-k44- Obi Wahn 0 Posted November 28, 2003 Hello everyone! As we now have our new 3GHz-1GB-Uberserver, I'd like to ask You whether someone knows the variables for enabling and configuring the vet-mode and especially disabling player crosshairs in OFP/R serverside. I was unable to find this stuff in the usual guides available in the WÅ‚. If there are any other useful commands or even a comprehensive list, I'd be grateful for an answer. TIA! Share this post Link to post Share on other sites
blackdog~ 0 Posted November 28, 2003 *hides in corner with his 1.2 celeron (edit) that dedicated ofp server is hosted along with website* diff3rdPersonView[]={0,0}; diffWeaponCursor[]={0,0}; Share this post Link to post Share on other sites
killswitch 19 Posted November 29, 2003 A thread I found discussing the diff* settings in users/player/userinfo.cfg, the file you need to edit: server settings. Share this post Link to post Share on other sites
-k44- Obi Wahn 0 Posted November 29, 2003 Thank You, bd~ & Killswitch, this helps a lot. Please keep on posting, folks - share Your knowledge... Share this post Link to post Share on other sites
benu 1 Posted November 29, 2003 Afaik you can't force vet mode with server settings, but you can set cadet mode to the same settings, ie turn everything off. And afaik you can change maps to only run in vet mode, so they will not work in cadet mode. But the first solution is the better one imho. What else may be of interest: In flashpoint.cfg you can set the max allowed size of sound and face files that players can upload: MaxCustomFileSize="61440"; In the server.cfg you can set stuff like this: checkfiles[]= { "res\dta\hwtl\merged.pbo", "res\dta\data.pbo" }; kickDuplicate="true"; to check for modifed merged.pbo and data.pbo and to kick players using duplicate serials on your server. There is also the possibility to set up mod folders for servers and to force players to use exactly the same modfolder setup as the server with the equalModRequired command. Share this post Link to post Share on other sites
-k44- Obi Wahn 0 Posted November 30, 2003 Okay, people, the quest goes on. Although we've got an Uberserver concerning the hardware, it is not running as good as we'd like it to - regarding CTI-Maps. Playing with 5 humans against 7 KI we've got max. 10fps delivered by this linux server in the middle of the game, i.e. before building aircraft - not to mention horrible desyncs in spite of good pings. So if anyone has hints/advices/suggestions on this matter, please feel free to answer. Thank You in advance! Share this post Link to post Share on other sites
svendejong 0 Posted December 1, 2003 Hi obi Althow Im with the zeus I dont know a lot about how the server is setup but I contacted the guys who did and I hope they can help you out. Share this post Link to post Share on other sites
shrike 0 Posted December 2, 2003 Hi Obi Wahn, please send me a mail with relevant data (all OFP config files) and I'll try to help you. A problem could be too optimistic settings concerning bandwidth or memory. Even though they might be set according to your network & hardware specs using lower values often helps. Just one of the countless possible reasons for low server performance ;-) [email protected] Servus Share this post Link to post Share on other sites
-k44- Obi Wahn 0 Posted December 7, 2003 As posted in the "AM:C"-Forum: It seems as if the GMR-Mod was causing the problems. And we even tried a new kernel for the server... Share this post Link to post Share on other sites
benu 1 Posted December 7, 2003 Did you install GMR on the server or was a client-side mod causing problems for the server (ofps netcode being what it is i wouldn't quite rule that out )? Share this post Link to post Share on other sites
-k44- Obi Wahn 0 Posted December 7, 2003 Quote[/b] ]...client-side mod causing problems for the server... Share this post Link to post Share on other sites
benu 1 Posted December 7, 2003 Does this mean yes or no? I know of people that install client side mods on servers too, so i think the question is warranted... Share this post Link to post Share on other sites
Lamorak 0 Posted December 7, 2003 Greetings! It took some time until my registration process has been completed, but now I'm able to participate as I 'm the main server administrator and responsible for the configuration. Of course I did not install the GMR explosion mod on the server. Just most of our players have it installed. Perhaps there ist some sort of interaction between clients with this mod installed and the Server, that is responsible for the desync, but at this moment this is just a conclusion from the test we made while noone was using the GMR mod. And about the kernel thing: optimizations are not yet implemented. Â Share this post Link to post Share on other sites