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starstreams

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Everything posted by starstreams

  1. starstreams

    Debian Linux server-arma2$ command Not Found.

    Ok, I tried everything again from scratch. tar -xjf server-x.xx.tar.bz2 didn't work, it says files not found. I'm guessing because the file is called tar arma2server-x.xx.tar.bz2. So I added the arma2server part to the command, along with the version. It said there were errors extracting, yet when I did an ls -l, all the files were there. So I ignored the error, and ran: sh ./install, here is what i get: ./install: line 7: gcc: command not found ./install: line 8: ./tolower: No such file or directory ArmA 2 Server was installed
  2. starstreams

    Debian Linux server-arma2$ command Not Found.

    Hello Viper, Thanks for responding! I'm having a few tings going on which is compounding the larger issue. btw, I "did" get the sever running and was able to log into it from my game. Just before I received your post when I was setting up folders, I booted to Ubuntu and extracted the bz2 files on the Debian linux in the ArmA2 folder. ( it was the only way I knew how to extract them at the moment) Then I booted back into Debian distro. I ran the ./install, and it said the server successfully installed, but the tolower had an issue. note; when I tried to run ./tolower.c before I even installed the server, it said I didn't have permission to run, or it was locked, yet I was logged in as root. #. I'm not worried about the tolower issue because I used ReNamer to change all the files and folders in the main arma2 folder to lowercase. but I was concerned that renaming every folder to lowercase could possibly be an issue in some scripts or arma files might not see the paths to it's own libraries. But everywhere I've read on the net says to use lowercase for folders. The game ran smooth, but I'm getting errors on the server screen when I create vehicles. The errors are: Server object 3.4 Not found Message 121 Yet the vehicles are being created and I can drive in them. I'm not sure what these errors mean. I am using the scrips the config files that I had on the windows machine. I'm thinking this might be why. Edit, I also noticed that when I stop the sever with Ctrl + C, I it stops it, but it says Critical: Destroying running thread. This happens under both a user and the root account. Thank you Viper!
  3. starstreams

    Lunix server

    hello Pulverizer. Are there some basic steps for new users of linux explaining the less obvious procedures for people who are new to the shell? I have linux Debian running in headless mode, I didn't install the desktop because I wanted better performance, and from what I"ve seen, Debian comes with most of the needed server packages to run a server. Note: I have a dedicated ArmA-II sever running very well on a windows machine. But I'd rather run it from Linux, though I'm very green on the shell still. Other than copying the main windows game folder to where on Dedian, Is getting this to work just a matter of running the binaries and making sure your config files are in the game folder under Linux? I found a few help pages on this, but they are of no use because they assume everyone knows the linux shell, and directory structure.
  4. starstreams

    Need some help with Superpower

    Hello, I just started playing Warfare with a friend, and was wondering if most of what was mentioned above has been fixed with 1.05? For example the sending money between my friend and I works fine in 1.05. But the problem we are facing is, say we wanted to set up a third computer to run the AI, Is there a way to get the AI team leaders to spend their money or get them to send the money to us so we can use it? This would also bypass the 12 unit limit per team. And how can we create empty vehicles? The option is there, but nothing happens. The idea is to populate the tanks and other vehicles with our soldiers rather than crew members so we can deploy them to other roles. Then when a vehicle is destroyed we can take the survivors, heal them up and redeploy them as we see fit. Thanks
  5. starstreams

    Patch 1.05 Satisfaction Survey

    I don't see what 1.05 fixed, is there some kind of memory limit of 500Mb then when exceeded causes ArmA-II to crash? System specs: -Intel Duo E8400 2x 3Ghz -4 GBs Corsair XMS2 CAS 4.4.4.12 matched -nVidia GTX 260 running the latest nVidea drivers -750W PSU 4 system fans, 3 SATA HDs. I noticed the game always shows as using 480 to 500MBs in the task manager after it glitches. On large missions it either freezes when I'm in a helicopter, or the game goes blank where I'm thrown to my desktop, but I can still hear the game running in the task manager. I thought maybe it was my video card over heating, but the fan is working and the room and case temp is vented well. BTW, here is the fog issue I'm having still, even after 1.05. http://www.pyramid-of-wisdom.com/arma_2_issue/hor.jpg In regards to the freezes, and going blank, game runs fine as long as I don't make large missions with too many units and infantry, but it shouldn't crash, it should just be choppy if the system can't keep up. These missions are no larger then what I've made in ArmA1, and I had half the memory and a slower video card. All these crashes started after 1.04 Well, all I can say is, at least they are still putting out updates. I don't mind buying expansion packs if things are getting fixed and new things are being added. I'll be happy pay again-and-again at full price, as long as things are getting developed, and most importantly improved/fixed.
  6. starstreams

