Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
*Edit: i also just saw "22:39:10 Server: Object 5:142 not found (message Type_96)" and "22:39:12 Server: Object 5:149 not found (message Type_124)" - they seem to be rare compared to the normal error messages.
If that same type of error dont show up in the rpt in your mod free test vanilla scenario
then its related to the mod.
For such error the following are some answers that could apply:
======================
- it is normal the packets not always arrive.
Software, like arma, is made that way to send data again, if its not received.
Again many of these are just information, warning, debug.
- From the BI wiki
Client: Object 2:9 (type UpdatePositionMan) not found.
Happens when you setPos someone (?) (Dedicated server only)
- RPT spammed with "Client/Server: Object not found"
caused by createVehicleLocal. This is mainly a dedicated server error.
===========
Mainly these are debug errors, so these can be ignored its mainly coming up with mods
because of some of the commands or codes being used, ideally turn your logs off in the
your server's server.cfg by setting this line here to "none"
// LOGGING
timeStampFormat = "full"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full"
Rpt will still be created if logs are "off" aka none but they wont be written or spammed into
it will actually save you performance after several hours of spamming.
So keep in mind this can happen with any mod depending on what the mod does or adds.
Only time you need to worry about issues with mods is when you see errors, or conflicts in the rpt and the mission dont load, or the server is crashing, in the mod's case here i had neither and the mod performed as should.
Hope that helps clear up some of the confusion or the lack of understanding of the errors
you may be getting. Cheers!
*Grass seems to work like intended! :D
@Pieraz "patchy grass" at high speeds/distance is how Arma 3 draws grass, the mod does not go near that stuff :)
I tested it with 2 friends (in a 3 players-MP session).
My PC was the MP server (not dedicated server).
Unfortunately the FPS dropped dramatically (up to 4 FPS) when the 3 players approached an village (crowded with around 40 AI enemy units). The game frizzed twice, to the point that the only solution out was an "PC-hard-reboot".
Then I tested that same MP mission but without any clients connected (only me). I got a normal and stable FPS.
I then asked a second player to join, then the FPS gradually drooped to 12 FPS (average) when approaching the village crowded with enemy AIs.
When the third player joined, the FPS dropped dramatically (to 4 FPS - near the village).
The MOD exponentially kills "Arma 3" kernel, becoming unusable for MP sessions up to 4 players.
I'm not sure if it is possible to optimized this MOD for MP any further, because this is a great addition to "Arma 3" game-play.
My PC Specs:
I7-2600K@3.4Ghz, 16GB-RAM,GForce 1080 8GB-RAM.
Firstly, check that you've turned off server logs as they may potentially contribute to this (see Gunter Severloh's message above).
2nd, try deleting HIG_grassH.pbo from your (non dedicated) server. The ACSTG mod has two pbos -one with logic (HIG_grassH.pbo), the other contains a new object (HIG_wall.pbo).Delete the logic pbo from the server, the clients should continue to use both pbos in their addons folder.
(The above is purely my speculation, but Gunter suggested that servers must have mods with novel objects, other types of mods' files are not strictly compulsory for the servers. If the logic slows down your (non dedicated) server, then it seems like a worthwhile try to see if you could get away with the above. If this does not work, you could try deleting/disabling the signatures and try again.)
3rd is to try the same mission on a dedicated server, but i understand that this is of no use if you do not have a dedicated server.
I will do as you suggested, later tonight.
I'll post further feedback regarding the results of such.
Much appreciated for all the efforts because this MOD is really huge for stealth forest /jungle missions immersion.
I did the 1st and 2nd suggestions but it did not solve the issue for "non dedicated" servers.
Anyway, keep up the good work, specially if it works for "dedicated" servers because this MOD is a "must have".
Stay safe.
For the sake of testing, I'll give it a try.
I'll let you know about the test results, tho, even if this works, the MOD is only going to benefit the client side, not the Payer /host side (me)... but it would be interesting to check how the FPS behaves (host and clients side).
The results for the 4th suggestion (only run the MOD on the client side) are somewhat inconclusive. The server FPS drops only a couple of frames. The clients side also suffer some FPS drops but the MOD seems not to work as it should. The Clients players are regularly spotted (like without the MOD).
NOTE: The tests were done with the previous versions (before the latest release - 4 Apr @ 9:28pm)
Does the mod work with smaller numbers of the AI in your immediate vicinity (with the mod installed normally - host and client, logs off)? E.g. 20 instead of 40 enemies.