LRM 2.0 Beta1 enters public test phase - ED Forums
 


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Old 04-26-2009, 02:42 AM   #1
=RvE=Yoda
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Default LRM 2.0 Beta1 enters public test phase

.


Because a lot of people are getting confused:

Clarification - LRM does NOT forbit ETs, it never has and it never will.
LRM allows any payload rules to be set by server admin!



LRM 2.0 Beta1.2 + AMRACT public test phase


Now they were supposed to be released...
Unfortunately we had major problems with client CTDs at today's
RvE Maple Flag, and we have no way of knowing if this was caused
by the scripts or by something else in lockon.
Therefore we wont release the mod for download yet, but will have
an open dedicated server in HL instead with the purpose of testing the mod.

To expliain what LRM and AMRACT are.
LRM is our mod to enforce new game behaviour on our server.
AMRACT is our advanced mission rotation and ingame
triggered message software.

The Purpose of LRM is to promote gameplay that more resembles
real life a2a and a2g tactics.

The Purpose of AMRACT is to make HL missions more dynamic
and mission outcome and rotation depend on ingame events.

Both are strictly Serverside, so there is no need to install
mods on the client end to get them to work.

The mods are released as public BETA versions, since they are nowhere
near enough tested to be assumed 100% bug-free, but most critical
issues should have been ironed out (especially in the case of
AMRACT it should be completely stable)

LRM: The mod is loaded and enforced from server side.
Clients do not need to install anything locally.

LRM: LRM does NOT require AMRACT

LRM 2.0 and AMRACT have only one release variant.
There will be no separate versions (with varying amount of features included)
for some squads. Instead the server admins can specify what functions to include
and what not to in the configuration file.


Server Must have respawn disabled, or the scripts WILL crash



LRM 2.0 includes:

(i hope i didnt forget anything)


  • Server Controllable engine spool-up time (as of LRM 2.0)
    Set the spool time for aircraft (only affects the initial spool after loading into the game)
    to any number you want. Set in seconds. LRM 2.0 default is 120 seconds (2 minutes)
    *Development status: Finished*
    server can disable

  • Takeoffs only possible from runways (not taxiways/roads/etc, as of LRM 2.0)
    Also enforces a taxi speed limit of 40 kts
    *Development status: Finished*
    server can disable

  • Refueling only in parking areas (as of LRM 2.0)
    You can get to 700 lbs on rw, in case of flameout/repairs
    *Development status: Finished*
    server can disable

  • Anti ECM-blink mod. (as of LRM 2.0)
    Now works for F-15, Su-27 and Mig-29. Azimuth setting must be correct for it to work
    (this means is usually does not work outside +- 30 degrees off nose)
    Auto HOJs the target if close enough.
    *Development status: Finished*
    server can disable

  • New ECM range estimation behaviour (, as of LRM 2.0)
    When you go HOJ, you will get a range estimation (jumping range cue in ru birds
    or jumping cursor in eagle) around target's range.
    *Development status: Finished*
    Automatically on if using Anti blink mod

  • Turbulence mod (Turbulence when low and fast, as of LRM 2.0)
    *Development status: Finished*
    server can disable

  • Dynamic coalition controlled/owned airfields
    (as of LRM 2.0, no spool/takeoff at wrong airfield)
    When the mod is enabled, you need to have at least one ATZ-10 fuel/supply truck
    within 5 km when you spawn or want to take off. Landing at an airfield that doesn't
    have this will make it so you cannot take off again (Check demo video below)
    The exit pops up if you spawn on an airfield where there is no friendly truck nearby
    *Development status: Finished*
    server can disable

  • The ability to enforce special weapons/payloads
    (No engine spool if loaded those not set as legal, as of LRM 2.0)
    Right now partially incomplete. This allows the server admin to make a list for each
    aircraft of weapons that that aircraft is allowed to carry. If you load into the mission
    with a weapon that is NOT on this *safe list*, then your engines don't start.
    The exit menu also pops up.
    *Development status: Finished*
    server can disable

  • Reduced chaff numbers (made stricter with LRM 2.0, originally from 1.0)
    Basically the ridiculously overpowerful chaff of Standard lockon produces this:
    http://www.youtube.com/watch?v=e3lGvfVxuBs
    So we cut the numbers by quite a lot. Numbers are reduced on takeoff. *with a pouf!*
    *Development status: Finished*
    server can disable

  • Counters to the barrell exploit (as of LRM 1.0)
    Prevents this behaviour http://data.reservoirselite.com/LRM_Demo/barrelWhy.avi
    The exploit is doable no problem even without labels with a little practice.
    *Development status: Finished*
    server can disable