    Spot the difference

    This is exactly what is happening on my system but even worse. sometimes the mountains look good, but if I have any fog on, the mountains loose their shape from a distance, and they look like rectangular boxes, or solid textures rather then mountains. (Just like in the second picture 9thAircav posted [left side]). It looks terrible from a plane. Also, has there been a fix for the tank torrent scope? everything looks overly post-processed and dark when I look through the scope. I wish I could turn that off also. It really looks bad. Here is an example: http://www.pyramid-of-wisdom.com/arma_2_issue/hor.jpg http://www.pyramid-of-wisdom.com/arma_2_issue/scope-dark.jpg
  7. Hello, Thank you SgtAce for this lesson I just had two questions I ran into when doing this. I'm just starting this btw. 1. In the setup section where you explain how to extract the files, we extracted buildings2, and plants2, which is the entire folder, but then on line #6 it says to extract the Ca.pbo, but only cut, and paste the contents ...adding them to the root of the CA folder. Why are these not being placed in their own exclusive folder, or simply extracted as the bilding2, and plants2 were? I just didn’t understand the reason. 2. the other odd thing I noticed was, I just reinstalled the ArmA-II tools because my P drive was not showing up, the folder was there, but not the virtual drive. Well it was there, but when I restart my computer, it's always gone again until I click the mapdisk.bat. Is there any way to load this automatically when windows starts? Also, the virtual SATA-P-drive, when it is running, shows that it has 57GBs used space, and 232GBs free, (with the second number being the actual size of the entire drive). Yet, the contents inside it, (the same files that are in the ArmAWork directory) are only 28.5MBs. this behavior normal? Thank you
  8. starstreams

    Dragon Rising has been released

    Well said OFP was the best, all it needed was some visual improvements like in ArmA-II, and some work on certain AI aspects, but it worked, and it felt real. What saddens me is the large number of people who could careless about the look of the game, and only about game play itself. It's true game play is important, but there are a million great games to choose from if that's all you're after. I always thought of OFP, and ARMA to be different from the rest in that the developers always shrived to produce something that really made you feel like you were in war. If the lighting, textures, and caustics do not mimic the real world, then what you have is a typical game like all the rest. We don't go out and buy expensive systems to run games that look fake. Though there are some that do, why I'll never know. On a positive note: being that this is the same game engine, (I think) maybe an update could address these issues if enough people complain.
  9. starstreams

    Dragon Rising has been released

    Shame on me is right, I will next time. ;) Honestly though, if they just fixed some of the generic textures, and ditched that over saturated orange, and green sky, we might be back in business. The island looks nice, and the editor looks kind of cool, similar to the Sudden Strike editor functionality, (Not that there was ANYTHING wrong with the editor from ArmA 1, and 2). One thing that drove me nuts about this new editor is the selection tools. I don't' know the shortcuts to move the screen with the hand tool, and it's a pain clicking on it and then back everytime you need to move the screen, or the objects. But that's all little stuff. These graphics really suck, unless I'm missing a setting somewhere. I'm running an EVGA GTX 280, there is no excuse for these low end graphics. You're right Hans Ludwig, I screwed up this time. :depressed:
  10. starstreams

