[kh]jman 49 Posted September 7, 2009 The default view distance can be specified in the arma2profile Presently the default setting for grass (on) cannot be overidden globally, it can only be overridden by the mission script. Share this post Link to post Share on other sites
galzohar 31 Posted September 7, 2009 So while grass is forced on by default, what actual terrain detail settings is it that is forced? Or is it actually separating grass from terrain detail settings? Share this post Link to post Share on other sites
Smuke 10 Posted September 9, 2009 Anyone seen anything wrong with this .cfg? //// server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS // Password for private servers. Uncomment this if you wish to run a private server // password = ""; /* Password to protect admin access type: #login mypassword in ingame client chatbox to login as admin type: #missions in ingame client chatbox to display the mission list */ passwordAdmin = "teamwork"; // The name of the server that shall be displayed in the public server list hostname="Royal British Commandos | Alphafrag.co.uk"; /* 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[]= { "Welcome to Royal British Commando's", "www.royalbritishcommandos.co.uk", }; // Time interval (in seconds) between each message of the day motdInterval=50; /* 25% or more players need to vote for mission to become effective set to 1.5 to turn off missions voting */ voteThreshold=0.25; /* Maximum amount of server slots server will always display 64 slots if maxPlayers is >64 and server is empty */ maxPlayers=20; /* Gamespy reporting url for public server list inclusion use 127.0.0.1 for LAN server */ reportingIP="arma2pc.master.gamespy.com"; /* If specified player connects/disconnects and player id are written to file. log file is persistant and appends data on server restart. */ logFile="server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // If class missions is blank start voting when 1 players connect. voteMissionPlayers=1; // Do not allow players with duplicate ids to connect kickduplicate=1; // If set to 1 players must use exactly the same -mod= startup parameter as the server. equalModRequired=0; // If set to 1, Voice over Net will not be available disableVoN=0; /* Quality from 1 to 10 refer to: http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best. */ vonCodecQuality=7; /* Set the timestamp format used on each report line in server-side RPT file. possible values are: none (default), short & full */ timeStampFormat=full; /* Enables persistent battlefield dependent on the mission specifiying persistence, otherwise has no effect. missions must contain either instant respawn or base respawn options located in the missions description.ext file */ persistent=1; /* Enables signature verification for addons this will prevent pbo hacks by only allowing pbos that pass servers public key checks */ verifySignatures=0; // Signature timeout fix regularcheck="{}"; Share this post Link to post Share on other sites
-Total- 0 Posted September 9, 2009 You forgot: reportingIP = "arma2pc.master.gamespy.com"; Share this post Link to post Share on other sites
RomanLord 10 Posted December 6, 2009 Hello everybody. I just have a question. Do you thing that the following settings adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MaxMsgSend=2048; MaxSizeGuaranteed=2048; MaxSizeNonguaranteed=128; MinBandwidth=9437184; MaxBandwidth=20971520; MinErrorToSend=0.003; MaxCustomFileSize=0; are right for this hardware dedicated server? Processor: Intel Xeon Quad 4x 2.83+ GHz 12 Mo L2 - FSB 1333 MHz 45nm 64bit Memory: 8GB DDR2 Disk: 2x 750 Go - SATA2 Connection: 1Gbps OS: Windows Server 2003 R2 64bit - Service Pack 2 Or do you thing could be changed/optimized? Our goal is to have 50vs50 players (no AI) on the same map without server crashes! Thank you! Share this post Link to post Share on other sites
gnrnr 0 Posted December 6, 2009 This will probably be the dumbest question ever, but is it possible to run the dedicated server and the game on the same PC at the same time? I can get the server running ok, and then run the game, but If I try and connect to the server, the game crashes and i get a windows error of some kind. Any tips as to what I can try. Ther eserver config files etc seem to be ok, I think it is more a windows related issue with acessign files twice or something. Thanks. Share this post Link to post Share on other sites
cross 1 Posted December 6, 2009 Hello everybody.I just have a question. Do you thing that the following settings adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MaxMsgSend=2048; MaxSizeGuaranteed=2048; MaxSizeNonguaranteed=128; MinBandwidth=9437184; MaxBandwidth=20971520; MinErrorToSend=0.003; MaxCustomFileSize=0; are right for this hardware dedicated server? Processor: Intel Xeon Quad 4x 2.83+ GHz 12 Mo L2 - FSB 1333 MHz 45nm 64bit Memory: 8GB DDR2 Disk: 2x 750 Go - SATA2 Connection: 1Gbps OS: Windows Server 2003 R2 64bit - Service Pack 2 Or do you thing could be changed/optimized? Our goal is to have 50vs50 players (no AI) on the same map without server crashes! Thank you! Lower the MaxSizeGuaranteed to 1024 Increase MinBandwidth to 20000000 (20Mbits) MaxBandwidth to 150000000 (150MBits) Try the beta server due to 8GB ram issue. and you can try adding -maxmem=2047 to the server startup line. Share this post Link to post Share on other sites