  • F-15 IFF (as of LRM 1.0)
    *Development status: Finished*
    HUD color cycles if you bug/lock a friendly

  • Lockon F-15 radar azimuth position stuck bug : (as of LRM 1.0)
    Sometimes the radar azimuth position gets stuck in Lockon (you cannot move it left/right) for
    the eagle. LRM includes a workaround/fix for this, so you should not see this behaviour anymore.
    *Development status: Finished*

  • Lockon F-15 TWS memory contacts failed bug *bug*: (as of LRM 1.0)
    Sometimes when you try to bug a contact it will bug him for a couple of milliseconds, then
    drop the bug instantly. This behaviour no longer occurs in those situations where lockon
    TWS *forgets* to move the elevation to the target when bugging. LRM fixes this.
    *Development status: Finished*

  • Capturing Airfields using ships
    Moving a ship within 6 km of the center of an airfield will now capture it in the same
    way ATZ-10 trucks do. This way allows you to capture enemy airfields in an easy way.
    *Development status: Finished*
  • F-15 Radar elevation follows target(s) TWS & STT, (as of LRM 1.0)
    *Development status: Finished*
    Like the real thing does.

  • F-15 Radar Azimuth follows target(s) TWS/STT while in 3A.
    *Development status: Finished*

  • Counters to the RadarFloor exploit (as of LRM 1.0)
    Prevent users from using the unrealistic 10m exploit
    to make all weapons go dumb as shown :
    http://data.reservoirselite.com/LRM_Demo/radarflor.avi
    *Development status: Finished*
    server can disable

  • No firing missiles after getting 3 major system failures
    It's quite frustrating to shoot someone's wing off, only to get
    8 amraams flying from him spiraling towards the ground.
    Won't happen anymore. . Stuck in nav mode and cannot select
    amraam. Works also for russian planes.
    Simulates fire control avionics/wiring destroyed.
    *Development status: Finished*
    server can disable

  • Optional Support for cursor target step mod.
    This is a mod on both client and server end. Based on the real capabilities of F-15s.
    It cannot be used on servers that dont allow it. It allows you to in RWS:
    step the cursor through detected contacts, and in TWS:
    Step cursor through contacts detected the last 7 seconds OR cycle your
    primary target among your bugged targets.
    It also includes F-15 LRB (long range boresight, currently incomplete,
    right now just sets bvr 40 nm narrowscan in the direction of your nose)
    and 8B3A scan mode.
    To use it, clients must install this : http://rveyoda.no-ip.org/cursorSnap.zip
    and make sure lockon is allowed to make a file in the lo folder called tms.dat
    (for all you UAC Vista users, allow lockon write permission to this file)
    To activate, tap CTL KP0 (standard controls for snap views)
    tap twice within 0.1 s (macro it) to LRB
    tap thrice within 0.2s to go 8B3A
    *Development status: Finished*
    server can disable



LRM 2.0 Demo Video (old but still valid) : --> HERE <-- ,
showing some of the new 2.0 features. (but not all)



AMRACT includes:


Lots of stuff, descriptions, documentation and installation instructions will come later.

Mission rotation depending on misson outcome, for example ingame
events like killing key a2g or a2a targets, single or multiple.
Picking random new mission, next mission, OR to next or prev mission
depending on which side that wins the mission.
Mission settings/scripts/trigges are put in Lockon/Objectives/ folder,
named as 1,2,3,4,5.txt... .etc. (corresponding to the mission number in your
missions folder.

Automatic server chat messages triggered by ingame events or timed.
Can also be set as repeatable (both timed and triggered ones)

For example server posts "Remember key objectives are ...."

Winning the mission is done in a few different ways.
If you have old versions documentation somewhere, it will
describe how to set up a mission.

AMRACT also rotates mission when all supply trucks at respawn
airfields for one side is lost. (this is automatic when you have LRM
installed on the server). Specifying what airfields are respawn airfields
is done by adding lines like
Code:
[AIRFIELD][BLUE][Kirovskoye]
[AIRFIELD][RED][Krasnodar-Pashkovskiy]
to your lockon/Objectives/1.txt,2.txt,.....

