-
Content Count
2558 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Defunkt
-
Problem installation linux lenny 64 bits
Defunkt replied to CrZy's topic in ARMA 2 & OA - MULTIPLAYER
What user are you running it as? Have you set the correct permissions on all files and folders? i.e. chown <username>:users <gamedir> -R What's entered in the arma2server configuration block? ARMA_DIR=. CONFIG=server.cfg PORT=2302 PIDFILE=${ARMA_DIR}/${PORT}.pid RUNFILE=${ARMA_DIR}/${PORT}.run LOGFILE=${ARMA_DIR}/log.${PORT}.txt SERVER=${ARMA_DIR}/server -
Problem installation linux lenny 64 bits
Defunkt replied to CrZy's topic in ARMA 2 & OA - MULTIPLAYER
I had a similar problem with lower.c not compiling though I had checked gcc was installed, I think perhaps it was not in my arma (non-root) user's path (or whatever is the Linux equivalent). What I did was seek out the following shell script (I uploaded as lower.sh, then made executable with chmod 777 lower.sh then ran with ./lower.sh) to recurse through sub-directories setting everything to lower case (only need to do it once between updates), it may be that those errors are the result of some files still being in mixed case. Use at your own risk, I don't sprechen sie Linux terribly good. #!/bin/bash # Filename: rename.sh # Description: Renames files and folders to lowercase recursively # from the current directory # Variables: Source = x # Destination = y # # Rename all directories. This will need to be done first. # # Process each directory’s contents before the directory itself find * -depth -type d | while read x do # Translate Caps to Small letters # Space > Underscore # y=$(echo "$x" | tr '[A-Z ]' '[a-z_]'); y=$(echo "$x" | tr '[A-Z]' '[a-z]'); # create directory if it does not exit if [ ! -d "$y" ]; then mkdir -p "$y"; fi # check if the source and destination is the same if [ "$x" != "$y" ]; then # move directory files before deleting ls -A "$x" | while read i do mv "$x"/"$i" "$y"; done rmdir "$x"; fi done # # Rename all files # find * -type f | while read x ; do # Translate Caps to Small letters # Space > Underscore # y=$(echo "$x" | tr '[A-Z ]' '[a-z_]'); y=$(echo "$x" | tr '[A-Z]' '[a-z]'); if [ "$x" != "$y" ]; then mv "$x" "$y"; fi done exit 0 -
Choice! Something I've wished for.
-
Is this like how you were going on and on telling us OFP:DR was going to be the best thing out and how our scepticism was just "fanboyism"?.
-
Mando Missile ArmA for ArmA 2
Defunkt replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry, just tried again and the problem is back, only this time I cannot lock. ---------- Post added at 01:49 PM ---------- Previous post was at 01:46 PM ---------- Darn, and now gone again. -
Mando Missile ArmA for ArmA 2
Defunkt replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I experienced the same thing (AH-1Z sidewinders would lock but not fire) but didn't think a great deal of it at the time (was in the middle of something else). Just tried again now using ACE Build 208 and can fire fine every time, perhaps fixed in all the work they've been doing with eventhandlers in recent builds. -
Making addon vehicles use ACE damage/crew settings?
Defunkt replied to TristanYockell's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Consistency in these matters is of great importance to Vilas according to my recollection of a recent discussion, I'm sure he would accommodate you by creating whatever selections were required or suitable equivalents. This is a good initiative, I hope you can collaborate successfully together. -
Kegetys ArmAII Launcher v1.01
Defunkt replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've used this for ages (A1 & A2), even wrote a little pre-launcher to do mod detection/removal, automatically show descriptions based on the filename of the first txt/pdf/htm found, select the Beta executable when [Ctrl] was pressed and/or Windowed mode when [shift] was pressed. Was planning to add mod ordering to that also but I guess now I don't have to. -
Debian Etch, new ArmA 1.05 upload and server install, log file shows... WATCHDOG (2396): [Mon Jan 4 11:00:07 NZDT 2010] Starting server (port 2302)... Inconsistency detected by ld.so: dl-version.c: 230: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed! WATCHDOG (2396): [Mon Jan 4 11:00:07 NZDT 2010] Server died, waiting to restart... ...repeatedly. A Google for this error throws up many results but little I can make sense of. A recent example... http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=546281 ...resolved with: "I have now added libwrap0 and libgdbm3 to ia32-libs myself and I can confirm that this resolves the issue. Skype is working correctly, including pulseaudio support. Please add libwrap0 and libgdbm3 to ia32-libs and close this bug." Help please Linux gurus!
