gossamersolid 155 Posted July 10, 2011 Copied arma 2 folder to arrowhead and then it worked. Earlier I made a new folder with arma 2 first then copied over arrowhead. That didn't work apparently.Thanks for the help. Got it up on the 12 core server with 24GB ram now =). Running 24/7. Good stuff, glad you got it all working. Share this post Link to post Share on other sites
BigMorgan 11 Posted July 11, 2011 You're still working on this POS!? God give it up already. :p Actually the reason for this post is to ask Zaajko about his server info so I can find it and come play some time. I'm curious to see the performance of the mission on such a beefy box as that. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 11, 2011 You're still working on this POS!?God give it up already. :p Yeah It's being worked on here and there, no biggie :rolleyes: Share this post Link to post Share on other sites
sessionthree 10 Posted July 11, 2011 I absolutely love this mod. Thank you so much for this! I do have one problem. The server crashes at the end of a mission (confirmed on Zargabad and Chanarus - not sure about Takistan.) When I check the server, I see that I get an error that mentions the map that was being used at the time. I wish I had the exact error. I'll have to post it later. Otherwise, it runs great on my 8 core/8GB dedicated server. I have gotten some nice compliments about how smooth it runs. Thanks! Share this post Link to post Share on other sites
daikan 1 Posted July 11, 2011 Announcement:Gossamer's Warfare is re-entering the ArmA 2 only with the release of ArmA 2 free. Gossamer's Warfare will be fully compatible with the ArmA 2 only players once again. Don't wanna sound impatient but... any news on progress? :) Share this post Link to post Share on other sites
gossamersolid 155 Posted July 11, 2011 I absolutely love this mod. Thank you so much for this! I do have one problem. The server crashes at the end of a mission (confirmed on Zargabad and Chanarus - not sure about Takistan.) When I check the server, I see that I get an error that mentions the map that was being used at the time. I wish I had the exact error. I'll have to post it later. Otherwise, it runs great on my 8 core/8GB dedicated server. I have gotten some nice compliments about how smooth it runs. Thanks! Thanks for the comments! As for the server crashing on the end of the mission, are you on a Linux box perchance? I've seen the issue occur on Linux, but I've NEVER been able to repro it in windows. Does it say something like "Could not find script MissionName\Server\Server_PlayerDisconnect.sqf"? Don't wanna sound impatient but... any news on progress? :) Yeah it's coming along quite well, but then I keep finding shit that doesn't work in ArmA 2 lol. For instance, I'd re-written all the mando flare stuff to make it look a bit more realistic and such, but then it didn't work at all in ArmA 2 because the CMFlare ammo doesn't exist in A2. Also stuff like the artillery computer isn't in ArmA 2, so right now all artillery is useless again! I'll probably be doing some beta testing for the A2 version soon and I'll be sure to post here to possibly get some volunteers. Share this post Link to post Share on other sites
sessionthree 10 Posted July 11, 2011 As for the server crashing on the end of the mission, are you on a Linux box perchance? I've seen the issue occur on Linux, but I've NEVER been able to repro it in windows. Does it say something like "Could not find script MissionName\Server\Server_PlayerDisconnect.sqf"? Yes, that is exactly the error that's given, but this is on a windows 2008 R2 box. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 11, 2011 Yes, that is exactly the error that's given, but this is on a windows 2008 R2 box. I've still never been able to repro this. The error is bogus though because that script is definetly in existance. Does this happen if the mission has ended and then been started again (without admin doing #missions)? Share this post Link to post Share on other sites
sessionthree 10 Posted July 11, 2011 I've still never been able to repro this. The error is bogus though because that script is definetly in existance. Does this happen if the mission has ended and then been started again (without admin doing #missions)? I'll test tonight to see exactly when the error occurs. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 12, 2011 I'll test tonight to see exactly when the error occurs. Thanks. Keep me updated. Share this post Link to post Share on other sites
daikan 1 Posted July 13, 2011 I seem to have found a (minor) bug with 3.04b: Clicking on Warfare Menu -> Client Menu -> Parameters will immediately reset your view distance and terrain grid to the values 1600m / 1, no matter what. Can anyone confirm? Share this post Link to post Share on other sites