Download link (comes with example setup) http://rveyoda.no-ip.org/amr.zip
(requires .NET framework 3.5)



Additional credits go to:


  • 44th_GrayGhost for help and ideas making it
  • Boberros for help with the OnlyRunwaysForTakeOff mod
  • 3sqn for ideas on how to solve the indication of airbase ownership
  • Kuky, for excellent job on grabbing parking area coordinates!
  • Dubb, for help with testing
  • Andrew/aaa/ for helping me with Russian version localization
  • 51st Case with original lrm 1.0 features
  • Anyone I forgot to mention helping me! (give me a pm )
  • 169th_Crunch, Big tanks for a long test run, we thought we found
    an rwr bug in my code, but it was a general RWR bug for the LOckon flanker


Update :

All features are now in implemented and right now I
am not able to find any obvious bugs in them.

RWR mod was removed since it was not possible to make
it transparent enough with given lua exports.

The su33 is now also supported, and the kuznesov as well.

A full database of all allowed weapons by loFc for flyable aircraft
is now included in LRM. You can comment out what weapons
you don't want allowed, example if you want heaters or SARH
only in your server, or want to run 1980s setup.

Only further stress tests remain before we can release this proper.
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S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Last edited by =RvE=Yoda; 05-05-2009 at 11:48 AM.
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Old 04-27-2009, 04:29 PM   #2
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.

LRM2 Beta 1.2 available for downlod



- For testing purpose, this is not an official release!

Ok I think ive cleared out most of the issues discovered in Maple Flag test event.
I've also improved its CPU performance considerably. It should not be possible
to detect a performance difference between running LRM and not running LRM.
Try it yourself if you like, put the export.lua in your folder, then remove it,
see if you have any fps difference in any of your quickFly missions.
I've gone through the entire code, restructured it and worked out a lot of stuff.

So after some thinking I believe the first thing that needs to be done is extensive
testing. This is not possible for me to do alone, so if anyone wants to help me I
now provide a download link here for the mod. Testing needs to be done in the
toughest environment possible, with as many players as possible.

The new version of the mod (although BETA) is available for download here :
http://yoda.reservoirselite.com/LRM%...nap%20support/

The folder called *onServer* goes (not surprisingly) on server.
the folder called *onClient* enables target step mod support client side.

Please report all problems encountered.
If you edit the script files even the tiniest, please don't come back and say there
is a problem here and there, unless I said it was ok to edit this part.

If anyone still experience the "stuck crashing on spawn" bug from the old version (it should be fixed now),
please see this workaround : http://www.reservoirselite.com/forum...php?f=1&t=2762

.
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Last edited by =RvE=Yoda; 04-30-2009 at 08:39 AM.
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Old 04-27-2009, 05:30 PM   #3
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Thanks for all the hard work! Downloading.

S!
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Old 04-27-2009, 05:31 PM   #4
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Thumbs up

Many thanks Yoda.
I'll update our server right now.
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Old 04-27-2009, 08:59 PM   #5
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Thank you for working your ass of to make the multiplayer experience better for all of us, Yoda. I hope this mod (or at least the crucial parts of it) will get accepted and used by both the servers and community in the time to come. This could really revolutionize lockon online!

By the way, did you have any progress with the printscreening idea? If not, I have an idea (no clue wether it's possible..) How about if you press printscreen while locked by enemy radar/EOS or a missile seeker = eject? Or if that's not possible, maybe if you're within, say 25km of any player-controlled plane; printscreen = eject?
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Old 04-27-2009, 09:06 PM   #6
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well its quite simple to deal with it,
its just that I dont know the LUA details of it.
LRM was the first thing I ever wrote in lua

Basically, check what user has for screenshot folder,
if nr of files in that folder increases while playing, obviously
he made a screenshot. However, I dont know how to count
files in a folder with lockon's lua implementation
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Old 04-27-2009, 09:08 PM   #7
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Ohh.. So lua can't know if a player pressed the prt-scr key itself.. Oh well, good luck

edit: can't you get in contact with the dudes who had that prt-scr = eject function on their servers?
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Old 04-27-2009, 09:08 PM   #8
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Quote:
Originally Posted by Udat View Post
Ohh.. So lua can't know if a player pressed the prt-scr key itself.. Oh well, good luck
No basically that would require quite deep access of a client's system,
and I would prefer not to go there...
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Old 04-27-2009, 09:10 PM   #9
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The Best thing we can do now is to pressure the RvE server in HL
as much as you can. See if you can get your games to crash or something .

And then report back here.

Note : I just installed a software on the server that might cause it to
bluescreen (it hopefully wont), so if it suddenly goes down it's not because of LRM.
LRM does not produce any extra stress server side.
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Old 04-27-2009, 09:14 PM   #10
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lockon crashes a lot for me no matter where I play, but I'll be sure to get in touch with you as soon as it happens on your server.
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