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169th_Rabbit

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About 169th_Rabbit

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  1. 169th_Rabbit

    Arma2 1.05 Server on CentOS 5.4 64bit?

    That was the issue. All the missions did not get changed to I went through and edited the ones that needed it. They all show up now. The server still takes a year and a half to start but it runs and runs well. Thanks for all the help guys.
  2. 169th_Rabbit

    Arma2 1.05 Server on CentOS 5.4 64bit?

    so I got it working but now I cant see any of the missions. First I got an error saying it could not find my mission in MPMissions because the folder was renamed to mpmissions when the install script was run. After changeing that the server laoded just fine after 5 minutes and I was able to connect. However none of the custom missions on the server are showing up.
  3. 169th_Rabbit

    Arma2 1.05 Server on CentOS 5.4 64bit?

    1) 2.6.18-164.11.1.el5 2) /usr/sbin/sestatus = SELinux is disabled 3) http://pastebin.com/m4c2b40b3 4) I use APF and BFD for my firewall stuff and all the UDP ports are forwarded correctly. (This uses iptables but its a more manageable way to use it.) 5) My Sata is set to enhanced. 6) The only mods I have made are where the files are located. 7) DNS works fine: arma2pc.master.gamespy.com has address 207.38.11.182 8) The server is connected via cat5e to my router. 9) The server is in a DMZ on the router as I use iptables and APF for all my firewall stuff on the server.
  4. Has anyone run into issue on CentOS 5.4 64bit when running an 1.05 server? Mine takes forever and a day to load and when it finally does it only shows up in local and as soon as someone joins I get a Segment Fault error and the server crashes. I will post some pastebins in a bit with my configs and the logs but so far after 4 days I am stumped and need some help. ---------- Post added at 08:37 PM ---------- Previous post was at 08:11 PM ---------- Ok well I got the server to stay online when people join but everyone gets stuck at waiting for host now. The server also is still taking about 5 minutes to load. ---------- Post added at 08:43 PM ---------- Previous post was at 08:37 PM ---------- Ok here are some pastebins of my config. arma2.cfg http://pastebin.com/m7a2c6963 profile.config http://pastebin.com/m3acb0d65 server.cfg http://pastebin.com/m400e3825 I used these when I ran this server in windows 2k3. Server specs are: Intel Q9550 DDR 2 1066 8gigs nVidia 8400GT Net: Fios 20/20
  5. 169th_Rabbit

    Possible gamespy issue

    Perfect I'll have to give this a shot when I get home our server stopped showing up as well. I wonder if the old reporting server died lol.
  6. 169th_Rabbit

    Dedicated Server performance

    you are right it should be but in my testing I have found that it does matter. Using an onboard video card we seen a performance drop using the same settings as we are with the 7600. You would think since it's in a command line the cpu would do all the work but we seen about a 10% decrease in performance overall with onboard video. Again it may also be related to OS.
  7. 169th_Rabbit

    Dedicated Server performance

    I currently host the XF Arma II server on a Q9550 with 8 gigs of ram and win 7 ultimate RTM (MSDN). With 10 players in a domination style map I have never seen the server drop below 40fps. Please remeber most dedicated servers with onboard video dont have the best of video cards. We run a 7600 in our box and it seems fine. Also I have not tested on a server grade OS. The server uses about 500+ megs of ram in big towns.
  8. 169th_Rabbit

    need help ASAP tarkerIR

    If you are running the steam version in Vista 64 I have found that you need to run the game and trackIR as the admin for them to work correctly. Stupid but I guess if it works.
  9. 169th_Rabbit

    Require = Mod; or No Mods at all

    We have done this. What we really need is to be able to say you can have this mod or no mods ONLY. That way if a player joins with a mod that we do not want to allow on our server then they are one kicked or two not even able to join. So say I have FROMZ installed and running just fine. I then add some new mod that is not an approved mod for the server. I would either not be able to join the server or I would be kicked. Just using the verify signatures does not accomplish this. If we have equalmodrequired then people that do not have the mod can't join. We do not want to force users to use a mod if they do not wish to do so. So in short we want to run this mod and standard arma with no mods only. Is there a way to do this with a script or server command?
  10. 169th_Rabbit

    Evolution V1.0 Large scale respawn coop

    I was thinking about this last night. I think it would be cool to have this all export to a sql db so you can take your Rank to dif missions. This way you dont always have to be playing evolution(not that it's a bad mission). I would love to see this evolve into a sort of mod where as long as the mission has certain scripts in it then the user can use his rank. Then make ranking a bit more difficult. An idea we passed around in the 169th server is have the ammo crates do the same in a CTF or cap an hold that it does in Evo. This was you have to be a certain rank to use the sniper rifles and stuff. It would make the game much more realistic and have more depth. Now these are all just thoughts and I will not edit anything without the permission of the original creator. Great mission.
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