sickboy 13 Posted May 21, 2012 (edited) Paul: will check this issue this afternoon. Where did you download files from?It seems there is an issue: lingor_sounds.pbo_.lingor14 <--Manual Download/Portals lingor_sounds_.pbo.lingor14 <-- SixUpdater And Six is using "required addons" and putting them separately, although right files are all in @lingor\addons already. Including lingor14 V2 sigs. Sickboy, can you please check this? Hey ICE, You reversed it, it actually was: lingor_sounds.pbo_.lingor14 <-- SixUpdater lingor_sounds_.pbo.lingor14 <--Manual Download/Portals I changed it back in sixupdater to the same as manual download/portals. The reason why it was that way was because I had renamed the file to proper name before as per your instructions, but the bisign file is simply not valid because it was probably created for an inexistent pbo (Renaming doesn't fix that). Then I renamed it back to the original file name, but placed the underscore at the wrong place (my mistake), but it has no effect whatsoever in any case due to the bisign being invalid. Other users reported these issues to me, and the only way they could get playing again was me adding additional six signs again... That last file you linked, did you recreate it? If you only renamed it then it's probably still as broken, it has to be regenerated and this time with the correct file name from the get-go. ---------- Post added at 16:05 ---------- Previous post was at 15:59 ---------- As to splitting over modfolders, as mentioned previously; You can have only 1 version of one PBO(prefix) active at a time, so if there are shared addons like ibr_plants, or brg_africa, then it only makes sense having the latest versions in separate modfolders just for that reason alone. Not to mention the storage and distribution overhead by transferring the same file to different modfolders. On both ends; Distributor, and User. SU provides this as a service to it's users, also to minimize bandwidth use - even with a worldwide network, there are storage and bandwidth limits :) (and it's all for free after-all) In any case, all your files (incl bisigns and bikeys) are in tact as originally released. Edited May 21, 2012 by Sickboy Share this post Link to post Share on other sites
icebreakr 3159 Posted May 21, 2012 Ok, here is a hotfix file for dedicated servers running V2 checking. Remade it from scratch: lingor_sounds bisign file Share this post Link to post Share on other sites
J-Guid 10 Posted May 21, 2012 Sickboy, its not good because, somebody download Lingor in public, and others download it in Six - result: both have different versions and cant be connected on dedi servers! - in Six all must be how in public variant, all requred files inside @lingor/Addons folder, fix it please, because lot of peoples now cant play on this island because have different variants - Six issue! Thank you, waiting so mutch, we have events on Lingor in this days and we cant play! :) Share this post Link to post Share on other sites
jedra 11 Posted May 21, 2012 Are you sure about that? I thought as long as you had the correct signatures it didn't matter what Addons folder the pbos came from? Will try and test on the dedi... Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2012 this has got metotally stumped the "ibr_VAB_mephisto" does not respawn but all the other vehicles do... i've checked the naming and the scripts we use and it's all in place. how weird. is it configged different to other vehicles? Share this post Link to post Share on other sites
jedra 11 Posted May 21, 2012 Sickboy, its not good because, somebody download Lingor in public, and others download it in Six - result: both have different versions and cant be connected on dedi servers! - in Six all must be how in public variant, all requred files inside @lingor/Addons folder, fix it please, because lot of peoples now cant play on this island because have different variants - Six issue! Thank you, waiting so mutch, we have events on Lingor in this days and we cant play! :) I just tested this. I split Lingor into two on my server (sig checking is on) @LingorTest1 and @LingorTest2 and divided the pbo's between them. I then connected to the server from my client using Six Updater using the @Lingor folder as provided by the Six network - joined no problem. Where there is an issue is that Six uses the folder structure from the server to create a preset. So, it tries to load @LingorTest1 and @LingorTest2 on the client. They of course don't exist - so I added the standard @Lingor. This may be confusing if you have a public server I suppose and your server structure is different to that on Six. If you are playing privately you should be able to set up a custom repository in Six for your clan so they can download the correct folder structure. Probably best to check the Six thread for confirmation on this. Share this post Link to post Share on other sites
