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Vehicle Store Explode Bug Additional Information... #461

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usszulu2 opened this Issue Dec 14, 2016 · 19 comments

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@usszulu2

This ticket is a direct response to ticket #305

I've decided to start a new ticket since I don't think the old one is getting any attention anymore.

Today when logging in, I noticed some anomalous lights at the vehicle store where vehicles normally spawn. Upon approaching it, I found that it appeared to be a vehicle that wasn't totally deleted. The headlights were present, but nothing else about the vehicle was. Before I started this recording, I did verify that it was acting as an invisible, solid object to vehicles, but didn't seem to react to people as solid. I then tried to delete the invisible vehicle with the admin delete vehicle command without success. I then bought a vehicle to test whether it would explode like I assumed it would, and it did as you can see in this video.

So it appears that our bug is a not totally deleted vehicle. I am hoping this new information will help lead in a fix to this problem.

Thanks!

Video:
https://youtu.be/qGOVJzPFnEw

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AgentRev Dec 14, 2016

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The bug you referred is a different bug with the physics engine. What you experienced was probably a bug with the simulation manager, or a non-wasteland Arma glitch. The sim manager will probably be replaced by Bohemia's Dynamic Simulation in the near future.

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AgentRev commented Dec 14, 2016

The bug you referred is a different bug with the physics engine. What you experienced was probably a bug with the simulation manager, or a non-wasteland Arma glitch. The sim manager will probably be replaced by Bohemia's Dynamic Simulation in the near future.

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Gigatek1 Dec 14, 2016

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Yeah this could be what is affecting performance a bit because these ghost vehicles don't seem affected by client commands like deleteVehicle. So maybe if enough of these pile up and the fps fix wont work with them, causing lag

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Gigatek1 commented Dec 14, 2016

Yeah this could be what is affecting performance a bit because these ghost vehicles don't seem affected by client commands like deleteVehicle. So maybe if enough of these pile up and the fps fix wont work with them, causing lag

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Gigatek1 Dec 14, 2016

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It might not by a bad idea to add a warning and/or a check for driven vehicles in the last 5 minutes, then deleteVehicle 5m around the vehicle store spawns right before the server creates the new vehicle. Just in case.

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Gigatek1 commented Dec 14, 2016

It might not by a bad idea to add a warning and/or a check for driven vehicles in the last 5 minutes, then deleteVehicle 5m around the vehicle store spawns right before the server creates the new vehicle. Just in case.

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The spawning script is supposed to detect nearby objects. If it didn't detect it then it's not close to the store from the script's perspective...

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AgentRev commented Dec 14, 2016

The spawning script is supposed to detect nearby objects. If it didn't detect it then it's not close to the store from the script's perspective...

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usszulu2 Dec 14, 2016

I guess my next question is since we do have these objects that are sometimes around vehicle spawn points and are invisible unless its night and the lights are on, is it possible or would it hurt to have the vehicles spawn a few feet off the ground to at least detect if they are in contact with an invisible object before getting into it and being blown up? Until BI implements the Dynamic Simulation at least?

I guess my next question is since we do have these objects that are sometimes around vehicle spawn points and are invisible unless its night and the lights are on, is it possible or would it hurt to have the vehicles spawn a few feet off the ground to at least detect if they are in contact with an invisible object before getting into it and being blown up? Until BI implements the Dynamic Simulation at least?

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WhatsUpDoc127 Feb 5, 2017

You can easily just move the vehicle store spawn to a different spot on the map within Eden. Just move it over a bit. We've never had these issues on Altis nor Australia. Sometimes people places these thing too close to other objects and AgentRev is correct is appears an issue with the Simulation Manager. This reminds me of the Kuma tank that jumps all over the place, even today, whenever its gets near certain objects or heck it can be near nothing and it will jump all around.

You can easily just move the vehicle store spawn to a different spot on the map within Eden. Just move it over a bit. We've never had these issues on Altis nor Australia. Sometimes people places these thing too close to other objects and AgentRev is correct is appears an issue with the Simulation Manager. This reminds me of the Kuma tank that jumps all over the place, even today, whenever its gets near certain objects or heck it can be near nothing and it will jump all around.

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Gigatek1 commented Feb 5, 2017

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mazer-rakham Mar 18, 2017

After update still exploding, bought a pawnee, unlocked got in, and as soon as I hit shift it exploded and said I suicided. Not to worried about refund, just wanna help the bug get fixed.

After update still exploding, bought a pawnee, unlocked got in, and as soon as I hit shift it exploded and said I suicided. Not to worried about refund, just wanna help the bug get fixed.

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Dynamic Simulation was added in last week's update, I will investigate to see if it's a suitable replacement for my vehicle manager.