RomanLord 10 Posted December 9, 2009 Tanks for you reply. I will try those settings and I'll let you know :) Share this post Link to post Share on other sites
Delta 51 10 Posted December 9, 2009 Is there a way to disable certain PBO's server side? for example AI Share this post Link to post Share on other sites
cross 1 Posted December 11, 2009 Is there a way to disable certain PBO's server side? for example AI No You can deny connections except certain mods you allow though. Share this post Link to post Share on other sites
galzohar 31 Posted December 11, 2009 Yeah, it's easier to decide what you do allow rather than what you don't allow anyway. Share this post Link to post Share on other sites
Sn00kumS 10 Posted December 28, 2009 Hi, does anyone know if it's planned to implement the "-ip" functionality???? Would be nice for gameserverhosters....... thanks in advance Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted December 29, 2009 I've wondered about that also, heck...it works client side.:confused: Share this post Link to post Share on other sites
ball0fire 10 Posted March 22, 2010 having some difficulties with our server its been running for, well for ever we been runnin with verifysigs=0 ive recently uploaded a bunch of keys to allow certain mods (normal popular mods) and changed the server to verifysigs=1 and now the server just stops when joining and sits on waiting for host, can sit there for many minutes, hit esc and and try again same thing. and this was done with no mods running at all anyone have any suggestions as to whats going on? does the default BI.BIKEY change with each patch? could the server thats running 1.05 be using an older 1.04 BI.BIKEY ? or they all the same? also theres this // Signature timeout fix regularcheck="{}"; in the cfg, is that wrong or right? or should i put a number in there some where? thnx for any help Share this post Link to post Share on other sites
Taxman 10 Posted March 22, 2010 wrong post.. admin please delete. Share this post Link to post Share on other sites
ball0fire 10 Posted March 24, 2010 no one knows? or has any suggestions? we running Jmans's basic server config it just seems very strange that i cant join the server with clean arma with verifysigs=1 but i can with it on =0 one would assume all things being equal mebbe thers a missmatch with my bi.bikey and the servers version? we did have trouble updating the server to 1.05 and the servers bikey could very well be an older version ( IF they change, tho i cant see why they would) Share this post Link to post Share on other sites
cross 1 Posted March 24, 2010 no one knows? or has any suggestions? we running Jmans's basic server config it just seems very strange that i cant join the server with clean arma with verifysigs=1 but i can with it on =0 one would assume all things being equal mebbe thers a missmatch with my bi.bikey and the servers version? we did have trouble updating the server to 1.05 and the servers bikey could very well be an older version ( IF they change, tho i cant see why they would) There is no different versions of bi.bikey...they are all the same. The correct command is verifysignatures. Add these to your server.cfg verifySignatures=1; regularcheck="{}"; onDifferentData="{}"; Battleye=0; Share this post Link to post Share on other sites
ball0fire 10 Posted March 25, 2010 (edited) interesting yes i have verifysignatures=1; and the regular check one as well i dont have the ondifferentdata one tho , would that make it not work? also we have battleye on , does that stop it working too? thnx for your reply tho EDIT: tried them still nothing :( could it be something else other than config file? cos the fact that server works with verifysignatures=0 but not =1 what aboot network ports or something network related im thinking that with verifysignatures=1 the server would have to do something different (more) than =0 the server would have to activly check the players keys? hmm or possibly it might be players/ server firewalls? edit: i just opend all ports and disabled all my firewalls for my client and the server still just sat on wait for host could still be a server network / port issue? EDIT again: nah its not a port problem it literally hangs when you try to join, just stops on wait for host :( Edited March 26, 2010 by ball0fire Share this post Link to post Share on other sites
cross 1 Posted March 26, 2010 (edited) post your server.cfg here... Dont forget to hide the passwords. Also give me your server info so that I can connect and see if it does the same for me too... maybe its your client. Edited March 26, 2010 by Cross Share this post Link to post Share on other sites
