[QUOTE=StrykerE;49619179][video=youtube;UEsa1Vdb0Xg]http://www.youtube.com/watch?v=UEsa1Vdb0Xg[/video]
New walking animations[/QUOTE]
[vid]https://my.mixtape.moe/hwcagi.webm[/vid]
[QUOTE=SFArial;49619251]Lmao dude you can't be for real. It was already stated as well that Zeus spawned AI is a form of HC. If you think that clients give a rats ass about which other machine handles AI then you are very wrong.[/QUOTE]
Did I even remotely imply that in my post?
Why is FPS just fine in single player but drops significantly in multiplayer 100% of the time, no exceptions?
I will say that player does give a rat's ass whenever a client running AI (headless, zeus, or regular player) has a lag spike; it's painful to deal with rubber-banding and chancy hit-detection. Upon client disconnection, the AI literally freeze in place until the server realizes those group(s) have no owner and takes them back. Oh, and the AI's FSM pathways get reset back to their beginning... so if they're in a firefight situation, hc d/c's and they get appropriated by the server, they have no idea they were in a firefight seconds ago.
Really the only useful way to use HC is on the same machine or one on the same LAN as the server.
btw. there is new server setting
disconnectTimeout=<seconds>; //default 90, minimal 5, if using HC (headlessclient) then use 10 for now
this decreases the 90s wait before dropping client (leftover from times before dedicated servers for coop gameplay)
[QUOTE=diwako;49620128]Pictured: Demonic when slotting into an AT slot[/QUOTE]
I hit 80% of the time, 100% of the time.
Why is Dyslexci in our TS3 chat?
I better hope it's just someone who's just changed their name.
Are we going to have an op which has WICE news? That seems to always be fun.
[QUOTE=CSLeader;49621258]Why is Dyslexci in our TS3 chat?
I better hope it's just someone who's just changed their name.[/QUOTE]
What a time to be alive.
[QUOTE=Svinnik;49621261]Are we going to have an op which has WICE news? That seems to always be fun.[/QUOTE]
I've got a few ideas
[t]http://images.akamai.steamusercontent.com/ugc/360654226319109288/FCC1149A1F804A786B27C2392B1DA985CDEA8BEC/[/t]
Meanwhile, in Afghaniraqiranistan...
[QUOTE=inebriaticxp;49621365]I've got a few ideas[/QUOTE]
Gripping stuff.
Continuation of Soviet comfy downtime sometime tomorrow.
[QUOTE=VOSK;49622281]Continuation of Soviet comfy downtime sometime tomorrow.[/QUOTE]
omg yes i don't have class tomorrow you are the best
[QUOTE=VOSK;49622281]Continuation of Soviet comfy downtime sometime tomorrow.[/QUOTE]
What time?
[vid]https://dl.dropboxusercontent.com/u/20521740/ShareX/2016/01/Comp%201.mp4[/vid]
[editline]27th January 2016[/editline]
straight out of the kitchen
that guy was literally hitter
[QUOTE=opec;49620246]Did I even remotely imply that in my post?
Why is FPS just fine in single player but drops significantly in multiplayer 100% of the time, no exceptions?
I will say that player does give a rat's ass whenever a client running AI (headless, zeus, or regular player) has a lag spike; it's painful to deal with rubber-banding and chancy hit-detection. Upon client disconnection, the AI literally freeze in place until the server realizes those group(s) have no owner and takes them back. Oh, and the AI's FSM pathways get reset back to their beginning... so if they're in a firefight situation, hc d/c's and they get appropriated by the server, they have no idea they were in a firefight seconds ago.
Really the only useful way to use HC is on the same machine or one on the same LAN as the server.[/QUOTE]
You definitely were implying that in your previous 3 posts. I do not know the answer to SP vs MP performance, but we all wish we did. As for who handles AI and what not, I was talking purely about client FPS, not the actual networking portion (which is why the post about our HC network test graphs show FPS only).
I just wish BI would stop living in there parents basement and actually develop a new engine. Or just rewrite RV from the ground up. It just seems that the engine itself is missing a lot of QOL features and causes a lot of unnecessary frustration and work.
From what I've seen and heard, it's like this:
Zeus spawned AI are owned by the curator who spawned them by default, unless there's a script that changes ownership of them.
Zeus in this instance acts like mini Headless-Client. Meaning that it uses the Zeus's PC to simulate the AI as opposed to the Server.
Is this better? depends.
