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Rarek

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Everything posted by Rarek

  1. maxch6666 - Are you running the latest version of I&A (2.88 BETA)? Unfortunately, in the update to 2.88 (to ensure compatibility with 0.72), several classnames had to be changed in the mission.sqm as BIS had changed a good few, causing older missions to crash upon starting. You could always try merging the two missions through the editor?
  2. As I&A 3 gets closer and closer, we're going to need some guinea pigs to test with. Do you like guinea pigs? Have you ever considered becoming one? If so, you should most definitely apply to be an I&A Alpha Tester. There are limited positions available, so make sure to get applying as soon as possible.
  3. So there's been a bit of confusion over sniper availability recently and I've been working on I&A 3 so haven't been involved much in the mechanics of it. To explain, the main issue we face in co-operative games is everybody sitting on a hill shooting the enemy; it lacks variation, gets boring quickly and, if everyone's doing it, isn't all that fun. Now in I&A 3 this is addressed in a totally different manner (which will be explained upon the first press release), but in I&A 2 the cleanest way to address the issue is to restrict certain weaponry. The way the system is supposed to work is that only those in the Sniper class can access sniper rifles and the easiest way to achieve that is to remove them from the ammunition boxes. Now, once again, this system will be entirely different in I&A 3, but for now -- without doing a complete overhaul of the ammo system -- that's how it'll have to work. I realise that it's not ideal, but I would much rather spend my time creating an all-new, lag-free, optimised, planned I&A 3 than fixing minor issues in I&A 2. Also... That breaks the system a little bit, but there ain't much we can do about that! To sum up: Only Snipers should have snipers There are no snipers in the ammo boxes; Snipers spawn with snipers
  4. Version 2.88 BETA has now been uploaded to this thread. Contains fixes for both beta and 0.72 compatibility.
  5. Most of you will now know that I'm hard at work on I&A 3. Just thought I'd throw a post your way and let you all know that a fourth screen would really be appreciated. Will be releasing some more information regarding I&A 3 shortly.
  6. Can confirm that'll be fixed in 2.87.9. I was an absolute fool and forgot to upload it last night, but will do it tonight.
  7. Hi Cenosie. Currently,the only payment gateway we use is PayPal as it's a globally-recognised standard. Additionally, it appears the Paysafecard wouldn't be available with our current system. Clicking on Confirm your order will redirect you to a secure PayPal page where you can decide how to pay for the subscription. I'd be happy to work out a different solution for you if you're uncomfortable with using PayPal, but I'd strongly recommend it; I've used it personally for many years (including buying, selling and asking for refunds) and have never once had an issue. Let me know how you get on.
  8. Version 2.87.9 shall be uploaded tonight that should provide a fix for the occasional-broken Side Missions.
  9. This is an issue we'll fix in I&A 3, but we'll be using an entirely different revive system so we won't have to work around this messy code. In the mean time, however, I'd shy away calling nearestObjects; it's a particularly heavy call anyway and running that on each client every frame is gonna sap a good few FPS for players.
  10. So everyone's aware, we've rolled out a further iteration onto our own servers for testing and will throw it out to you if everything seems more stable. As far as I know, this isn't possible and the best you can do is what you're doing already; have it automatically start when a player joins.
  11. Mm this is an oft-reported issue at the moment and I'm looking into it when I have time. It's probably something simple like an incorrect classname in Side Mission rewards, I would expect.
  12. Rarek

    g'day

    You'll be right at home here. Welcome to Ahoy World, bud.
  13. Thanks for the log again. Looks like something once again tried to spawn in an old chopper model. Will have a scour through tonight and see if there's any typos. Do you know what was happening on the server when it crashed? Was a Side Mission about to complete? I can guide you through it if you like, it's a fairly simple edit; the only tricky part is the gradient calculation. Not sure why you can't PM me though? My inbox isn't full or anything...
  14. We'll be doing exactly that soon, Cain. Once the core elements are down we'll release the development document for everything that'll be in the game.
  15. Thank you for the logs provided, fellas. Keep 'em coming if you have issues. Unfortunately for you, Hondo, I'd put that particular crash down to the beta server binary; it's referencing the arma3server.exe executable at the end there and there's no error messages relating to the mission. Glad to hear that people are having an overall smoother experience with the latest iteration. For those wondering why it's running at <= 5 FPS, there are two main reasons. AI in ArmA 3 is currently horrendously unoptimised, to the point that if more than a small number are included, FPS drops rapidly. This will be fixed, but it's on BIS to sort that bit out. I&A 2 was written in a hurry. The game-type was a sort of test to see how people would react to different elements of the game and, as such, is now more of a mass a code than a cleanly-written program. To address point #2 and reassure you all, I've been working on I&A 3 for a couple of weeks now after work and it's written smartly with a lot of fore-thought in regards to both gameplay design and code structure. It will utilise the very latest optimisation features of ArmA 3, meaning it'll run a hell of a lot better than all the ArmA 2 ports flying around and the gameplay, even from my early tests, should prove to be uniquely exciting every time you play. I'll be releasing some in-depth details on I&A 3 shortly (once I've written all the core elements) and will then be inviting users to take part in some alpha testing to get all the bugs worked out before public release. If you want to be involved in that, letting me know via a PM is probably the best method right now. TL;DR - I&A 2 was a messy test that proves basic gameplay design; I&A 3 will be the product of that test.
  16. I can indeed confirm that this is a confirmed feature in the next version of I&A 3. I shall reveal more soon.
  17. As I said above, thank you for the logs and details, fellas. After releasing the new iteration we've been getting no crashes and Side Missions are appearing reliably. I've released a new version to the top post; please download, try it out and let me know the result.
  18. Thank you for the extra logs, folks. Released a new iteration onto our servers tonight which might fix the issue. If it does, I'll push it to you fellas.
  19. Noted and thanks for the .rpt, Hondo. A previous error someone provided did give hand over responsibility of the crash to one of the PhysX dlls, so the parachutes might well be the issue.
  20. Can anybody give me some more information on the crashes other than "it crashes"? What happens when the game crashes? Is anything visible or does the server just go down? If the latter, may I have the last ~1,000 lines of your .rpt files to look into this a little further? I&A 3 is being developed with proper planning and optimisation, whereas I&A 2 is a wee bit messy. Though there won't be any specific feature updates for I&A 2 (putting all efforts into I&A 3 now), I'd like to make sure it still runs smoothly until I&A 3 is usable.
  21. There's absolutely nothing stopping you from editing the mission. What dePBO tool are you using?
  22. Looks like I never actually posted my post last night! First thing I did when switching it over to Beta was change all the classnames; must've missed out the mortar ones! We've got an updated version running on our servers with that and a couple of other fixes; if it runs fine for a while I'll throw it onto the download thread.
  23. Possible and planned. These will be included in I&A 3.
  24. Fantastically worrying report! On it now.
  25. Also, though it's now gone and passed, we were once again featured on the front page of Armaholic, here.
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