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suma

BI Developer
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Posts posted by suma


  1. Finally a build went through a new compiler, and here it is for testing:

    ftp://downloads.bistudio.com/arma2.com/update/a2oa-server-1.62.95577-Alpha.tar.bz2

    Please, consider this as a highly experimental "unstable alpha" build. A new compiler was used, which means a different libc++ will be needed to run. Moreover, the server is almost untested at the moment. We have tested its basic operation shortly (connected a single player), but other than that it is untested.

    Post your experiences here.


  2. Make the game handshake by having the client send a request, server replies ok, but please send back this cookie, client replies with cookie and server establishes session..

    Handshake implemented in 95442. As nobody contacted me back with repro or technical details of the attack, I did not test if it is really efficient against it. In theory it should be. You shall see once a next beta is published.


  3. 3.) I set the Windows Server Firewall to accept every incoming AND outgoing TCP & UDP Port for ARMA2OASERVER.exe

    4.) I configured my Router to forward Ports (UDP, UDP & TCP) 2302, 2303 and 2305 to my Server.

    5.) I even tried opening the Ports needed for the Gamespy Servers. Also both TCP & UDP.

    6.) The Dedicated Server is configured with TA2DST (Port 2302). No Mods are installed. Vanilla installation.

    What you did should effectively disable the port mapping and NAT traversal should be very easy. I have no idea why it did not help.

    Debugging NAT traversal failures is often hard, as some routers are very unpredictable in their mapping behaviour. Still, chance is we might be able to learn more.

    This is really strange. Does the .rpt file contain more details about how NAT Negotiation worked? Can you copy the relevant part here?


  4. but isn't that your own fault?

    Yes. It it my own fault, my responsibility. And this is what I do:

    - I apologize

    - I do my best to fix the situation

    - I try to find a temporary workaround (which currently seems to be using the Wine - not perfect, but it seems workable)

    I understand you are perhaps not interested in any of those three lines, and you want the situation fixed now and immediately. Unfortunately I am unable to provide that.

    Let me repeat we are aware of the problem and we try to fix it as soon as possible, and we apologize for the inconvenience made.


  5. I dont care if its got a few glitches

    The trouble is the porting of 1.62 is more difficult then usual, therefore the version we have does not have glitches, as it is not compilable at all at the moment. The project changes were more extensive this time than before, requiring us to significantly modify the Linux makefile and to upgrade the compiler as well.

    We are sorry for the delay, but we are really working on it and there is nothing we can do to make it happen faster.


  6. So why didn't you simply add an "exclude" command to the server filters has often been suggested?

    There are technical reasons: the way it is done now the Dayz servers will never be seen (and their info requested) by the non-Dayz users (and the other way around), which is important to reduce the matchmaking server load. As the Dayz servers are more centralized then normal Arma servers (they need to be registered with Dayz developers before connecting to the central hive) we are confident it will not take long before the Dayz server admins will complete the transition.

    ---------- Post added at 21:30 ---------- Previous post was at 21:14 ----------

    Moreover, there is one more thing which will press Dayz server admins to upgrade: if they do not upgrade, they will soon be without players, as players with recent betas will not see their servers at all.


  7. Is there a way to override this check?

    The check is done against the version of the main game executable (Arma2OA.exe). To allow installation of 1.60 beta, temporarily rename the exe to something else and copy any 1.60 exe in its place (copying altogether different exe with a lower version might work as well, but I am not sure - perhaps someone wants to try?)


  8. Do we have to jump through hoops now? Come on BIS. At least make it easy for us.

    We would make it easier, if it would be reasonably possible, but we see no easy option how to do this. Currently you have following options, which do not seem quite difficult to me:

    - do not test full RC, test a beta only (the beta can be tested alongside with a stable version)

    - before testing RC do a full copy of the game installation so that you can revert the RC if needed


  9. I'm definitely still having the issue.

    I can send my profile if needed.

    US 10 Chicago Vet 3dp:off CH:off is a server that kicks me regularly (it is DayZ).

    Thanks! Let me know if you need anything.

