Tankbuster 1746 Posted May 13, 2013 there is workaround for such MP mission development, 1. start STEAM in offline mode , run Arma 3 Alpha, terminate STEAM 2. repeat 1. join to LAN server Funky. Will try that. Share this post Link to post Share on other sites
pawelkpl 29 Posted May 13, 2013 Funky. Will try that. hehe, I got message: "Please close arma 3 alpha before exiting steam".. , steam in offline mode. More, I've encountered next big problem. I do have dedicated server rented with arma 3 alpha + steam installed. On dedicated server I can start 3, 4, 5, 6 or more copies of dedicated arma 3 game server but from my home computer I can connect only to first hosted dedicated server. When trying to connect to 2nd, 3rd or 4th hosted server I got message: You Were Kicked From The Game. I talked to guy who rented wirtual server with arma 3 alpha preinstalled and he can't connect to his server. I've tried to help him but it looks like he got the same error: you were kicked from the game. It looks more and more complicated, regards, pawel Share this post Link to post Share on other sites
fred41 42 Posted May 13, 2013 (edited) there is workaround for such MP mission development, 1. start STEAM in offline mode , run Arma 3 Alpha, terminate STEAM 2. repeat 1. join to LAN server Dwarden, i tested your advice and it does not work ... ... i got "invalid steam ticked received" if i terminate (kill) steam by taskmanager. (Terminating STEAM regular is not possible without terminating Arma 3 alpha client before) Could you please test it by your own? Fred41 Edited May 14, 2013 by Fred41 Share this post Link to post Share on other sites
mariodu62 5 Posted May 13, 2013 there is workaround for such MP mission development, 1. start STEAM in offline mode , run Arma 3 Alpha, terminate STEAM 2. repeat 1. join to LAN server thx but you are still kick off the game if you try to use HC and a client .... Share this post Link to post Share on other sites
Dwarden 1125 Posted May 13, 2013 i had no such issue with STEAM in OFFLINE mode + a3a dev build and I could easily test MP mission with both started OA clients while running in LAN mode (w/o any connectivity of server to gamespy etc) and disabled duplicate kick Share this post Link to post Share on other sites
fred41 42 Posted May 14, 2013 (edited) there is workaround for such MP mission development, 1. start STEAM in offline mode , run Arma 3 Alpha, terminate STEAM 2. repeat 1. join to LAN server ... i tested your advice again (with additional kickduplicate = 0) and got still the same result: "invalid steam ticked received" while this message occcurs i see in server console the following: 8:09:05 Player fred connected (id=0). 8:09:05 Player fred disconnected. Dwarden, could be there something special in your setup you forgot to mention? Edited May 14, 2013 by Fred41 Share this post Link to post Share on other sites
Dwarden 1125 Posted May 14, 2013 in the server.cfg comment out the reportingIP= line with ; at beginning so you force server into LAN mode Share this post Link to post Share on other sites
fred41 42 Posted May 15, 2013 (edited) there is workaround for such MP mission development, 1. start STEAM in offline mode , run Arma 3 Alpha, terminate STEAM 2. repeat 1. join to LAN server Dwarden, thanks for your answer. I tried your advice again with kickduplicate = 0 AND commented out // reportingIP (was already set to "127.0.0.1"). ... and i still get : "invalid steam ticket recieved" In server.rpt i found entrys like this: Server error: Player without identity fred (id 1001823041) ... Server error: Player without identity fred (id 1324983235) ... The "id" is changing for each new attempt and seems to be randomly. I tried the dedicated server (arma3server.exe) and (arma3.exe -server). I tried this local and from remote LAN client. Here is my server.cfg just for verifying: // GLOBAL SETTINGS hostname = "Test-Server"; // As seen in the Gamespy Browser //password = "PasswordToGetOnTheServer"; // Comment out if no password required passwordAdmin = "#####"; // Password to become server admin. //reportingIP = "127.0.0.1"; // tried all this variants //reportingIP = "noreport"; // tried all this variants //reportingIP = ; // tried all this variants VerifySignatures = 2; // Important security setting // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "Have fun" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 8; // Maximum amount of players. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.3; // 33% or more players need to vote for something, for example an admin, new map // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 8; // Quality from 1 to 10 persistent = 0; // If 1, missions still runs on even after the last player disconnected. kickduplicate = 0; //HC //localClient[]={127.0.0.1}; ... nothing special. So i have really no idea what additional "trick" i have to use to make this workaround working. Thanks for your help. BTW: Wouldnt it be a better solution to generally allow connections from local client (same machine) to server, whitout the need of steam? Couldnt this make the live of MP mission developers much easier (no STEAM process kill nessecary)? Edited May 15, 2013 by Fred41 Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 15, 2013 BTW: Wouldnt it be a better solution to generally allow connections from local client (same machine) to server, whitout the need of steam? Couldnt this make the live of MP mission developers much easier (no STEAM process kill nessecary)? plus one. Share this post Link to post Share on other sites
[lb] boggler 10 Posted May 15, 2013 (edited) BTW: Wouldnt it be a better solution to generally allow connections from local client (same machine) to server, whitout the need of steam? Couldnt this make the live of MP mission developers much easier (no STEAM process kill nessecary)? Hey dwarden, a lot active community members would appreciate Freds solution. I'm not angry about Bohemia using steam and I can really comprehend this step, but things like this are bother the content producing community and people who advised against steam are going to get right. Freds idea would solve it, think about it. Last but not least, I dont know anyone who was able to solve this problem with your workaround. Edited May 15, 2013 by [LB] boggler Share this post Link to post Share on other sites
Dwarden 1125 Posted May 15, 2013 @Fred41 how You connecting the client to server? via directIP or LAN servers or Global server interface screen ? Share this post Link to post Share on other sites
