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@BlackKnight - see the message by Silence, below
1) Replace the _pspeed if clauses with a three-case switch
2) move the toLowerANSI grass check outside the for loop so that if != “grass”, we don't need to calculate anything since we're not on grass.
But regardless, thanks for the mod and the work involved.
We give up this solution on our server until this be solved somehow.
For single-player or you and someone else, perfect solution.
There are no settings, so if you load it, it's enabled.
ACSTG works "fine" with AU in the sense that it functions, people keep misinterpreting that warning as an error because they don't read. It's rarely reported when things work compared to when things don't
All Antistasi versions (or any script heavy environments, really) suffer from these performance issues when using ACSTG, it's not limited to just Ultimate. It just so happens that people report issues with Ultimate because of that warning we implemented above
The fact that "Antistasi doesn't spawn invisible walls" does not necessarily mean that there is no conflicting code with ACSTG. Just to give you an example, DRO (Dynamic Recon Ops) was also 100% incompatible with ACSTG at one point, because there was a conflict with the two mods initializing. Beyond initialization, the spawning of AI enemies, players, starting missions, players and enemies dying and swtiching teams during the mission - all of these may result in hung threads in ACSTG in case of logic conflicts.
Use with caution
Ill probably uninstall this mod only for mp playthrus, sadly kinda
All correct.
Every second, each AI checks if players are close to them. If the player(s) are close and "hidden", it creates a box to block the AI from "seeing" them. New threads are created to handle this every second. Those extra threads will clog the scheduler if too many are created, leaving little room for any other scripts in the scheduler to run - causing "lag".
So a theory:
If you have 10 players attacking a position with around 70 enemy AI it is potentially spawning ~100-700 objects every second depending on how many players are "hidden". These are then being deleted ~1 second after they are being made, resulting in another ~100-700 deletions.
This will only get worse as more AI/players are added into the equation.
Perhaps an alternative solution is to create "mirrors" around the player when they are "hidden". This way each player will only have 2-4 objects around them at most?
The issue that I have both heard and observed is that performance tends to abnormally degrade with ACSTG enabled, mostly in multiplayer, due to what I can tell is the network saturation caused by spawning and despawning a ton of objects constantly.
Pretty much anything that already has a lot of scheduler/network activity may have issues with ACSTG. I believe these issues can also be noticed with mods/missions like Overthrow. Obviously server specs and such play a role in how visible these issues may become.
Did you even bother to read??
EDIT2: Updated the mod to work in multiplayer. Multiplayer signatures were tested on a sever (big thanks to @Gunter Severloh!) and appear to finally be working. Make sure you delete old bikey files and use the bikey from the current version (ACSTG_2.bikey). The mod needs to run on both the server and the clients.
This may be due to errors in removing invisible objects from the mod (I did not use other mods). Trying to analyze the report and save files, I found signs of many objects in the scene.
How does the removal of objects occur when a player uses Teamswitch, sometimes covering the entire map with 20 - 30 game units.
Has anyone encountered this?
@jänkäsd, Prior to Antistasi Ultimate there were many reports that ACSTG was fully compatible with Antistasi. Ultimate and later versions have changed something - don't know why, what or how.
@Close,
You may enable player invincibility to make the test easier.