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Everything posted by oktane
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Error with new patch and custom MP Missions
oktane replied to decap's topic in ARMA 2 & OA - TROUBLESHOOTING
I see now that the error persists even with BIS maps, looks like they forgot a dialog object in the config.. At first I thought it was an outdated class used in description.ext, as I am seeing other issues such as missing icons in domination also. (which could have been renamed, dunno haven't had a sec to look into it) The point of my post was that people need not reinstall the game because they have that error, not to make you sour. :D It still remains that it isn't a show stopper bug and isn't a big deal to most folks. It does not seem to affect changing sides or anything. If you wish, I or anyone familiar with dialogs can probably make a patch to fix the error. I don't know how fast BIS will patch it, and I don't know how big of a deal it is to you. I understand the desire for BIS to patch it themselves, since that wouldn't require an addon but mistakes happen. Here we are with a game that works but has a few flaws, including a nonsense dialog error. Did you post the issue to the Community Bug Tracker? -
Error with new patch and custom MP Missions
oktane replied to decap's topic in ARMA 2 & OA - TROUBLESHOOTING
Don't worry about it. Some of the missions need to be updated to be compatible with the new patch. It's not a show stopper and your game install is fine. -
ARMA II Patch 1.03 & Dedicated Server Released .
oktane replied to Placebo's topic in ARMA 2 & OA - GENERAL
Thank you for the quick response with the dedicated server. It would not have been a big deal if steam didn't -force- you to update. -
ARMA II Patch 1.03 & Dedicated Server Released .
oktane replied to Placebo's topic in ARMA 2 & OA - GENERAL
You knew your game was going to auto update for all the steam users, and didn't synchronize release of the dedicated server exe with the patch. Now everyone with steam will not be able to join the normal servers they regularly play on because us server admins cannot update our servers. Running the client with -server switch on a server machine is NOT a solution. The normal arma executable has copy protection, do you think everyone is going to go pop a dvd in their co-located boxes? This is the prime reason for having the dedicated exe, lack of protection/3d rendering, there is no actual performance difference. Also, it may not be able to start if I recall, since it used to try to look for a d3d device, which will not be available on a server via remote desktop. (I can't remember if this is the case, and can't check since it isn't going to launch without the dvd or steam) Again, arma.exe -server IS NOT AN OPTION FOR DEDICATED SERVER ADMINS. Please fix this! Someone did not think this through enough! -
Thanks for this. If you could, remake the addon zip with the server keyfile inside so that the mirroring sites like armaholic can grab the latest zip with the addon, client key and server key. Currently, they are mirroring the addon only.
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I think the simulation cycle is equal to 1 frame on the server? BIS: Please improve dedicated server documentation so that we can host high quality servers. The documentation regarding the bandwidth settings is at the same level it was in 2002. Could you provide any more information besides the usual cfg comments we've had since OFP? Without information, its mostly trial and error. We pay a lot of money and dedicate time to hosting servers for the community and we would appreciate any support you could give us. Can you explain how the QoS and bandwidth allocation works at least? Any hints on why the server crashes when too many people are joining/disconnecting? The reason man slots disappear on the server?
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Game UK - exclusive 45MB ordinance survey Map
oktane replied to mrcash2009's topic in ARMA 2 & OA - GENERAL
Lol, we did exactly the same thing, I had an A1 map I printed on 8.5x11 all taped together and laminated with packing tape. Now i used the plotter and printed this beauty on glossy. I think its a bit too big! (50in across) Also if you have Acrobat (the full version, not just the reader. big $$$, see if your job owns it like mine did.) then you can crop the useless legend off. -
Yes I have this problem. Others do not seem to! http://forums.bistudio.com/showpost.php?p=1352594&postcount=8 http://forums.bistudio.com/showthread.php?t=78552
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Thanks for your detailed reports and configs. May I ask what coop maps you are playing? Anything heavy like Domination or Evolution? (*ducks*) Also, concerning CPU usage, we have not seen it use multiple cores yet, which was highly disappointing. :mad: Do you see the same thing? Either it is mostly single threaded like A1 dedicated was or I'm doing something wrong, possibly with the way I start it via custom batch file and service handler. Basically it acts just like the A1 dedicated.. sticking to its own cpu/core. (we have a quad core)
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Devastation: mission pack. Team vs Team.
oktane replied to dr_eyeball's topic in ARMA 2 & OA - USER MISSIONS
Nice work! I hope Dr. Eyeball uses it, its beautiful! -
Alright, so can servers prevent people from turning grass to 0?
oktane replied to Typheus's topic in ARMA 2 & OA - MULTIPLAYER
The profile used by the server, does not seem to listen to the 'terrainGrid' value.. it just ignores it. I have a server with it set as 10, and the grass is still on. Someone correct me if they KNOW it works, I could have made a mistake. So the only way I know to adjust the grass is: In the mission, with a setterrainGrid 10 command In a mod, with the same command. As for people turning off the grass with mods, that is why on a PvP server you should have equalmodrequired or sig checks on. You should also adjust the difficulty settings to PvP orientated ones. (3rd off, No Callouts, no extra armor, etc) It's crazy to allow unverified mods on a PvP server. -
Does turning your graphics down give you a multiplayer advantage?
