terox
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Unable to activate signatures
terox replied to drredfox's topic in ARMA 3 - SERVERS & ADMINISTRATION
possibilities 1) The addon makers bikey or bisigns are corrupt, which is not that rare 2) Your bikey or bisigns are corrupt 3) You are not using the bisign for the addon on your client that the bikey on the server is expecting -
large [SP/MP][COOP] Patrol Operations - Official Thread
terox replied to roy86's topic in ARMA 3 - USER MISSIONS
@Roy. The mission by kinche- COOP-32-Resistance-(FIA-vs-CSAT) has to date the best dynamic enemy AI of any mission I have played. I havent opened the mission up to see how he does it, but it has the following advantages over any of its rivals. They have good depth around the A.O, you simply cannot drive within 1.5km of the A.O, even 2km out you need to be very weary. The mix of AI is excellent, just about anything can turn up (And your equipment is pretty limited, compare that to Patrol ops where you have armour and gun ships etc) The enemy seems to come at you from multiple directions If you stay put for too long, you get overun All in all its pretty challenging for an organised community with 20-25 experienced players The fps seems to remain pretty good, so it must be using some form of caching system. He may even be using something like DAC camps. Imho, this is probably the main issue you have with patrol ops. Speaking only for my community, the AI are not challenging enough and in most cases easily overcome. Patrol ops is still a fantastic mission and am only trying to offer some advice and help so you can improve it even more. Whatever you turn out in the next patch am sure it will be great and please keep on developing this, possibly even make an addon version using @Alive -
Need to have some sort of Mod Blacklist
terox replied to GDent's topic in ARMA 3 - SERVERS & ADMINISTRATION
you ban a mod by not having a key for the mod and having verifysignatures =2 If you wish to run an addon on your server which does not have a key, you have 2 options a) pressure the addon maker to learn how to and then release a key for their addon. b) You sign the addon with your own key for use on your own server. -
Everybody is losing connecton
terox replied to Bvgfreak's topic in ARMA 3 - SERVERS & ADMINISTRATION
you need to give us a lot more information that "Something is wrong" Start with 1) Your command line and params + how you are starting the exe up, eg as a service or direct from a shortcut as administrator etc 2) Your config file, less the passwords 3) What ports you have opened 4) Your arma3.cfg bandwidth settings 5) The type of connection you have 6) What missions this occurs on, and if any what missions it doesnt 7) How many players your community hosts for 8) RPT or any other logs with errors. 9) What messages your clients are getting when they disconnect 10) What version you are running, dev, stable, stable with performance binary To start with :-) -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
terox replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
You only need steam running for the dedi server install when you are patching it. Steam can be offline any other time. If you use the same steam account for the dedi and the client, when you update the server, either by steam.cmd or the client gui, it will log you off on your client machine. I was in the beta testing and was given a key by Dwarden for the dedi server pack install. I dont know if a key is required to run the dedi package now. I would assume it isnt, so the simplest solution would be to create a new steam account just for the server install. That's what I did and it makes things a lot simpler. Hope that answers everything -
The map pack is getting extremely large.It may pay you to have @A3MP @A3MP_A @A3MP_B where the original @A3MP only consists of the B.I official islands @A3MP_A @A3MP_B consists of 3rd party islands and then when you decide to update a small file, we dont have to download gigs of addons not all "Servers" have unlimited bandwidth useage (Nearly 10gb in 2 days ouch!) it may also help you manage your content better If you play this right, you will end up creating a community wide defacto map pack
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What kind of hardware would this take?