    Dragon Rising has been released

    Better is not the word. More like a complete overhaul. I just picked up my copy yesterday. I'm sorry, are these graphics for real? The screenshots and videos online looked great, what happened? Everything seems to have this fake greenish tint, and not many options to adjust in the graphics settings menu. ArmA-II blows the doors off it. There's no question that game play, and AI behavior is important, but what good is all that if you're playing a cartoon. I thought this project was all about being as real, and life like as possible. Hopefully an update can do something about these graphics, I don't see this game going anywhere anytime soon as it is now. People are worried about it not having a serial? I don't think anyone is going to be trying to copy this IMO. On the other hand, I can appreciate how difficult it must be to develop a game of this complexity, and work around the many evolving technologies trying to find a happy balance. In this regard, and many others the developers have my deepest respect. Again, sorry for my negative feedback however, I'm just trying to be honest as what my first impression was.
  11. starstreams

    Island Panthera for ArmA 2

    Nice job Ice, great to see new Islands, and updates! This is what makes this game so great. Great work!
  12. I’ve been searching the forums and other sites as well as google for a solution, but have come up empty on this. I made a trigger: Activation = OPFOR (East) set to Once, no Repeatedly Trigger = Present I tried Time out, and Countdown Type = None Effects = Trigger (Alarm) This trigger works fine, in that it goes off when the enemy crosses over the radius axis I’ve set, however, the alarm will not stop. I thought if I set the Max to something like 30 seconds, it would stop the alarm, but it did not. Can this be done without advanced scripting of text file? I’m not experienced in that yet. I also tried to set another trigger to Not Present, with the On Activation of the second trigger pointing to the name of the Condition of the first trigger. Is this simpler than I'm making it? Thanks
  13. Well, I didn’t recall having any issues with 1.02, but with 1.03, every so often the game crashes to my desktop with an Memory Error, saying something to the effect that there was not enough memory reserved. Out of memory (Requested 3403 KB) Reserved 294912 KB. Total fee 10273 KB Free blocks 824, Max free size 2419 KB My system has 4 GBs Main memory, and my nVidea GTX has 1GB onboard. I'm not sure what I can do here. Maybe remove some of the Russian forces. :p
  14. Top part in quotes resolved Edit2 something else kind of strange. according to a tutorial I was viewing, there should be demo model samples, such as buildings and vehicles in your work P directory under the CA folder. However I have no such files. I only have Roads, and Roads2 in the CA directory, and this is after installing the latest ArmA-II tools. According to the video at this link, they should be there. The video didn't mention it, but do the PBO files from the Bohemia Interactive addons folder need to be extracted to your P /CA folder to get to these 3d model files? Thank you
  15. I see, I missed that detail, Thank you kju, and Gnat! btw, sorry about that Gnat. @APS-Gnat, It’s an honor, and I’m glad to see you on these boards. Your videos are extremely helpful; I hope you keep making them. The whole P drive thing throw me until I watched your video on it, and that’s actually what caused me to edit my first post. There can't be enough good things to say about people who make video training tutorials! Keep up the great work!
  16. Great post RKSL-Rock! When I read this post, see an individual who truly loves the game, and wants to keep something great lasting for a long time! You’ve got the right idea my friend. Now, I don’t know if this was mentioned yet, but now that we have VTC instructional training software available, some even free, I encourage people with knowledge to start using it. For example, I used Camtasia Studio to make this short lesson on unloading a group of infantry and having them move to a specified location along their own waypoint. (nothing fancy, but it's my first). What these fourms need is a very organized section where users can upload their instructional videos to relevant sections that pertain to specific editor functions. We need well experienced scriptures, modelers, and mission editors to start using some of this VTC software to produce visual tutorials. For example, I think of all the very experienced people with 3d modeling skills in applications such as 3dsMax, Maya, softimage to name a few, whom are not able to do exercise their talents because of barriers in how this game tools, and files function. It’s a shame. We have sites like ofpec loaded with lessons, but you can’t find a simple scripting lesson than breaks things down for the newbees. I think it was someone else above me who said, people are simply adding to information, as thought everyone was scripting when it was just OFP. It’s a shame because it’s only going to shrink the community, and when that happens, everything else follows. Start making videos, and posting them, here, or on Youtube, or anywhere. Thanks
  17. In addition to setting the Type: Guarded By in the Trigger, dose the On Activation need to be set accordingly, or can that be left at default, (None)? (since the Type: Guarded By has already been set to the guard side). And should the Repeat mode be active? EDIT: Ok, I just read that Guarded by Triggers do not activate, so please disregard the first question. My apologies. But is the Repeat mode required? I'm guessing not as I'm thinking that would be a function of the activation. So just adding the Type setting of the trigger is ok for this to work?
  18. starstreams

