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killswitch

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Everything posted by killswitch

  1. killswitch

    Very Important poll - Useful for FFUR!

    Guys...the matter is not something that one should decide with a poll. DBR_ONIX hinted at the solution on the first page: use the registry to find the OFP installation directory. The installation directory is kept in one of these registry keys <ul>[*] HKLM\Software\Codemasters\OperationFlashpoint\MAIN (Old OFP patched to Resistance) [*] HKLM\Software\Codemasters\Operation Flashpoint\MAIN (GOTY version) Note the space in "Operation Flashpoint" for the GOTY registry entry. A proper, working installer therefore checks for existence of either one of these and acts accordingly.
  2. killswitch

    Sinews of War - The New Resistance Campaign

    Yep. The Zeus Resistance server has the missions (Latest Aug 1:s). Adress? zeus.gotf.net:2302. Runs ECP too, for extra fun
  3. killswitch

    ECP 1.085 Released!

    Is that "ECP-server" (hyphen,'-', wrong) or "ECP_server" (underscore, '_', correct)? Make sure it's called "ECP_Server" Keep the files where they are. Copying the bin/*.cpp files to the OFP root folder is not needed on Windows servers - it's a bug in the Linux OFP server program that makes this necessary. DSAI is disabled (off) by default in the ECP_settings.sqf file that comes with the dedicated server files. Edit ECP_Settings.sqf to enable it again:
  4. killswitch

    ECP 1.085 Released!

    The ECP readme that you're supposed to read, tells you to do the following But instead, you did this: I'm sure you can see there's a rather large difference there. You're close. You just need to do what the readme tells you to. The part you've done in CfgVehicles for AB_Bodyguard is fine. It's just the above you need to fix.
  5. killswitch

    ECP 1.085 Released!

    Looking at the "Making ECP compatible addons" section in the ECP readme I'm puzzled at how you could possibly have failed to accomplish this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers : ECP_Eventhandlers { init="_this call (ECP_resources select 40);_this exec""\BSF_infantry\scripts\init_soldier.sqs"""; };but there you have it. That solution is equivalent to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers : ECP_Eventhandlers { init="_this call ECP_EH_handler_init;_this exec""\BSF_infantry\scripts\init_soldier.sqs"""; };which will get you backwards compatibility with older ECP versions. PS. Before anyone comments on my replacing "[_this select 0]" with "_this", just hold that desire to be witty and think it through. Thorougly.
  6. killswitch

    ECP 1.085 Released!

    Yeah, I get that a lot... The Zeus servers currently run ECP 1.085. They are running on a Linux machine. How can that be, you ask? Read my post in this thread: ECP 1.085 released! (Page 2, some ways down) <ul>[*] Download that "special ZIP file" for dedicated servers off the OFPEC ECP page linked to by mathjis [*] Unpack the ZIP file into the OFP server folder just like you would with any other mod [*] Make sure all file names are in lowercase (Use tolower) [*] THE TRICK: Make a new, empty folder named scripts in the OFP folder [*] Alter your start script to copy @ecp/bin/*.cpp and @ecp/bin/*.h to the ofp server folder (the top ofp folder, where the server program and start script is) [*] You're good to go. So, the trick to run ECP on linux servers is this: <span style='color:red'>make an empty folder named "scripts" in the top OFP folder</span>. The end. BTW, the part about copying text-based bin/*.cpp files (and, for ECP, the sound.h file) is the same thing you do when hosting FDF mod, which also has a text-form core game config. The only remaining issue is to figure out how to remedy the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><playername> uses modified config file - cfg/CfgVehicles/ECP_MKII/that appears when connecting. Most likely, this is due to clients having the "full" DynRange/whathaveyou config while the server has a cleaner core config. <span style='color:red'>EDIT:</span>Found the reason - in the server files archive, the config.cpp therein defines class ECP_MKII as having private scope whereas the client installs a config that has said class defined with protected scope. The fix is to add a line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">scope=1; to class ECP_MKII in the server config.cpp.
  7. killswitch

    ECP 1.085 Released!