ball0fire 10 Posted March 26, 2010 (edited) /* Example ArmA2 server configuration file by [KH]Jman, 3rd July 2009. http://www.kellys-heroes.eu */ // Password for private servers. Uncomment this if you wish to run a private server // password = "my password"; /* Password to protect admin access type: #login mypassword in ingame client chatbox to login as admin type: #missions in ingame client chatbox to display the mission list */ passwordAdmin = "mypassword"; // The name of the server that shall be displayed in the public server list hostname="games.on.net Arma2 #1 NO ace"; /* 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[]= { "please make sure ACE mod is disabled", "games.on.net Arma2 #1", "Server rules can be found at", "games.on.net", }; // Time interval (in seconds) between each message of the day motdInterval=30; /* 25% or more players need to vote for mission to become effective set to 1.5 to turn off missions voting */ voteThreshold=0.45; /* Maximum amount of server slots server will always display 64 slots if maxPlayers is >64 and server is empty */ maxPlayers=30; /* Gamespy reporting url for public server list inclusion use 127.0.0.1 for LAN server */ reportingIP="arma2pc.master.gamespy.com"; /* If specified player connects/disconnects and player id are written to file. log file is persistant and appends data on server restart. */ logfile="myserver.log"; /* Specifies the mission rotation and related difficulty settings. leave blank i.e class Missions {}; to enable player's selection from mission list & difficulty settings (voted on if no admin logged in) */ class Missions { class WarfareV2_057Lite_Chernarus_pbo { template = WarfareV2_057Lite.Chernarus; difficulty = "Regular"; }; }; // If class missions is blank start voting when 1 players connect. voteMissionPlayers=1; // Do not allow players with duplicate ids to connect kickduplicate=1; // If set to 1 players must use exactly the same -mod= startup parameter as the server. // equalModRequired=0; (this one ive had enabled or disabled in testing, BIS wiki says its no longer needed cos verifysigs has replaced it) // If set to 1, Voice over Net will not be available disableVoN=0; /* Quality from 1 to 10 refer to: http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best. */ vonCodecQuality=5; /* Set the timestamp format used on each report line in server-side RPT file. possible values are: none (default), short & full */ timeStampFormat=full; /* Enables persistent battlefield dependent on the mission specifiying persistence, otherwise has no effect. missions must contain either instant respawn or base respawn options located in the missions description.ext file */ persistent=0; /* Enables signature verification for addons this will prevent pbo hacks by only allowing pbos that pass servers public key checks */ verifySignatures=1; // Signature timeout fix regularcheck="{}"; onDifferentData="{}"; battleye=1 // See ArmA Biki for additional signature commands // EOF so works fine with =0 doesnt work with =1 also i cant just leave the server on =1 and not working its too busy and full to do that i only do it when its empty so between 2 - 4am aussie time ive also tried it with battleye off with and without the regularcheck and ondifferentdata, i havnt tried the onhackeddata command tho thnx for your help tho, much appreciated ive looked everywhere and at everything Edited March 26, 2010 by ball0fire Share this post Link to post Share on other sites
cross 1 Posted March 26, 2010 It seems OK. As long as you have the bi.bikey in the servers arma2/keys folder, it should work OK. It may be clientside. Is it the same for everyone who connects or are you the only one tried yet. If so have someone else try to connect too. Share this post Link to post Share on other sites
whisper 0 Posted March 26, 2010 Just a note, with IDEA dowloaded install, and perhaps other downloaded versions too, 1.05 is causing issues after being applied, some games .pbo files are corrupted and clients get signature kicks (usually buildings.pbo and structures.pbo) Clients need to reinstall, patch to 1.04 before applying 1.05 patch, it clears the messy 1.05 patching Share this post Link to post Share on other sites
ball0fire 10 Posted March 26, 2010 ok i got a bit further tonight. using the verifysigs does nothing but 'wait for host' i got a friend to try join with me, so 2 ppl trying, same result. i then deleted the verifysig and used the older equalmodrequired=1 method but without adding anything to the startup commandline this stoped us from joining with mods but allowed us to join with clean vanilla so it seems our server is still accepting the old ways?? why would it do that? might need to do a reinstall and repatching on the server? Share this post Link to post Share on other sites
Taxman 10 Posted March 26, 2010 Just out of curiousity, have you recently uploaded any new missions ? We had similar problem after uploading 2 missions with errors in them.......... the server was showing but when connecting we were stuck on "wait for host" removed missions.. and alls well,,,,,, we also have veri sigs on......... just a thought.. prob wrong but you never know.. Share this post Link to post Share on other sites
galzohar 31 Posted March 26, 2010 Yes, server can crash when it tries to load a mission list where one of the missions has a critical error (usually in its description.ext file). Share this post Link to post Share on other sites