sjaba 19 Posted May 22, 2012 Been testing with dedi now and no issues here using SU. However not to sure if the v2 signature check was activated. Im really happy with the latest releases, and most things seem to work as it should. Lots of nice fixes too. The few things i have spotted are some of the civilian shorts units have camo dirt in their face ?, feature or bug ? Have quite a few maps on the sketch now and i will release them publicly right after our Clan is done with the Lingor campaign, expected release July. Might have a smaller coop series released sooner tough :) Share this post Link to post Share on other sites
sickboy 13 Posted May 22, 2012 (edited) @J-Guid; Perhaps inform yourself sometime, instead of writing bullshit all the time. Ok, here is a hotfix file for dedicated servers running V2 checking. Remade it from scratch:lingor_sounds bisign file Thanks mate :) Updated on SU. Edited May 22, 2012 by Sickboy Share this post Link to post Share on other sites
J-Guid 10 Posted May 22, 2012 (edited) Thanks Jerda, right words, for public servers its big trouble! folder structure must be fixed in Six! @J-Guid; Perhaps inform yourself sometime, instead of writing bullshit all the time. ^^^ §1) No Flaming/Flame-baiting/bigotry (hidden personal atacks) ^^^@Sickboy, in this situation shit happend not with me now... Edited May 22, 2012 by J-Guid Share this post Link to post Share on other sites
sickboy 13 Posted May 22, 2012 (edited) Thanks Jerda, right words, for public servers its big trouble!Must be fixed in Six! Again you are reading what you want to read, as Jedra wrote - there is NO problem! Split up, or not split up, it works all the same! The last situation Jedra mentions in his post describes a non standard situation, and is only about SU's mod detection mechanism than anything else - SU works just fine with @Lingor on the server, or @Lingor + @Brg_africa, and so on. It doesnt matter where addons reside on the client or server! The only thing that matters is having the same version, and having signatures that are allowed on the server, since all original bisigns are intact, it's all just peachy. If there was any issue, it was because of the broken bisign file that Icebreakr just recently fixed. In any case, this thread is about Lingor, not Six Updater. ---------- Post added at 10:27 ---------- Previous post was at 10:23 ---------- Thanks Jerda, right words, for public servers its big trouble!folder structure must be fixed in Six! ^^^ §1) No Flaming/Flame-baiting/bigotry (hidden personal atacks) ^^^ @Sickboy, in this situation shit happend not with me now... Its not a personal attack, it's an observation. It's getting rather tiring too. Please stop making up problems that don't exist. And this is Icebreakr's thread and about Lingor. Edited May 22, 2012 by Sickboy Share this post Link to post Share on other sites
J-Guid 10 Posted May 22, 2012 (edited) yes its Lingor threat, but lot of peoples dowload this island in SU and cant use it because SU config is wrong, when dowloading he put requred addons in personal folders - in 1.4 main idea its keep all requred addons in @Lingor folder, not as separate, omg! in public archives, requred pbos inside @Lingor, Sickboy, its SU miss, fix it please! :) Again: all requred files and keys must be inside @Lingor/addons folder! When users download island by SU Just rewrite repository config... Edited May 22, 2012 by J-Guid Share this post Link to post Share on other sites
sickboy 13 Posted May 22, 2012 J-Guid, you're wrong and it seems you cannot see the truth. I don't have time for these kiddy games. I've added you to the ignore list, please stop bothering this thread about your SU/mod misconceptions, thanks. Share this post Link to post Share on other sites
J-Guid 10 Posted May 22, 2012 ok just try start game only with @Lingor downloaded by SU! you have errors on start... ps: you are not a god, and humans arround you not idiots, dont forgot about this in future... Share this post Link to post Share on other sites
