DiGi
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Posts posted by DiGi
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ya, update to 1.0.2.3 or higher.
We actually didn't have desync until we updated to 1.0.2.3 - Then we had even worse desync with 1.0.2.4
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Has anyone found a solution for this besides "Just turn off the lights" ?
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It works for weapons we've confirmed it. Specifically keys. If you lock a key in the SUV you can scroll and retrieve it. It doesn't always show up in the scroll menu, but many times it does.
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In Epoch 1.0.2.4 gear is supposed to be locked. However when you look at a locked vehicle you can take weapons from the vehicle using the scroll wheel.
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In many cases it's a bug to do with clothes. If a player in the car is using a custom skin. Occasionally it wont allow others to enter the car, or allow the player to enter the car.
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Alright, we fixed our server. We had an old trader enhancement script loading. It threw the traders off. So we just disabled it.
I thought it was disabled, apparently not. -
Still not fixed for me.
I've manually went through all of my mission PBO Files using WinDiff. I've made sure my fn_selfAction and Compiles in my mission.pbo match the 1.0.2.4 client files save self-bloodbagging. I've wiped out our server files and replaced them with vanilla 1.0.2.4.
Yet the issue still persists. -
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1. Reconstructed the trader's tables.
2. Merged our self bloodbag with the new fn_self
3. Merged the new compiles.sqf into our mission file. (Only mod is going to the modded fn_self)
We're still having the same issue. Traders just show a "loading" status. -
I second this, having the same issue as OP. My .rpt logs show everything is gravy. All my server files are not modified only mission pbo is modified.
Edit: even when restoring database from Epoch SQL File; Traders only show "Loading..." -
We restart after every 2 hours. With 30-40+ People on it's necessary as too many items get moved around in the server for the server to keep up. We've actually seen the effects happen at around 2 1/2 Hour mark with 40 people on the server. With less than 30 people the 3 hour restarts worked fine.
Devs, I've found your new game engine.
in Discussion
Posted
Outerra is nice but don't let Shininess fool you. The engine lacks a great deal of components. You will have to build a-lot of the game mechanics from scratch. There are many things that Arma brings that you don't see and take advantage of without even noticing.
I wouldn't recommend Outerra. It's Shiny, but not practical.
Some similar practical options are the Torque 3D Engine which is MIT Licensed and used in a popular building game called Blockland (http://www.blockland.us) then you can also use the upcoming Unreal 4 Engine. I have experience with both engines and if you ported i'd be trying to help via github. I don't help with Arma because the code just doesn't make sense.