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Samus_Aran

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  1. Samus_Aran liked a post in a topic by BananaGoatPC in Change log 8.1.7   
    I did it
  2. Samus_Aran liked a post in a topic by WolfLeader in Change log 8.1.7   
    I would like to add server 1 is now dead. The funeral will be held as you are reading this, more than welcome to attend. It will be held at the server browser screen. Just yell at it and maybe it will come back because I tried loving it and it didn't work.
  3. Samus_Aran liked a post in a topic by DiversityCSGO in Change log 8.1.7   
    In another post, we were talking about jail time not saving and this is what he had to say about the 2nd update btw -- not a key thing in this one but definitely a key factor for the next update:
     
    Also from  a quick look at the diff Azeh posted it looks like mainly code cleanup (a lot of bad formatting being fixed).
     
    Edit 1: It also looks like he added timers for a few things to give it some time to load which is mainly where we are probably seeing better FPS instead of loading things all at once.
     
    Edit 2: Also I saw a few things change from execVM to spawn functions. I'm unsure of this but I would think execVM would take up more memory compared to spawn... So another client memory possible fix which would add more FPS.
     
    Edit 3 (final edit): It looks like the last difference I can really find is, he renamed/moved some files (cleaning up the code base) for example:
    Chair/sitdown.sqf → core/functions/fn_sitDown.sqf
    He moved Chair/sitdown.sqf script to the core/functions directory (easier to find the core functions) and then once in the functions directory I am guessing there is something in SQF or something they made to load functions globally or he included the directory somewhere so he could call the sit down script as a function instead of an execVM call. This has to do with my 2nd edit of him changing execVM's to spawn functions, He more than likely has to move that script to the functions directory so he can call it with spawn instead of execVM and calling a function is faster and less RAM then opening/parsing a script (AKA optimization) 
    Explanation of execVM vs Spawn functions:
    The reason is I believe execVM probably does what it says executes a Virtual Machine, and if anyone knows anything about VM's they eat RAM hence it slows down the server if too much RAM is used. Most of you have probably built a PC before and probably don't care too much about RAM but its a big thing for hosting. There is always a bunch of stuff going on in a temporary situation where you only need to store it temporarily and move on. For example, your player in the game is not static (not the same all the time) its dynamic (that means it changes). This is one way RAM can be used but typically in my line of work we could be going through a calculation where you are trying to count something up so first you do 100 + 100 = 200 -- well you have to store 200 somewhere so you store it in a variable named $number, well $number has to be held in RAM because sooner or later the script exits and that $number variable needs to be destroyed from RAM because its no longer relevant, by using execVM you use that RAM by using the VM, by using spawn you call a function already included in the file you have open which will still use RAM when executing the function but WAY less.
    The only file I did not code review was the mission.sqm and that's mainly cause that thing must be huge and doesn't want to load... But that's my break down from an outside developers point of view at least, I tried to simplify it as simple as possible for you guys.
    PS. I don't do any programming in SQF or know much about the language or who @Poseidon is but he's doing a good job and definitely knows what he is doing you can tell just by the quality of the diff Azeh provided (Thanks btw for that Azeh).
  4. Samus_Aran liked a post in a topic by Poseidon in Change log 8.1.7   
    That's just the new green screen for video editing.... 
  5. Steve liked a post in a topic by Samus_Aran in Change log 8.1.4   
    The dog meat one does not seem like an exploit.  If the market buys cooked meat for a lot more than raw meat, then you're performing a for-profit service by cooking the meat.
  6. Joe (StealthProxy) liked a post in a topic by Samus_Aran in Change log 8.1.4   
    The dog meat one does not seem like an exploit.  If the market buys cooked meat for a lot more than raw meat, then you're performing a for-profit service by cooking the meat.
  7. TRYHARD liked a post in a topic by Samus_Aran in Change log 8.1.4   
    The dog meat one does not seem like an exploit.  If the market buys cooked meat for a lot more than raw meat, then you're performing a for-profit service by cooking the meat.
  8. jeans liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  9. Samus_Aran liked a post in a topic by Farmer Steve in Change log 8.1.2   
    oh yeah, cops too just to make it even more autistic.
  10. Mr. Fenwick liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  11. they took the name eazy liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  12. Space liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  13. Farmer Steve liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  14. K1NG liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  15. SpeedDeamon liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  16. Steve liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  17. Azeh liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  18. Steve liked a post in a topic by Samus_Aran in Change log 8.1.1   
    It currently asks you to confirm for almost all non-primary items, smoke grenades, FAKs, NVGs, etc.  Obviously this is not useful to the player.  Having a confirmation for overwriting primary weapons is quite useful, it's easy to make mistakes, and anyone new to it won't have a clue what's going on.
  19. Noliver. liked a post in a topic by Samus_Aran in Change log 8.1.0   
    S1 and S4 are currently "up" but dead, not accepting connections.  S1 booted everyone, and hasn't been taking connections for the past 20 mins or so.  Then S4 did the same thing.
  20. Samus_Aran liked a post in a topic by Weeaboo Jones in Change log 8.0.8   
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