I just hope it will not delay the explosion of cached vehicles until they come within range, I remember having to make a workaround in my script, after witnessing exploding aircraft "ghosts" randomly popping out of the sky.

The ghost headlights may also have been caused by headless caching. If Dynamic Simulation meets my expectations, that won't be needed anymore.

It will unfortunately not fix the older vehicle store explosion bug, which I think is a physics bug in the engine.

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AgentRev commented Mar 24, 2017

Dynamic Simulation was added in last week's update, I will investigate to see if it's a suitable replacement for my vehicle manager.

I just hope it will not delay the explosion of cached vehicles until they come within range, I remember having to make a workaround in my script, after witnessing exploding aircraft "ghosts" randomly popping out of the sky.

The ghost headlights may also have been caused by headless caching. If Dynamic Simulation meets my expectations, that won't be needed anymore.

It will unfortunately not fix the older vehicle store explosion bug, which I think is a physics bug in the engine.

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Gigatek1 Mar 24, 2017

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Sweet! Anything that might help performance is always time well spent in my opinion. Thank you.

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Gigatek1 commented Mar 24, 2017

Sweet! Anything that might help performance is always time well spent in my opinion. Thank you.

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AgentRev Mar 25, 2017

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I highly doubt it will make any noticeable difference in terms of performance.

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AgentRev commented Mar 25, 2017

I highly doubt it will make any noticeable difference in terms of performance.

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Why are you doing this Agent? Just to remove bloat, and bugs? Its always a bonus getting rid of another thing to maintain too. Definite bonus if it helps performance on servers with a lot of vehicles.

The performance is good in A3W as long as you don't go much over 40 players for much more than 2 hours, I have noticed.

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Gigatek1 commented Mar 25, 2017

Why are you doing this Agent? Just to remove bloat, and bugs? Its always a bonus getting rid of another thing to maintain too. Definite bonus if it helps performance on servers with a lot of vehicles.

The performance is good in A3W as long as you don't go much over 40 players for much more than 2 hours, I have noticed.

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Well, my vehicle manager does put a bit of a strain on the client script scheduler. Fortunately the scheduler is not tied to FPS, however replacing my manager with DynSim (which I presume is native C++) will free up the scheduler and make scripts a bit more responsive.

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AgentRev commented Mar 25, 2017

Well, my vehicle manager does put a bit of a strain on the client script scheduler. Fortunately the scheduler is not tied to FPS, however replacing my manager with DynSim (which I presume is native C++) will free up the scheduler and make scripts a bit more responsive.

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ccgmatt76 Mar 25, 2017

Too many Vehicles kill server performance that is for sure, if you let them get out of hand then it becomes a lag fest for clients. Looking forward to seeing this Rev

Too many Vehicles kill server performance that is for sure, if you let them get out of hand then it becomes a lag fest for clients. Looking forward to seeing this Rev

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WhatsUpDoc127 Mar 25, 2017

We run the Australia A3W server. We use prebuilt bases, we do not allow building of bases as there is enough prebuilt bases. matt is correct too many vehicles will cause performance but I can tell you objects alone will cause performance issues. We have a huge blufor base I built and that alone without any vehicles inside causes lag. If I am in the base I get around 30fps but once away from the base I get 50-60+ fps easily. I still believe even with the 64bit executables that if BIS does not start utilizing the GPU more than what they are doing now it doesn't make a difference what Rev does. Whenever objects are added and performance is slower then that is on the game engine not A3W. Maybe just maybe BIS will get their heads out of their duffle bags some time in the near future and start using what other games are using, new and updated DirectX and GPU hardware.

For me I guess I need to look into to see if I can add prebuilt bases as part of the map instead of adding it to the editor, this will fix lag with adding objects in the editor itself.

We run the Australia A3W server. We use prebuilt bases, we do not allow building of bases as there is enough prebuilt bases. matt is correct too many vehicles will cause performance but I can tell you objects alone will cause performance issues. We have a huge blufor base I built and that alone without any vehicles inside causes lag. If I am in the base I get around 30fps but once away from the base I get 50-60+ fps easily. I still believe even with the 64bit executables that if BIS does not start utilizing the GPU more than what they are doing now it doesn't make a difference what Rev does. Whenever objects are added and performance is slower then that is on the game engine not A3W. Maybe just maybe BIS will get their heads out of their duffle bags some time in the near future and start using what other games are using, new and updated DirectX and GPU hardware.

For me I guess I need to look into to see if I can add prebuilt bases as part of the map instead of adding it to the editor, this will fix lag with adding objects in the editor itself.

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If you build bases in Eden, you can use the Simple Object checkbox to make static objects a bit less CPU-intensive. This will freeze them in time and space.

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AgentRev commented Mar 25, 2017

If you build bases in Eden, you can use the Simple Object checkbox to make static objects a bit less CPU-intensive. This will freeze them in time and space.

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