benu 1 Posted August 24, 2003 I think this has to do with this error.. It seems our server started running checkfiles on mod folders now. No, it just shows the value of the -mod parameter you start ofp with. It does NOT check the files in this folders, tested that on my server Share this post Link to post Share on other sites
suma 8 Posted August 24, 2003 No, it just shows the value of the -mod parameter you start ofp with. It does NOT check the files in this folders, tested that on my server  It shows the value of the -mod parameter you start OFP with, but only what this value is different from the one used on the server. There is also one new option for server.cfg file. If you will write equalModRequired=1 there, users which are normally shown "modified data" because of differnt mod cannot connect at all. This is especially usefull for server using "complete modifications". Share this post Link to post Share on other sites
Guest Posted August 24, 2003 That is excellent! Thanks Suma! Share this post Link to post Share on other sites
benu 1 Posted August 24, 2003 Just to clarify: Quote[/b] ]It shows the value of the -mod parameter you start OFP with, but only what this value is different from the one used on the server. So if i start a server with -mod=mymod and i start my client with -mod=mymod no message is shown for me, but for all other players not using -mod=mymod a message is shown? But if i use -mod=mymod;othermod then the whole line (RES;mymod;othermod) is shown? Or does it actually check the files in those folders if they are different and shows this message only if there are files modified? If so, is there a way to check manually for those files (#debug checkfile or something, see below)? Quote[/b] ]There is also one new option for server.cfg file. If you will write equalModRequired=1 there, users which are normally shown "modified data" because of differnt mod cannot connect at all. This is especially usefull for server using "complete modifications". This would mean that anyone not using -mod=mymod couldn't even connect to my server? And anyone -mod=mymod;othermod couldn't connect too? Or can anyone connect who uses -mod=mymod;othermod as long as "mymod" is part of his mod list? Are there any other new varibles/commands/settings? I just checked the readme and could not find any reference to equalModRequired... And is there a way to check those files the user uses? If a player uses -mod=othermod i can't really COMPARE files when the server does not have a mod folder called "othermod", or can i? I did a check for config.bin (#debug checkfile res/bin/config.bin) and it showed a config.bin of one of my players as modified (he uses satchels DR and overwrote his original config.bin) but not my modified config.bin (i am using satchels DR too, but start it from a modfolder). It would be nice if one could check for eg "res/bin/config.bin" and the client checks the file that he actually USES for config.bin, regardless of where is located, eg that from a modfolder... Share this post Link to post Share on other sites
Lobanak 0 Posted August 24, 2003 I just tested it. if you put 'equalModRequired=1' in the server config and start the server as example with '-mod=finmod' and use also '-mod=finmod' on your client, you are able to connect. If you use as example '-mod=finmod;i44demo' on your client, you cannot connect to the server, cause the server don't have 'i44demo' in his '-mod' parameter. Greets [CiA]Lobanak --edit-- hmm.... one thing is missing, which is necessary for preventing cheating. the problem: the 'equalModRequired=1' only works when the server is started with '-mod=...'. If the server don't have '-mod=...' used as parameter, I can connect to the server when I have used '-mod=...' on client side. This should not be possible. to Suma: is it possible to change this in the final 1.92 patch? It will be a very great step to prevent cheating in OFP. Share this post Link to post Share on other sites
suma 8 Posted August 24, 2003 the problem: the 'equalModRequired=1' only works when the server is started with '-mod=...'.If the server don't have '-mod=...' used as parameter, I can connect to the server when I have used '-mod=...' on client side. This sound quite strange to me. I think it should not be possible even now. When server is started with no -mod option, the mod look-up path is Res. If server or client is started with -mod='xxxx' option, mod look-up path is Res;xxxx[/] (which is what you see in the ingame browser). No matter what method you use to start the server, equalModRequired forces the equality check to be peformed on server / client mod paths. Are you able to provide any reproducible case where this does not work? Share this post Link to post Share on other sites