    Nope. That's a config issue with CoC_Arty itself. See here for help: CoC obhum not found.
  8. killswitch

    Supreme Commander

    Let's see here...2005 gets us <ul>[*] Armed Assault [*] Falcon 4: Allied Force [*] Supreme Commander I hereby pronounce 2005 a good year in gaming
  9. killswitch

    Which OS for MP server?

    Both <insert MS OS here> and <insert Linux distribution here> needs to be maintained and patched ever so often, so the grass is equally green on both sides of the fence in that regard. I say try both and use whatever works for you. Keep in mind though, that giving MS money is to endorse things like TCPA, so you'll need to start thinking of what to tell your children in the future when they ask you about such strange things as "freedom of choice"...
  10. killswitch

    What can we do with JIP?

    These are the ones I will assign to the scout or "SF" sections "Want a M82 Barret? Sure, take two while you're at it". "Want to be a l337 D3lta Operator? You too? Why, you both can!" They can then board the next C130 or whatever that will do a nice HALO drop of them behind enemy lines, sporting their NVG:s that glow green in the dark ('cause it does that in the X-box game daddy got for me') and all that. I'll then have my S1 note them in the logs under "Cannon fodder..."
  11. killswitch

    Armed Assault - development suggestions to BIS

    I'll echo the wish for the scripting commands introduced in VBS-1, at least the ones for creating/handling markers/triggers and waypoints. Also, fixes for the many issues in handling AI squaddies in MP ("locality issues"). One example is losing the ability to order them to disembark from vehicles not local to your computer.
  12. This happens because of a capitalisation quirk in the CfgGroups definition of the config.cpp in RHS_RFMI_Scripts. What happens that a group will be placed in the editor, but the units that are being placed sort of "don't exist". When you hover your mouse pointer over a unit in this newly placed unit, it will show the correct label, e g "Motorized Infantry Officer (Flora)" but if you double-click it to make it playable, OFP gets confused and in this particular case tells you its a Spez. Team Leader. Let me show you why - take a look at CfgGroups in RHS_RFMI_Scripts\config.cpp. In it, units are listed like so: The problem? There are no units named "rhs_rfmi*". There are however units named "<span style='color:green'>RHS</span>_rfmi_*". "RHS" needs to be in capital letters since that's how they are defined in CfgVehicles above. OFP is case-sensitive here. Tadá! Problem solved
  13. killswitch

    Need help fixing a script! drain.sqs!

    Provided you use this corrected addEventHandler call: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["engine",{_this exec "drain.sqs"}]the following will work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 _ison = _this select 1 ?!_ison:exit #drain ?!(isEngineOn _vehicle):exit ~5 _vehicle setFuel (fuel _vehicle) -0.02 goto "drain"
  14. killswitch

    SB Live! problem

    It is not until the Audigy 2 that the dillettants at CLabs have been able to produce a PCI-compliant sound card. They are the VIATech of sound cards, basically. Incompetence incarnate. Knowing that they couldn't compete on quality and competence, they do what large companies does in that case - sue. CLabs have step by step litigated to death and subsequently bought up any competitors and are now basically the only maker of sound cards. In the waning hours of PCI, the A2 arrived, which seems to be somewhat PCI and ACPI compliant. That takes care of the hardware part of it. Do I need to start on the driver/software part? Didn't think so... I fully expect them to release PCI-Express cards that somehow manages to interfere and disable any other PCI-E peripherals in the system. From reading about PCI-E one could imagine this being impossible, but I remain confident that if anyone, the monkeys at CLabs will do it!
  15. killswitch

    help - linux server and random restarts

    I'd like to have a peek at that file You bet it is, especially if you're not used to it. And in the end, it's about as rewarding as unclogging public toilets - making addons actually work doesn't win you accolades or nice screenshots...1 - Deconflicting the server restart sequence Oh...I'm not sure I know what the exact problem is yet. This just struck me... that start/restart script could use a delay between the stopping and starting of the server. Like this: That sleep <time in seconds> might deconflict the stopping and starting of the server, solving the "port not available" problem.2 - OFP and SMP/SMT machines Furthermore, another thing comes to mind. OFP doesn't seem like being task switched between processor resources. You might cure some of the "lagginess" by locking the OFP process to one of the processors in the server. How do we go about doing this? Here's an excerpt of an edited ofpstart script, near the "start" part that will do just that (assuming the taskset command is installed on the server):
  16. killswitch