oktane replied to Incognito84's topic in ARMA 2 & OA - MULTIPLAYER
Lol, when you turn the graphics down, you can't even tell what's what sometimes. The model's lowest poly LOD* gets loaded and doesn't even look human. How does that give you an advantage? Back in the OFP days, I absolutely had to have the detail up otherwise I couldn't make out enemies at a distance. They were all blocky or disappeared altogether. (Again, LOD's) *http://en.wikipedia.org/wiki/Level_of_detail_(programming) Walker is spot on. Although in certain missions, the client can change his grass independent of the server and other clients. But no CTF/PvP map maker in his right mind would allow that option, for fairness. -
Suggestion to people who host servers
oktane replied to dracflamloc's topic in ARMA 2 & OA - MULTIPLAYER
I set one up, been pretty much empty. (Look for PBR Streetgang) dracflamloc: What was the name of the mission? You can find it in your AppData\Arma 2\MpmissionsCache directory. PM me if you have it and I'll upload it. Hi Mosh! Got any good PvP map collections this time around? -
There were a few different main types of CTI's for OFP. Some have been ported to Arma: http://cr-ofp.dyndns.org/
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Been up all night trying to get this to work.. every bit seems to work ok in an #exec command, but when I put it in the server cfg, it doesn't work. I test by using 2 instances of arma, join server then taskkill that client and join with the other instance. This would kick off ghost players if it worked.. Tried with kickduplicate 1 and 0, no difference. Even tried in onPlayerConnected. No errors in RPT. (there were when I had syntax errors however) To be clear, I am trying to kick the original user that hasn't timed out yet, not the new client reconnecting.. the new client will get kicked regardless. (either by kickduplicate or key checks) I want to kick the old ghost off so the person can reconnect successfully. Its supposed to work like this: First foreach gets dupe player name for loops get length and converts string to array Second foreach compares dupe player name minus " (2)" that Arma appends and kicks all players with that base name. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> doubleIdDetected = "_a = -1;{if((_this select 0)==(_x select 0)) then {_a=_x select 1;};} foreach users;_arr=toArray(_a);_out = [];for ""_i"" from 0 to (count _arr)-1 do {_out=_out+[toString([_arr select _i])];};_len=count (_out);_i=0;_end="""";for ""_i"" from 0 to _len - 5 do {_end=_end + (_out select _i);};{if((_x select 1)==_end) then {kick (_x select 0);};} foreach users;"; Here is a normal version for VM with linebreaks: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _a = -1; { if((_this select 0)==(_x select 0)) then { _a=_x select 1; }; } foreach users; _arr=toArray(_a);_out = [];for "_i" from 0 to (count _arr)-1 do {_out=_out+[toString([_arr select _i])];};_len=count (_out); _i=0;_end="";_ret = ""; for "_i" from 0 to _len - 5 do {_end=_end + (_out select _i);}; { if((_x select 1)==_end) then { kick _x select 0; }; } foreach users; Here is a version that could run in game as an example (outside of server VM): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> users = [[3, "larry"],[5,"moe"],[4,"moe (2)"]]; command = { _a = -1; { if((_this select 0)==(_x select 0)) then { _a=_x select 1; }; player sidechat format ["%1", _a]; } foreach users; _arr=toArray(_a);_out = [];for "_i" from 0 to (count _arr)-1 do {_out=_out+[toString([_arr select _i])];};_len=count (_out); player sidechat format ["len %1", _len]; _i=0;_end="";_ret = ""; for "_i" from 0 to _len - 5 do {_end=_end + (_out select _i);}; { if((_x select 1)==_end) then { _ret = _x select 0; }; player sidechat format ["'%1' '%2' '%3'", _x select 1, _x select 0, _end]; } foreach users; _ret }; _eh = [4] call command; player globalchat format ["player to be kicked: %1", _eh]; here are is the way I broke it up to make sure every command was supported by the VM. Since I couldn't execute it all at once, I had to simulate the variables being set. The players name is 'a' and his dupe would be 'a (2)' or similar. (4 extra chars) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> OK (get name): #exec _a=-1;{if(8==(_x select 0)) then {_a=_x select 1;};} foreach users;_a OK (str2arr): #exec _arr=toArray("a (2)");_out=[];for "_i" from 0 to (count _arr)-1 do {_out=_out+[toString([_arr select _i])];};_len=count(_out);_out; OK (same as above but returns len): #exec _arr=toArray("a (2)");_out=[];for "_i" from 0 to (count _arr)-1 do {_out=_out+[toString([_arr select _i])];};_len=count(_out);_len; OK (example trim off " (2)"): #exec _len=5;_out=["a"," ","(","2",")"];_i=0;_end="";for "_i" from 0 to _len - 5 do {_end=_end + (_out select _i);};_end; OK (replace 'a' with a valid player name on the server): #exec _r="";{if((_x select 1)=="a") then {_r = _x select 0};} foreach users;_r; Sorry the code is so compacted, there is limited paste buffer for the chatline when running exec commands. Here is a pastie url: http://www.pastie.org/349619 Anyone have any ideas? I think this would be pretty useful for a dedicated server to have. -- String function bits by Kronzky
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A.C.E. Advanced Combat Environment Public Release!
