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Posts posted by HitmanFF
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@The problem with squad.xml:Sounds like a problem in resolving the hostnames of the squad xml's.
[*] Are the nameservers that are being used by the linux server responding fast enough and not taking seconds or longer to respond?
[*] Is the server actually able to resolve hostnames?
[*] In any case, using the NSCD (altough I have no experience nor much info on it), or caching features within a local DNS server, might help incase of squad.xml's from different players, hosted on the same websites
Unfortunately it doesn't seem to be the case of faulty or slow name resolving. The main server I'm using has a vmware + windows XP setup on top of linux, so both the Windows and linux arma servers are using identical DNS servers with alsmost identical connection parameters.
The 2nd test box has a (caching) DNS server running, and it's behaving exactly the same.
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A member was already gaming and i was joining the session, when he got not even the chain symbol (red or yellow), but experienced the same effect, as if the ofpserver (comparable) has crashed: having all the playerobjects running on the same position without really moving.My connection process on the other hand went fine as usual. When i was in the game and connected, his session was also continuing.
Has anyone experienced similar effects?
Yes, I indeed experienced the same issue. Server performance dropped to 0 fps for a short while (during the connection phase of the player with squad xml), which would make it seem like the server had crashed.
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Seems that using a squad.xml will slow down the connecting phase considerably: I removed the URL from my player's profile and my connection time dropped from 40 sec to 3 sec.
This difference occurs both on Ubuntu 6.06 and 7.04.
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But the param -cfg= is meant to be used for a serverconfig and not the arma.cfg?!The server is creating an arma.cfg like it is creating the user directory, but it is somewhere down the street and not actually inside the ArmA directory. But this is maybe an outcome of the fact, that the admin is currently running as root
The one and only userconfigfile one can use is the whatever/player/player.armaprofile/ ??
Edit: No seems not. We put an additional subdir into it, a user big_bad_admin at first but it seems not to work.
The server then creates a directory called big_bad_admin in the ArmA root directory when it was started with the param -name= ...
According the biki on start up parameters, there is both a -config= for the server config and a -cfg= for the arma.cfg.
The arma.cfg created by arma is in the / (server root directory) of the server, probably indeed because I was testing while being root.
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The player/player.armaprofile is working fine on my setup; the difficulties set in there are effective.
I'm having serious issues with (lack of) bandwidth usage though. According the biki, you should set those in arma.cfg.
But one question remains: where is the third configfile, the arma.cfg?As I was unsure of its default location, I've added <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-cfg=arma.cfg to the startup command line.
But connecting to the server takes a very long time (from xxx connecting to xxx connected will take well over 50 seconds, whereas it's 5 seconds max on the Windows equivalent), and I'm getting multiple 'network message pending' messages, which I assume also are related to bandwidth:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Server: Network message c737 is pending
Server: Network message c737 is pending
Server: Network message c737 is pending
Server: Network message c737 is pending
Server: Network message c737 is pending
Server: Network message c737 is pending
Server: Network message c758 is pending
Server: Network message c759 is pending
Server: Network message c75a is pending
Server: Network message c75b is pending
.
We've only tested the server for a short while last night, since after less than 30 minutes it turned inresponsive (all other players ran on the spot, unable to kill them), though there was no 'session lost', red link or any other sign of server disappearing.
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Looks like the profile is located at player/player.profile for me.
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I updated the archive with newer version of the beta of Linux server.We can't reproduce the crash but we believe it's probably related to
http://www.hostingforum.ca/170823-floating-point-ex-running-any-c.html
Please try to download the server again from the same link and let us know if it helped.
You nailed it!
Server running fine now on Ubuntu 6.06 LTS
My compliments, gentlemen!
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Anyone with the crashes, please could you enable core dump and send us the dump?Best is to email it info@bistudio.com and notify myself about it here on the forums.
Mail sent.
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We already know about at least 2 ubuntu servers running so it will be interesting to figure out why this is happening on the other.Ubuntu 7.04 seems to be running fine, whereas Ubuntu 6.06 LTS is giving the FPE trouble.