terox replied to BeastlyFX's topic in ARMA 3 - SERVERS & ADMINISTRATION
same as any arma3 server if you want the best set up you can get then you need to be aiming for the following (This is kicking the butt out of it) You need to buy wherever possible enterprise standard gear, its more robust and is designed for the server environment 1) Fastest I7/PREFERABLY Xeon based quad core you can afford, overclocked as much as possible but still maintaining a stable system 2) Latest chipset mboard 3) Colocated at a tier 3 or 4 datacentre who's location is fairly central to your player base, therefore reducing latency and where the bandwidth is fairly large 100mbit or greater 4) Run with just 1 operating system, eg no VMware, windows inside linux etc 5) Raid 10 disk array (That needs 4 HD's per array) with a dedicated hardware raid card 6) Hard drives. Defintely enterprise, not sure if ssd will give you increased running performance as it does on a client (Clients load textures on the fly), but it will increase server start up times 7) RAM: You should ideally have at least 8gb so you can comfortably run the o/s and other apps you want to run as well as the game server .......... there is arguments for and against running ram disks, eg loading the entire game into ram. Maybe you could look into this and buy a lot more ram than 8gb 8) GPU Not required, servers dont run graphics 9) Somebody who knows how to install and configure the server for optimum performance Because of the overclocking and therefore additional cooling requirements, its probably not going to be possible to do this in a 1u rack server. So you will need to find a host that has the space for a tower box. This will take up 3 or 4u of space and therefore cost more. I do not know what the current wasteland server real limit for player numbers is. I would imagine that 200 players is not really possible. I would want to see performance logs for anyone who reckons they can run with 100+ players with good performance to believe them. (Folks exaggerate a lot) Typically it will be more like 60 players max -
No m8, its defined serverside by the admin
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HELP: ARMA 3 Server Side Mod Verification
terox replied to diesel5187's topic in ARMA 3 - SERVERS & ADMINISTRATION
basically do the following 1) Install all the *.bikeys into the server's "keys" directory for all the addons you want to allow eg 2) In your Arma3 *.cfg file make sure you have the following line verifySignatures = 2; 3) Restart the server This will cause the following scenarios to kick a player from the server Any client who tries to connect with any addons that you do not host a key for, will not be able to connect Any client who tries to connect once a mission has been loaded (eg unit selection screen or any point after) who does not have the addons that mission requires will be kicked off the server There is no system in place that states "The client must have x,y,x addons to play on the server without a mission being preloaded. There is an older system defined in *.cfg called "equalmodrequired". What this does is match the -mod= param lines between the server and the client. If the client isnt running the exact same -mod= parameters they will not be able to connect. However, this does not define what is loaded within those mod folders and therefore is only useful for a clan server that tells its members, they must use certain -mod params This is the limit of what can be done -
[Multiplayer] - Mission Wont Launch on dedicated
terox replied to Garmagor's topic in ARMA 3 - USER MISSIONS
1) I would create a new mission in the Multiplayer mode on the PMC island with nothing more than 1 civilian unit in the mission and set the slot to "Player" 2)Then "merge" your broken mission into your newly created mission and save it. (You will need to reset all the player slots back to playable) 3) Then (pbo it or export it to MPmIssions), upload the new mission to the server and test if it works, remove the civilian slot from the test mission, re pbo and you should be good to go If that doesnt work, there is something badly wrong with the mission that will probably take longer to debug fix than copying and pasting the content from the broken mission to a new one -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
terox replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
I havent checked wireshark logs to verify the following, but based on the required firewall rules, I dont think TCP is used I believe BIS use some in house system to verify certain packets have arrived such as Publicvariables, especially anything sent via the PV event handler, as this appears to be very robust. This mathematical approach has been taken many times. If it worked as expected then most servers configured by knowledgeable folks would have similar bandwidth configs that would follow some format of this kind This is not the case. The information available to us about this leaves a lot of unanswered questions which try as I may, have never been clearly explained (Over 10 + years of asking) -
FPS issue on new Dedicated Server
terox replied to Hurtz72's topic in ARMA 3 - SERVERS & ADMINISTRATION
