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flexgrip

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Everything posted by flexgrip

  1. Also yes, I'm seeing all kinds of UDP ports around 2302 open and the server console doesn't have any of those "can't connect to steam query yada yada" lines in it. The firewall is disabled, but I can check the network settings to triple confirm. Is there a weird port that the server pings steam on? It would be super helpful if the docs or someone who coded this gave us just a basic understanding of how this works... like... "The dedicated server looks at the mods.cpp inside of each mod, gets the steam file id and pushed that to steam query port over udp 1234". I can't find any mention of this stuff anywhere.
  2. Sure thing! Edit: Apparently I don't know how to make a spoiler on this IPS forum. So let's try this: http://d.pr/n/mcVE
  3. Found something else. https://community.bistudio.com/wiki/How_to_enable_Steam_Workshop_support_in_Server_Browser In summary, that says you have to make sure each mod has a meta.cpp with the workshop ID that matches. That way people can join and automatically get the mods they need. Kind of a stupid way to do it, but awesome nonetheless. Now we just need Dahlgren to get his workshop mod support and all of the old ways of doing things will be easier.
  4. No no no. I think the disconnect in the discussion you are having (and the way I read it at first) is by definition of the "arma launcher". One of you is talking about the vanilla launcher clients use to connect to the server. The other is talking about the dedicated server launcher that nobody uses. I see where the discrepancy is. The problem is this comment: The entire point of using the new vanilla client launcher is that people can find the server in the server list and it will show them the list of "Required mods" and "Suggested mods". The mission dependent mods show up in the "required" section. And my best guess is that if a mod is listed in -mod= but not used in the mission.sqm, then it shows up under the "Suggested and Additional mods". I'll test this later today and try to figure that out. ... That's why dude in the other post mentions the keys have to be perfect. I'm assuming a lot of this fails if you have signatures < 2.
  5. After skimming this post I think I am making a little more sense out of this: So it seems you double check your keys and also in your mission sqm you can define the required addons. Perhaps you can dig further and find the suggested ones. My guess is the suggested ones are guesstimated by the class names referenced, but not in the required section. Would be sweet if BI could document this. Unless I'm missing a page in the wiki... Just tested this on a dedicated box for our milsim group and it indeed gets the required mods from the mission sqm. So that's probably why yours is messed up.
  6. I think it's astonishing you think there's a difference between launching with a desktop shortcut and the command line UI he's using from TCAdmin. The real goal here is figuring out how the required and suggested mods are determined during launch and passed to the steam API. The rpt log will probably give you a vague idea if something major is wrong but will mostly be filled with warnings and spam from all the mods you are running. I'd grep the logs for words with steam in them to find out if it's for sure connecting properly. I've been wondering this too so I'll google it and see if I can find something. I've been looking for time to get us switched over to the workshop anyway.
  7. flexgrip

    RHS Escalation (AFRF and USAF)

    Turns out you're right. That being said I guess I don't care to use my personal one since I'm the only person that logs into the linux/mods/teamspeak/website/swifty server :) Here you go. It's a little rough. We can polish it up a bit later. https://gist.github.com/flexgrip/88b315775d31da1404edc91f4050b432 Is 50TB accurate? I'm not second guessing or anything. I'm just thinking I wouldn't mind paying for the cost of a GCS bucket to serve these files and making a bash script updater. Of course, I wouldn't host any of that stuff without your consent, because arma.
  8. flexgrip

    RHS Escalation (AFRF and USAF)

    It seems to work if you have a3tools installed on a secondary steam account. I'm also wondering if the files could just be hosted on an s3 or gcs bucket for super cheap. But the wget script wouldn't be able to grab files from the apache index. ¯\_(ツ)_/¯
  9. flexgrip

    RHS Escalation (AFRF and USAF)

    Nah. I'm like 90% done with a script that grabs the mods from the workshop. So if you guys keep updating the same id's, it'll work as well as the wget updater. You're welcome to it if you want.
  10. flexgrip

    RHS Escalation (AFRF and USAF)