    help - linux server and random restarts

    Looks ok. You understood me right - that's just what I was wondering. I take it that script is the one being run from the web page where you restart the server from? It looks like it should work. Where do those four lines come from? No need to - things seem to be setup alright. The problem you see comes from broken addons (<span style='color:red'>lack of proper addon dependency declarations</span>) leading to all kinds of problems, one being dedicated servers refusing to load missions. Unfortunately, 90% of all addons out there are like that... useless crap despite being all flashy and glitzy. AFAIK, this issue affects Windows dedicated servers too. Ok. For Å40/month, I think further problem solving can and should be performed by the game hoster's. If they are unable to solve it, they need to start hiring... Your access to the server is too limited to do proper problem analysis and solving.
  17. killswitch

    help - linux server and random restarts

    Near the beginning of the script ofpstart you should find this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#======================================================================= #======== CONFIGURATION PARAMETERS ======== #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ======== #======================================================================= OFP_DIR=/ofp CONFIG=${OFP_DIR}/server.cfg PORT=2302 PIDFILE=/var/run/ofp_server.${PORT}.pid RUNFILE=/var/run/ofp_server.${PORT}.run LOGFILE=${OFP_DIR}/log.${PORT}.txt SERVER=${OFP_DIR}/server #======================================================================= I need to know how that part looks on your side. Also, is "ftp access" the only kind of access you have to the server? If so, how or what issues the "batch" command ofpstart?. Have the hoster automated that somehow or are you not giving me all the details? It's possible that you actually have shell access (ie the possibility to get a command line window ('DOS prompt')) via SSH. If that's all gibberish, don't fret. The details from the start script will help us get further. Either by simple testing from a command shell or by asking the hoster. Not sure what you mean here... of course you wouldn't see this particular problem on a Windows machine, since it's way of doing things is different. That said, the issue you have is probably dead easy to fix. I have this feeling that I could fix it in, oh, under a minute if I had shell access to the server in question. What takes time is this "un<bleep>ing by proxy" that we're doing over the forums. There really is no upper limit on the server CPU speed and you'll probably run out of money before you're satisfied. Take a look at Mal's signature above, for the RN server. That's the ballbark, I'd say.What they have done is build their own server and then overclock it to squeeze out even more performance of it. That machine is then colocated at some...well, colocation site where you rent shelf space for your server. This is different from renting a server from some flashy game hoster company, since they operate in a different way. A game hoster prefers to be able to host many games on one server ($$$) and that is quite possible for other games. OFP however, is a game hoster's nightmare in that it wants the whole machine to itself and then some, so to speak. In essence, the best way for you guys to get an enjoyable server is to to the same - a DIY server placed at a colo center somewhere.
  18. killswitch

    help - linux server and random restarts

    There seems to be two instances of the watchdog (just an instance of the ofpstart script) running and they seem to be fighting. Also, I need to know if you guys have noticed that the start script ("ofpstart") has parts that need to be edited to suit the particular setup you have on the server. That script needs write access to some runtime state files and it may or may not have that. Re the "lagginess"...well, you're running an OFP server on a Athlon MP platform. That's a DDR266 memory platform and its old and crusty and above all s-l-o-w. OFP likes two things: fast memory and fast processors. Is the game hoster running any other MP games on that very machine? If so...fugheddaboutit. OFP eats CPU like nothing else. It can be fixed, but the hosting company needs to hire competent people to run the business...
  19. As an SP mission, this is CoC CE material. Add to that CoC UA and you have the bare neccessities in "props" upon which to build the mission.It's definitely possible for a coop variant too, without the CE and with player-controlled tank platoons and lots of playable slots for the mech platoon and engineers. I can't see this done properly without the WGL mod/addonpack (War Games League, currently in version 4.12, 5.0 in the works). It has a full kit of suitable addons. No, they are not shiny or glitzy and don't do well for OFP combat photo thread whoring since the explosions don't look like from a Bruckheimer flick, but I sure hope that's not what you're after, right? PS:<ul>[*] MRR = Motorised Rifle Regiment [*] FSE = Forward Security Element [*] AGMB = Advanced Guard Main Body, I guess...
  20. killswitch

    FlashFx Units Replacement pack 5.0!