gossamersolid 155 Posted July 13, 2011 I seem to have found a (minor) bug with 3.04b:Clicking on Warfare Menu -> Client Menu -> Parameters will immediately reset your view distance and terrain grid to the values 1600m / 1, no matter what. Can anyone confirm? I can confirm this. Not sure why it's happening, but I'll try to figure it out. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 14, 2011 I put a bandaid on it (also kinda better solution I think). Params and Stats are in the same menu in the warfare menu. One place, both pieces of information. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 18, 2011 Update: The Upgrades trees on both Bluefor and Opfor just need some repricing and such on them (To go together with the streamlined upgrades tree that was implemented). Other than that, 3.04c is pretty much ready for release (I hope to release tonight). The test version will be on all 3 official servers (TGW, TV2 and Riot). One thing to note in the ArmA 2/Free version is that artillery (GRAD, MRLS, D30, etc) are pretty much useless at this point because A2 doesn't have the artillery engine that was implemented by BIS in BAF's release. I'll be working on a replacement system for A2 (while the CO version will still use BIS' system). So for the first version, the artillery (on map) will be pretty much useless. Question: Would people be interested in a "friendly" tournament ran by TGW that involves Gossamer's Warfare? It'd probably be teams of 5 or 6 in weekly matches. If we have a few teams interested, please tell me and we can work on setting something up! I'd love to have a good challenge with some of the people that enjoy this mission! Share this post Link to post Share on other sites
gossamersolid 155 Posted July 21, 2011 (edited) Sorry for the delay guys, my brother and (now) sister in law just got back from their honeymoon, so we had some family gatherings to welcome them back. Also my other brother just got engaged :) so it's been busy with the family lately. I had BigMorgan perform what I think to be the last thing required to be done before 3.04c is ready to go. A few changes have been made the upgrade tech trees, but I think it's overall more streamlined and easier to follow. I was wondering if I can count on anybody running the A2 only version for a day or so just to see if there are any major/minor issues which cause it to break. Also, I've been asking for some input with ideas over at the TGW forums. Feel free to submit your comments/ideas/suggestions over in this thread -> http://thegamewardens.net/index.php/topic,768.0.html EDIT: Playtest for 3.04c on Chernarus in Both Combined Operations and ArmA 2 flavours. http://thegamewardens.net/gw304ctest.rar If it all goes good, I'll do the official release on the other islands. Edited July 22, 2011 by GossamerSolid Share this post Link to post Share on other sites
gossamersolid 155 Posted July 25, 2011 (edited) We did some tests over the weekend. Everything is pretty much good to go except for a couple of bugs in the A2 only version. If you wish to play the latest pre-release, just hop onto the Riot server, TV2 server or the TGW server. Edit: I'm also now working on the CWR2 version of warfare (which my lazy ass was supposed to have ready for the CWR2 demo last month)... my appologies W0lle :) Edit 2: I also wrote an explanation on my version number system so I don't confuse people further than I already have. It's in the first post of the thread, but I'll put it here too: Version Number Explanation X.Yz (example: 3.04c) X = Milestone number (Major revision/change to the mechanics of the gamemode) Y = Version change (Usually marked as "Release" versions) z = Minor change (Used to be known as "Beta" versions. These are meant for testing all changes before a "release" version is out) Edited July 25, 2011 by GossamerSolid Share this post Link to post Share on other sites
gossamersolid 155 Posted July 29, 2011 So I've been coming up with some ideas for future versions, tell me what you guys think and don't be afraid to suggest more things: Gamemodes Warfare Standard - What we're used to Quick Match - Both teams own about 1/3 of the towns each. Resistance would own a buffer zone in the middle with the rest of the 1/3 - Certain amount of research already completed - Higher starting resources - Higher resource income throughout match (Bounty and minute income) Scorched Earth - After capturing a town, it is no longer capturable by the other team - No Occupational forces in captured towns (resistance will still have them) - Will require some strategic "hauling of ass" to get to the towns worth capturing :) Invasion - Bluefor starts at random position on map - Bluefor has half or more research done - Bluefor has high starting resources (Enough to pack a punch and make opfor scared) - Team members start at rank of Captain - Min towns for air set to 0 (always available) - Opfor owns all towns on map to begin with - Opfor starts with bases built in pre-defined locations (but dynamic as in there won't always be a base in the same spot) Sudden Death - Start with 30k supplies and 200k cash - No resources provided from towns - When all supplies have ran out, a 1 hour timer begins. - Victory goes to team with most towns after the 1 hour timer or to whatever team can kill the other Player upgrades (Values are not final, these will require discussion for sure) - Satellite Phone, allows players to buy units from distances no matter if a comm tower is in range or not - Weapons, weapons will not all be available from the start, you will unlock them instead - These are saved over JIP of course (not bound to specific slot, rather bound to the player) Commander UAVs (I know Echo has been wanting this) - MQ9 for Bluefor, Pchela for Opfor - They will fly at about 700m+ above terrain level - Commander will call them in and they'll spawn above the HQ - Commander controls them via going into the action menu. Will bring up the Mando UAV interface. - Using the UAVs, commanders will be able to mark stuff on the map easily - When UAV is not being controlled by commander, they will loiter around the HQ - Commander can disband the UAV Bluefor superweapon - War Economy - lasts 5 minutes, everything is discounted by 80% - 20 minute