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Posted: Sat Aug 16, 2014 12:42 am     Super secret spam barrier
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Apollo wrote:
r9
- Changed Zeus GameMaster to full mode


Please can I ask that admins do not use Zeus to add units. Zeus should be used purely as an Admin tool for spectating/cleaning up dead objects.

For the sake of minimising variables (that may affect the server's/other client's performance), Zeus was purposely disabled to prevent Admins from adding units (which are spawned on the client and not the server). The skill values of these units also do not match up with the values defined by the mission but instead by the client's own difficulty settings.

Thanks.


Posted: Sat Aug 16, 2014 2:34 am     Super secret spam barrier
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Goodson wrote:
Apollo wrote:
r9
- Changed Zeus GameMaster to full mode


Please can I ask that admins do not use Zeus to add units. Zeus should be used purely as an Admin tool for spectating/cleaning up dead objects.

For the sake of minimising variables (that may affect the server's/other client's performance), Zeus was purposely disabled to prevent Admins from adding units (which are spawned on the client and not the server). The skill values of these units also do not match up with the values defined by the mission but instead by the client's own difficulty settings.

Thanks.

Well, generally I agree. The fewer variables the better. Per the changelog it was 'upgraded' because the restricted version did not allow us to sufficiently sort out problems that had arisen.

However, given that within the first few days this week it was clear that Trixie's/ASDG was not causing any problems, it seemed straight forward and easy to switch on full Zeus and test that too. So I've done a little bit of Zeus'ing here and there, and so far we've not had any problems. Given that we don't have MCC, I think "clearing" Zeus (not that it should really need it, given it's built into the game) is also an important step, which so far is passing happily. Not one crash reported on the server this week.

Don't worry, mods and testing are staying under control and everything is <jazz voice> cool-baby, yeaaaaah!


Posted: Sat Aug 16, 2014 7:55 am     Super secret spam barrier
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hmm interesting point Jamie.

What's the best way to ensure admins i.e. Zeus; have the correct Ai settings. ?

What should we be changing on our clients to match the server tweaked settings ( I suppose that's one advantage of something like ASR, we can just share the file to the right people etc)

SJ


Posted: Sat Aug 16, 2014 11:30 am     Super secret spam barrier
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First multiple CTD last night. Myself and 3 others crashed while at base - with a number of others following suite soon after. I was told my crash was a steam error - note; Steam updated their GUI yesterday, which may have played a part. Upon trying to reconnect, I crashed pretty much instantly as I spawned in. 

Not sure how detailed our error logs are, however the initial crash was at  15/8/14 - 8:08pm - followed by quite a few more crashes. 


Posted: Sat Aug 16, 2014 11:51 am     Super secret spam barrier
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Arka wrote:
First multiple CTD last night. Myself and 3 others crashed while at base - with a number of others following suite soon after. I was told my crash was a steam error - note; Steam updated their GUI yesterday, which may have played a part. Upon trying to reconnect, I crashed pretty much instantly as I spawned in. 

Not sure how detailed our error logs are, however the initial crash was at  15/8/14 - 8:08pm - followed by quite a few more crashes. 

Server logs don't record times unfortunately.
I can't see anything obvious near the entries with "Arka" in them.
I'll revert the Zeus GameMaster module back to restricted just in case.

Do you run with logs on Arka? Can you check your .rpt file?


Posted: Sat Aug 16, 2014 11:58 am     Super secret spam barrier
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I don't I'm afraid. I'll run with logs considering our modset is so small these days. As I said, *crossing fingers* may have just been a result of the Steam GUI update. 


Posted: Sat Aug 16, 2014 12:10 pm     Super secret spam barrier
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 r11
- Zeus GameMaster module reverted back to limited mode
- Admin script disabled, didn't work too anyway (addAction lost after respawn, some rpt errors)

@Arka, everyone should be able to run without -nologs (ie. logging on) these days without appreciable fps drop now that we've solved most of the rpt spam, so yeah, please give it a try and get people to post their crash experiences here


Posted: Sat Aug 16, 2014 12:13 pm     Super secret spam barrier
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Apollo wrote:
@Arka, everyone should be able to run without -nologs (ie. logging on) these days without appreciable fps drop now that we've solved most of the rpt spam, so yeah, please give it a try and get people to post their crash experiences here


Yep, will do - old habits and all that :).


Posted: Mon Aug 18, 2014 12:53 am     Super secret spam barrier
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Modset 4, r11

Bug report:
- clients crash to desktop

Background
Long Op (2 hours), player count 15+ including random public players - no problems.
Everyone gets back to base and piles into the Armoury (Virtual Arsenal).
Someone reports the Virtual Arsenal is looking odd (infra-red?).
5 people (including me, not in the Virtual Arsenal) get simultaneous c-t-d.

Later happened again on a different Op after a server restart to a different player while accessing the Virtual Arsenal.

Not all that common, but enough to be mentioned.

Cause?
Possibly related to Virtual Arsenal access - maybe with improperly configured mods (Trixies?)
http://feedback.arma3.com/view.php?id=19691

Testing
Restrict kit available from the Virtual Arsenal


Posted: Mon Aug 18, 2014 1:07 am     Super secret spam barrier
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Modset Update
After this Sunday's successful Op it was agreed by those present to add as the next step DeltaGamers Chinook Helicopter mod.
Now on the public server for formal testing in the first half of this week.

Modset 5
Client
@asdg_jr
@cba_a3
@chinookpack [Added]
@sthud_a3
@st_nametags
@task_force_radio
@trixie_britishweapons
@vts_weaponresting

Server
@asdg_jr
@cba_a3
@asm (arma server monitor)
@chinookpack [Added]
@task_force_radio
@trixie_britishweapons


Mission Update
=== r12 ===
- Chinook helicopter added with @chinookpack
- Pilot check script improved to prevent non-pilots hacking into the pilot seat / blowing up the aircraft
- Added information signs at base


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