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Eagle Dynamics multiplayer test event


USSR_Rik

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I disabled my scripts, it happens on disconnect, server stays up 2-3 hours usually then boom, so please keep this test server up for as long as it needs to until it happens (turn on all verbosity of all dll's especially AsyncNet.dll lol)

 

-afinegan aka Drex

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Developer of DDCS MP Engine, dynamicdcs.com

https://forums.eagle.ru/showthread.php?t=208608

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...Do not forget to connect-disconnect, slot (role) change. Do not think about your personal score - we want to get as much as possible game events. Being killed just change role and play again...
So, with the units wait for cold start, please also place the units with "start on runway" to do those quickly. Otherwise everytime starting up th A/C would be boring after a time.

 

Thank you. :)

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Ciribob just let me know about this, that might be part of the AsyncNet.dll crash, and I just setup a trap to log it in a GameGUI.lua file.

 

Sometimes when a player connects and another player disconnects at the same time, the same playerid is handed out which will crash the server.

 

Sometimes people mitigate it by messing with the incoming tcp connections outside the game, kind of above and beyond :-P (we do love this game though)

Developer of DDCS MP Engine, dynamicdcs.com

https://forums.eagle.ru/showthread.php?t=208608

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any timed out issue test as well ?

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Interesting.

 

But I don't understand that part:

 

I would say what he means is if you want to change role - to another aircraft, disconnect first, then reconnect and choose a different aircraft, rather than switching in the lobby or going to spectator and then straight to another module.

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Please add Pyotr Velikiv, Kuznetsov & Moskva ships.

Also SA-10/Patriot SAM groups & EWR.

 

As these systems shoot a mass number of missiles the servers seems struggling when the number of clients exceed ~40. Except from that, sinking Pyotr Velikiv caused a server crash in some occasions.

 

Another thing is mass connections in mission start which can cause server crash. To avoid this we have to tell people to connect one by one.

 

Also ground movement by combined arms when you have many players and units in the mission causes stability issues.

 

Finally as many servers & scripts use to export lua/text files to gather information during the missions, I would suggest you try a simple script which exports a file every X minutes. We noticed that in some cases servers drops a great number of players (connection timeout) when a file is exported.

 

Best of luck with the test!

 

Greg


Edited by gregzagk
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I'm in! :thumbup:

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I'm in and glad to see that ED is doing something like that to address the multiplayer issues. :thumbup:

 

I would prefer labels off though. I know it's just an event to test stability, but if I have to invest time in participating I would rather not see labels, which make DCS really unenjoyable for me :(

 

I would say what he means is if you want to change role - to another aircraft, disconnect first, then reconnect and choose a different aircraft, rather than switching in the lobby or going to spectator and then straight to another module.

 

I'm curious what the technical reasons behind this are?

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I'm curious what the technical reasons behind this are?

 

Main goal is to catch server issues when a lot of connected clients and events appears.

 

I'd guess the team wants to get many players in and have as many connections and disconnections possible during the test. Otherwise the server can get full and then the player will just change slots.

 

Greg

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I'm in and glad to see that ED is doing something like that to address the multiplayer issues. :thumbup:

 

I would prefer labels off though. I know it's just an event to test stability, but if I have to invest time in participating I would rather not see labels, which make DCS really unenjoyable for me :(

 

labels are essential when testing.

 

not sure if they will be forced but you can try and turn them off yourself during the session

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I'd guess the team wants to get many players in and have as many connections and disconnections possible during the test. Otherwise the server can get full and then the player will just change slots.

 

Greg

I see. I thought there might be some issues when switching modules without reconnecting.

 

labels are essential when testing.

Oh, in that case it's alright :)

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Count me in too. If there's any spaces left that is!! Lol.

 

Spitfire, ME109 or an A10-C slot if you can. :)

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it is said "...DCS World ver. 1.5.6.1938.247 (release or Open Beta)..." but my game just shows "version: 1.5.6.1938" ...what does the " .247" do ? and am i able to connect with my version ?

thx in advance ... me and some guys from =STP= will join as well ;)

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;3059150']it is said "...DCS World ver. 1.5.6.1938.247 (release or Open Beta)..." but my game just shows "version: 1.5.6.1938" ...what does the " .247" do ? and am i able to connect with my version ?

thx in advance ... me and some guys from =STP= will join as well ;)

 

dont worry, the menu screen in dcs does not show the full version number

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dont worry, the menu screen in dcs does not show the full version number

 

Thx

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dont worry, the menu screen in dcs does not show the full version number

 

Thx

 

Btw, is livestreaming allowed ?

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http://www.youtube.com/user/schnarrsonvomdach

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I hope for a DCS MP-server-software which work without graphics-card!

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  • ED Team
;3059339']Thx

 

Btw, is livestreaming allowed ?

 

I think that is up to you really, but beware we may have restarts and crashes during the testing ;)

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