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About I.Gash

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  1. I was able to repoduce Asmodeuz's result by deactivating BE on the server. It now loads all mods correctly. Do we know if this is fixable?
  2. That would be weird. I'm currently not home but I'll test starting the server with battleeye deactivated once I'm home.
  3. Thanks for your answer. 32 bit binaries should still support up to 4 GB right? And didn't they add 64bit support with 1.80? At least that's what I gather from the changelogs. I was thinking about a VM. Should be no issue to install a windows VM with KVM. But what about perfomance? Sure I can dedicate 6 cores to it and give it around 32 GB of ram but it's still just virtualized hardware. Have you had expirience with arma servers running on a VM? Launch parameters: sudo -u a3lnch /srv/arma3/a3srv1/arma3server -filepatching -config=/srv/arma3/a3srv1/cfg/a3srv1.cfg -cfg=/srv/arma3/a3srv1/cfg/basic.cfg -port=2302 -name=a3grp -nosound -nosplash -world=empty -mod=_mods/@cbaa3;/_mods/@ace;/_mods/@acex;/[...] + all the other mods. Those ones were made by the seelenlos script. I have, however, tried by hand, with LGSM and with the dahlgren web interface as stated before. They all yielded the same result.
  4. Hello, I'm troubleshooting a rather weird issue right now. Key data: Dedicated Linux Server, Debian 8 i7-6700K CPU @ 4.00GHz, 8 cores 64 GB Ram SSD Storage, EXT4 Filesystem Mods: Arma 3: ALiVE 3CB: BAF Weapons 3CB: BAF Vehicles 3CB: BAF Units 3CB: BAF Equipment MCC Sandbox RHS Ace Compat AFRF RHS Ace Compat USAF RHS: United States Forces RHS: Armed Forces of the Russian Federation CUP Vehicles ACE Compatibility 1.10.1 CUP Weapons ACE Compatibility 1.10.1 CUP Vehicles 1.10.0 CUP Units 1.10.0 CUP Weapons 1.10.0 CUP Terrains - Maps 1.4.2 CUP Terrains - Core 1.4.2 Task Force Arrowhead Radio 0.9.12 Advanced Combat Environment Extras 3.3.0 Advanced Combat Environment 3.12.1 Community Base Addons v3.6.1 Map/Mission: Server is starting without a map/mission preloaded, into the Creation menu. Issue: - When a player tries to join the server he sees the initial loading screen: This will go on indefinetely and can only be canceled with escaping. The last few messages of the RPT are 15:01:11 Connected to Steam servers Arma 3 Console version 1.80.143869 x86 : port 2302 15:01:25 Boolean uses modified data file 15:01:25 BattlEye Server: Player #0 <snip> (ip.ip.ip.ip:54808) connected 15:01:25 Player <snip> connecting. 15:01:26 BattlEye Server: Connected to BE Master 15:04:03 BEServer::finishDestroyPlayer(804531795): users.get failed <- This message appears after the user escaped to return to the server browser. Full RPT on pastebin: https://pastebin.com/3E3PBtw7 - At this point the Server seems to "freeze". If the player or another player tries to connect to the server he will get a message "Connecting failed." and be returned to the Server Browser. The Server RPT does not continue to show anything since the last "BEServer::finishDestroyPlayer" message. - I have tried to load the Server and mods in 4 different ways: LGSM, same result Dahlgren Launcher, same result Seelenlos Script, same result All manual, same result - I have tried downloading the Mods in 5 different ways: Dahlgren Launcher, same result Seelenlos Script, same result Marceldev's python script, same result Manually downloading them over steamcmd.sh both all at the same time and one-by-one, same result Manually uploading them with SCP, same result - I made sure the folders and files are all lower-case. Now the main thing: This issue only occurs when trying to load RHS in conjunction with CUP. When RHS is loaded without CUP the server starts fine. If CUP is loaded without RHS the server also starts fine. The problem only occurs when both are being loaded. From what I know RHS and CUP should not have any discrepencies that won't allow them to be both used at the same time. They add some of the same named Weapons to the game but should, other than that, not cause the aforementioned issue. Has anyone expirienced something like this? Any tips on how I could resolve this? Thanks in advance.
