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Schoff426

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Everything posted by Schoff426

  1. Biased Licensing - Offworld Industries B.S.

    You're not going to get any sympathy without posting the specs of the server you're hosting on.
  2. I'm getting crashes every 5-10 minutes in game. I'm sending reports while I try and resolve the error. Looks like this is the crash line? [2018.05.05-00.25.32:850][ 59]LogD3D11RHI:Error: Direct3DDeviceIMContext->Map(Texture,0,D3D11_MAP_READ,0,&LockedRect) failed at d:\g\pipelines\release\S\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp:1110 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG I've tried clearing cache, verify files in Steam, full reinstall, upgrading GPU to current, rollback with DDU uninstall. Any input would be appreciated!
  3. V11 UE4-SQUAD crash at start

    I'm getting crashes every 5-10 minutes in game. I'm sending reports while I try and resolve the error. Looks like this is the crash line? [2018.05.05-00.25.32:850][ 59]LogD3D11RHI:Error: Direct3DDeviceIMContext->Map(Texture,0,D3D11_MAP_READ,0,&LockedRect) failed at d:\g\pipelines\release\S\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp:1110 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG I've tried clearing cache, verify files in Steam, full reinstall, upgrading GPU to current, rollback with DDU uninstall. Literally can't figure it out...
  4. 100 Player Server

    Servers are limited to 80 players at the moment.
  5. Server Password

    I think the map change resets the password, unless you set it via the config file. As in, the server looks to the config each map change and, since you set the password via command, it's not actually in the config file. I agree--it should stick once it's assigned in-game.
  6. Blanket banning

    Not going to comment on the second part of your post, but I do understand why streamers could be required to have a 10 minute delay. Admins are watching out for their community by doing so. There are lots of popular streamers who have people follow them, ghosting and ruining the experience of others. So the admins choose to look out for the entire server, minus the streamer who needs to set a 10 minute buffer. As if that's really such a hard thing to set up....
  7. Community Clan Fight Night - North America

    Community Clan Fight Night - Week 21 Teams (North America) 'Make do and Mend' Sunday 15th May 2016 @ 1910 EST Servers: Community Clan Fight Night - CCFN 21 NA Map: Kohat AAS Password: via steam group / discord Sign up order Bloodbath iB FFO SWF 303rd FUBAR APG aR CML SERVER: Community Clan Fight Night - CCFN 21 NA (official server browser) Team 1 aR iB SWG FUBAR Team 2 303rd Bloodbath FFO APG Standby Clans: CML Banshee and Schoff are your staff for CCFN North America. If you have any issues, problems, information to notify or questions to ask, then they go to Banshee or Schoff (via Discord or Steam). Both Banshee and Schoff will be running the server, announcing the details, balancing the teams, etc. (if you have extra players available for the event, please let us know on the ccfn_na Discord channel). Please be nice to them. For clans new to the event, and to remind everyone else, here is a quick breakdown of how things run. Timings below are in EST format. 1910: Join your server 1910 - 1920: Team up / Squad up / Warm up (skirmish map) 1920 - 1930: Teams discuss tactics 1930: Change to map game LIVE - round one Halftime: Five minute break / server changes map twice Halftime: Break finished / Change back to map LIVE - round two Finish: Round two ends The game will start at 1930EST promptly. Make sure your team is on the server and on the correct side by 1920EST. We begin on a skirmish map. Use this time to warm up and discuss team tactics. The event will go live on the change to the chosen map. Live will be announced. The same again at half time, skirmish map, two maps changes to avoid the bug and keep the teams, then live when we drop into the map. NO TEAM KILLING prior to the start of the rounds. Use the time to squad up, warm up, discuss team tactics and brief your squad. Be sensible, formulate your team strategy and disperse it to your squad members. We are playing Kohat AAS today. As ever teamwork will win the day. Its going to be a battle, make sure you come prepared. CCFN Staff for this event: Banshee - Event curator, player on the server Schoff - Event curator, player on the server chronic - Broadcast and recording. Admin cam on the server? See you on the servers. Game on!
  8. Community Clan Fight Night - North America

    iB is already in
  9. Community Clan Fight Night - North America

    Still need one more!
  10. LAG + High Ping

    Remove FixedTickRate completely. Also, if you want the maps to play in the order you've listed them in your MapRotation.cfg, change to RANDOM=NONE
  11. LAG + High Ping

    Also, make sure you don't have any FixedTicketRate being forced via command line when you start your server.
  12. Server License - Server not showing in browser

