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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #231  
Old 05-22-2011, 08:32 AM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by Thee_oddball View Post
Given the hardware that SYN is using I find it REALLY unlikly that it maxed out the servers resource;
If it is sync related issue, server may not max out on its resource usage at all. It will just waste lots of time waiting while everything is getting synced. Lags with large client amount and object count, but with mediocre resource usage -> probable sync problem.
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  #232  
Old 05-22-2011, 08:40 AM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by ZaltysZ View Post
Yesterday I got warping, huge FPS fluctuations and some periodic freezes. FPS periodically jumped from 50 to 18-30 over the water. This reminded me similar situation on Repka server, when unneeded object were not removed correctly and server began to lag after a few hours.

What script are you using? Are object cleared and how often? Yesterday I created 3 BF's and left them on field, then I went on my routine preparation for sleeping and after 10min. those BFs were still standing on field with their props turning.
I wonder if it has something to do with the time being constant? From the patch notes, it looks like all parked or destroyed AI controlled planes were supposed to despawn.

I noticed some big of the big fuel tanks at Dover were constantly exploding, I watched them for 15 minutes (quite a slide show trying to fly) and they never stopped. I wonder if that has to do with the game time being constantly the same?

For now, I've taken the time constant off and the map starts at 5:30AM to test. Seems like that setting could be causing issues with scripts. Flashman is also using AI removal scripts as well, but I don't know which version. The amount of bombers in that mission would leave 1000's upon 1000's of planes left if they dont despawn over the course of 1/2 a day.

Thanks for the feedback and let us know if they are despawning now / performance.

Edit: Another thing I forgot, was we enabled steam cloud on the server. Well I didn't think to change the process affinity back, so yesterday it was probably only using one core (that hurts lol) so it should be back to all 12 now.
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  #233  
Old 05-22-2011, 09:39 PM
roadczar roadczar is offline
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Nice server, but it is very slow to join...
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  #234  
Old 05-22-2011, 10:56 PM
Blakduk Blakduk is offline
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Hi guys- still enjoying your server very much but i too have noticed the intermittant slowing down of the framerates. I'm not sure if its my connection lagging a bit, however it didn't do this when i first starting using it.
I also noticed that when clouds were over the base i spawned on my framerate was rubbish.
On another note- i chased a He111 and was happily knocking bits off him as i chased him over the French coast. He suddenly vanished in front of me, leaving me with bugger-all ammo and fuel over unfriendly territory. I managed to get home by making straight for my base but it was a bit of a disapointing end to what had been an interesting engagement. I assume it was an AI He111 as there was no message displayed when he vanished.
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  #235  
Old 05-23-2011, 01:54 AM
Tiger27 Tiger27 is offline
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Originally Posted by roadczar View Post
Nice server, but it is very slow to join...
Yes it was taking me a long time to get on to Syndicate, it was loading to about 98% then the sitting for ages, sometimes I would get on, other times it would time out, it was very much like when there was the issue with grass, where the loading bar would just keep going without loading.

I tried the airquake server and got on that without a problem, it was quite smooth as well, but I would prefer full real.

Thanks to all the hosts out there, can't wait until all these issues are resolved.

Although it is not a competition, I noticed more people were flying CoD last night than were on the ROF servers, I wish we could get more for both games.
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  #236  
Old 05-23-2011, 06:05 PM
jojovtx jojovtx is offline
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Flew a quick sortie at lunch today. Noticed some changes had been made that made me a very happy camper. I like the option of having the 110C4/7 and JU88A1 along with a long list of squadrons to choose from, namely III/ZG26 and choosing the 3rd squad makes it essentially 9./ZG26 and I like to represent.

The biggest change is that I don't have just three airfields I can spawn in at. I was able to spawn in wherever I wanted. The server loaded faster, played smoother, had the options I like, and all airfields work for me now. My sound still cut out on me as I was ditching in the channel though. Yet I believe that is something ya'll have no control over. There were 15 people in game and ping was around 50. I have realtek audio.
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  #237  
Old 05-23-2011, 07:09 PM
ATAG_Bliss ATAG_Bliss is offline
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Thanks for the feedback. I'm currently working on the airfields and bringing them to life. Adding more objectives, etc. I didn't see an error in chat for the 3 hours I was on there earlier. I figure some of the scripts we were using were causing some errors, so I'm doing it all in the FMB and some .txt editing.

I'll be putting an updated version up in the next few days after I get the ground stuff all sorted out.

Please let us know if you any more problems.
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  #238  
Old 05-23-2011, 08:57 PM
Seeker Seeker is offline
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Quote:
Originally Posted by Flashman View Post
A few posts talk about the agressiveness (or lack thereof) of the AI.

At the moment the AI is all set to the stock skill level (IVE FORGOTTEN ITS NAME, IM TYPING THIS FROM MY LAPTOP, ITS LATE AND IM TIRED!... damn, just noticed..and i cant be bothered fixing the capslock error!!): I haven't adjusted it. There are two ways or perhaps making them more agressive. One is to up the skill level and this might do it, the other is to change the AI fighter covers 'mission'
.
I think the AI presence very important and entertaining, I'm not sure how realistic formations of Wellies at 10 K in daylight over the channel is, and I really don't care, they draw the bait nicely, and in effect are no more than a flying ground target, no one complains about dumb AI when they're strafing a truck column !

And of course, the only way to fly a Hurri is head on in to a bunch of He111's, and it's not so easy to arrange more than three or four bombers in a group on any server.

So please keep the AI coming!

There seem to be a lot more AI parameters to tweak than just the basic skill levels in the new FMB.
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  #239  
Old 05-23-2011, 09:18 PM
Ze-Jamz Ze-Jamz is offline
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Yea the more AI the better.. even if there are 30 people on this server i still find myself flying around for ages sometimes not seeing anyone..

The map is massive, maybe even too big..

nice server
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  #240  
Old 05-23-2011, 10:22 PM
Flashman Flashman is offline
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AT the moment we are experimenting with different methods of using AI and populating the map. Bliss is going down one route, whilst im trying another (don't ask.....my method involves swearing at scripts!) to see what we can get out of this game. Its all part of the fun!

We started with a base mission and are moving on from there and as such you may see different features each time you visit and the AI may well be different as well. SOmetimes it will be a step forward, sometimes one back! I will be trying the latest version of my project tomorrow to see how well submissions within submissions work....should be fun!

As for the sound: we think spawning flights may be a trigger for sound loss, either as spawning sub-missions or within the main mission. TBH its a job for 1C to fix and I don't thinks there is much we can do to avoid it except for doing without AI. And I think now we have all had a taste of AI mixed with human opponents most of us don't want to go back! (though I wish the wellingtons wouldn't do fast barrel rolls!)

ANyway, keep an eye out for interesting things on Syndicate, and thanks for your patience.
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