A Zeus with a Modern PC and Low latency to the server (Speaking 8-10ms response time) could improve performance.
However, a Zeus with either a high ping or an underperforming PC would actually have a negative impact.
[QUOTE=Whitefox08;49623092]I just wish BI would stop living in there parents basement and actually develop a new engine. Or just rewrite RV from the ground up. It just seems that the engine itself is missing a lot of QOL features and causes a lot of unnecessary frustration and work.[/QUOTE]
Rewrites do more harm than good, especially on giant codebases.
It doesen't make them a single $ to rewrite 15 years of work.
Entire companies collapsed and prducts died because devs/companies think they can simply rewrite their entire codebase and come out with a better product.
Those articles make great points on why this is a really terrible idea, and looking trough google you find countless more addressing the same issue.
[URL]http://www.joelonsoftware.com/articles/fog0000000069.html[/URL]
[URL]http://onstartups.com/tabid/3339/bid/2596/Why-You-Should-Almost-Never-Rewrite-Your-Software.aspx[/URL]
[URL]http://steveblank.com/2011/01/25/startup-suicide-–-rewriting-the-code/[/URL]
[URL]https://stackoverflow.com/questions/1064403/when-to-rewrite-a-code-base-from-scratch[/URL]
[URL]http://c2.com/cgi/wiki?RewriteCodeFromScratch[/URL]
You could consider DayZ standalone a rewrite though. They are aiming for proper multithreading after all, which Arma 3 is really lacking.
[QUOTE=SFArial;49623243]You could consider DayZ standalone a rewrite though. They are aiming for proper multithreading after all, which Arma 3 is really lacking.[/QUOTE]
It's not a rewrite.
They started development of DayZ Standalone on the codebase of A2, IIRC with the justifications that they are more familiar with the Behavior of A2.
They are however doing refactoring of certain components, which is the right way to do things.
Edit:
[quote]
DayZ Standalone utilizes the Take On Helicopter engine, which is a branch of the Arma II Operation Arrowhead engine [URL="http://en.wikipedia.org/wiki/Real_Virtuality_(game_engine)"]Real Virtuality[/URL].[SUP][URL="http://dayz.gamepedia.com/DayZ_Standalone#cite_note-4"][4][/URL][/SUP] The engine has been heavily modified even including code from ARMA III.
[/quote]
[url]http://dayz.gamepedia.com/DayZ_Standalone[/url]
Indeed not a new engine.
[QUOTE=StrykerE;49619179][video=youtube;UEsa1Vdb0Xg]http://www.youtube.com/watch?v=UEsa1Vdb0Xg[/video]
New walking animations[/QUOTE]
no longer looks like you've shit yourself, top tier chnage
FP ARMA: Raspberry Road. Now a PC exclusive.
[video]https://youtu.be/GiQN80GvzF0[/video]
Also ew why the fuck is the thumbnail so crappy? It's YouTube generated one.
I also just realised how much YouTube destroyed the quality of the video itself. :goodjob:
The comfy will probably be at 2 or 3 EST or 7-8 gmt
Anyway we can push that to 1-2 EST?
I won't even be home until 2:00 PM EST at the earliesg.
well for example the AI freze if the client owner lose connection because server is trying to retry the connectivity first ...
because if server try steal it from player with just some connectivity issue, more unforeseen consequences happen
best is to design mission properly to keep AI on server or/and HC and if needed use e.g. ALIVE to offload 100-10000s of AI from the in-game simulation to separate native code extension
e.g. why I posted about the possibility to define the timeout but it still needs to have some value because too low value causes issues too
now before you go but but why isn't all server side and server centric
well because OFP engine started w/o MP,
then it got DirectPlay, that was terrible, so it got TCPIP
it was designed for COOP so no dedicated server,
listen server was hosted by client owning the session
(that's why the squad leaders had theirs AI on own computer, not just for response time but also to spread resources across many clients)
then OFPR got dedicated server
and VON was and is P2P
and all those features stays to this day, just refined, optimized and improved
and also cluttered with multiple times more 'stuff to process' than originally
and it's not just player-numbers or AI count nor AI actions, decisions, pathing
over time more events exists, more animations, postures, objects, entities, items, holders
even stuff like ragdoll, projectiles, destruction, dropped items are MP synchronized
don't even try dive into various locality issues which sometimes rise off those
as some stuff was design as local, some as global, some moved from local to global, some are in-between ;)
things're improved but to completely and drastically change the design and way how it works is impossible w/o new engine from ground up