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Arghbra

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Everything posted by Arghbra

  1. Arghbra

    Server dont starting!

    Hi guy. I Cant help you a lot, but this is the error: BACKEND (E): Unable to open server config file: .\config Locate te config file of your server and remake then. Good luck (Sry my poor english)
  2. Hello @Keelah Thank you for keeping the program up to date. We updated the program on our server without following the forum and the profiles did not appear. So I went back to the forum and saw the maintenance tool. I performed the maintenance and the profiles came back. But the mission databases saved locally (ALiVE and Liberation) were not saved after the backup. I have the backup of the Servers folder. Is there anything I can do to re-import the databases for these missions? Thanks in advance!
  3. Hello @Flax! My English is very weak, I use the google translator to try to assemble the text in the best way that is understood. If you can pass the instructions / tests here on the forum I can try to perform them. Thank you again
  4. Hi @Flax On our server, your program still keeps crashing when checking MOD's at the Workshop.
  5. @Keelah Hello and congratulations on the initiative to support the program used as a base. I got some unforeseen events using the FASTER: 1) We are a community that brings together several clans that play missions of different styles on pre-scheduled days / times. Thus, we created several profiles in the programs that we use to start the missions (until then, still TADST), but we noticed that from the 3rd preset recorded in FASTER, it does not use the pre-established name for the server, but the machine name on the network. We performed some tests: Cloning a base profile created, from the 3rd profile it uses the full name of the network it is in. Already creating a profile from scratch, we tested up to the 4th profile and the server name worked correctly. 2) HTML MODs: If possible, you could put an option similar to that of importing MODs for download but on the tab for selecting MODs for the server / player. With that, having a .HTML would be able to import the list of MOD's from the mission. (without having to hunt MOD to MOD in a list with more than 100) 3) I believe it is just a visual failure of the remote access to the server, but it does not hurt to report: in the MOD's tab, some times we noticed that the MOD's count number sometimes disappeared, sometimes it was setting 0 even if there was MOD Selected. Again, we at CCT and the Combat Zone appreciate the maintenance of this tool.
  6. But in the Flax program, even given timeout, the download is not lost. It is indicated as not complete and you can continue the process until the end of it.
  7. This appears to be an editing error and / or MOD´s Check your list of MOD's and if they are all compatible with a dedicated server.
  8. https://imgur.com/a/CA2Sd32 See the image above, the first quadrant indicates the server MODs only, the second quadrant the MODs the player needs (MOD`s used in the mission edition) and the third quadrant the HC MOD´s. 2nd and 3rd quadrants must have the same listing as MOD´s I could not upload the message in the Forum. Sorry
  9. @Gary Crooks Did you happen to transport the server's MOD listing to HC? If you have changed the server port you may also have problems. Flax had reported about this bug.
  10. @Nichols I do not use private mods, but the program has a session for this type of MOD, "LOCAL MODS and you can link to their source folder.
  11. Come on, giorgygr: Explain to me how you downloaded the MOD's on the server? Because you can put FLAX to locate the MOD's from the root folder of ArmA and the program will arrive if each MOD has association in the workshop. Anyway, I recommend you download the MOPD's through the program, in order to keep the library always in line.
  12. I'm not sure if the program accepts MOD's collections. I recommend you put the links of each MOD individually.
  13. @otarius-big @Flax I found an exit to this problem: 1) Identifying the problem:> FAST2 crashes when checking MODs at the beginning of the program. 2) Preparing the solution:> Make a copy of the FAST2 installation folder. 3) Server's MODs:> Go to the SteamCMD folder (C: \ SteamCMD \ steamapps \ workshop \ content \ 107410) in our case here. Note that each mod is indicated with the Workshop ID (example ACE3 for ArmA3 the Workshop ID is 463939057). You will have to test all ID's one by one in order to find out which mod was taken from the workshop. 5) To facilitate:> https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 you only have to change the number at the end of this address, which is already on the MOD page. 6) Download the latest version of the program. Unzip it to a different folder and run the FAST2 configuration as the original installation of your server. NOTE: Do not run the SteamCMD installation (since it is already installed) 7) The improvised solution:> in item 5 support test, you should already have located which mod's are no longer part of the workshop, so, you will run this new installation, the server's mod's will be on the tab LOCAL MOD's. Go to the problematic mod and delete it. 8 ) Close this improvised version of the FAST2 installation and run the version in which it was previously installed. If you have performed the correct step by step, the program will not lock again. 9) Tip to avoid new problems:> go to settings tab and uncheck "Check for Steam Mod Updates on Launch" and "Auto Update FAST on Launch". I hope it helped you.
  14. Hello FLAX, See if this also happens to you: When a MOD of the list is taken from the Workshop, the program crash in the checking of the MODs. Thank you!
  15. Hi Flax, I figured out what caused this problem. The port to which FAST is connected is not released from the list of server firewalls.
  16. Check if the ports are different for each server and if the MOD's listing is correct.
  17. Arghbra

    Workshop problem

    How did you accomplish the ArmA 3 folder change? Was it a program or did it simply drag to another directory? Open ArmA's laucher, click options, mod's options tab, and then check ArmA's watch folders and the folder where the mod's are. This can solve. Good luck
  18. Hello again Flax! A simple idea (I think): put in the MOD's tab, the number of MOD's marked in the session (server only, Player Required Mod's, HC reuired Mod's). Thanks for the beautiful Project.
  19. Flax, I did a test with the HC's and there was a "problem": I put the server set on port 2492 and set up 2 HC's on it. When the HC's started, they were both connecting to port 2302 (ArmA standard).
  20. Hello, Flax! I would like to give some suggestions for FAST2: 1-) In the MOD tab, there must be a mod counter marked in each session. 2-) There is a possibility to create a master profile for default settings (server password, difficulty settings, extra parameters) and when a new profile is being created, it is asked if the administrator is interested in loading the default profile. Thanks again!
  21. Hi Flax, my english is very, very poor. Thanks for the invitation to the discord but I think that here in the forum I will be able to explicate better (using google translator) kkkkkkkkkk This is the server, and FAST 2 open. Server name: Zona de Combate - Treinamento And in the ArmA laucher the server appears like this: Note: The other 2 instances of ArmA servers that appear in the photo are on the same server. Lauched using TADST Thanks for help and sorry for bad english
  22. Hello Flax! I had a small "problem": the server name configured in the Settings tab on Server Name did not appear. Instead, the full name of the PC appeared (which is configured in Windows Server). Name configured on server: Zona de Combate - Treinamento Any setup made wrong by me? Congratulations on the program! Is perfect
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