. removed comment, didnt read your post thoroughly -
That would be the technical term for it yes :-)
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The game browser has a maximum number of servers it can display (Not quite sure what the cap is) So, if you can see your server via a custom filter e.g where a shorter list of servers is displayed, then it can only be this limit in the unfiltered list that can cause this issue. There is no solution
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Will be Setting up an Arma 3 Server soon (Questions)
terox replied to MANTIA's topic in ARMA 3 - SERVERS & ADMINISTRATION
Type of connection. I think you will need asyncronous connection, eg same up and down speed. Not sure if your home connection will have enough upload You would typically need 10MBps up and down You will be using something in the region of 250-300KBs / player so 3.75 MBps = 3840 KBs (Theoretically 12 players at a push) On a more practical level, you would probably struggle to support 10 Any datacentre connection will be a minimum of 100MBps This is just my guesswork. I only know 1 guy who runs a home server and he runs that on a 10Mbps line Up and down and he reckons he can support 15 players at most -
Will be Setting up an Arma 3 Server soon (Questions)
terox replied to MANTIA's topic in ARMA 3 - SERVERS & ADMINISTRATION
Well it all depends on your funding and your competence level. DEDICATED SERVER This is a complete box, hard drives, cpu, ram, network card, OOB management card. You can either buy one or rent one. If you buy one and co-locate it, you have total control over everything, afterall its your box, you are just renting space,paying for bandwidth and power useage in a rack at a datacentre unless of course you have a good enough connection to host from home. If you rent one, it will most likely come with a pre installed operating system, so you wont need to buy a license. You will have to install and configure all the software Renting X slots for a gaming server Typically you will be renting some hard drive space and share the cpu and ram with others who are also renting space on the same "Dedicated server" This is likely to be heavily managed by the hosting company and probably best suits you if this is your first time doing such things. You would only have to worry about uploading missions and restarting the server once in a while. Typically these game packages also come with a teamspeak server. You will have little control over configs, patching the game, and loading whatever addons you want. (You would have to speak to the hosting company about your specific requirements) As far as hardware is concerned. CPU: Fastest I7 / Xeon you can afford Hard drives, if you dont need raid, then a single 500gb enterprise HD should be more than adequate for your needs RAM: 8GB should be ample GPU: Dedi servers dont run graphics so not required Dedicated servers are accessed remotely via RDP login for windows or for Linux you would use an application called Putty If renting space, the hosting company will most likely have a control panel for administering your server I cannot recommend any hosting companies. We own our server and have it colocated at a datacentre -
Allowing mods on the server
terox replied to lordhughes's topic in ARMA 3 - SERVERS & ADMINISTRATION
remove all addons from client mod folder apart from CBA and try. Also add cba to the server (if you want a green icon in the game browser, add them direct to the root addon folder) Once you have confirmed CBA is accepted on the server start adding additional addons 1 at a time to find out which one is causing the issue Then read the docs for that addon You may also need to run @CBA on the server -
Can you please stop turning this thread into a battlefield
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large [SP/MP][COOP] Patrol Operations - Official Thread
terox replied to roy86's topic in ARMA 3 - USER MISSIONS
I had another thought to add to a maybe list If you were to add a command group containing "Officer Class" as previously listed in an earlier post? Some mission commanders like to lead the mission from Base instead of getting out into the field. For these type of commanders, what you could do is give them a Tac HQ setup A command Vehicle in base (No fuel so it cannot be moved about) When an officer class is sat in the back (Mission Commander or X.O) They have an action made available to view satellite feed or helmet cam feed If this were static in base then it probably would not be too overpowering as the delay caused by comms on ACRE/VOIP/Teamspeak would reduce the potency of the intel being seen ...................... You could ofcourse restrict it to No thermal imaging camera, only Group leader helmet cams or not too great a sat cam zoom Bangabobs live feed system might be of use here.............. http://www.armaholic.com/page.php?id=23890 (Just a thought, I didn't add it to the Dev heaven page as not sure if this is within the parameters of where you want to develop PO3 to) -
I think the "#monitor X" does return he cps on a dedicated server (Not sure about a client hosted server) Or if you want some really detailed logs, use Freds armA Monitor, its an excellent tool
