Arma 3
[FOD] Improved Zeus Monitor
25 Comments
Phenosi  [author] 18 Aug @ 12:32am 
I can reexport it and update it to see if its fixable for you guys, but I genuinely think you just need to do a clean instill of the mod on the server, and make sure that if you check for keys that they are present on the server folder for it.
Rufy 17 Aug @ 12:43pm 
Each time we tried to load it on server it did not let us. :nonplussed_creep:
= Verifying PBO failed:!workshop@[Forges of Dorn] Improved Zeus Monitor\addons\dni_zeusfpsmonitor.pob
Phenosi  [author] 17 Aug @ 6:00am 
It's same bikey as before, it isnt broken?
Rufy 17 Aug @ 5:38am 
- Bikey is broken, after last patch. Please fix. Ty.
Coco 28 Jul @ 5:36pm 
:)
Phenosi  [author] 28 Jul @ 3:13pm 
@CoCo Fixed! :))
Phenosi  [author] 28 Jul @ 11:44am 
yep
Coco 28 Jul @ 11:40am 
It causes RPT spam on all servers

Could u guys fix this please?

_x setVariable ["DNI_desync", _desync, true>
23:16:15 Error position: <setVariable ["DNI_desync", _desync, true>
23:16:15 Error setvariable: Type String, expected Namespace,Object,Group,Display (dialog),Control,Team member,Task,Location
23:16:16 Error in expression <Ping", "_avgBandwidth", "_desync"];
Phenosi  [author] 12 Jul @ 5:08am 
Glad you like it!
Duke 12 Jul @ 4:51am 
Thanks for the last update! :steamthumbsup:
Phenosi  [author] 11 Jul @ 5:48am 
Updated the mod!

Changelog:
⭮ Ping and Desync are now visible on Dedicated Server/Player-hosted Server when only running the mod client-side!
⭮ Offloaded all network info fetching to player-hosted or Dedicated server (whichever is applicable)
⭮ Tried to fix the delayed start on dedicated server, if it doesn't 'instantly' start, give it few seconds to fetch player data.
Phenosi  [author] 11 Jul @ 5:38am 
I have noticed, this as well no idea why :shrug:
I'll try to fix it but its a minor issue, might be because it simple needs more time to start with the first collected data or some edge-case stuff like that.
Yunikki 11 Jul @ 4:18am 
mod seems to take a long time to initialize. When I load it, players takes much longer to load
Phenosi  [author] 10 Jul @ 12:54pm 
Yeah the data-grabber for the network info is not being ran on the non-running player side for some reason, I will update it tomorrow.
little andy 10 Jul @ 12:42pm 
I believe the other modes were working when I switched to them,
but I'm not really sure, I just turned the overlay off
little andy 10 Jul @ 12:41pm 
yeh, same, was running it clientside
Phenosi  [author] 10 Jul @ 12:18pm 
Let me check the code.
Duke 10 Jul @ 12:16pm 
Thanks for the mod. Yes, I'm having the same issue with -1 for all players. Only I, the zeus is running the mod clientside on a DS. I was hoping that was sufficient, but does every client need to run it? Or am I missing something else?
Phenosi  [author] 10 Jul @ 3:54am 
@little andy it's a default fallback number in case it cant detect their FPS, how are you running it? Client-side? did the other values work?
little andy 10 Jul @ 3:50am 
was getting an issue where the FPS counter said -1 for all players
(dedicated server environment)
not sure what the root cause was
Phenosi  [author] 9 Jul @ 2:38am 
Good idea, maybe.
Dutch 9 Jul @ 12:48am 
Sick mod! Not sure if it's possible or even viable but is it an idea to also allow for a logging option to ''log'' values to a file? That way admins can determine when FPS started to drop for certain players and so on?
𝕽𝖚𝖈𝖆 8 Jul @ 12:18pm 
this is great sweetcheeks:steammocking:
Phenosi  [author] 8 Jul @ 7:33am 
:))
NeroTheHero111  [author] 8 Jul @ 7:13am 
Awesome!