fred41 42 Posted May 15, 2013 @Fred41 how You connecting the client to server? via directIP or LAN servers or Global server interface screen ? ... I did all of my attempts via LAN servers ... (PLAY -> MULTIPLAYER -> ADDRESS (click to upper right corner ADDRESS:LAN) -> (selecting my server, the only one listed) -> JOIN) result still: "invalid steam ticked recieved" Share this post Link to post Share on other sites
Dwarden 1125 Posted May 15, 2013 ... I did all of my attempts via LAN servers ... (PLAY -> MULTIPLAYER -> ADDRESS (click to upper right corner ADDRESS:LAN) -> (selecting my server, the only one listed) -> JOIN) result still: "invalid steam ticked recieved" thanks, anyway I think we found the issue, WIP on solution + note: you can already (just checked) run multiple arma3.exe instances without need to terminate STEAM client Share this post Link to post Share on other sites
george_ 17 Posted May 15, 2013 ... I did all of my attempts via LAN servers ...(PLAY -> MULTIPLAYER -> ADDRESS (click to upper right corner ADDRESS:LAN) -> (selecting my server, the only one listed) -> JOIN) result still: "invalid steam ticked recieved" Because the DS always starts in public mode and checks client's steam ticket. That prevents multiple connections under same steam account. You can't start the game multiple times from the Steam client but you can start multiple instances of the A3 if you start arma3.exe directly from the steam directory. Then you can create LAN game and join the game from other instance of the A3. I know it's not the same as to have local DS, but at least you should be able to run LAN game on one PC. Share this post Link to post Share on other sites
fred41 42 Posted May 15, 2013 (edited) Because the DS always starts in public mode and checks client's steam ticket. That prevents multiple connections under same steam account. You can't start the game multiple times from the Steam client but you can start multiple instances of the A3 if you start arma3.exe directly from the steam directory. Then you can create LAN game and join the game from other instance of the A3. I know it's not the same as to have local DS, but at least you should be able to run LAN game on one PC. Dwarden, George_, thanks for your answer and enlightenment. So if i understand it correctly: To have a fully working (workaround free) MP developer environment available in the future, all we need is a DS, able to run in exclusive LAN mode (arma3server.exe -devlan, e.g.). If so (WIP), this are really good news, i cant wait and thanks again :) Edited May 16, 2013 by Fred41 Share this post Link to post Share on other sites
xeno 234 Posted May 15, 2013 You can't start the game multiple times from the Steam client but you can start multiple instances of the A3 if you start arma3.exe directly from the steam directory. Only if one creates the steam_appid.txt file (with 107410 as text) in the A3 folder... otherwise Steam will not allow more than one A3 instance even if the exe gets started directly from the A3 folder (so basically like it is since A3 release). I know it's not the same as to have local DS Not even close. Xeno Share this post Link to post Share on other sites
george_ 17 Posted May 15, 2013 (edited) Only if one creates the steam_appid.txt file (with 107410 as text) in the A3 folder... otherwise Steam will not allow more than one A3 instance even if the exe gets started directly from the A3 folder (so basically like it is since A3 release). There is no need to create steam_appid.txt in steam game directory, it's part of the distribution (in dev branch). Edited May 15, 2013 by Dwarden Share this post Link to post Share on other sites
mariodu62 5 Posted May 16, 2013 Hi, how to connect a HC with this solution ? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 21, 2013 small updates on the dedicated server status in first post, one known issue for point 2. and added point 7. Share this post Link to post Share on other sites
Hammerballz 10 Posted May 23, 2013 After the Today´s Stable Branch Patch ( 0.58 ) I´m still having problems running multiple Server instances. Clients still can´t connect to my second Server. They seem to be stuck before the Mission Lobby and can´t chat. Is there anything else I need to know or am I doing something wrong ? I thought this was fixed!? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 23, 2013 hammerballz, do you have multiple NIC cards on your server? Share this post Link to post Share on other sites
Hammerballz 10 Posted May 23, 2013 hammerballz, do you have multiple NIC cards on your server? I have Broadcom Netlink Gigabit Ethernet and Teredo Tunneling Pseudo-Interface in the Device Manager. So no multiple NIC´s here Share this post Link to post Share on other sites
Kable_ 10 Posted May 23, 2013 I have Broadcom Netlink Gigabit Ethernet and Teredo Tunneling Pseudo-Interface in the Device Manager. So no multiple NIC´s here Did you edit your config.cfg to setup the steam port and query port ? http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration Share this post Link to post Share on other sites
Hammerballz 10 Posted May 23, 2013 Did you edit your config.cfg to setup the steam port and query port ?http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration That could be an issue. Does it need to get into the server.cfg where hostname and verifysignatures is or the other config.cfg with "language" and such? I always found this 2 config files confusing tbh lol Also there are some Default Steamports shown. Can the second Server have 8767 and 27017 as the Steamports for example? Share this post Link to post Share on other sites
Kable_ 10 Posted May 23, 2013 That could be an issue. Does it need to get into the server.cfg where hostname and verifysignatures is or the other config.cfg with "language" and such? I always found this 2 config files confusing tbh lolAlso there are some Default Steamports shown. Can the second Server have 8767 and 27017 as the Steamports for example? It's the server.cfg yes! Regarding the steam stuff I jsut done it the easy way Server #1 Port: 2345 steamPort = 8766; steamQueryPort = 21016; Server #2 Port: 2346 steamPort = 8767; steamQueryPort = 21017; IMPORTANT: Since the new update I had to open my Server Firewall port (windows) to access services such as gametracker and Playwithsix Share this post Link to post Share on other sites