Lobanak 0 Posted August 24, 2003 hmm... strange. Now it worked at a second test. Looks like it was an error by myself, but don't know what was wrong. Only had deleted the -mod= from commandline at the first test and started the server with the same config file. I wondered why it was not working and the server was not shown with red cross. Sorry for the false post. But as it is working like wanted, it is a great step against the cheaters and better implementation for mods Simple option for 2 things. That's nice. Greets and thanks for the option [CiA]Lobanak P.S.: but now there must be some rules for putting addons in the right folders and not using -mod= for normal addons, only for Mods as thought by BIS. Share this post Link to post Share on other sites
benu 1 Posted August 24, 2003 Simple option could be: -delete everything from cwc (addons folder and stuff) -put everything in res folder -backup original files you overwrite -curse loudly when two servers you play on use different versions of the same addon Everything that doesn't work this way has to be considered broken Share this post Link to post Share on other sites
Lobanak 0 Posted August 24, 2003 Just write a thread in multiplayer about the rules and use of the new option. Hope most of the server owners help with that and use it. Greets [CiA]Lobanak Share this post Link to post Share on other sites
nyles 11 Posted August 25, 2003 Sorry to repost this from the Troubleshooting forum but as this problem has been brought up there several times within the last half year in that forum, without any official acknowledgement or response, I want to make sure, it will at least be read by some-one responsible (i.e. Suma) this time: With 1.92 the Crash2Desktop/Timeout bug is still present. This bug has been around since 1.85 and in the last half year occured at least 50 times during my daily OFP multiplayer gaming. I assume that a very large number of the daily timeouts other people experience is related to this annoying bug. With my squad mates, I found out that when someone of us crashed to desktop, a few others sometimes got a timeout (red box) a few seconds later. This fact alone makes me think that it is related to OFP and not to faulty hardware or an instable ISP of the suffering players. It would be great if you guys at BIS could research this bug a little deeper and provide a netcode fix with an upcoming patch. This should have had priority already, as there are several posts in the troubleshooting forum trying to draw attention to this problem. If such an error would remain in the netcode until OFP2, this could proof to be fatal for online gaming. Please try to come up with a fix for this soon. EDIT: If you need more info like the computer specs of me or the people I know that are suffering from this bug, too, just PM me and I will try to help with whatever you need. Share this post Link to post Share on other sites
nyles 11 Posted August 25, 2003 Another suggestion regarding the layout of the ingame browser: With the new feature that shows you what mods a server is running, as said before in this thread, this info unfortunately blends with the mission name, if one is currenly loaded on the server. Maybe you could use this to do a slight overhaul to the ingame browser layout. It would be great if you could either implement an horizontal scrollbar and add an extra column where you list all mods for the server instead of using the mission column for both infos, or preferebly if you could add another line for each listed server (thus saving the horizontal scrollbar) where additional information of the server can be stored. This shouldn't be too hard to implement, and especially with those new infos that need to be displayed somewhere would make sense for the final 1.92 patch. However, I say that the best (but unfortunately most complex) change to the ingame browser would be to just display what is displayed right now, and offer the option to "expand" each listed server by clicking on some sort of icon in front of it. That way you could reveal more information like for example All-Seeing-Eye or Gamespy does, including the new mod infos. While writing this reply I remembered the #checkfile thingie for the .cfg files and the console which had problems with file names including spaces (like the majority of all missions have). Has this been taken care of with 1.92, so that admins can see if someone uses a modified version of a map (with maybe increased viewdistance)? Related to this there were several problems that came up by some people within the last half year saying that #checkfile could easily be tricked, basically making it's usage a farse. It would be great to see more anti-cheat improvements like you have come up with for 1.92 in the future, especially when OFP2 will focus even more on multiplayer and cheat prevention has to be dealt with anyways. I think that you could test a lot of the OFP2 things on OFP, just like Valve for example tested there completely new netcode for Team Fortress2/Half-Life2 a few years ago by implementing it to Half-Life via a patch. Same with their Voice-Over-Net system originally designed for the successors. We players for sure will be happy for any new feature and any squished bug or netcode improvement, even if it's just a test for OFP2. Keep it up guys, with 1.92 a lot of the people that were disappointed due to 1.91BETA was just renamed as final, even with a number of serious bugs, have regained faith in you....including me! Thanks! Share this post Link to post Share on other sites
