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Tuskegee_99th

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Posts posted by Tuskegee_99th


  1. So I reduced the modset to just what was required to run CUP_Terrains_Maps 2.0 and spontaneous dying did not occur. So you guys were correct that it is something in the modset. I have since put everything back in that we use except for Project Opfor and all seems good.. So that's the mod I suspect is causing the issue. I'm going to add it back in and test just to be sure. Thanks for the responses.

     

    • Like 2

  2. On 3/12/2020 at 4:57 PM, Chairborne said:

    i have never ever heard of such an issue, and i cant imagine how terrains would do that. i suggest you check your modset for any weird mods that change game mechanics or do funky scripted stuff, other than that i wouldnt know.

     

    Hi Chairborne,

     

    Thanks for the response.

     

    My small group plays mostly the Dynamic Recon Ops mission. With our modset we can play that mission on Altis, Stratis, Livonia, or Malden2035, with no issues regarding spontaneous deaths. When we play the same mission, DRO, on the Chernarus in CUP_Maps_2.0, Roshe_Germany, or Virotali, all of which depend on CUP_Terrains_Core, any of us may die randomly several times during the mission. Again, this only started with CUP_Terrains_Core 1.14, Core 1.13 was fine. I certainly will check our modset and also try with only the minimum requirements for the maps and see what happens. Thanks again.

     

     


  3. Hello all,

     

    I'm looking for some discussion regarding an issue I've been seeing since version 1.14 of CUP Terrains Core was released and has continued with version 1.15. I rent a dedicated server for a small group of friends. Since version 1.14 of CUP Terrains Core, when playing on any terrain that relies on CUP Terrains Core, players have experienced spontaneous deaths. These deaths are always immediate, no injury or incapacitation first. They are random and can happen anywhere on the terrain. There does not seem to be any particular event associated with the death. These deaths have happened when there was no combat happening at all. The most recent one I witnessed happened as a friend and I were just standing in a field about 10 feet apart and he just fell over dead, we were on the new Chernaraus in CUP Terrains Maps 2.0. But, this has happened on several other maps that require CUP Terrains Core. Version 1.13 of CUP Terrains Core does not have this problem. And, we don't have any problems with terrains that don't depend on CUP Terrains Core. Any insight would be much appreciated. Thanks.

     

    • Like 1

  4. So...

     

    What I discovered on my rented server was that the server still had files in the arma3\addons folder that no longer are current in the vanilla game. An example is 'dubbing_radio_f_data.pbo'. Since the very last patch the 'session lost' message is now more descriptive, actually telling that files were missing. The file mentioned is one of them. Now, even running the server and client purely vanilla I can't connect to the server. My server provider renamed the 'addons' folder to 'addons_old' and installed a new 'addons' folder and now everything is working fine. I don't know if this is a Bohemia problem or a problem with the way my provider installs the server software, but it is fixed and I thought it might shed some light on the issue.

    • Like 1

  5. So...

     

    What I discovered on my rented server was that the server still had files in the arma3\addons folder that no longer are current in the vanilla game. An example is 'dubbing_radio_f_data.pbo'. Since the very last patch the 'session lost' message is now more descriptive, actually telling that files were missing. The file mentioned is one of them. Now, even running the server and client purely vanilla I can't connect to the server. My server provider renamed the 'addons' folder to 'addons_old' and installed a new 'addons' folder and now everything is working fine. I don't know if this is a Bohemia problem or a problem with the way my provider installs the server software, but it is fixed and I thought it might shed some light on the issue.

    • Thanks 1

  6. I deactivated, not removed all mods on my rented server. Then deleted all the keys in the keys folder except the a3.bikey. So I started up the server with no mods at all, completely vanilla, started up my game client the same way, no mods at all. And when I tried to connect to my rented server I got the same message "connection lost".

     

    • Like 1

  7. I wonder if any here, in particular one of the ACRE2 devs might be able to answer a question;

     

    The current version of ACRE2 has a red dot next to it in the mod list in the in-game server browser. As if there was a mismatch between what's on my client machine and what's on the server. The version on the dedicated server was ftp'd from my client machine so I know it's exactly the same and the key has been copied to the keys folder on the server. Several other folks have told me that the status dot next to mods in the mod list are un-reliable but I'm concerned that it discourages folks from joining the server. When I and others do connect to the server everything works fine. So I'm just wondering if there is a way to resolve the false negative mismatch indication. Thanks.

     


  8. Hello lukio,

     

    Thanks for the advice but even thought I've done that it doesn't work. It's ok though, it's not really that important since it's still easy to specify a different gear script for the NATO/blu_f faction to provide modded gear.

     

    To the dev team;

     

    Is there any activity on continued development of this framework? Just curious mostly. I'd love to figure out a way to create a mission parameter to select the mod gear to use for both the player team and possibly the AI team as well. I've tried it but cannot figure out how to pass the result of the parameter selection to a variable that can be used in the assigngear script.

     

    What would also be cool is to have the assigngear component be able to automatically use a mods gear if that mod is active.

     

    My goal in both of these instances is to build missions that can work with vanilla Arma only or with mods without having to edit and re-export the mission.

     


  9. For my groups server and purposes it has worked just fine running CBA clienside only as long as we were only running CBA dependent mods clientside only. Of course if we were running a CBA dependent mode on the server, like ACRE2, then we run CBA on the server as well. But, I get your point, and have changed to always running CBA serverside as well. I was just pointing out that CBA and STHUD both running clientside does work fine.

     

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