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=jps=sgtrock

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About =jps=sgtrock

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  1. =jps=sgtrock

    Version control? redux

    Thanks for the tip. I'll take a look at it. 🙂
  2. =jps=sgtrock

    Version control? redux

    Hello? Let me ask the question another way. Is there any way to connect the Workbench to a source code version control system the same way that you can in Visual Studio Code? Or should I rely on an external tool like TortoiseGit? TIA
  3. =jps=sgtrock

    Version control? redux

    I originally posted this question in Configs and Scripting but didn't get any replies. Sooo, I thought I'd post it here as it probably fits better here anyway.
  4. I know the intent for editing missions, scenarios, campaigns, etc. is to remain in the Workbench throughout the development process. What I haven't figured out is the best way to set up version control. Personally, I prefer git but I'm open to exploring other options if they work better with the Workshop. What are you all using? Any preferences? Gotchas to look out for?
  5. I have to admit, I have a hard time understanding why this capability wasn't built right into the game engine from the beginning. It's not like BI hasn't done it before so they already have high level designs that work. It should have been a relatively easy exercise to add it in. Still, as others have stated this is a tech demo and not really a full game. It'll be interesting to see what direction they take Arma 4 even if we never see the capability in Reforger.
  6. Hello? Is anyone from BI following this forum that might have an answer? Thanks,
  7. Title says it all. I'm a long time Arma fan going all the way back to the initial release of Operation Flashpoint. I am planning to host a LAN party near the end of July. I would love to host Reforger locally for it. I was planning to host it as a listen server but I see that option was pulled as of 0.9.5. I have tried to host a separate instance on an old laptop on my local LAN but I am having zero luck connecting to it. Are there any instructions about how that kind of server config should be set up? TIA,
  8. =jps=sgtrock

    Arma 4 a look to the future

    Maybe I missed it as I skimmed through this thread but I didn't see anyone including server admin tasks on their wishlists. For example: Role based authentication so I, as a server owner, can set limited privileges for some users. Allow them to kick, ban, etc. The original Half-Life engine had a mod called Admin Mod that made this a relatively simple task. It was the best way that I've ever seen to make sure that your server has near 24/7 protection to protect against griefers. I've never seen anything like it as a mod for any of the ArmA engines, which is a real shame. Make it easy to report player abuse to a server owner via an in-game mod. Even if it's just a quick email sent via a quick button selection, at least it becomes possible to find the right timestamps in the server logs. Keep the ability to run a local dedicated server for LAN play. Too many games these days have either stripped out this function from existing engines (I'm looking at you, Insurgency:Sandstorm) or don't include it at all. It's silly to do this. It restricts the ability to do local testing of MP mods, for example. Not to mention, makes it a lot harder run a LAN party. 😉 Consider how to best modularize the game engine. This is already done via the headless client option, for example, to improve AI performance. It's still a pain to get configured correctly, though. You still need to buy an additional license to run it, too, which has never thrilled me. I would love to see this extended to the back end. There's been some talk in this thread of moving away from a single global lock which is definitely a step in the right direction. I keep wondering if it would make sense to extend that thinking to consider breaking up the game engine to run in microservices inside containers. Done right, it would make it a lot easier to scale performance up as object and player counts go up. What do you think? Do these kinds of features make sense to people?
  9. =jps=sgtrock

    C2 -Command And Control

    Thanks, mad_cheese. I didn't realize that you hadn't released the beta yet since the update date on Steam was from this year. How stable is the beta at this time? Is it playable in both SP and MP? After thinking about the errors that I was seeing I had tentatively come to a similar conclusion because I had seen you mention AIC previously in this thread and elsewhere. I'll give that a shot. Thanks for all your hard work!
  10. =jps=sgtrock

