OLDZEKE

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Everything posted by OLDZEKE

  1. Would be kinda neat but I don't think it's doable with the inf animation program we use.
  2. Germany did not have a Rpat when they 1st encountered the US bazooka which was put into use in 1942. The panzershreck was a improved german copy of the bazooka which went into service in February of 1943.
  3. I don't see a poster in here without dot reports other than SCKING. I even have some in my history. Glass houses and stones J, not a good combo.
  4. I guess I forgot to mention I also have a 2nd PC as well as a MacBook I use to test with. When testing the lag and auto despawn I had other accts up on those observing as well as the other QA guys. We actualy do test this stuff to the best of our abilities. We tested running around corners and shooting, running up and down stairs etc. We had east coasters, west coasters as well as a euro or to testing this. Now can the lag and late deaths be replicated? Yes we could replicate in some instances but multiple accts on the same machine was not one of them. This machine has had 75 clients spawned in at once back when we were testing the 1st 1.35. That was all my connection I had at the time would support before the host dumped me. That's info we don't generaly give out and it may bite me, we will see. So yea I think I do get it and have studied and tested it from pretty much every angle I and my team can come up with. The only times I've had lag in the live game that I knew was my end (and I've tested this for a while now so have a few ideas as to clues) was when I still had a 10/2 connection and my grandkids were here with grandson on xbox and granddaughter streaming Netflix on 1 of the tvs. 1 clue it's you is you see everyone start warping or get jiggly in movement, the other is your little white connection line starts getting shorter. Also, if you are getting the "enter world button bug" and there was still several of the unit you picked in the list or you get the stalled death cam where it starts spinning out, stops, then starts the spinout again. Enter world bug.... If you pick the last of the unit in list, last rifle, last lmg left in the spawn list then you will have to click the enter world button twice to spawn. If during that process you lose that last unit then your connection dropped out. If there are still several of that type in the list and you still get the greyed out enter world that you have to wait out till green and click again then your connection dropped out mid spawn and it couldn't connect you with the cell host to place you ingame. It's been my experience in testing that this can be intermittent but the thing is I can only test this and get a lag result by manipulating my connection as in general I never get any of these under normal circumstances. It's impossible for us to test every possible user setup as well. Example of weird stuff that can happen. We use MS teams meeting software sometimes. I had installed MSI afterburner vid card software because it will display cpu/gpu/mem use/and temps in a overlay. I was using it to see what dift things ingame actually hit harder, cpu, gpu or memory. All of a sudden my Teams would lockup so that I couldn't even unmute to reply. Shut down afterburner and no teams issue. Was same with a CAD program I use to look for issues with the models, afterburner crashes it. Bottom line is we can't know what software everyone is running to test against every possible setup.
  5. That should have you good to go
  6. Left alt and tab keys together should switch you between open programs (WWIIOL-your browser etc)
  7. When I get time to play I often use a 2nd acct to tow with. Never see any difference other than I need to figure which is the tow acct in sound mixer to mute the sound on it as you otherwise get sound from both and it messes up directional sound. In testing I've ran 5 accounts at once on this rig with no issue. At the time I only had a 2meg upload and even with 5 accts spawned I had to add network traffic in to test lag and auto despawn.
  8. Patch. Any terrain, vehicle, building or PPO change requires a patch
  9. I think the plan is to swap out some of each but keep a mix of all 4
  10. One consideration. The octagon bunker will only fit the "footprint" of the current farm compound bunkers. It won't fit most walled ABs short of a lot of building removal
  11. FMS has restriction as to terrain type/nearby object type/distance from orgin/distance from target/distance from enemy held flag If you mean a special case logic that says your distance to orgin must be same or less than origin to target distance then that may be a option (it has been suggested) Now if you mean code every FB to town distance or every town to town distance then you are talking something like 2000 lines of new code and testing every town from every direction. And while on FMS'... A FMS target has to be something that has a ownership, has to flagged and able to change owners. This is why a bridge target will not work for a FMS, it has no ownership.
  12. Yep, when clones got broken awhile back it broke the benchmark command. Clones are fixed/usable again but the benchmark is sill broken, for now.
  13. Currently if we add a nogo to the terrain it would be global as in neither side could set against that nogo. To have it side specific requires a strat link which is how the fb objects are now controlled. To add a object that stays, is persistent, that is then assigned a nogo against FMS would require hand placement at every existing fb....1 at a time placement. And still would not be side specific unless somehow tied to strat so the PPO knows if it's enemy or friend. Best guess puts fb number somewhere near 2000 at present. Not trying to shoot you down, just giving a best as I can reply.
  14. Grenideer, when cup is attached, is not a shoulder fired weapon so no if you hold right click with the cup attached it will not fire. To launch from inside the install, offline doubleclick the ww2.exe. To launch playgate from inside the install you double click playgate. To create a shortcut to desktop you tick that option when installing. To create a shortcut after install you open the install folder, rightclick the playgate exe and select create shortcut then drag that shortcut to desktop. The ico file in the install is not a shortcut, it's the graphic for a shortcut.
  15. It's only reflecting a 1 way trip of basicly 1/2 of what you would get doing a ping check in cmd. Been suggested to change it to a full trip so as not to confuse folks. The basic on it though is green=good/yellow(orange)=things not perfect, red=trouble and likely autodespawn if it stays red.
  16. If this were client then we should be able to get a CTD offline. Best I can guess so far, it seems to be something going out of whack with axis garrisons but so far only on the live server. We haven't been able to replicate this on the training server or our dev server. Still digging.
  17. I'd just as soon have defense missions be: Expand map. Click on town to expand town/see spawns Double click AB or depot and defence mission is created/you are presented a spawn list.
  18. Server is open, in intermission mode.
  19. You can see this by going offline and choosing different inf and laying them down near a object and then hitting the external camera keys (can't remember the defaults.... ctrl x maybe) check keymapper. But you'll notice they all do the same deal. Partly it's the collision stuff and partly that the "camera" the eye view does not rotate forward enough when going prone. And that may be because of the collision part.
  20. All inf basicly use the same base "skeleton" model and collision model. Textures, uniform, kit, and weapon are attached to that according to the actual inf unit. So yea they all act/interact with terrain and stuff the exact same.
  21. Ther is a option to turn them off in the keymapper.
  22. Welcome back Have not seen Bilton ingame in a good while. He used to wander back for a bit but as said it's been awhile
  23. The "i'm behind the bush (1st person) but not behind the bush (3rd person) as in your pic is a game thing and affects everyone. The 1st person eye view is off a bit. I know it's been explored several times but so far there's been nothing to fix it that doesn't break another part worse. The inf are different than everything else ingame. Now the delayed rendering has me stumped. I've had 5 accounts in on this rig with no render delay when testing. I've had 3 machines with 1 acct on each spawned and high ping and lag dialed in on 1 of the rigs. While expectedly the rig account with the high ping and lag jiggled and warped about a bit they all rendered if under 700m distance. And while I'm not really sposed to say this, I have watched the action around you when you are .reporting these things and have not seen these issues (or more precisely have seen those you are not seeing). Our GMs, that are online, do investigate these reports. If I'm online I sometimes will as well in the hope I may see something that gives a clue as to the issue and how to replicate it. As said this part is not supposed to be general knowledge and it may bite me but I think you need to know we do investigate this stuff. So honestly, so far I have no idea why you are having this delay in rendering.
  24. Something really messed up with the live server. Our guys are working on a fix. Until that fix can be done and tested, use the training server.
  25. Any info is useful Hopefully the coder folks can sort this out quickly.