eggbeast 3684 Posted May 22, 2012 (edited) can we get back on topic here please. take it offline please JG. new mission released today - Lingor Evolution RACS - lotsof little fixes including R3F logistics and revive http://forums.bistudio.com/showthread.php?128994-GITS-Evolution-%28new-main-thread%29&p=2153974&viewfull=1#post2153974 ---------- Post added at 01:32 PM ---------- Previous post was at 11:53 AM ---------- hey IBR I've been looking into why my vehicle respawn script in evo does not work with yout VAB's (although it does work with all your previous addons and everyone elses too) the key part is this: _type = TypeOf _x; switch (_type) do case "ibr_VAB_127": _unit = [_x,_type,"VAB",position _x] spawn {[_this select 0,_this select 1,_this select 2,_this select 3] call BIS_EVO_VecR}; basically a script here calls this line with _type mapping to _class _class = _this select 1; _name = getText(configFile >> "CfgVehicles" >> format["%1", _class] >> "displayName"); _vcl = _class createVehicle _respawnpoint; now in most addons the line above would return the vehicle type "ibr_VAB_127" and respawn it but for some reason in lingor VAB units although the names do get called from the config ok and the cfgvehicles displayname "VAB VTT 12.7mm" is created as a blue marker at the damaged vehicle location, the new vehicle does not spawn... it may be that if (_posasl select 2 < 1.0) this is failing - is the VAB defaulting below 1m off the ground or something? this might make the vehicle respawn after 3200 secs - i'll check - thiswas designed in to deal with "lost at sea" vehicles... it may be this... if (not alive _vcl) then { {_x setpos position _vcl} forEach crew _vcl; Sleep 10; _respawnpoint = position _vcl; _posasl = getPosASL _vcl; _vecup = vectorUp _vcl; _vecdir = vectorDir _vcl; deleteVehicle _vcl; if (_posasl select 2 < 1.0) then { sleep 3200.0; _vcl = _class createVehicle _oldpos; _vcl setpos _oldpos; _vcl setdir 0.0; } else { _vcl = _class createVehicle _respawnpoint; _vcl setfuel 0; _vcl setpos _respawnpoint; _vcl setVectorDirAndUp [_vecdir,_vecup]; sleep 1.0; _vcl setdammage 0.60; deleteMarker _markerobj;_markerobj = ""; [] call _vecmarker; WaitUntil{damage _vcl == 0 or not alive _vcl}; [] call BIS_EVO_Frew; }; [] call _vecinit; }; some other rpt feedback - from v 1.337 - my bad Array tex in bin\config.bin/CfgVehicles/ibr_van_CIV/Damage/ not even class HitPoints::HitRGlass not found in ibr_van_CIV class HitPoints::HitLGlass not found in ibr_van_CIV class HitPoints::HitBody not found in ibr_van_CIV class HitPoints::HitFuel not found in ibr_van_CIV class HitPoints::HitLF2Wheel not found in ibr_van_CIV class HitPoints::HitRF2Wheel not found in ibr_van_CIV class HitPoints::HitLMWheel not found in ibr_van_CIV class HitPoints::HitRMWheel not found in ibr_van_CIV In Vehicle: ibr_zsu57\zsu57_arl.p3d missing driver get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing driver get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57_arl.p3d missing cargo get in direction point Error: bin\config.bin/CfgVehicles/zsu57_ARL/Turrets/MainTurret/Turrets/CommanderOptics/: Turret body ObsTurret not found while initializing the model ibr_zsu57\zsu57_arl.p3d Error: bin\config.bin/CfgVehicles/zsu57_ARL/Turrets/MainTurret/Turrets/CommanderOptics/: Turret gun ObsGun not found while initializing the model ibr_zsu57\zsu57_arl.p3d In Vehicle: ibr_as350lingor\ibr_as350_armed.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_armed.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_armed.p3d missing cargo 0 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_armed.p3d missing cargo 1 get in direction point lin_pinz_adventure: HideGlass1 - unknown animation source glass1 lin_pinz_adventure: HideGlass2 - unknown animation source glass2 lin_pinz_adventure: HideGlass3 - unknown animation source glass3 lin_pinz_adventure: HideGlass4 - unknown animation source glass4 lin_pinz: HideGlass1 - unknown animation source glass1 lin_pinz: HideGlass2 - unknown animation source glass2 lin_pinz: HideGlass3 - unknown animation source glass3 lin_pinz: HideGlass4 - unknown animation source glass4 Array tex in bin\config.bin/CfgVehicles/ibr_van_AMB/Damage/ not even class HitPoints::HitRGlass not found in ibr_van_AMB class HitPoints::HitLGlass not found in ibr_van_AMB class HitPoints::HitBody not found in ibr_van_AMB class HitPoints::HitFuel not found in ibr_van_AMB class HitPoints::HitLF2Wheel not found in ibr_van_AMB class HitPoints::HitRF2Wheel not found in ibr_van_AMB class HitPoints::HitLMWheel not found in ibr_van_AMB