Lobanak 0 Posted August 25, 2003 Quote[/b] ]With the new feature that shows you what mods a server is running, as said before in this thread, this info unfortunately blends with the mission name, if one is currenly loaded on the server. A small picture already in this thread Quote[/b] ]Related to this there were several problems that came up by some people within the last half year saying that #checkfile could easily be tricked, basically making it's usage a farse. It would be great to see more anti-cheat improvements like you have come up with for 1.92 in the future This is implemented right now. Read this thread on how to use. Greets [CiA]Lobanak Share this post Link to post Share on other sites
MASTAKILLA 0 Posted August 25, 2003 BIS you made my flashpoint better than ever... Since i made the upgrade (1.92 beta) my grafic improved very much also i could set my Video setting´s much higher... thx you are genius  Share this post Link to post Share on other sites
waffendennis 0 Posted August 25, 2003 edited by Shadow Share this post Link to post Share on other sites
shadow 6 Posted August 25, 2003 damnit...must be a really serious issue with that "feature" if mods delete posts where it´s called. BIS does not want cracks and hacks and no-cd's (and hereby OFP's copy-protection) discussed on this board. Did anyone see that post? We are stocks full on 48hr post-restrictions. All you need to do is ignore this post to get it Share this post Link to post Share on other sites
waffendennis 0 Posted August 25, 2003 I am really Sorry about it but i was so happy that i posted this and not reading the rest but finaly i can play OFP again and again.... Sorry Shadow that i posted it Share this post Link to post Share on other sites
killswitch 19 Posted August 25, 2003 Just wondering... can anyone recreate the problem with a too long -mod= parameter I described in the beginning of this thread? I.e, create a bunch of mod folders with names long enough to make the whole "-mod=longname1;longname2;longname3..." become more than 80 characters long. Then try and host a MP game, i.e. klick "New" in the MP game browser. Hello, CTD! Suma? Is this reproducible at your end? Share this post Link to post Share on other sites
suma 8 Posted August 25, 2003 Just wondering... can anyone recreate the problem with a too long -mod= parameter I described in the beginning of this thread? Yes, I am. Share this post Link to post Share on other sites
Asmodeus 0 Posted August 26, 2003 This patch has worked really good for me! The multiplayer and memory map fixes are great! Thanks for your continued support all you great people at BIS! *thinks of all the wonderful toys you must have to make OFP2* Asmo Share this post Link to post Share on other sites
Mora2 0 Posted August 26, 2003 I recently noticed that BIS-addons are only required in ofp\res\addons not \ofp\addons.I've never had a single memory-map error and my game went alot smoother after i only had bis' addons in only the res\addons folder, while I have all the user-made addons in \ofp\addons-folder. Sorry, if this is old news Excuse me, What addons exactly you refer to when saying BIS addons?? The sopwith camel for example?? So the normal addons would be for example Bas Blackhawk?? Share this post Link to post Share on other sites
benu 1 Posted August 26, 2003 No, he is talking about cwc addons which are in the addons folder and resistance addons which are in the res\addons folder. To play resistance you don't need the cwc addons in the addons folder, so you can delete them. This is because with resistance the complete res folder is loaded as a mod and all files therein "overlay" those in the original folders. Share this post Link to post Share on other sites
suma 8 Posted August 26, 2003 To play resistance you don't need the cwc addons in the addons folder, so you can delete them. Yes, you can do this, but the only thing you will converve this way is disk space. Those file are never opened by OFP when running Resistance and newer. Share this post Link to post Share on other sites
bonko the sane 2 Posted August 26, 2003 To play resistance you don't need the cwc addons in the addons folder, so you can delete them. This is because with resistance the complete res folder is loaded as  a mod and all files therein "overlay" those in the original folders. Just a question regarding this technique...will the final 1.92 install itself if u have deleted all your obsolete CWC AddOns? Share this post Link to post Share on other sites
benu 1 Posted August 26, 2003 It should, as resistance can afaik be installed over cwc v1.0, which has no addons folder in the first place ;) Share this post Link to post Share on other sites
KeyCat 131 Posted August 26, 2003 Just wanted to say thanks for the patch! Been testing it a couple of evenings in MP and it seems to perform well! Haven't found any real issues with it so far (excepts the "known ones" and the ones in GUI already mentioned above). Thanks again BIS, looking forward to the final 1.92 /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites