H

Haymaker

Member

Last active 8 years ago

  1. 8 years ago
    Mon Jul 18 20:53:32 2016

    @HeroesandvillainsOS  I'm thinking the empty vehicles are the ambient vehicles you can spawn in the civilian placement and military objective modules. I believe they default to low in each module (I'd have to double check that).

    Could you check and see if disabling them in those two modules resolve that part of the issue?

    For the vehicles you spawn at base, I never virtualized them. I have the virtual AI set to only virtualized synced objects, and leave my base vehicles unsynced. I can't say I've ever had a performance problems due to these forever being in the game world.

    Confirmed that the objects spawned are part of the compositions in the military placements modules, like the roadblocks and camps.

  2. Mon Jul 18 20:15:21 2016

    @HeroesandvillainsOS  @Haymaker

    When you say "random empty vehicles, objects and static weapons" are spawning, what do you mean?

    Surely these aren't random, but are spawning from some system, be it either from the random clutter objects in the civ placement module or mil obj module, or are coming in from logistics. Where are they coming from?

    And the ones on your base would be ones you're manually placing in the editor, correct?

    The ones in base are editor placed, yes.

    The ones spawning across map? I have no idea. They are a mix of static weapons and civilian + hostile vehicles (all of them are empty), so I'm assuming that they're compositions and roadblocks and such but I'm unsure.

  3. Mon Jul 18 18:05:00 2016
    H Haymaker posted in Mission advice, using MCC, etc..

    My experience using MCC is that MCC and ALiVE have no functionality together. It causes a plethora of client loading issues, and if any single client is running MCC sandbox it causes loadscreen problems for everybody, even if the server isn't!

    If you want more dynamic missions I would just add a Zeus module and allow logged in administrators to access it.

  4. Mon Jul 18 18:00:34 2016

    I've been having some issues so I went into my optimization mode for a while. While doing some testing with ALiVE and other mods on client and server performance, I've noticed that over time random empty objects and vehicles, as well as static weapons, spawn throughout the island and don't get profiled. They spawn well over my server's 1500 meter profile distance, in corners of the map that are untouched and unseen. I've noticed that server FPS runs low when this occurs, it drops to the 15-30 range. Profiling un-profiled units fixes this! Server FPS jumps back up to 50, and my client FPS jumps up from 20s, to 30s and 40s, but this is detrimental to the mission.

    The reason it's detrimental is it completely destroys the vehicles spawned at base, as it seems profiled vehicles only spawn in 5 meters accuracy, which of course causes vehicles to clip into other vehicles and walls etc, and Michael Bay mode commences.

    Any workarounds here? I'm assuming that this problem has been occurring for a very long time.

    Also any news on Civs on the dedicated server being fixed?

  5. Mon Jul 18 15:47:54 2016
    H Haymaker posted in Server Autosave/Scheduler?.

    @SpyderBlack723 That's what the Player Exit button is for, the vanilla abort button doesn't allow enough time for the data to save. There is an autosave option in the Data module.

    Open the ALiVE app menu, Player Options, and select Save Data

    I'm not seeing this in the data module

  6. Sat Jul 16 16:48:07 2016

    Same issue on this end

  7. Sat Jul 16 16:47:43 2016
    H Haymaker posted in Tanoa Insurgency Test.

    I've had the same issue with civs on dedicated server, must be an alive bug

  8. Thu Jul 14 16:51:15 2016
    H Haymaker started the conversation Server Autosave/Scheduler?.

    Is it possible to autosave and relaunch my ALiVE mission?

    Why doesn't player data save if you hit abort? Can I set it so it saves player data on disconnect? It's a pain when hours of progress are lost on a player crash or if a player simply forgets to hit player exit.

    We have some issues with server stability as well, can I set server persistence to save hourly? Can I set it to save and restart every 12 or 24 hours?

  9. Wed Jul 13 04:41:19 2016
    H Haymaker posted in Syndikat Classname/Compatability?.

    @SpyderBlack723 IND_C_F
    :)

    Good looks! :)

  10. Tue Jul 12 23:08:51 2016
    H Haymaker started the conversation Syndikat Classname/Compatability?.

    Anyone know the classname? I've tried "I_C" and "IND_C" and neither work, I just get CSAT.

    Unsure if it's even working with Syndikat yet

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