class HitPoints::HitRMWheel not found in ibr_van_AMB Array tex in bin\config.bin/CfgVehicles/ibr_van_BNK/Damage/ not even class HitPoints::HitRGlass not found in ibr_van_BNK class HitPoints::HitLGlass not found in ibr_van_BNK class HitPoints::HitBody not found in ibr_van_BNK class HitPoints::HitFuel not found in ibr_van_BNK class HitPoints::HitLF2Wheel not found in ibr_van_BNK class HitPoints::HitRF2Wheel not found in ibr_van_BNK class HitPoints::HitLMWheel not found in ibr_van_BNK class HitPoints::HitRMWheel not found in ibr_van_BNK zsu57_GAL: hlaven2 - unknown animation source fire_anim In Vehicle: ibr_zsu57\zsu57.p3d missing driver get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing driver get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing cargo get in direction point In Vehicle: ibr_zsu57\zsu57.p3d missing cargo get in direction point Error: bin\config.bin/CfgVehicles/zsu57_GAL/Turrets/MainTurret/Turrets/CommanderOptics/: Turret body ObsTurret not found while initializing the model ibr_zsu57\zsu57.p3d Error: bin\config.bin/CfgVehicles/zsu57_GAL/Turrets/MainTurret/Turrets/CommanderOptics/: Turret gun ObsGun not found while initializing the model ibr_zsu57\zsu57.p3d In Vehicle: ibr_as350lingor\ibr_as350.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350.p3d missing cargo 0 get in direction point In Vehicle: ibr_as350lingor\ibr_as350.p3d missing cargo 1 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing driver get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 0 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 1 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 0 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 1 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 2 get in direction point In Vehicle: ibr_as350lingor\ibr_as350_pol.p3d missing cargo 3 get in direction point ca\misc3\camonet_east_var1.p3d: house, config class missing ibr\lingor_bank\ibr_bank.p3d: house, config class missing Addon ibr_arl2 (entry ibr_arl_pilot) not found in the list of active addons. Addon ibr_arl2 (entry ibr_drg_pilot) not found in the list of active addons. Addon ibr_arl2 (entry ibr_drg_pilot) not found in the list of active addons. sorry for lots of different stuff in here - has anyone else managed to get their lingor VAB's to respawn? Edited May 22, 2012 by eggbeast being a numpty Share this post Link to post Share on other sites
R0adki11 3949 Posted May 22, 2012 ok just try start game only with @Lingor downloaded by SU! you have errors on start...ps: you are not a god, and humans arround you not idiots, dont forgot about this in future... No errors here so perhaps something you have done... and i don't who you are aim the other comments to, but either way they aren't very nice. And in all respects try to stay on topic. Share this post Link to post Share on other sites
jgaz-uk 132 Posted May 22, 2012 Back on topic no probs with Lingor 1.4 LOL Majors is now Green! Just wondring Ice if there was a Lingor island Outro (or whatever you call them) in the pipeline? Would stop the game looking for sqfs & stuff no longer running when the mission ends. You did have one for your original Lingor maybe you could use that? would be the IceBreaker Iceing on the cake re Lingor.:jump_clap: Tks again.. Share this post Link to post Share on other sites
AndrewsRG 22 Posted May 22, 2012 Some fun on the race track, thanks for this great map, Truly is a work of art: Share this post Link to post Share on other sites
jgaz-uk 132 Posted May 22, 2012 (edited) Bit of a problem after the last update on the 6 updater which included Lingor & mbg_buildings2:( missions made using mbg buildings no longer load, says cant find the buildings! Promt reply from sickboy Tks MBG buildings split in to 2. New one is mbg_buildings_2_eu which is on the six. Edited May 22, 2012 by jgaz-uk Share this post Link to post Share on other sites
Wiki 1558 Posted May 22, 2012 hi Icebreakr. just wanted to let you know that I'm working on my last big campaign on you island. thank you very much for the island and the units! i love both of them! I'll let you know when the campaign is finished. regards, Wiki Share this post Link to post Share on other sites