    Alarm trigger will not stop

    Wow, Thanks Tom&Jerry! That worked beautifully! I noticed that I could also increase the time the alarm stayed on by just changing the sleep 10, to something higher like 100. Very cool! I don’t know how you guys know how to do this scripting stuff, I’ve been looking into it, but it’s so confusing. At this point, I just keep a bunch of custom text files for specific things and copy and paste this stuff when I need it. This was really a huge help. And thank you also, "some kind of guy"! I appreciate you taking the interest and the time to respond. it's guys like you that make this game great for everyone!
  19. I was wondering if ArmA-II will carry over bump-mapping maps, and the coordinates entered into a material's properties roll outs? I’m not at the stage of understanding how to export my models to ArmA Packs atm, so I have not tested this. However, the reason I’m asking is, there are a few game engines, (unreal being one) that will crash if you use the coordinate parameters located in the 3dsMax material editors roll outs. In other words, with some engines you need to use a UVW modifier to control coordinates, or the engine will crash, even when using a simple defuse material. Does ArmA-II carry the roll out properties settings over, or is a UVW needed for controlling coordinates? This is where the problem for using bump-mapping comes in with some game engines, because in 3dsMax, you can’t use a UVW to control mapping coordinates on a bump map for example; you can only control bump-mapping sampling, and coordinates from the material editor's roll out properties of the actual bump map. But again, some engines don’t support entering settings into the roll outs. In this case, a UVW is needed, but bump mapping would not be possible because you can't use a UVW modifier to control coordinates on a bump map texture. Below is an example of the limitation I'm referring to that some engines have, but I’m not sure if ArmA-II falls into this category? See example image #3 (Don't use Max's Material Editor) hxxp://udn.epicgames.com/Two/MAXtoUnreal.html Thank you.
  20. Thank you Rocket! That was very helpful! I guess there is no better place to start than with the formats. I appreciate that the link!
  21. Hello Rocket I see, so it sounds like you have to import your 3dsMax files into Oxygen, and then include the textures in that .rvmat format? And then you specially the texture name somewhere? I’m just wondering so I kind of have an outline because I’m not finding a lesson on doing this from start to finish. Just a simple model import/export tutorials would be a huge start. I’ve been looking around at OFPEP, and trying to find a simple tutorial on how to get my static max models into the editor, but I’m not having luck on that specific task. I also don’t’ know how the scaling size system in ArmA-II works. Like is everything from Max modeled in inches, and carried over to that same scale? I know I have a lot more searching and reading, and I don’t mean to sound like I’m asking to be spoon feed this stuff, but right now, I’m sort of lost, and looking for the beginning. :o I was looking at the scripting tutorials which were very confusing, almost like you have to be a programmer before you can understand, so I thought there might be a scripting basics TuT at OFPEP, but I didn’t find one. When the author started taking about containers, and classes it left me hanging? It seems like most of these lessons expect you to know something else. It reminds me of an air-conditioning tech telling someone, hook up the 3 phase unit to the coil, but if you don’t know anything about 3 phase, than the lesson is kind of pointless. You know what I mean. I was only looking at the scripting stuff in-case I needed to know some of that for working with the configuration files, but I might be spinning my wheels too early. Right now, I’m just looking for a simple break down on how to do specific things like export and import a max model with textures, with their own coordinates. By the way, thank you Rocket for mentioning the (*.rvmat) thing. I didn’t realize the textures were stored in this format. This gives me a good start at something too look deeper into.
  22. starstreams

