm     Super secret spam barrier
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Looks like player markers (Section) markers are missing off the map ?


Posted: Sat May 30, 2015 8:36 pm     Super secret spam barrier
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It seems like people's FPS vary dramatically. I and a sizeable subset have near-unplayable FPS (15-ish) (including people where PC power isn't usually an issue) while others report their fps to be 'fine'


Posted: Sat May 30, 2015 9:03 pm     Super secret spam barrier
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re performance:

What it needs is for an admin to run #monitor 1 and look at the server fps (since the sad demise of ASM)
Server fps on the public is usually in the range 35-50 these days.

Unfortunately I'm still ill and can't get to a pc / come on to try this stuff out. :-(


Posted: Sat May 30, 2015 9:12 pm     Super secret spam barrier
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Doing so right now. Had a restart, no AI spawns yet: 45 server-fps
will keep editing this post with updates
edit: Didn't see Apollo's post in time :(
FPS stayed around 35-ish FPS for most of them time, dropping to 17-20 when large spawns were triggered.
Sadly that was the "bugged" version of the mission -- we later realized we were running with basic medical + insta death (no idea what version of the mission it was)...so the data isn't that useful :( 


Posted: Sat May 30, 2015 9:17 pm     Super secret spam barrier
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If you also run Goodson's AI counting script locally via the debug console, you'll have some decent data.

  Author: Goodson
   Description: 
   Displays all unit positions on map and displays total unit count (incl. local and remote) for
   debugging purposes.
   Parameter(s):
      NONE
   Returns:
   Nothing
   
   Execution:
   Exec script using execVM or place below code into debug console in-game.
      Example:
      _null = [] execVM unitTracker.sqf;
*/
[] spawn {
GDSN_unitTracker = true;
_markers = [];
while {GDSN_unitTracker} do {
   _bluCount = 0;
   _bluLocalCount = 0;
   _bluRemoteCount = 0;
   _indCount = 0;
   _indLocalCount = 0;
   _indRemoteCount = 0;
   _opCount = 0;
   _opLocalCount = 0;
   _opRemoteCount = 0;
   _civCount = 0;
   _civLocalCount = 0;
   _civRemoteCount = 0;
   
   {
      _m = createMarkerLocal [format ["box%1",random 1000],getposATL _x];
      _m setMarkerShapeLocal "ICON"; 
      _m setMarkerTypeLocal "mil_triangle";
      _m setMarkerDirLocal (getDir _x);
      _m setMarkerSizeLocal [0.5, 0.5];
      switch (side _x) do {
         case WEST:
         {
            _m setMarkerColorLocal "ColorBlue";
            _bluCount = _bluCount + 1;
            if (local _x) then {
               _bluLocalCount = _bluLocalCount + 1;
            } else {
               _bluRemoteCount = _bluRemoteCount + 1;
            };
         };
         case RESISTANCE:
         {
            _m setMarkerColorLocal "ColorGreen";
            _indCount = _indCount + 1;
            if (local _x) then {
               _indLocalCount = _indLocalCount + 1;
            } else {
               _indRemoteCount = _indRemoteCount + 1;
            };
         };
         case EAST:
         {
            _m setMarkerColorLocal "ColorRed";
            _opCount = _opCount + 1;
            if (local _x) then {
               _opLocalCount = _opLocalCount + 1;
            } else {
               _opRemoteCount = _opRemoteCount + 1;
            };
         };
         case civilian:
         {
            _m setMarkerColorLocal "ColorYellow";
            _civCount = _civCount + 1;
            if (local _x) then {
               _civLocalCount = _civLocalCount + 1;
            } else {
               _civRemoteCount = _civRemoteCount + 1;
            };
         };
      };
      _markers = _markers + [_m];
   } forEach allUnits;
   
   hintSilent format["BLU: %1 (R: %2 | L: %3)\nIND: %4 (R: %5 | L: %6)\nOP: %7 (R: %8 | L: %9)\nCIV: %10 (R: %11 | L: %12)\nTOTAL: %13 (R: %14 | L: %15)", _bluCount, _bluRemoteCount, _bluLocalCount, _indCount, _indRemoteCount, _indLocalCount, _opCount, _opRemoteCount, _opLocalCount, _civCount, _civRemoteCount, _civLocalCount, (_bluCount + _indCount + _opCount + _civCount), (_bluRemoteCount + _indRemoteCount + _opRemoteCount + _civRemoteCount), (_bluLocalCount + _indLocalCount + _opLocalCount + _civLocalCount)];
   sleep 1;
   
   {
      deleteMarkerLocal _x;
   } forEach _markers;
};
};


Posted: Sat Jun 06, 2015 11:23 pm     Super secret spam barrier
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Yep, bit of a mission slow-down due to ACE limbo (as you said). Apollo's working on converting his missions to be ACE compatible (woo!). 


Posted: Sun Jun 07, 2015 12:02 am     Super secret spam barrier
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They were all ready 3 days ago. :-)
Just waiting to hear what settings have been chosen for final tweak.

#votevanilla


Posted: Sun Jun 07, 2015 8:35 am     Super secret spam barrier
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Good times come and good times go.

I think right now it is a mix of people just waiting for the decision what will happen with the medical system, good weather and people also being busy with exams and stuff.

There is no war to end all wars.


Posted: Sun Jun 07, 2015 10:11 am     Super secret spam barrier
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Cougar wrote:
I have to say, and as much as I'm enjoying operation deathstalker, a change of mission would be a warm welcome!!

The current mission rotation is on halt I think. Probably should kick off once a decision for the medical system was made and maps have been adjusted.


Posted: Sun Jun 07, 2015 2:16 pm     Super secret spam barrier
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Which mission from the rotation do you guys want to play for the next few days? I'll load it up late this evening.


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