icebreakr 3159 Posted May 22, 2012 Yeah, EU is an editor-addon for buildings. Wiki: great news, can't wait to test it out with my guys. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 23, 2012 (edited) what i meant by my post above in short is: where _x is a VAB (either of the four ibr_VAB, ibr_VAB_mephisto, ibr_VAB_127, ibr_VAB_pol (i think), _type = TypeOf _x; _type does not appear to return the classname... so my respawn script (and indeed any respawn script) does not work. can anyone outthere confirm they can get these vecs to resapwn using typeof? I'm going to make a small mission to quote their names, or try to edit my script so that it returns the correct name and does not rely on "typeof" responses just for these vehicles... weird huh? EDIT ok after some more research I think I have found the problem the following vehicles are managed at destruction by scripts - an example is pasted in below for the ibr_VAB_mephisto: ibr_VAB_mephisto ibr_VAB_127 ibr_VAB ibr_VAB_policia ibr_VBL_127 ibr_VBL ibr_VBL_policia sleep 0.3; _vehicule = _this select 0; _vehicule setVehicleAmmo 0; _objet = "HEXA_VAB_Mephisto_Wreck"; _pos = getpos _vehicule; _dir = (getdir _vehicule) +180; deletevehicle _vehicule; _epave = _objet createVehicle _pos; _epave setdir _dir; _epave setpos _pos; _epave setdammage 1; So these vehicles use one of the special scripts below which are built into ibr_vblvab.pbo HEXA_VBL_127_ep HEXA_VBL_ep HEXA_VAB_127_ep HEXA_VAB_ep HEXA_VAB_HOT3_ep the script deletes the vehicle and replaces it with a wreck. This destroys any init lines or XEH placed on the vehicle by the mission maker. It is unusual and applies to these vehicles only. This is why my mission placed VAB and VBL's do not respawn normally with my script. I can work around it by creating a map-sized trigger that detects the wrecks HEXA_VBL_Wreck HEXA_VBL_127_Wreck HEXA_VAB_Mephisto_Wreck HEXA_VAB_127_Wreck HEXA_VAB_Wreck and after a delay replaces them with a new working unit. This is not ideal though. Perhaps you could take a look at the units and see if there is a better way of managing the wrecks that aligns with the rest of the arma addon world...? At the moment, the units have a one life limit! so we can't enjoy them as much as we'd like to. Rock's F16 was like this in arma1 - we had to write a custome script to delete the wrecks or else they clogged up the airfield after a while. cheers - and sorry to be appearing to complain on such a small note - we LOVE your work as you well know! egg Edited May 23, 2012 by eggbeast Share this post Link to post Share on other sites
eggbeast 3684 Posted May 23, 2012 while i'm at it - if you edit your mission you get "ibr_arl" added to the list of required addons. this triggers in joining clients an error message "you cannot edit or play this mission because it relies on downloadablecontent that has been deleted ibr_arl2" deleting the "ibr_arl" from your mission.sqm and re-pboing itremoves the problem. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 23, 2012 Great work Ice! New Units and Island are very well implemented. Check my BRDM2IMP police units for a police light/siren solution. The script I use sets objecttexture and light brightness in a loop. The trick is that the objecttexture is switched between a "normal" and "bright" texture to simulate flashing on/off. You'd have to edit those models to add the selection for the light bezels to make it look right in daytime. If you can't then I'm sure you could still use my script with a bit of tweaking. Script waits for the light switch to animate "on", again you'd have to tweak that condition in the script or add the animated switch to the model. Also agree with the comment about the arabic signs... distracting but certainly not a big problem! I suspect these are from OA. I wonder if these building textures can be switched via hiddenselections? Share this post Link to post Share on other sites
subroc 4 Posted May 23, 2012 found som AI driving problems: If you tell an ai to drive from San Arulco to Mairango, he will mostly try to make a route through Elcanto putting the car in the water where the road ends. I guess you have the same problem with the road ending in water south of Fernando. Dunno if these are WIP roads to be laid, but i think it would be better to end the roads a couple of meters from the shoreline not to confuse the AI. Noticed some drug or rebel AT guy having the president model. I would also personally prefer to have the drug and rebel leaders to have a bit more toned down fashion not looking like the president himself Otherwise great work! Share this post Link to post Share on other sites
Vanhallin 1 Posted May 23, 2012 Looks amazingly great! I think this map will be so much fun when done! Share this post Link to post Share on other sites