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Unless you have backend access to a dedicated server that is running a lot of players you do not know how the server is performing. As there aren't that many names in this thread that I recognise as server admins, please stop telling admins that their servers are running fine. Its simply not true. On a more technical level This thread is really about Server cycle rate, this is not the same as a clients Frames per second. FPS measures how many frames are being drawn a second, this is a graphical value. Servers do not run any graphics and their performance is rated as cycles per second and is capped at 50 and is all about the cpu. If a server cycle rate drops below 20, any ai processing will be negatively effected 15 cycles per second is the minimum playable level that you could run without issues being too obvious, such as AI not returning fire etc If it drops below 10 the ai will become , well not artificial intelligence anymore, something more in tune with a zombie and the mission will become unplayable. Its nigh on impossible to get a server to run at 50 cycles per second Anything above 20 is good and should create an enjoyable MP experience Typically 30 + is very good FPS is effected mainly by your clients hardware and because there is an untold combination of different hardware components, its very difficult to associate a clients fps with server-side performance. If a server is being hit on the performance side, it will effect your FPS, however by how much hasn't really been documented but it would appear to be quite a lot So stating your client fps is good or bad here, means diddly squat other than you can afford decent hardware and a good connection PVP versus COOP In a PvP environment, the server has less local objects to deal with, especially no A.I. so typically you can expect a much higher server cycle rate for the same amount of players in a coop. A client with a poor connection or low specs is the biggest issue here and can effect other clients and server performance as lag delays data transfer and desync kicks in etc. There are however reports that PvP is being effected as well, although as one would suspect, not to the same extent. The biggest problem that we are seeing is when our servers have over 20 clients connected, typically 30 to 40 and the AI present on the server are in excess of 150, typically 200 to 300 on ALTIS ,the servers are taking a big hit in performance and grinding the client fps down to an unplayable amount. This is also effecting high end servers. (Missions that spawn AI on demand are not effected as much, eg missions like Patrol ops, Invade and Annex etc) What are B.I doing about it Well the good news is they know about it and have been working on the issue. They have released some special "optimised" dedicated server.exe's that are returning good results, to the extent that trusted reports are stating 100% improvement in performance, eg double the server cycle rate This is still work in progress, but its looking good Filter "PERF" in your server browser to find servers running this testing exe. From my own perspective, i could run around 650 to 700 AI on Chenarus in A2 before the server started struggling Until the release of the optimised dedi server testing binaries, 150 AI on Altis with 20-25 players was the limit to what we could run I can now nearly double the AI present The future is looking good
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large [SP/MP][COOP] Patrol Operations - Official Thread
terox replied to roy86's topic in ARMA 3 - USER MISSIONS
Vehicle thermals can be turned off via scripting command disableTIEquipment I have never tried running this code on a player -
large [SP/MP][COOP] Patrol Operations - Official Thread
terox replied to roy86's topic in ARMA 3 - USER MISSIONS
I actually totally agree with you here. Our communities seem to play the same style. With reference to the thermals, Any AT guy that takes a Titan has thermal imaging available, so its already in the mission. Without another option, some admins or commanders could join an AT guy to recon, Recon then becomes more offensive capable which should be negated against if possible. As a balance solution, maybe just the Recon leader could be equipped with such a scope. This makes taking that leadership role more interesting and as it stands at the moment there is no real advantage, special purpose or specialist equipment for any unit taking a "Leader" role. (My idea of allowing only leaders have access to Range finders was to change this) maybe it could just be restricted to the Recon Leader It would be nice if for every role there was something special that only that role could do or have that nobody else could. This is the case already for about 90% of roles -
How to show server on servern list even when there are 0 players?
terox replied to djtaylor's topic in ARMA 3 - SERVERS & ADMINISTRATION
First thing I would check is that all your ports are correctly configured and firewall rules are in place. Seer the stickies for the dedicated server tutorial, first post. This has everything you need