    With patient help of sxp2high and beezel (thanks to you both) I was able to identify and fix the problem. The bug is when the user name is not stored in registry at HKEY_CURRENT_USER\Software\Bohemia Interactive Studio\ArmA 2 OA, it is read as if it was there, but empty. This should be fixed in 95099. If you do not want to wait for that version, just create an registry value with a name Player Name and containing your user name as a value. An alternate workaround is to create an additional profile with any name and use that.


  10. when I do im a bird/seagull. When I read some forums you are a bird when you download the game illegaly

    In some missions being a bird is a normal occurrence when you are killed- it is a kind of a spectator mode, which allows you to watch the progress of a mission in which respawn is not enabled. When the game considers you to be using illegal copy, you will always be given a message like this:

    “Good birds do not fly away from this game, you have only yourself to blame.â€

    Are you given such message?


  11. To anyone who has a problem he is kicked with "kicked off by BattlEye: Bad Player Name":

    We would like to fix the problem, but we have no idea so far what is the source of the problem.

    Please, do not try to solve the problem on your own, instead, help us reproducing the problem, so that we can fix it properly.

    I understand you want to play the game, but if possible, please, try to help us instead.

    - Backup your profile (located in Documents\ArmA 2) and have it ready so that you can send it to us.

    - If you have a folder called Documents\ArmA 2 Other Profiles, backup it as well

    - note a name of the server which is kicking you off

    - Post a notice here in the forum that you the problem and have the files ready

    - We will contact you and get the files from you


  12. Any chance we are going to see the hitPart EH locality bug fixed (https://dev-heaven.net/issues/27837)? It would be really nice to have this be in the next stable release so it can be pushed into use with mods and not have to require betas.

    Definitely not for 1.61 final. If everything goes well, this RC will become a final. If something goes terribly wrong, what went wrong will be fixed, but there will be no more fixes or new features for 1.61 final.


  13. When you say a opaque string, it includes any type of chars i supose, am I right?, i am using UID as part of a variable name, so it would be a problem for example if the string can content restricted chars for variable names.

    OK. This is a restriction we can impose on our future implementations. The UID will only contain numbers and upper case letters.

    ---------- Post added at 11:09 ---------- Previous post was at 09:49 ----------

    would this mean that all players UID's will need to be updated with the new numbering system or just new downloads/CD's purchased

    The UIDs for Operation Arrowhead products will stay the same. The UIDs for all other products will change automatically once a version of engine including this change is published for them. The first visible change will be for players using Reinforcements or Arma X license, which will have they UID changed once they use the new executable, and therefore they will appear as a new players to all systems using the UID (including DayZ hive).


  14. We have identified a problem with the PlayerIds used to identify players in the multiplayer games. The problem is that while PlayerIds are unique for individual products, the same PlayerId can be used for a different product and players with different products can play together on the same servers.

    Products currently conflicting are:

    A2 / A2Free

    A2OA / ArmA 2: Reinforcements / ArmA X Anniversary Edition

    The conflict for the Operation Arrowhead family of products was solved by changing PlayerId for all players using ArmA 2: Reinforcements or ArmA X Anniversary Edition. The users ArmA 2: Operation Arrowhead will find their PlayerIds unchanged. We are sorry for any inconvenience caused, but unfortunately such conflict cannot be solved in a 100 % backwards compatible way.

    The solution is implemented in build 94002 and will be available as a public beta first, and a stable patch later.


  15. Beware, following compatibility note was added to http://community.bistudio.com/wiki/getPlayerUID:

    Note: while for ArmA 2 or ArmA 2: Operation Arrowhead the result always contains a number, it should be always handled as an opaque string. Converting it to a Number can cause precision problems , as Number cannot accurately represent integers above 16777216 (2^24). Moreover, future game versions may provide a non-numeric value as a result.

    We are preparing a significant new features in handling the playerId for Operation Arrowhead, significantly improving their security and reliability. However, it is impossible for us to keep the current size limitations for the playerId, and therefore it is important that addon and missions makers adapt their scripts to be able to accept non-numeric (or large numeric) values as well, besides of the small numeric values seen until now. Before implementing and publishing those features we would like to be sure the community content is ready for the change.

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