    The problem isn't FFXUR or FDF but the fact that Kegetys' S&W revolver pack addons are broken in that they lack the proper addon dependency declarations which then leads to, among others, the symptom you describe. Here's an archive with a fixed set of Keg's S&W revolvers: KEG_SWRevolvers_10_fixed.rar. Replace any and all copies of KEGsw* in your OFP folders with the ones in that archive. They are corrected and work.
  21. killswitch

    Falcon 4

    Falcon 4? How shall I put it... <ul>[*]Falcon 4 is like playing chess except its funny [*] LOMAC is like bounching a tennis ball off a wall <ul>[*] F4 is like the aircraft carrier Nimitz [*] LOMAC is like a kid's bathtub yellow plastic duck that leaks. If you<ul>[*] Like playing complicated OFP missions using the CoC Command Engine - F4 is for you [*] secretly wish for OFP2 to be more like BF-whatever - F4 isn't for you. Get a GameBoy or a new cellular phone games it it. In short: Falcon 4 (patched up with either SP4.2+BMS 2.0 or FreeFalcon 3.x) is a man's game. If you have the attention span close to the excitation life time of electrons in normal matter, F4 will not suit you. Jesting aside, F4 is challenging and isn't for everyone. But the sheer immersiveness of the (to flight sims unique) campaign engine is something to experience. Prepare to put in long hours of learning the switchology of the simulated F16 cockpit and enjoy it! If you think OFP is buggy and quirky, you haven't seen anything yet
  22. killswitch

    Can't fly above 150m.

    I faintly remember something about a semi-hard upper deck for helos at 150 m when playing in cadet mode... But that comes from a dusty closet in my head, so anything's possible... I have experienced the same thing though, but long ago.
  23. This should disable all fast roping action menu items from a BAS Blackhawk named SomeHeli: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">SomeHeli animate ["switch2Pickup", 0.5]It's not witout side effects though. For example, the "Rapid Insertion" and rope ladder actions will be gone too.
  24. killswitch

    Check Units Weapon

    This expression will evaluate to true if there's a MP game playing:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{playersNumber _x>0}count[east,west,resistance,civilian]>0 Example usage: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @(time>0) ?{playersNumber _x>0}count[east,west,resistance,civilian]>0:goto "mpgame" hint "This is a SP game" exit #mpgame hint "This is a MP game" exit
  25. killswitch

    The OFP Pub Missions Feast Week

    I didn't. I assumed, however, that the mission.sqm was fscked in the usual regard and decided to clean it up in the way I described above. At that point I noticed it. Yeah. Only the original release needed that. The updated ones by MunkD & Co (ver 1.0 and now 1.1) use JAM only, thankfully. Required what? Anywho, here's a rundown of the history:<ul>[*] First release, see J Rambo's Mid-East fighters. Requires "ak47n", "Ak74nsu" and the MAP. Utterly broken and should be forgotten.[*] Updated Afganistan Rebels Version 1.0 of MunkD/Where'sMyRabbit's variant. Much improved but config still broken (dependencies). Uses/needs JAM2 only [*] <span style='color:blue'>Generic Middle East Rebels v1.1</span> The latest one at this writing and the first one with a correct config. JAM2 only.Everyone should use this one (or later versions when available Yeah. 90% of all addons are f***ed, in so many words. The level of incompetence in declaring addon dependencies properly is quite staggering. But they don't need that to get accolades or to pose the addons for CP photo thread wh***ing, so that could be why.. There's no "if" about it. The missions need to be cleaned up using properly configured addons. If you remove any traces of the older ones from your mod folder and use the 1.1 version of JJR_Rebels, things should improve immediately. My main problem is with sloppy addon makers and what can only be fanboi beta testing making the job for the poor mission makers so hard...
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