    C2 -Command And Control

    Hi. I recently started messing around with C2 again after running across the Youtube video that discussed how to assemble and disassemble the static weapons from High Command. The problem that I'm running into is that I can't pull up the High Command context menu as shown in that video. Whenever I right click on a waypoint for a unit, I end up getting the standard BIS menu which doesn't include the Action submenu shown in the video. The video is dated March 27 2018. The version of C2 that I'm running is the Steam version updated May 28, 2019. I'm running just C2 and CBA3. No other mods. The problem is showing up on both Altis and Stratis. Same set up on both maps: Blufor: One Player character -- Officer with a NATO Squad Leader loadout One Mk6 mortar team 2 Rifle Fireteams Opfor: One CSAT Rifle squad As soon as I set a waypoint for a unit and before I try to right click on it I see the following error in the middle of my screen: ' if !(false) then ([(group |#|this)] call MCSS_C2_HC_HP_WP_COMPLETE; ...' Error Undefined variable in expression: this File C2_CORE\FNC_AI\fncs_HighCommand.sqf..., line 597 When I right click on the waypoint, the error remains on the screen and I get the BIS menu instead of the C2 menu that includes the Action submenu. That's it. About as basic a mission as you could imagine. The whole point of it is to test the ability to give the mortar team directions to move, deploy, and prepare to provide indirect fire on a target. I have tried just about everything that I can think of with no success. Does anyone have any idea why I might be seeing this error? TIA
  11. Hi Darkhound7, Thanks for the thought. However, my issue had nothing to do with port forwarding after all. See my updated comments at the top of the post.
  12. No one has any clues? HELP! Oh, for the good old days of the Quake network model when even the SP game ran as a client-server app. It sure made setup and testing pretty trivial. ;) TIA,
  13. Not sure why this wasn't obvious, but I was able to successfully finally get a server using TADST. All I had to do was... set up a mission cycle! Not sure why that would matter, but there it is. My guess is that if I had set "-world=empty" as part of the launch line, any of the three setups would have worked fine from the beginning. Newb mistake. I assumed that was taken care of by the built-in tools that I was using. Next step is to try the Linux VM option again to see if I'm right. Even if I'm not, at least I have a working configuration to test. Note to all server admin newbies: Make sure that you set that parameter in the launch line if you want people to vote for missions when the server first starts. Hi all, I'm hoping I can get some help figuring this out. I've been working on this issue off and on for several years without much success. If you're not interested in the back story explaining the context and are just interested in the technical details, jump down to ***. There are about a dozen of us who have been getting together for more than 20 years for LAN party weekends. Lots of beer and whiskey gets drunk, virtual enemies get blown away, and many rounds get expended on the range. All in all, it's always a great time. :) As we've gotten older, we have been focusing more and more on co-op games. It's at the point now that that's about all that we play. I'm the guy who puts together the game servers for these parties so I have a lot of experience doing so. My personal preference is for Linux servers for a number of reasons but I can set up and run a Windows gameserver. Over the years it's gotten harder to find games that allow for setting up dedicated servers for co-op games for more than four players. Frankly, it's gotten tougher to find games that even SUPPORT LAN games well and the ones that do are rarely the ones that support co-op. It's gotten frustrating to say the least. These days we're pretty much limited to games like Red Orchestra 2, Insurgency, and CS:GO when it comes to shooters. Red Orchestra 2 dedicated server is easy. Insurgency dedicated server is doable. CS:GO is easy to set up now that I FINALLY found a game launcher that works and works well. CS:GO gets boring after a while, though. The Arma series is fantastic for this for all the obvious reasons. I used to run a dedicated Arma and then Arma 2 server back in the day so I thought that a dedicated Arma 3 LAN server wouldn't be all that hard. Unfortunately, I have had no luck so far. **** So that's the background. Here is the set up that I'm trying to test: I am not running the beta code. Port forwarding is set up on my router for 2302-2306. Based on an old post that I found I also tried forwarding 8766. For the three server configurations below, I tried using a very simple server.cfg file. About the only variable was trying with loopback both on and off. In all configurations, I was able to successfully start the server. In all configurations, I faced the same problems: I could not see the server on the LAN tab of the in-game browser so I couldn't select it. I also tried but was unable to successfully connect using Direct Connect. At no point did I see any evidence of a connection attempt in the available logs. For testing purposes, I have a single Windows 10 Pro laptop with a 4 core i7 CPU and 16 GB of RAM. I'm using that to both play on and host the dedicated server. The Windows firewall is enabled. Arma 3 is enabled to allow inbound and outbound traffic for both private and Internet connections. Using Hyper-V, I configured a simple CentOS virtual machine (EPEL repository enabled so I could get all of the necessary ancillary library files) with one dedicated core and 4 GB of RAM. This gave me a standalone Linux server with its own IP address. (P.S. If you are unaware, Windows Firewall does NOT affect any Hyper-V VM.) From that configuration, I tried two different ways to set up and run a vanilla Arma 3 Linux server. The first avenue that I tried was the Linux Dedicated Game Server Manager. The second avenue that I tried was to follow the Arma 3 wiki instructions here. As I noted above, neither route worked so I started wondering if the Linux server had been abandoned. Maybe I was dealing with a version mismatch. For my final attempt I tried Tophe's Arma Dedicated Server Tool to start up a Windows based server. I had once used it for Arma 2 with OK results. Going this route, I shut down Steam, used TADST to start the Arma server, restarted Steam, started Arma 3, then tried to connect. Same result as before. At this point I'm at a loss. I have three questions: What on Earth am I missing? What can I try to troubleshoot this? Is there some other approach that I can try with an expectation of success? Any suggestions would be gratefully accepted. TIA
  14. Sorry, I just tried to DL this test mission as I'm also struggling to get this all working correctly. Unfortunately, I'm getting a 404 error. Is it still available somewhere? TIA === Never mind. I figured out how to get it from the Examples link in your signature. Thank you! I'm looking forward to trying it out.
  15. You're absolutely correct. The one thing that OFP lacked for really good PvP was a decent JIP system. We get that with ArmA but seem to have traded away the smooth play that made the original MP gametypes so much fun. :(
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