ANG3L
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Everything posted by ANG3L
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Deadeye just create a new group for yourself in the vehicle group menu that should break existing group. edit lol to late
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This guys good if your in the UK; http://www.gamingdeluxe.co.uk/
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Queens Gambit user's should be fine if the server admins do this, this is how signature checking is set up on ours at the moment. Signature checking is the last resort along with Doolittle's hack scanner to try to keep a clean secure stable server. I don't want to have to stop people using mentioned addons above but when the servers being caused to crash every 2 hours they is no other choice.
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This is the trouble, no one has created a signed key for there addons, if these keys where available I'd put them on the server. Chammy's sound mod, FDF sound, BPA real sound, Madmatts arma effects, Modern warfare sound, eu.sixsence tracers, etc. Its no good server admins doing this, we need universal keys by the mod makers them selfs.
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No your not talking bollocks m8t, I fully agree with this 100% Only way to have some decent security on the server's and still allow certified addons. Sick and tired of the server being crashed by inconsistent addons. edit and Gits
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sample_globalserver.sqf Note some addons may use events a lot like adding effects, etc. so we will need to sort this out. Adding this code may remove a lot of people from your server that use addons. I am posting this for help... if anyone out there knows what I mean and what I realized last night. (No not that, the other thing) I trust everyone is running a server with this in their server.cfg? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">checkFiles[] = { "Dta\bin.pbo", "Dta\core.pbo", "AddOns\A10\config.bin", "AddOns\A10\config.cpp", "AddOns\air3\config.bin", "AddOns\air3\config.cpp", "AddOns\air\config.bin", "AddOns\air\config.cpp", "AddOns\animals\config.bin", "AddOns\animals\config.cpp", "AddOns\Anims\config.bin", "AddOns\Anims\config.cpp", "AddOns\buildings\config.bin", "AddOns\buildings\config.cpp", "AddOns\Ca\config.bin", "AddOns\Ca\config.cpp", "AddOns\characters\config.bin", "AddOns\characters\config.cpp", "AddOns\desert\config.bin", "AddOns\desert\config.cpp", "AddOns\IntroAnims\config.bin", "AddOns\IntroAnims\config.cpp", "AddOns\language\config.bin", "AddOns\language\config.cpp", "AddOns\misc\config.bin", "AddOns\misc\config.cpp", "AddOns\miscUS\config.bin", "AddOns\miscUS\config.cpp", "AddOns\missions\config.bin", "AddOns\missions\config.cpp", "AddOns\plants\config.bin", "AddOns\plants\config.cpp", "AddOns\roads\config.bin", "AddOns\roads\config.cpp", "AddOns\rocks\config.bin", "AddOns\rocks\config.cpp", "AddOns\sara\config.bin", "AddOns\sara\config.cpp", "AddOns\signs\config.bin", "AddOns\signs\config.cpp", "AddOns\sounds\config.bin", "AddOns\sounds\config.cpp", "AddOns\tracked\config.bin", "AddOns\tracked\config.cpp", "AddOns\ui\config.bin", "AddOns\ui\config.cpp", "AddOns\UIFonts\config.bin", "AddOns\UIFonts\config.cpp", "AddOns\voice\config.bin", "AddOns\voice\config.cpp", "AddOns\water\config.bin", "AddOns\water\config.cpp", "AddOns\weapons3\config.bin", "AddOns\weapons3\config.cpp", "AddOns\weapons\config.bin", "AddOns\weapons\config.cpp", "AddOns\wheeled3\config.bin", "AddOns\wheeled3\config.cpp", "AddOns\wheeled\config.bin", "AddOns\wheeled\config.cpp" }; Doolittle Yeah thats pretty much what we have with the checkfile's bit above doolittle. Just regarding what Gaffa said yeah we have being having a spot of bother with this xam code; Doesn't seem to lock them out though. Like the idea of the other code snippets above being able to allow normal mods like sound mods to run, but stopping people running other customs like weapons, recoil, and such because when people start over righting core game files and stuff, there's no way of really knowing what they are bloody doing. but with regards to the event handles wouldn't this stop such mod packs like eu.sixsence, or arma effects etc that would to me come across as legitimate mods? We don't mind mods within reason, but if mods in question are going to cause our server to b0rk all the time then where going to haft to filter them. Another reason why I think BI should have a universal mod folder in the arma directory, that the engine refers to stop people over righting core game files for Pete's sake. Client says left, server says right, client says left left left server b0rks.
