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UWX

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About UWX

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  1. Hey everyone, I just wanted to provide some updates on ArmAdmin.net. Over the last few months we've added a few major features including live maps, Discord API and various chat management features. But mainly I wanted to let everyone know that we have dropped the pricing model and are now providing all features for free for communities who have 1 server. Essentially this means we're opening up all the RCON and server-side addons to everyone for free. Whilst I appreciate this this won't suit everyone, based on our stats I can say it will be enough for 95%+ of our users. For larger communities we have significantly reduced prices allowing unlimited servers for US$4/month. Obviously we are not profiting from this venture but need some way of keeping infrastructure online and we feel that the larger communities can probably support us. Put simply, we're moving to a "community funded" model. Depening on demand there may be occasions where we need to limit user registrations and impose activity limits (ie. if you don't login for 2-3 months we may need to remove your account to free resources for other users). I hope this makes sense. And as always, we're open to feature requests. UW
  2. I have the problem once in a while but it comes in bouts and usually affects specific players over several days. Even with verifySignatures set to 0 they're still kicked for a mismatch - I feel like it's not really a mismatch and just an error message that assumes a certain state. I'm thinking it has something to do with packet loss on the user's side. If you're having the problem with all users it may be worth checking your bandwidth usage and more importantly your network interface for errors (CRC, collisions etc.)
  3. Have a read of the original post. This actually adds quite a lot more to BattlEye. Not to mention it's web based - I've yet to see a proper RCON client that works on an ipad, cellphone and computer and stays connected 24/7. There is also a server-side mod that records hardware statistics (RCON can't do this). The main reason for supporting BattlEye is to allow things to work on a default install of Arma, and to support admin who user game service providers and don't give them much control over the server.
  4. To celebrate the launch I've setup a code that gives all users the ability to upgrade for 50% less the usual price (aka now US$3.50). If you want to upgrade to the sever-side or remote management features just use the code below, and obviously standard monitoring and registration is still free. communitylove50 @loopdk I've given you another 30 days for free, feel bad about not setting up the discount first. Glad everything is working now
  5. Arma doesn't perform as well in a VM as it does running straight on the machine itself. Also worth keeping in mind that Arma probably won't go above 4GB of RAM if you're running the 32bit version. Ultimately it depends on the amount of players and server configuration. A server with a few players would use little resources even if it's configured badly and has an excessive object count on the map. It's only when you start hitting larger numbers (30+) that the server config (mods, scripts, objects etc.) start to have a real impact on performance. Bandwidth can also be an issue if you're handling a large number of remote clients. That said, your machine is a frickin monster and would annihilate any gameserver. I'd spin up an arma server and see how it goes. It looks like you plenty of room to grow.
  6. Hi loopdk, Sorry about that. I checked your account and cleared your server settings. Can you try again? Please also feel free to drop me a message over discord (https://discord.gg/aqsNEEC) if necessary.
  7. Hey, Thanks for the compliment. It does require battleye. In the spirit of supporting a default Arma installation I figured most admins don't want to (and often can't if they use a GSP) add additional executable files to their server. Is there any reason why you don't use BE? Cheers, UW
  8. Hi everyone, I just wanted to post here to let you know that ArmAdmin has now officially gone live and is open to registrations. ArmAdmin has been under development for a few months and is now ready for release, but you may ask what exactly is 'Armdmin'? It's a 100% web-based platform that is designed to allow server owners remote access to their server from any device or web browser - that includes your phone, tablet and of course laptop/desktop computer. I started this project because at the time I used a GSP (game service provider) and didn't have my own server. For those of us who rely on GSP's you'll notice that they don't like you loading server mods (DLL files specifically..) and that kills a lot of your options, so I made something that doesn't need any server-side mods and should work with any GSP. With this in mind I made it to support RCON. From there I built out a number of other features that are not in the standard RCON feature set. The RCON connection is established and runs 24/7/365, or at least while your server is online! I finished the initial build in February but some of the beta testers requested server-side mod support, and although my main reason for creating ArmAdmin was to give non-dedicated server owners something usable I eventually found beta testers were all asking for a server-side option, so I made that too. Right now ArmAdmin fully supports RCON and also contains a server-side mod for dedicated windows and linux servers that will report on: CPU usage, server FPS, server uptime, RAM usage, object counts, territory counts (for exile mod), disk IO. At the core is community support. Since most servers have multiple mods/admins they can sign up and then you can invite them to join your community and assign specific access privileges to them all the while still maintaining ownership and full control over your servers. I could talk forever about features but here's a brief overview. - Simple but powerful dashboard control interface - Online and monitoring all day, all day every day - 24/7/365 - Community support. Multiple users under one account. - Full RCON protocol support - Full server side addon support - Real-time sidechat activity - Unlimited, categorised and searchable logging of sidechat activity - Works on any device and any web browser - Task scheduling - Historic logging of player counts - Fully customisable chat keyword match system - Categorised and searchable logging of keyword matches - Logging of player information including IP address, BattlEye GUID, time/date and geographic location - List of all active online players including IP address, port, BattlEye GUID and geographic location - Remote shutdown and restart functionality - Remote kick/ban functionality - Multi-user task scheduling and management system - Quick to see active player count and restart/shutdown server - Sleek, easy to use interface My best suggestion is to register on the website and check it out yourself over at https://www.armadmin.net To address some points because I guess people will ask: 1. Data (in any shape or form) is NOT shared with any second, third, fourth or 99th parties. Your privacy is taken seriously. 2. Your data (literally all of it) is encrypted. Your community password is the encryption key. You and your admins/mods can view your data but nobody else can. Not even me - I don't want to. 3. Yes, you need to put in your RCON password. But to be fair I don't know why everyone is so touchy about that but happy to run executable DLL's on their server if it means not giving away their password (think about that for a minute). 4. We are happy to communicate and work with with GSP's. Your GSP won't let you load server-side stuff? Tell them to email gsp@armadmin.net. They still won't let you load DLL's/SO's? ArmAdmin will still work fine, you just won't be able to see the FPS, CPU usage etc. 5. We care. We're human. We care about the Arma community and developers and love both of them. If you have a problem or any reasonable criticisms please let us know and we'll do everything we can to address it. On that note please keep in mind that ArmAdmin has just come out of beta. Although things have been tested within our capabilities there may be some underlying issues, but if you report them they will be fixed. Now that the service has been launched we will begin development on further features such as blacklisting, whitelisting, VPN blocking, country blocking, VIP slots, steam UID lookups and more. Pictures (more on the website)
  9. For some reason this forum won't let me edit my post, but I wanted to edit: @servermod - addons -- servermod(.pbo) --- init.sqf --- config.cpp <---- this is also in there!
  10. Hey everyone, I hope this is the right place to ask this question... I'm trying to make a mod that is run using the -serverMod parameter and having an issue. Basically, I have a folder structure like this: @servermod - addons -- servermod(.pbo) --- init.sqf I've looked through the documentation and also code to several other mods and it looks like init.sqf should be automatically executed. My config.cpp is: class CfgPatches { class servermod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Soft_F","A3_Soft_F_Offroad_01","A3_Characters_F"}; }; }; My init.sqf is: diag_log "Testing hello 123"; Yet this never shows up in the server log file. There are no errors in the log either, the server loads and then loads whatever mission file I ask it to load, but for some reason I can't tell if init.sqf is being executed. Clearly I'm doing something wrong, can anyone tell me? Google and Youtube is really not helpful with this kind of stuff. Thanks
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