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Followed the instructions, started the server and only got <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Floating point exception
Linux distro is Ubuntu 6.06 LTS (kernel 2.6.15-7) 32 bits, on an Intel E6600 dual core.
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The problem is that we don't even have the game in our stores (beleave it or not)!!!Second,you can't simply buy it from another country 'cause the shipping costs are way too expensive!I suppose this is why you can buy the game online
Voted "yes" as well.
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3 copies: A Czech copy (got it by mail a week after its initial release), a German copy (because I couldn't read Czech and wanted to get rid of the Starforce protection) and finally a UK copy (because I got a 5 euro discount on it - silly reason, I know).
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There are two omissions in your drop script, as far as I can see. _weapon is not assigned any value, and you will always pass the #Droplaw part, because you don't jump over it in case the weapon is not the I44_PzFaust.
I can't test it for you, but this should work better:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit =_this select 0
_weapon = _this select 1
~1
?(_weapon == "I44_PzFaust"):goto "DropLaw"
goto "exit"
#DropLaw
_unit action ["Drop Weapon",_unit,0,0,"I44_PzFaust"]
goto "exit"
#exit
exit
One thing to consider is to remove all I44_PzFaust ammo from the player (at least if you're able to carry more than one rocket for it) after firing. Otherwise you'd be able to pick up the Paunzerfaust from the ground, reload and fire it again.
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I tried the following script, and it worked in MP on a dedicated server:
test.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@ (time > 1)
hint format["%1", typeOf player]
~10
_newunit = group player createunit["SquadLeaderE", position player, [], 0, "FORM"]
selectPlayer _newunit
hint format["%1", typeOf player]
~10
_newunit = group player createunit["SoldierGNOG", position player, [], 0, "FORM"]
selectPlayer _newunit
hint format["%1", typeOf player]
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "test.sqs"in the init field of the initial unit.
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UKF have made a LAW80 launcher that got dropped on the floor, and replaced with an empty one (to prevent being picked up again) after firing.
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MSN servers are blocking .info URLs (amongst others), apparently due to .info domains being used by spammers a lot.
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Before the isServer command was available, you could check by creating a game logic (in your question called server) on the map and check for its availability by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local server)
So if the logic is available, it means it's the server.
The isServer command has made this construction redundant basically.
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Please change the status for FUSION to 'Active and recruiting'.
Thx
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You could consider changing the waiting part to
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_start = time
@stoptimer
///here its waiting for me to finish///
goto "showtime"
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...when you roll through the grass and you get disoriented because your view doesn't remain horizontal.
...when you actually have something to contribute to this thread.
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I guess the idea that someone might want to run two copies of the game on a multiprocessor server never crossed the designers minds.I suppose the designers had the port assignment in mind for running several copies on one server. Works like a charm
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The ofp server needs all file names (pbo's etc) to be in lower case. Try to compile tolower.c with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">make tolower, then run <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">./tolowerfrom the ofp directory.
Then try running the ofp server again.
Good luck
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There's one major draw back for me, and that's the fact that it has to be integrated in the map. That means for me that responsibility is both on the server admin (for making the server sided addon available on the server) and on the map maker (for adding the call). The map maker would either be making a map that cannot be run on servers that don't have the addon present, or he'd have to add the option to enable the frame work or not (e.g. through param1/param2 selection).
If it was possible to run the frame work as part of the server sided scripting, e.g. on a onUserConnected event, I'd definitely say yes. That way the map maker is not burdened with integrating the framework (even if it's just one single command to add), and the server admin would not have to limit his choice of maps to those using the frame work.
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Start the server binary, not the script and he will tell you the reason he aborts.Please try and start the server binary directly, to see what's happening:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cd /home/gr/ofp
./server -config=server.cfg -port=2302and check for any output.
The start of this thread has a number of solutions for the ofp server not starting up as it should. glibc version, server's host name and dns resolution issues are the most common causes for servers crashing/dying.
Linux server beta
in ARMA - MULTIPLAYER
Posted
With squad xml it's 4-5 seconds on a win32 server, 34 seconds on a linux server (latest build).
It seems that the server doesn't freeze up completely anymore, but the long waiting time is still there.