cooldown, income reduced by 50% Experience System - Actions performed will give you experience points (values will HAVE to be discussed) - Experience points will be used to upgrade your player's rank - All experience earned after Colonel rank will automatically get converted into money (it'll be a very low ratio though) - Experience is saved over JIP of course (not bound to specific slot, rather bound to the player) War Bonds - Players can send their money to the team in exchange for supplies (low ratio) Redesigned GUIs and Interfaces - Pretty self explanatory, I'll get input as I work on them FOBs will be able to be constructed by the commander -FOBs will be template bases. There will be a few types: Sentry - bunker with a tower that has a machinegun on top - can buy gear at elevated prices Outpost - fortified bunker with a couple of MGs - respawn point - can buy gear at elevated prices AA Battery - fortified area with a few AA pods Fortified Outpost - larger base - some MGs, AT and AA - respawn point - has smaller ranged comm tower in it - can buy gear at regular prices Share this post Link to post Share on other sites
gossamersolid 155 Posted August 1, 2011 Version 3.04d is now available for download! Changelog Bug #20103: Duplicate Warfare Menu Bug #20499: Cannot load sound 'ui\ui_over.wss' Bug #20500: Cannot load sound 'ui\ui_ok.wss' Bug #20519: Error in cost calculation for construction Bug #21793: Built vehicles sometimes stuck in ground Bug #22300: Client Menu View Distance & Terrain Grid resetting Bug #22402: Camp Capture progress not showing while capturing a camp Bug #22781: HUD: When player is dead, towns owned value is incorrect Bug #22803: Camp Capture bar doesn't show while capturing camp Bug #22941: Game would end if Opfor MHQ died Feature #20231: Package: ArmA 2 Feature #20416: Parameter: Volumetric Clouds Feature #20803: PM System Feature #21756: Parameter: Friendly Fire Prevention Feature #22150: Parameter: Dynamic Town Destruction Feature #23035: Smoke Grenade Mortar Barrage Feature #23041: New Playable Island: Qom Province Support #23013: Dev Mode: Gaia's GUI Designer Task #17696: Re-design Warfare HUD Task #20418: Reduce scanning/engagement ranges of TOR/Rapier Task #20777: Remove MIRV nukes from Payload Selection Task #20793: Replace upgrade icons Task #21738: Revise upgrade tech tree Task #21821: Rework Death Camera Task #23009: Starting vehicles closer to MHQ location Task #23010: Redesign FPS HUD Download Direct: Here Direct download from link above or in the usual spot (official updater). Share this post Link to post Share on other sites
kremator 1065 Posted August 2, 2011 Cool mate. Thanks! Share this post Link to post Share on other sites
gossamersolid 155 Posted August 2, 2011 Cool mate. Thanks! We (TGW, TV2, Riot) tested the pre-release for this quite extensively due to some large underlying changes. Please do not hesitate to report bugs, issues, etc :) EDIT: I didn't explain this change to you guys :) Feature #23035: Smoke Grenade Mortar Barrage You will now notice that yellow smoke grenades cost $500, the barrel launched ones cost $750 and the M32's 6 round barrel launched costs $3750. This is because when you pop a yellow smoke, it will now call in a 3 shot mortar barrage on that location. It's a very cheap, but awesome way to get a bit of offmap support. Please test the feature out and give me feedback on the balance of it (costs too much, costs too little, etc) Share this post Link to post Share on other sites
gossamersolid 155 Posted August 5, 2011 I've recieved a couple of reports of Camps/Depots missing in towns. Are you guys using the Dynamic Destruction parameter? If so, refrain from using it. It seems the blacklist for objects isn't functioning properly. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 10, 2011 Any more bug reports/suggestions/etc? In other news, BigMorgan is working on a Package for I44. Will post screenies and videos when we playtest. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 17, 2011 Would you guys be opposed to a revamp in how players get access to new units? Currently it's relying on the commander, but I was thinking I could move all unit unlocks to the player themselves depending on what rank/experience they have, leaving all the technology still to commander upgrades though (Logistics, Asset support, etc) Share this post Link to post Share on other sites
Beagle 684 Posted August 17, 2011 Would you guys be opposed to a revamp in how players get access to new units?Currently it's relying on the commander, but I was thinking I could move all unit unlocks to the player themselves depending on what rank/experience they have, leaving all the technology still to commander upgrades though (Logistics, Asset support, etc) Thats a reasonable solution for commander not willing to "unlock" usefull Infanrty. A.I...and I hate it to run around with A squad of AT-Digital US guys in chernarus playing a UK team leader. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 17, 2011 Thats a reasonable solution for commander not willing to "unlock" usefull Infanrty. A.I...and I hate it to run around with A squad of AT-Digital US guys in chernarus playing a UK team leader. Yeah. I haven't figured out the full details yet, but with the new experience point system coming into play for 3.05, I was figuring that X amount of experience will be required to unlock the unit. If you have the required experience, then it will be in the buy list, otherwise it won't. Share this post Link to post Share on other sites