  5. Could very well have been a network error. The maximal MTU of your network may vary depending on the technologies you are connected with (ethernet usually having a smaller MTU than glass fibre) I'm not sure if the arma or steam server detects the MTU but if it does, and somehow your router or switch reports the MTU being smaller than standard values it would result in error messages like that. A router will always try to avoid packets bigger than the smallest supported MTU size in order to avoid fragmentation of packets.
  6. Not showing up in my logs even though we both had the same steamclient.so bug and fixed it the same way. As far as I understand the maxsizenonguaranteed is a parameter for scripts to adhere to when sending messages. Sounds like a script or mission issue. Does it happen when no maps or addons are loaded? Here's another who had the same issue with some BI dev responses: Basically It seems that a high size value can cause some rubberbanding and sync issue relieve but can cause your scripts to exceed the max ethernet maximum transmission unit which would cause segmentation. In the thread someone suggests a max size of 1480 (+20 for IP headers)
  7. They will soon I imagine. Not sure if this was BI or Steams fault as it seems that the steamclient that was supplied to the serverfiles was broken or otherwise not able to connect with the arma serverfiles. Either way, it's an easy fix and I'm sure we'll see a proper fix soon
  8. Yes, just make you you actually copy the 32 bit version of steam, arma doesn't support the 64 bit steamclient on some setups
  9. Having the same issues. No Mods, fresh install, no parameters. 18:36:38 InitSound ... 18:36:38 InitSound - complete 18:36:38 Dedicated host created. 18:36:38 PhysX3 SDK Init started ... 18:36:38 PhysX3 SDK Init ended. 18:36:40 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f 18:36:40 Loading movesType CfgGesturesMale 18:36:40 MovesType CfgGesturesMale load time 50 ms 18:36:40 Loading movesType CfgMovesMaleSdr 18:36:44 MovesType CfgMovesMaleSdr load time 4573 ms 18:36:44 BattlEye Server: Initialized (v1.215) 18:36:44 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Segmentation fault (core dumped) there seems to be a feedback ticket open on https://feedback.bistudio.com/T124761
  10. I've not used a windows server for arma yet but theoretically they should run fine, given they are made for multiplayer and palced into the mpmission folder
  11. I've noticed and been trying to troubleshoot it for a couple of minutes. good to know. Oh well waiting for a fix.
  12. I've looked into BEC but unfortunately it only runs with wine which I don't want to do. I also have a feeling it would also only work if the arma 3 server ran with wine as well. Thanks a lot though triky I'll use that!
  13. I'm absolutely new to Arma 3 servers but the most obvious advantage would be the freed up core your 4790k would get, the arma server being a single thread process. The perfomance of the sever itself may, however, still become worse depending on the CPU core speed. I'd try it out and see if you can feel a difference in server perfomance.
  14. Well that puts confidence into my server. I'm not planning on putting anything too crazy on it anyways. I've used the standard parameters, only changed the fatique to 0, in order to disable it. The battles seemed fine and challenging and no one is too bummed about having to restart their game every couple of hours so it's fine for us at the moment. About the restarts: I've read that as well. At the moment I'm restarting it by hand every couple of hours, does anyone know if there is an automated restart script for restarting? I've seen it for Altis Life, Exile Mod, etc servers and for them it's a script built into the mission file as well but I've not seen anything for liberation. I can create a cronjob in linux to run the ./arma3server restart command every couple of hours but I was thinking that people would be taken by surprise if there isn't any warning ingame a couple of minutes before. Simply put: does anyone know a serverside mod or script that warns people at specific times before a restart and maybe, ideally, restarts the server by itself?
  15. I've actually expirienced this as well. After about an hour or two people will start to get FPS drops and they're fixed after restarting the client. Are you sure it has to do with the Server and not the Client itself?