    No thanks. I'll just assume the worst and spend 45 minutes updating servers instead of 5. That'll be quicker.
  11. flexgrip

    RHS Escalation (AFRF and USAF)

    Didn't mean to post twice. #deletme
  12. flexgrip

    RHS Escalation (AFRF and USAF)

    Does anyone know when ftp.rhsmods.org/beta/ will get updated so our bash updaters will work?
  13. flexgrip

    UTS-15 Tactical Shotgun

    Cool mod and great work. Do you think we can add a threshold in ace to reflect how terrible this gun is in real life and how much it jams up, especially in cold weather? :)
  14. flexgrip

    3den Enhanced

    Yes, this is some type of bug. Disable this mod and the sliders return to normal. I get an error right before it, having to do with one of the items in the menu, so I think its laying the two menus over the top of each other. EDIT: Here is a screenshot. So something with the stance started happening when we started to encounter this bug. Maybe BI changed something and that's breaking 3d eden (A wonderful mod by the way).
  15. flexgrip

    Werthles' Headless Module

    Wonder if this mod has been abandoned? No offense @Wethles. I'd love to show you videos of our unit using your mod. But it seems there are several things broken since the apex update in A3. Any chance you'll take a look at it soon? This functionality has been rolled into ACEX, but there are two features that your script has that acex doesn't. 1. A hardcoded limit of 3 headless clients 2. Load balancing that uses the server as well. However, acex is able to transfer and balance the units WAY faster and has less performance impact, from my testing at least. I'd love to help in any way I can. Let me know if you plan to put this project on github. At least the mod version I mean.
  16. If you put it on github, I'd love to send some pull requests where I can. I code in python, php, ruby, scala, etc etc. So I may not be much help. But I will try where I can.
  17. flexgrip

    Werthles' Headless Module

    I'm running in to the same problem. It seems like it works at random. Sometimes it works great, other times I can't see the debug menu item. So I have no idea if its transferring units to the HC or not. And I can't fire anything through debug that will show me the counts either. Any updates?
  18. @S. Crowe, Don't you understand how open-source works? We only love and respect you as much as your updates come out :) Kidding... How are things? Just came to check in to see if I missed anything. My group has been using your mod for a while and now depend on it weekly. Thanks again!
  19. Bad ass! Thanks so much man. Still loving what this mod gives us. Very handy.
  20. For me, it's just about the basic server loadouts. So let's say we make our training base, and on that we want all the new recruits to have our basic loadouts for each role. They could go to a box, hit a menu from your module and they can automagically get the loadouts. Would be even better if everyone that logged in just had the loadouts. But are you saying that right now, we could just make it to where we place units with the loadouts we want and they can walk up to them and take them from them instead of a real life person transferring them? Hope this makes sense. How are things going?
  21. Haha. Awesome. It's like an even crazier MIT.
  22. No no. Totally my fault. It was late, my wife was telling me to get to bed and I decided not to RTFM. I'll switch us out with the Regular version. I have my eyes glued to this thread for server loadouts :) Thanks so much for your hard work. People don't often tell open source developers this enough. But thank you again and again. Great job.
  23. Regarding the E-Mod version... I'm finding that the "Loadout Transfer Settings" module is not working at all. It seems to have no effect on arsenal boxes of any kind. And if I add the loadout transfer menu to a box to try and disable something, then there are two menu items now. Outside of that, the E-mod version works pretty good. The scenario we use this for is when we want to put down a box with say, just explosives in it. Well the E-Mod version gives them access to the arsenal. So it's almost like cheating. And I can't find a way to disable it. Is there something I can put in the init box to just disable the loadout transfer menu?
  24. That would be killer. I run a beta swifty repository... so I could have my whole unit test it out. We really want to incorporate this into training. So when someone gets in our training server they automatically get, or can get all of our default load outs. I would owe you a beer :)
  25. Thanks so much for this mod! We're using it in our group. However, if I could push a little bit for the server side load outs... that would make our training setup so much easier. Please please PLEASE :D ?
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