Page 1 of 2

Oper. Archer Solution?

Posted: 2008-03-23 05:41
by Antonious_Bloc
So I hear a rumor that operation archer will crash once it passes 59 players. Once it fills up to 60, it's in the crash-zone.

Is there any truth to this statement? And if so, how can that be fixed, besides setting the limit to 59 people?

Posted: 2008-03-23 05:57
by Airsoft
all i can tell now is that it crashes when the map before is not archer, meaning only servers who run 24/7 archer do not crash.

Posted: 2008-03-23 06:12
by [uBp]Irish
hmmm not sure about that either. the server i play on is all archer. I've heard the solution also is it's not to get above 62.. but 59 hmm interesting.

Posted: 2008-03-23 08:22
by Zimmer
I have played 24/7 insurgency server that switced between al bashra and op archer and it didnt crash so its not that they crash if the map before wasnt archer.

Posted: 2008-03-23 09:43
by Expendable Grunt
I've had it crash when nearly empty at the on hour into the game mark. I've also had it NOT crash at all.

Posted: 2008-03-23 14:25
by General_J0k3r
on our server which runs op. archer only it crashes rather randomly. i could not yet figure out any systematic behavior there which is a pity really.

Posted: 2008-03-23 14:30
by Dr Rank
The crash is due to the number of networkable objects, that includes destructable buildings/objects, caches, players, vehicles etc. This should be fixed for a later release.

Posted: 2008-03-23 14:30
by zangoo
well when i am playing and i have player op.archer about 13 times now, it seems to crash about 1 hour into the game. now 1 hour could just be the time it takes for the server to reach the amount of player that make it crash, or it could be a memory leak and it take 1 hour to crash the server. i have also player rounds where the has been going for 3 hours.

Posted: 2008-03-23 15:06
by General_J0k3r
[R-DEV]Dr Rank wrote:The crash is due to the number of networkable objects, that includes destructable buildings/objects, caches, players, vehicles etc. This should be fixed for a later release.
good to hear you identified the problem. i love the map so much that i play on our archer server all the time even though it crashes regularly ;)

Posted: 2008-03-23 15:33
by Expendable Grunt
[R-DEV]Dr Rank wrote:The crash is due to the number of networkable objects, that includes destructable buildings/objects, caches, players, vehicles etc. This should be fixed for a later release.
If this was true, then it would crash rather regularly, wouldn't it? It crashes with 6, or 60 players, regardless.

Posted: 2008-03-23 15:41
by PARAMEDIC.CA
hehe... well I am working on it... I will have beta fix later today, perhaps a large scale stress test for tommorrow. Nonetheless, it will be awhile until the "fix" will be distributed (the senior guys are figuring this out :) )

Posted: 2008-03-23 15:44
by jOHNNYdOUBE
It depends on how much stuff is blown up including the vehicles and maybe the ammo bags and band-aids too??
Totals or at any given time, like all those destructable walls.
Would a good test be to get in and start wrecking every destructable in an orderly manner and see if it crashes in the same spot twice?
Like start destroying one village then move to the next.

Posted: 2008-03-23 15:55
by PARAMEDIC.CA
jOHNNYdOUBE wrote:It depends on how much stuff is blown up including the vehicles and maybe the ammo bags and band-aids too??
Totals or at any given time, like all those destructable walls.
Would a good test be to get in and start wrecking every destructable in an orderly manner and see if it crashes in the same spot twice?
Like start destroying one village then move to the next.
that could be helpfull .

Posted: 2008-03-23 16:47
by jOHNNYdOUBE
I want to understand this.
Can someone please tell me which ones ARE networkable objects.
band-aids
smoke grenades
ammo-bags
trucks
firebases
bunker
sandbags
razr-wire
grenade-frag
grapple-hook
radio tower
bridge
huey
And if they are, they count towards the 1024?

Posted: 2008-03-23 16:58
by 00SoldierofFortune00
I've played on it for over 2+ hours with under 59 people and it hasn't crashed until the round finished, but like Paramedic said, it is probably the amount of objects. Why not distribute the hotfix as a server side patch for servers so Archer can be played?

Posted: 2008-03-23 20:04
by Fabryz
It happens sometimes in Thors Brigade server (Operation Archer map), after that one round finally ends correctly, its loads up the same map and before entering the game it "disconnects from the server"..
Also happened during a normal game (same server same map), but i'm not sure if we were about 60 players or less.

Posted: 2008-03-24 11:46
by General_J0k3r
on our server it crashes randomly (at least from what i could figure out so far). i'll keep an eye on the matter.

Posted: 2008-03-24 12:06
by Bob_Marley
jOHNNYdOUBE wrote:I want to understand this.
Can someone please tell me which ones ARE networkable objects.
band-aids
smoke grenades
ammo-bags
trucks
firebases
bunker
sandbags
razr-wire
grenade-frag
grapple-hook
radio tower
bridge
huey
And if they are, they count towards the 1024?
Everything which you can interact with (pick up, blow up, drive, fly, move)

Basically anything that can be affected by your actions.

Posted: 2008-03-24 13:35
by Maxfragg
the most networkable objects are destructable houses, because, every wall and every floor is a object of its own (otherwise they could not be destroyed one by one, but only as a whole)