    North America Release / Publisher

    If the store just posts that it's from Got game, it that good enough to confirm that it’s a retail version unlinked to Steam? I’m just wondering in the event that some stores might not post if their copy's use online content services. Like the HalfLife2 box I bought a few years back from the retail store, but still needed steam to run. O yes it will, we are Spartan! ;)na, I know what you mean about the marketing aspect, but believe me, I'm going to nag the heck out of everyone I come in contact with. I've called the local games stores three days in a row now asking if they see anything in their systems. They don't get it. That's why I play the psychology game, "what? your a game store and have never heard of the most realistic game simulator in the world, You're kidding right". I'm not that rude, but something has to be said. This is not a joke, I'm seriously disgusted that 3 out of 4 National game stores I've called have representatives that have never heard of OFP, ArmA, ArmAII. Actually, the last store I called today, the guy admitted that he has been getting calls all day with people asking about the game. He also admitted that he had never played the game, but that he was going to order ArmA-II ASAP because of all the calls coming in. So that's a good thing! Its our mission as a community to spread the word. Tell the good word like your family's life depends on it. We are the marketers, and we must complete this mission. I will be printing ArmA-II screens on Hi rez Canon photo paper this week, and hanging them up at my work place. I know my boss will love it, and later thank me for it! :)
  23. Hello I was wondering if someone would be kind enough to point me in the right direction as I think I’m missing some basic fundamental concepts. There is a lot of great information on these forums in regards to mission making, modeling and island creation. (I have an interest in all three, and at this point I can only make basic missions by placing objects, and entering some simple INT strings into infantry, trucks, and ammo, which I record in a note pad). But I'm not really just asking about missing making. I’m finding it very confusing to make sense of some of the more in-depth things I would like to do. For example; I was reading the manual on how to use Visitor3, but the instructions are not really getting me anywhere because some of the terminology is unfamiliar to me, so I’m stuck at the set up. I’m seeing things like WRP files, (standard P) and recommended path settings for text files to the viewer. The manual seems more like a set of examples for someone who knows the basics already, but not really a step-by-step process, and this is the case what most of what I’m reading around here. I’m thinking there was a tutorial I missed somewhere along the road. Another example is, we have a command reference chart, and I’m sure many people here understand it, but I have no idea what to do with these commands. I can only guess it’s something that goes into the INT string dialog, but that’s about it. The two things I would really like to accomplish at the moment is: First is to start making a custom island, (just something small to start with), and then I would like to use some of my 3dsMax skills and start modeling some basic objects, texture them, and eventually make a pack to distribute. I’ve made some very good landscape layouts in other game engines so I think I have a good eye for interesting military bases, but I have no idea where to start with creating this content under this current engine. I was wondering if someone would please point me to a good source to break down some of the confusing package, and script terminology. I really want to contribute to this community; I just need a little direction. I'm even willing to make my own tutorials for others who stand where I am now, if I can just get a grip on this stuff myself. Thank you
  24. starstreams

    The break-down of it all?

    Ya, I’m not an expert in modeling, but I can making some very useful things for this game, I've made enough furniture for Unreal. I think the key to making simple objects look real is all in the textures, although this game is now using more complex materials with specular effects, and reflective sub textures..ect. simply beautiful (I love it)! I would imagine it’s not much different than the way the terrain in created in the Unreal Tournament engine, With the old UT engine, you had to create a gray scale height map, 256 colors, which later was upgraded to 16 bit. But now days, you actually paint the height levels while viewing in a software rendered window. I know bulldozer for Visitor can be used to view the results. I guess I just need to get a grip on how the packages work. And the scriping is so beyond me. These people around here are amazing in regards to some of the code I’ve seen pasted on these forums. And like I said, if I can get some of the basics down, I’ll make my own lessons to give people like myself some kind of start using my own words. I think when it comes to tutorials, it’s always good to have a few different sources explained from different angles. Anyway, I’m taking it slow and reading everything at the Depot link you posted last night Max! This looks like about the best place to start and finish! Again, thank you for pointing that place out!
  25. starstreams

    The break-down of it all?

    Thanks Max, that site really looks good. I use to go there for add-ons all the time, but never looked at their tutorials. I'll spend some time there. Thanks for that link! btw, the only reason I posted this here was because it's not just island editing I want to learn about, and the description of this forum section says, "New to modeling in ArmA2, ask away" so I thought it was the right place. I guess, there is no order to picking this stuff up, I'll start with that depot site you posted! Thank you again!
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