Riley

Member

Last active 5 years ago

  1. 10 years ago
    Mon Nov 17 06:17:20 2014

    If you are experiencing loading lag (like when the virtualized units are spawning in) then yes, its your hardware. To be specific it is more your HardDrive than anything. 5400 rpm is quite slow for what the mod/game is trying to do. I could go into detail if you wish, but it seems you would like a possible solution more.
    That being said, try lowering the max amount of units spawned in at one time. I believe the default is 50, try lowering it to 35 or maybe 25 to see if you gain any performance increase.

  2. Sat Nov 8 21:38:29 2014

    Everything is back in working order. Thanks again.

  3. Sat Nov 8 09:42:51 2014

    Thanks Tupolov!

  4. Sat Nov 8 07:50:38 2014
    <?xml version="1.0" encoding="utf-8" ?>
    <nlog xmlns="http://www.nlog-project.org/schemas/NLog.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
      <targets async="true">
        <target name="File"
                xsi:type="File"
                fileName="${specialfolder:LocalApplicationData}/Arma 3/AliveServer.log"
                layout="${date} ${level} ${message}${onexception:inner=${newline}${exception:format=tostring}}"
                keepFileOpen="true"
                openFileCacheTimeout="60"
                
                archiveFileName="${specialfolder:LocalApplicationData}/ALiVE/AliveServer.{#}.log"
                archiveEvery="Day"
                archiveNumbering="Rolling"
                maxArchiveFiles="7"
                />
      </targets>
      <rules>
        <logger name="*" writeTo="File"/>
      </rules>
    </nlog>
  5. Fri Nov 7 18:15:58 2014

    First of all apologies to Ezaco. I have hijacked his thread, but maybe some things I ask here will help him too.

    The Alive config is in the games root directory. Gameservers.com does not allow access to the \appdata\ folder and told us that it would work there, and it did work fine from this location before. The log file (alive.log) from the previous arma2net install was generated in the games root directory also.

    I have not tried the basic launch command line yet, but I will and post again here.

  6. Fri Nov 7 03:59:31 2014

    @Tupolov that's kinda the problem. Those files have not been generated by the new @aliveserver system.
    Steps we have taken are to reinstall the mod, re-download the aliveserver folder and alive config from the war room, use a known to work mission, and created a new mission from scratch, made sure @aliveserver was first in the launch command line. All this worked with the Arma2Net but nothing since.

  7. Thu Nov 6 16:59:19 2014

    Ours hasn't worked in over a week. Switched to the @AliveServer and hasn't connected since. I play every day but nothing recorded.

  8. Thu Nov 6 07:22:01 2014
    Riley posted in Is there an end state.

    You guys still have drawer space? You're lucky. All my clothes are in the garage!

  9. Sun Nov 2 01:00:35 2014
    Riley posted in Stats not recording Kills.

    Its the medical .pbo that is the problem....

    I removed all suggested @agm .pbo's ( AGM googles, explosives, scopes or medical) and reintroduced one at a time. When I reintroduce the medical .pbo your kills, rounds fired etc... are recorded but switching up weapons mid battle it stops recording your kills, rounds etc... to War Room.

    When you are switching weapons, are you just grabbing a new gun or putting on a loadout? Such as using VAS. I am scanning through the medical sqf files and there are many references to equipment checks. Though I do not know how the alive plugin truly uses these references (player persistence/store gear?), it may help Tupolov to know.

  10. Sat Nov 1 07:09:24 2014
    Riley posted in Stats not recording Kills.

    I think there is also an issue with MCC. It now has the ability to "cache" or virtualize AI. I believe this is causing the problem with my groups stats not being recorded, although we also run AGM (hmmmmm). It doesnt even show that the map is active. Will do further testing tomorrow and update here.

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