oktane replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
The problem is not in my tool. Agree, theres no way Yoma's tool does anything strange to arma, it simply can't. It just provides the command line options you desire when launching the game. Indiana jones face melting seems to be caused by Ace + running the game with no intro island, ie -world=empty. You might be fixing it by conicidence, by not launching it with Yoma, but it isn't Yoma's tools fault. -
Friend Having Trouble with ArmA Demo (1.06)
oktane replied to zolop's topic in ARMA - TROUBLESHOOTING
Hi This is an old bug that was patched a bit ago in the full version, but I'm guessing BIS doesn't have the resources/time to patch it for the demo. Plus Vista isn't officially supported. (even though it works fine, I use it) The symptom is: Nothing is textured. This looks like black or shaded black/gray boxes/objects any time the game is being rendered. The cause is: The game has a bug when running on Vista 64 bit edition with 4 gigs of system ram. Due to a math error or something, the game thinks there is 0 vram so no textures load. (thats what I remember, could be wrong) The solution is simpler than removing a stick of ram though.. * Press windowskey+R, and run msconfig * At the boot tab, pick advanced options and put maximum memory to 3072 * Reboot * You can also revert the setting by above method to get your full 4GB back after you play the demo. Or you could run in windowed mode with the -window switch. Then you can resize the window to whatever resolution you want. (note that the resize arrows don't appear but you CAN resize it) There are more vista infos here http://community.bistudio.com/wiki...._screen Also you can search the forums, there are a large amount of vista posts. Hope this helps. -
the hex address at RIP, is it often the same? PS: Also no reply from BIS.. idea support did the same, forward to BIS but no reply.
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I am trying anything to get back server stability. I was just curious if anyone here runs a Linux Dedicated, and if you have frequent crashes? These are the crashes I am referring to: http://www.flashpoint1985.com/cgi-bin....t=74920 but any frequent crashes would be a problem I suppose. Before someone suggests: I have tried two separate machines, new installs from different sources, verifying all crc's on all game files with known good files, simplifying config files to virgin, contacting BIS support (seems the messages go to /dev/null). enabling sig checks, no mods, etc. So any Linux Arma admins around? If linux is the only way to get a stable server, I'll do it in a second. The MP community is falling apart and stagnating as it is.. now our servers can't even run for more than 12 hours with 20+ players. I don't remember it being this bad at all with OFP.
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Does it often segfault? How many users do you usually have on? Is it a public server? Thanks
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Be more specific please, do you mean how far away from the town before enemy spawns or how many troops come when town is spawned? Look in Server\Config\Config_Town.sqs and the 'range', I think thats it. PS: There is a separate forum for Warfare editing, you may find lots of info there.
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Its not just the Javelin, it can happen to any object.. I think it has to do with recent drivers or perhaps arma itself. I have experienced it on multiple computers, with both ATI and NVidia cards. Fences, houses, players, launchers(yes Javelin), are all things I've seen get fubar'd. The issue looks like verts stretching off into infinity.. its very much a mess. Sometimes alt-tabbing helps. Maybe it has to do with the games management of v-ram? It seems to be corrupting the 3d geometry in memory. I don't know where the geometry is stored though, system memory or vram. I'm guessing its arma though, since that particular issue does not seem to happen with other games. The other black out/freeze/color and tex corruption issue is different from this, since that only occurs on late model Nvidia cards.
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Are you sure its not a different setting of EAX or HW accel in sound options? Either of those options could toggle on or off on a new card making the comparison kinda un-scientific.
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Where are the two files DSCheckSignatures.exe and DSCreateKey.exe located? I need these to sign addons in Yoma's Addon tool but apparently they aren't included in the BI tools, even though the wiki says they are.. I searched all over my C and D drives.. no files by that name. Anyone know where they are supposed to be off hand? I realize I can use the BIS gui app to do this but I'd prefer to use Yoma's since its all in one. Is it possible they removed the old command line versions from the installer? Or did they integrate the command line switches into the gui app? http://community.bistudio.com/wiki/DSSignFile http://community.bistudio.com/wiki/DSCheckSignatures Thanks
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Yoma's and DSCheckSignatures/DSCreateKey
oktane replied to oktane's topic in ARMA - ADDONS & MODS: DISCUSSION
The biki says they are in the tools package, but they aren't in there. If you find them in the tools installer, let me know! Either way, the wiki was updated to point to the actual zip file that contains them on the ftp site.