    Did you make any changes to your .ini files for your server? Anything at all? Not referring to changes to any config files under Squad/Squad/Config.
  13. LAG + High Ping

    There are SA's who will tell you they keep the settings at the default values. This hasn't worked for me in the past, so I make a few edits. These are settings that were typically changed back before EA. Try this: --Navigate to DRIVE:/FOLDER/Squad/Squad/Config/DefaultEngine.ini --Ctrl-F search for ‘tick’ --Change both NetTickRate and LanTickRate from 50 (default) to 15. Try using 12 for 72 player servers. I run 66 (2 reserves). --Change the MaxInternetClientRate from 40000 (default) to 70000.
  14. Community Clan Fight Night - North America

    Community Clan Fight Night North America - Week 18 Teams Sunday 24th April 2016 @ 1910 EST Servers: Community Clan Fight Night - CCFN NA 18 (Official Browser) Map: TBD Password: via steam group / discord Sign up order iB TG CML 303RD APG SWF BloodBath FFO
  15. Chiming in here from the perspective of a CML server administrator. Firstly, your title to this thread is completely unnecessary. You're essentially defaming RIP, claiming admin abuse as a result of a situation that I think you're looking at all wrong. One that should be discussed instead of jumping straight to claiming admin abuse. As a server host with a Squad Community Server license, RIP has the ability to set their own rules (within OWI's license guidelines), and do what they can to uphold those rules. That includes kicking players (like yourself) that don't abide by the rules. Nowhere in OWI's server license agreement does it state that a community can't create a rule that entitles them to kick Squad Leaders if they are doing something unreasonable. RIP has the rule which states 'No locked squads'. This is exactly what you're doing. You're implementing a feature that doesn't even exist in game. That's unreasonable. In my eyes, the server admin handled the situation perfectly. He told you that you shouldn't kick him. Your sound cut out, but I'd imagine he said "You're playing on my server. Then you have to [abide by the rules].". You had fair warning. You were braking the rules. That's a kick in my books. Let's not get into technicalities that you didn't hear him say it. You claim the sound cut out, which means you didn't understand him. You should have asked him to clarify. I'm giving him the benefit of the doubt that he notified you it was against the rules. You're calling out respectable community, one that's providing the squad community as a whole a place to play in a fair server, when you're the one in the wrong. You join a server that's being paid/administrated by someone else, expecting to prevent others from playing in your squad. Breaking the server rules in an attempt to lock out their visitors. Sounds a lot like entitlement to me. You don't like it? Don't play there. I get it's a grey area. But it's your tact in bringing light to the situation that I especially don't agree with.
  16. HEADS UP DISPLAY IN SQUAD I'll preface this post with an obligatory "Please read this in it's entirety if you're going provide any meaningful feedback/discussion". I'm fine with people disliking what I have to say, but don't be rude. Please and thank you! Everyone likes their own ideas. I won't say I don't think mine is a good one. But, I'd like to hear some criticism (of the constructive kind) and get some feedback on whether this is something that's really plausible and if 'works' with Squad. Feel free to make any suggestions to improve this system, or post your own ideas! A few months ago I stumbled on a reddit post that was talking about the implementation of a system similar to Arma's STHUD (see image below). For those that are not aware, the primary purpose of STHUD is to simulate the real-life (RL) senses we know as situation awareness. To me, that's mostly a combination of sound queues and visual confirmation. What I dislike about STHUD is that it's application results in an omniscient player. The player with STHUD has a constant sense of awareness that doesn't correlate with how we perceive things IRL. Yes--it's a game, but I think Squad can do better! STHUD EXAMPLE My idea: Instead of having the location of friendly players constantly displayed on the HUD, make it based off actual audio and visual senses. The idea behind this--why should a player know where his teammates are without having some sort of visual/audio queues? Scenario 1 (simplified) If I'm standing still and I have teammates audibly moving around me, they would appear on the HUD. The same would happen if they talked in local. I would sense their presence based off their audio queues. Scenario 2 (simplified) This time I move forward and have teammates standing still off to my left. I don't hear them because they are not moving (or are too far to hear). The only way I can get them to appear on HUD is to look at them to sense their position, or get closer so I can hear them. Initial Considerations A design choice will have to be made as to how long the player icon will remain on the HUD. After a short time, does the player icon fade out until I audibly/visually confirm the player is still in my presence? Will a player that just got killed remain visible on the HUD until I visually confirm he is down, and will a teammates visual confirmation of this downed player update my HUD as well? As if the two alive players communicated with one another. I think there is a very good opportunity for Squad to work in a robust HUD system using audio/visual queues. Instead of taking away from an immersive experience, I think, if done correctly, it can make the game even more immersive. It can provide a good opportunity for players to focus on the micro aspects of keeping the HUD useful, which would simulate how people need to consciously (visual) and subconsciously (audio) process the senses that encompass situational awareness. And yes--I realize that audio/visual are not strictly conscious/subconscious, it was more to illustrate that situation awareness includes both conscious and subconscious analysis. Other Considerations (make things more complicated) It becomes easy to start speculating on the details as to how a system like this would work. Surely it would only display friendly soldiers, but you could argue that the people within their squad should have a better sense on where their squad mates are. How does this correlate in-game? I keep coming down to certain rulesets that would dictate how the system would work. Let's expand on the above scenario: Scenario 1 (expanded) In the simplified version, we have two friendly soldiers in close proximity. The teammate moving is audible and therefor shows up on the friendly player's HUD. Making things more robust (and inherently, more complicated), there could be a ruleset that dictates if/when the friendly player sees his teammate on his HUD. Something like this: AUDIO RULESET The biggest issue I see in getting into this much detail is it's hard to learn how to use a HUD like this. Sure, it may be easy to understand on paper, but learning to play with it would be difficult. That being said, difficulty can be a good thing! Arguably, this expanded ruleset helps simulate the room for error/unknown factor when trying to distinguish our sensory inputs. Sure you'll hear someone in-game, but if they don't show up on the HUD it doesn't mean that aren't friendly. I'm sure I could go on, but I think you get where I'm going. What are your thoughts?
  17. HUD - Let's have a discussion