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Good question Answer no mods needed on the server just key file.
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thanks Doolittle very good more burden lifted.
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Tis all active on server now, btw Doolittle I mailed you some questions regarding it thanks.
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We'll its definitely having an impact for the better that goes without saying, and having something is far better than having nothing! and the ongoing support that Doolittle offers with it is great. We will not lock our server away!
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we'll its working server's being full all night lol good stuff.
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double post
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We'll m8t it would seem as if that lot are having a big feud in camp atm was reading yesterday, with regards of them going around crashing server's because they couldn't have it there own way. Didn't see anything pertaining to an update. Still no crashes on the server over the course of the last week all seems well, So turning one of the server's scanners off definitely helped.
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Yeah maybe we'll I think the server might have being getting overloaded in the last few case's so I deactivated one of the server's internal scanner's and left your's running in stock flavor. So far so good the other night we had a De sync but no crash so fingers crossed still testing.
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Lo all, After playing tonight using the same method as just mentioned with your string of code edited into the files the server has just gone down again, but this time they was no one connecting to the server nor was they any reports of spawn spamming or artillery spamming. The other thing that I have noticed in all 3 cases of the server locking up, is that when it happens they is generic game marker placed on the main map in the city a red square with a plus sign in it, not long after noticing this the server dies. However it must be said that while running the anti hack scanner with rundll's addon with the two older versions of evolution Evo3.0 and EvoRed.b9, we had no such problems in what little time we where running them on the server. So weather or not they have found a way around the anti hack scanner altogether, or they are exploiting something in the new Evo series I really don't know, maybe a bit of both? or just maybe this is a new Evo problem which remains to be seen. Kiljoy has a copy of the server's crash log files which logs two of the three crashes mentioned. Edit: the server always seems to die after four+ hours of game play. And it always seems to happen 3 cities into the mission on both new Evo maps.
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Interesting.
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Server went again late last night, after modifying the 2 new Evo maps back to the Doolittle's method. but they was a guy artillery spamming so I'm not sure if that crashed the server or something else. Edit: All the AI had being frozen on the spot again and I as flying around not realizing the server had gone tits up, see all players are listed as if the games still running, and you can still move around in the environment. (had no reports of zombies etc before I clicked it had gone.) Having read what has being said above now that you mention it yeah stress on the server has increased particularly around when people are connecting especially more when they is more than one person joining, both with runddl's addons and even with it is off and where using stock Doolittle's method. rundll ill mail you the report in fact ill mail both of you it.
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Ok will do when the server's quiet and I get 5 mins.
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Yeah we do I didn't bother editing the new Evo red or blue because i was using rundll.exe's addon. so I dont know which of the two has broken if they have? I can send you both logs etc if you need them? to try to find out what happened.
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We'll the server's being running great for the last two night's and tonight up until 1:00am we had huge lag and reports of the server was being hacked, this was confirmed with zombies at the radio tower on the city we where on at the time. Edit little bit more details: The server then went down, but from my end everything still appeared as if I was still connected to the server, once I was on the ground I could see that all the AI had being frozen on the spot, and that I could no longer communicate with the people on the server. Haven't checked the log files yet but will and post back weather this was pub hack or private i don't know. Doolittle soon as I have the log file ill send it your way bud, I'm going to keep this active on the server till we can find out if this was private one or pub if private we can ban that person.
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Sweet active on server now.
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We'll its all up and running on the server now, with rundll.exe's addition and all seem's fine, although where not running any mods on the server. I've done basic search on the arma_server.rpt file inside the server for the specified string (ClassCheck not found) but have had no returns so far, unless I'm looking at wrong .rpt file. Is they any way to output such messages to there own separate log files?
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Thanks bud, I'm going blind.
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Some bios give you the option to switch the flavor of the bus port appropriate to the card you have bought / want to use, depending on what your motherboard supports that is. Ie; pci, agp, pcie, x2pcie Sli/Crossfire and of course on board that falls into its own category. In short if you have a external agp card then set the bios to use the agp slot, if the card is pcie then set the bios to use pcie slot. same goes for the older pci ports. agp on board is simply on board graphics on/off
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Any more word on this?