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Eutyches

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About Eutyches

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  1. Thank you! I look forward to exploring this.
  2. @poolpunk, is there any word on the forthcoming release of your all-in-one objects pack?
  3. Eutyches

    Static Modeling Tutorial Video Series

    Thank you, @s.rodge!
  4. Thank you for your hard work on this! Although it is not quite something for my communities at this time, I nevertheless appreciate the idea.
  5. Thank you! I look forward to exploring this.
  6. @skruis, I was not able to get Athena working properly in WINE. Although this is not the result for which I had hoped, I am happy to report that it works flawlessly with Windows 10 installed in Virtualbox. For anyone else who would like to do this project, I do the following: 1) Allow the virtual machine to have full network access with Bridged Networking. 2) Have the laptop running Linux with Windows in a VM attached to the same ethernet switch as the host machine. It is possible that neither of these things is necessary, but there is already noticeable lag in Athena with my setup, so there did not seem to be any point in introducing any additional points of latency/lag/decreased bandwidth/etc.
  7. SITREP? Out of curiosity, of course. I am still following this thread, @Nichols 🙂
  8. @skruis (or another programmer who has worked with Athena), do you know which .dll (Dynamic Link Library) files and/or other Windows components Athena uses? Explanation: I am going to make an effort to get Athena working properly in Linux using WINE. If I should be successful, I will post my results, ideally in the form of a short tutorial. I suspect that there are at least some other Arma 3 players who only use Windows for recreation (gaming) and who, therefore, only have Linux (or another OS) on their other computers. Thus, by having a way to get Athena working properly in WINE, the possible base of Athena users would expand. Thank you for your assistance and for all of your great work on this mod.
  9. Dedmen has been most helpful in the Arma Discord. However, this issue is still unresolved. Increasing the open file limit did not solve the issue. Has anyone else had this problem? A proposed solution?
  10. Please let me know if I should share any more information to help with solving the problem. I am still a rookie server administrator. On the designated game server that I manage via LinuxGSM (https://linuxgsm.com/) in an SSDNodes (https://www.ssdnodes.com/) installation of Ubuntu Server 18.04, I have been facing a strange issue. With up to about 25 mods loaded in the "-mods" option -- that is, as both server-side and client-side -- everything works perfectly. If I add 1-2 more mods, I reach a grey area in which clients are sometimes able to connect and sometimes not. With any number of "-mods" beyond that (say, 27 or more), no matter what the mods are, clients cannot connect at all. Because I have carefully shortened the file names within the "mod" and "meta" configuration files of the mods that have longer names, everything shows up correctly in the standard Arma 3 Launcher. Yet when joining from the launcher, I am greeted with a blank loading screen. When joining via direct connect using the in-game server browser, I am greeted by a blank Tanoa map loading screen. The console does not show any error messages. Does anyone know how I could fix this issue? Thank you. SERVER HW SPECIFICATIONS Intel(R) Xeon(R) CPU E5-2697 v3 @ 2.60GHz, 4 cores 16 GB RAM 80 GB SSD
  11. Agreed. Also, I’m sure that many of us would not mind a “beta” release. Of course, there is something to be said for releasing a polished product in its final form — the old-fashioned way of doing things. Regardless, thank you for your hard work on this mod, and we look forward to using it soon.
  12. @davidoss, thank you for the reply. Here is a link to the .pbo file of the mission on Google Drive. Please let me know if it would be better to share the file via a different means: https://drive.google.com/file/d/1RjBwpio_D8kjfNxufPL0ytdrD9aF_vWr/view?usp=sharing
  13. Hello, fellow Arma players! In my community, on our Linux designated server that I run, we use a customized version of @mbrdmn's fantastic "Dynamic Recon Ops" (DRO) missions with extra player slots, Zeus slots, an integrated view distance script, and a few other minor changes. The main problem that we are having now is that DRO is not designed to accommodate late comers. Since @mbrdmn intends DRO to be for small, integrated groups, it makes sense that the mission is designed with the intention of everyone starting together, but in our group, it is simply the case that some players have to join in progress. Does anyone know of an effective way to enable a useful Join in Progress (JIP) option within DRO? For now, the best solution that we have found is using Zeus with Achilles to teleport the incoming player to our exact position and spawn a private virtual arsenal for him. However, that method is terribly inconvenient in the middle of a mission. What would be more convenient would be something like, for example, letting the incoming player use the virtual arsenal from the map menu and then halo jump to a position that we mark on the GPS. Please note that, although I have light experience with scripting, it is mostly at the level of copying and pasting, so I would need quite a bit of hand holding with any script- or code-based solution. Thank you in advance for the assistance.
  14. @Nichols, what most of us Linux server administrators do is run simple terminal commands to convert every file name to lowercase automatically. Normally, it is not a problem, but it would be nice to see a little line in your release posts such as "Tested and working in both Linux and Windows designated servers." That is an example of the sort of final polish that can make a great mod even more attractive to us end users By the way, since I have your attention anyway, do you have an estimated release date in mind? Thank you again, and please do keep up the great work. The mockups look terrific. We hope to use this soon!
  15. @Nichols and Task Force Red, Thank you for hard work on rebooting this mod. My friends in my group and I are looking forward to the release. I have one simple (and probably obvious) request: Please make sure that this mod is compatible at release with Linux designated servers. Make all file and folder names completely lowercase, and do not use any spaces or special characters (other than underscores). For example, the mod's parent folder should be called something like "@black_hornet_prs" rather than "@Black Hornet PRS," and an example of a .pbo file would be "black_hornet.pbo" rather than "Black Hornet Nano PRS 2.0." If you would like to partner with another community for testing, please let me know. We run small to medium group, PMC-style operations that would be perfect for the new Black Hornet Nano PRS, and we have our own designated server. Cheers.
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