    Well I certainly didn't bump for comments like this. As you probably know, people bump to bring visability to their post. While I realize this will system will never be implemented, it's still a good place to gather feedback on similar systems. And, since this is a feedback & suggestion thread, it seems a proper place.
  18. Discord | Website | Ranks & Structure | Media | Rules | Apply Now! DEDICATED SERVERS Please join us on our of our servers. If the servers are empty, it's likely before the evening when most CML members are playing. Make sure you check out our Community Guidelines and Server rules. Should you need to report anyone, please submit a report here or join our public Discord. OVERVIEW Clan Magnus Legio is an organized and mature gaming community that plays competitive, PvP-focused games that reward our teamwork and coordination. Formed in 2012, CML has made a name for itself in Planetside 2, Arma 3, Darkfall: Unholy Wars, RUST, ARK, Chivalry, Archeage, and DayZ mod. We are an established community that thrives in challenging situations. If you are looking for a tactically-effective group that treats both friends and foes with maturity and respect - CML is the place for you. With the recent release of Squad to Steam's Early Access storefront, our Squad group is enjoying the game and excited for the some of the game's anticipated features. We quickly realized that this Squad rewards our competitive and organized nature. When you're running with us, expect to work as a team and fight aggressively alongside our leaders and members. If you're a new player, we're happy to show you the ropes, as many of our current CML members are learning right alongside our potential recruits. Please note, we are not a Mil-sim unit! We don't have attendance requirements and we don't make you say 'yes-sir' or 'no-sir', but we absolutely use organization and tactics to succeed. This is not the military, but we play to win! Most of us are 22-35 years old and we typically are online from 6-12 PM EST on the weekdays. On the weekends, we're playing throughout the day, on and off. We do not have an age requirement, but we do require our members to be respectful to others and be mature. CONTACT US You're welcome to hop in our Teamspeak at any time to see what we're up to and give us a try. If you see us in-game, look for one of our 'CML - MIC REQ' squads--we usually have one or two squads open. Also, please feel free to comment here or add any of the members below on Steam. Teamspeak: CML.MagnusLegio.net , no password Website: www.magnuslegio.net Application: Apply Now! Representative: If you represent another group and would like access to our Diplomatic Forum, please fill out this application. Steam Users: -CML-Dzire (leader) -CML-Shadow (officer) -CML-Schoff (officer) -CML-CaptainMittens (officer) -CML-Grumsy (officer) -CML-Zea (recruiting) o7
  19. Squad League

    Awesome post! I highly encourage anyone interested in getting more involved with this game to reach out to any of the great communities out there!
  20. [CML] Clan Magnus Legio - [US-EST]

    One hell of a match, Redcoats!
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