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Pulverizer

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Everything posted by Pulverizer

  1. Impossible my sweet black arse. A simple fifo buffer, some regexp filtering and a tiny bit of scripting would solve all those problem very easily. Just like everyone probably already do with the -netlog option which generates a lot of mostly useless information. Even just keeping the output on a console screen would be useful on a server that has admins online all the time. See bombs raining? Alt+tab, check the last few lines from remote desktop or ssh shell and IP, BE and player ID ban the sucker on the spot. ---------- Post added at 06:25 PM ---------- Previous post was at 06:19 PM ---------- Brushing problems under carpet and going "la la la la la" doesn't solve problems.
  2. Signatures are used for BIS core game data all the same so it doesn't really make any difference wether you allow signed addons or not. Unless you fear that a modder's private key has been leaked but that seems rather unlikely.
  3. To be fair, the first one wasn't a bad start for a game that is some kind of mix of OFP, Ghost Recon and Delta Force. They just made the mistake to call it Operation Flashpoint. I'm looking forward to seeing if they're trying to improve and fix it, or just cash in with nothing but a new campaign.
  4. Yes it is possible to spawn everything without any limits if one gets a suitable modification around the signature checks and BE. I think BIS should add a log option for dedicated servers to display which client is sending createVehicle and other scripting commands, so that at least IP banning would be possible. Also, to finally tell who is sending naughty markers on the map FPDR
  5. Pulverizer

    what new has been done / improved since 2001?

    I never needed JIP and happen to think it only makes public MP gaming worse.
  6. Pulverizer

    what new has been done / improved since 2001?

    Unfortunately I bought Arma2 and OA on Steam, so I refer you to "oh, shut up".
  7. Pulverizer

    what new has been done / improved since 2001?

    You could probably list ten thousand little things that have been improved but in the end of the day playing OFP:CWC still beats Arma2:OA hands down. No contest.
  8. There's not much point in such damage control. Even if you did prevent all createVehicle commands, they'd just do something else like setDamage, setPos, deleteVehicle etc. You cannot possibly filter out all destructive scripting using only your own scripts.
  9. Pulverizer

    Knife proposal

    Really? I wouldn't know, but I'll take your word for it.
  10. Pulverizer

    Knife proposal

    There's going to be Brits, remember? And whatever the US or Russia do in real life really matters fuck-all in the Armaverse anyway.
  11. Pulverizer

    Knife proposal

    Let's see you shoot your wussy little guns after we cut you to one pound pieces, tough guy.
  12. Pulverizer

    ArmA OA in 3D stereo

    NVIDIA control panel -> Stereoscopic 3D
  13. Of course servers don't have GPU's before they have programs which utilize them. Duh... That's like someone was saying in '96 that "oh there's no point of making 3D accelerated games because no computers have 3D accelerators". The applications must come first before there is any point in having the hardware. Many communities build their own extremely high-end servers and send them to a co-location centre, so they have full control and guaranteed performance of the machine. If you got a good performance increase from using a GPU, I'm sure many people would be happy to pop in their old 9800's, gtx2xx etc in them.
  14. Pulverizer

    British Troops DLC released & Official 1.01 Update

    You can make signatures, keys and crap for the replacements all the same. Only, the server needs to allow the signature of the free replacement. That would make it just as cheat-proof as the official DLC content (ie, not very).
  15. In multiplayer, the AI in a client-led squad will be computed on the client, not on the server (this is evident by the AI being responsive, even when connection to server is completely lost). Also, the vehicles' physics the player or his AI-sub-ordinates have locality of (ie, are the driver of), will be computed on said client (also evident if you cut the connection).
  16. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Yeah, me too. That would be the most fair way to handle it. Of course, it will be a lot more difficult to do that if there's micro-transaction Islands or units/vehicles with very unique new abilities.
  17. Pulverizer

    British Troops DLC released & Official 1.01 Update

    ^this or this: , would deserve a solid answer from BIS, I think. Very much appreciated. (what I mean by the BAF compatibility addon, is that it would not include any BAF DLC single player content, only free community units and weapons replacement with BAF unit/weapon class names to maintain MP compatibility with BAF DLC content. Ie, are the BAF DLC's config files copyrighted or free game for modders?)
  18. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Oh yeah? I wish it was so for me, but it was the complete opposite. ACE mod required Queen's Gambit. Finmod required Queen's Gambit. My favourite server X required Queen's Gambit and so did my favourite server Y... And that would make up 100% of the single and multi I cared to play in ArmA. So, the game was 100% broken for me unless I shelled the cash to buy Queen's Gambit. Which was pure garbage and absolutely not worth the price IMO.
  19. Pulverizer

    British Troops DLC released & Official 1.01 Update

    "It's okay for me to do wrong because others do as well" stops working when you reach the kindergarten age.
  20. Pulverizer

    British Troops DLC released & Official 1.01 Update

    How can you tell? Similarly, I could propose that the players who do not post here on the forums are the vast majority of Arma's playerbase but are much more likely to be opposed of the paid DLC than the hardcore fanbase who dwell on the forums 24/7.
  21. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Nope. That's the gist of it. Only, I wouldn't put it so apologetically and nicely because my ego is so huge and I'm also a bad person. To clear things further, I'm not at all opposed to balls out expansions like Resistance and OA that follow the main game a year later with significant engine improvements and additional content. Only paid DLC that follows two months in and offers nothing of interest to me, except allowing me to maintain full MP compatibility of the game I already paid good money for.
  22. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Fool me once et cetera. I'm only assuming the worst, based on previous experiences (namely the Queen's Gambit rip-off).
  23. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Please read my previous 5-6 posts if you truely want to understand my point. Thank you. To avoid misunderstanding though, my point is not that BI should work for free. I am not insane.
  24. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Please read the rest of the post where I address the difference of OA expansion and BAF DLC: http://forums.bistudio.com/showthread.php?p=1694524#post1694524
  25. Pulverizer

    British Troops DLC released & Official 1.01 Update

    Yeah it's 9 euros now. If you buy into it, who's to say they don't come up with 6 different DLC packs 6 months later, 9 euros each? That's the thing about DLC... you can never be sure of the hidden costs.
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