-
Linux Server "Inconsistency detected by ld.so"
Defunkt replied to Defunkt's topic in ARMA 2 & OA - MULTIPLAYER
Good Lord, I MD5'd the whole 8GB upload but didn't think to for the server package, MD5 check fails, re-uploading, will post back shortly. ---------- Post added at 02:44 PM ---------- Previous post was at 02:36 PM ---------- Woot! Another ArmA2 server is online! By default FileZilla treats all files without an extension as ASCII. Thanks ever so much for your help with this Killswitch. -
Linux Server "Inconsistency detected by ld.so"
Defunkt replied to Defunkt's topic in ARMA 2 & OA - MULTIPLAYER
Hi, thank you for responding. 1. Didn't actually know but from 2) below I would say 32 bit. 2. server1:~# uname -a Linux server1.anzins.net 2.6.18-6-686 #1 SMP Sat Dec 27 09:31:05 UTC 2008 i686 GNU/Linux 3. server1:/home/arma# dpkg -s ia32-libs| grep Status Package `ia32-libs' is not installed and no info is available. Use dpkg --info (= dpkg-deb --info) to examine archive files, and dpkg --contents (= dpkg-deb --contents) to list their contents. 4. server1:/home/arma# ldd ./server Inconsistency detected by ld.so: dl-version.c: 230: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed! server1:/home/arma# ldd ./battleye/beserver.so linux-gate.so.1 => (0xffffe000) libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb7e08000) libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb7e04000) libpthread.so.0 => /lib/tls/i686/cmov/libpthread.so.0 (0xb7df2000) /lib/ld-linux.so.2 (0x80000000) -
New Sound Mod in the making, slowly but surely
Defunkt replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As I understand it an API to allow mod teams to manage their own distribution is in development. In the meantime I guess it is a little more dependant on Sickboy adding updates. HERE is a list of mods currently available, you'll see it already includes several sound mods. I suppose Sickboy would need to be approached either by PM here or (better) by posting a support request at DevHeaven in the six-updater project space. -
There may be others but Valve is the only developer I know of that provides such a facility and AFAIK only for games using their Source engine.
-
New Sound Mod in the making, slowly but surely
Defunkt replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Please consider distributing via six-updater, it's perfect for large mods in flux. -
Please use THIS forum for this subject. Please also search before posting questions that have been answered numerous times before.
-
It might be if it hadn't been brought every two months like clockwork for the past however many years.
-
Arma 2 Addon request thread
Defunkt replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Watkins Island Namalsk -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Defunkt replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Choice is good but getting everybody setup with the same addons can be a nightmare (however much improved with six-updater). This is where ACE is so strong in that it defines a standard which many (most) people can adhere to. Best mechanism for choice is to include as much as possible but make everything optional so a server-op can decide what they want used on their server but it still only requires clients have the one mod installed. -
Ultimate Realism
Defunkt replied to infiltrator_2k's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dude, not a single one of the people of who makes mods is short of ideas of their own, that's why they learned how, what they are short of is hours in the day. This forum would quickly become a total waste of time if everybody with a bright "somebody should make..." idea were permitted to start their own new thread for each one, especially ideas as obvious and generic as this one. Normally these are closed pretty quick and I cannot for the life of me see why this one hasn't been already. Your options are make it yourself or wait until somebody who can decides for themselves that this (whatever this is) is something they would like to make. -
VILAS addons release thread
Defunkt replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any chance we might see your work available on the six-updater network? It sure makes keeping up-to-date a LOT easier. -
Footmunch/eddyD F-16 in ArmA 2
Defunkt replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow, big improvement, and presumably you're re-making the cockpit normal maps? The previous ones sometimes caught the light in slightly unfortunate manner. Can I ask if you will be making any changes to the way the classes are presented? Might I suggest that this... Creates less clutter while keeping everything easy to find. Acronym "US" follows ACE convention (without periods). Class names need not change so missions shouldn't break. -
It is quite challenging after all those years of playing with the floaty camera viewpoint present in most shooters but I've come to consider ArmA's system (I assume BIS established their MoCap studio in between OFP and ArmA) closer to reality. People (especially those wearing combat boots) don't glide through centimeter-fine adjustments, they take a big step, a small step or no step at all. It's also part of why we enjoy such authentic player animations viewed in the 3rd person. It is especially challenging in and around buildings but if people would walk rather than run in those circumstances (as one would 90% of the time in RL) the difficulty is much reduced. Also I think I read ACE will include some more forgiving collision models (weapon lowered) developed by kju. Only alternative is a whole new blended (& interuptible), skeletal animation system which would take BIS much work to create and would probably still compromise the look of the animations viewed in 3rd person.
-
Mando Missile ArmA for ArmA 2
Defunkt replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have thought about another pass over the Javelin to add battery life tracking, revised thermal vision effect and the correct fixed zoom options but right now there are other more significant items to be worked on. It could happen but isn't being worked on at present. -
Wow, cool, much needed, what's the cockpit like? ---------- Post added at 06:32 PM ---------- Previous post was at 06:29 PM ---------- AND: Might we also see the RACS Mig-21 for the ChDKZ?
-
ArmA2 Point! (as in "hey you, go there" *point*)
Defunkt replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Agreed, I just think it's the lesser evil to forgo that ability in favour of preventing it being bounced like a ball on the horizon. You could in fact still allow vague areas to be described if you did something like expand the blob (and decrease opacity) while also holding the LMB down (to represent a broader waving gesture), release the LMB and it shrinks to its usual size. Of course it is easy to suggest such things when I'm not doing the scripting...