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Posted: Sat Jun 27, 2015 7:58 pm     Super secret spam barrier
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No worries, I just didn't see the picture response as a thanks for spending 1/2 hour looking into it to save you the effort; seemed like more of an insult for trying to help - if it was meant as a joke, I don't get it, but that's ok. :-)

Troubleshooting suggestions (ignore if you've got your own plans for testing):
1) restart server
2) monitor server fps   #monitor 1
3) ensure no one is Zeus'ing
4) try adjusting that ace medical value figure to something else and re-time the fps drops, or disable the litter clean-up completely
5) remove ace and see if it persists > if the problem is still there with vanilla, I'll be happy to look into it further if you wish


Posted: Sat Jun 27, 2015 8:07 pm     Super secret spam barrier
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After restart there was no 30s fps drop issue for me.

See Ya Around


Posted: Sat Jun 27, 2015 8:48 pm     Super secret spam barrier
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Interesting Mastero, thanks for the info.


@Apollo I'll do some testing tomorrow (unless you plan on doing some yourself?), see what the problem is.

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Posted: Sat Jun 27, 2015 9:02 pm     Super secret spam barrier
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Those "body-count" routines must still run on a timer...? They just don't trigger unless the count is met....


Or am I barking up the wrong tree (wanted to keep my panties too preferably ;-))


Posted: Sat Jun 27, 2015 9:23 pm     Super secret spam barrier
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I assume there is a dead body count variable that gets incremented on each kill, and a single trigger that checks the number, polling on the same interval as every other Arma trigger (twice a second?).
Of course, I'm just guessing, not having looked into the @alive code for garbage collection.


Posted: Mon Jun 29, 2015 9:07 pm     Super secret spam barrier
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clyde wrote:
It's not Alive, I get the same thing when I reconnect to the private server both while testing on my own and in the mission last night and that doesn't use Alive, so unless that mod is doing stuff when it's not even part of the mission it must be something else. This is something else I tried to diagnose by trying it on my own dedicated server and it didn't happen on there. It's either a mod issue or a server issue but not a mission issue (not counting mod module settings). I'm going to test some more and see if I can find anything else out.

Clyde I think you're talking about a different issue (the one you spoke to me on TS about where you've always had stuttering for the first 30 seconds after JIPing a dedicated server). The issue we're talking about is stuttering every 30 seconds throughout the entire mission (not just at the start).


@Kryklin Thanks for looking into this.


Posted: Wed Jul 01, 2015 5:45 am     Super secret spam barrier
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nice .....

.... looks like a solid lead .... hopefully that is the problem and it will be fixed soon =) 

also .. 3rd Person Scrub =P

but again, thanks for putting the extra effort in that might lead to a fix =) 


cheers moeses


Posted: Wed Jul 01, 2015 9:48 am     Super secret spam barrier
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Interesting testing, could be something.
But how would we explain the fact that the mission ran for weeks with no problems pre-ace?

Also, guys in base will not be causing the units to spawn at that location because 2km is outside the 800m spawn radius.

The other thing to mention is that there is a spawn limiter. Just because there are 800 units available to @alive, does not mean it will spawn 800 in at one go. It puts in a certain number over the entire map (adding up civilian and military objectives) up to a maximum limit. That limit is within the ability of our server to handle (as demonstrated by the reported server fps of 40+).


Posted: Wed Jul 01, 2015 10:47 am     Super secret spam barrier
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Think of the 800 units as a pool from which Alive can draw.
The number that spawn at any one time is given by the spawn limiter. If we set that to 1 (=1 group), and only had 1 objective, we would get between 4 and 8 units spawning at that location.
If you killed them (let's say 8 ai dead), there would be 792 left in the pool, but only another 4-8 units would then spawn again in the same place.

Of course, in the mission there is more than one mil objective, even with the filter applied, and we're spawn limiting at higher group sizes. Taking the filter off, or reducing it, can reduce the probability of ai spawning at that one location, if all ao's are active, but it also causes the Alive ai commander to have too many objectives, which kills performance.

Perhaps that's already clear to you, in which case ignore. :-)  But perhaps not everyone will have understood the difference between the pool size and the spawn limit.


Posted: Wed Jul 01, 2015 11:17 am     Super secret spam barrier
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A simple test would be to load and compare with the same number of players the current version of Fools Gold with ACE3 and the prior version of Fools Gold without it. If the issue is present in both versions, then it is not ACE3 causing the problem. We can then look elsewhere for the cause.

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