

terox
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Posts posted by terox
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sounds like a network issue caused by too many packets only way to debug this is start with vanilla and slowly add mods until you find the culprit.
Also use a known stable mission, could also be a mission script if you run the same mission all of the time
Just because a mod is pretty doesn't mean it is good, there is a ton of crap out there, most of which do not bring anything to the game so might as well strip it down to brass tacks.
We run an addon server and we are very finnicky about which addons we run and each of them gets tested quite a bit before they are added to our pack
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agreed with Tankbuster, you are probably expecting immediate results, dont know why #missions is so slow but it really is.
Also sounds like your having network issues so maybe config/bandwidth not set up right
although restart for me works in certain circumstances
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according to your rpt file your server is up and running.
There is a tutorial at the top of this forum to help you solve issues with your server.
There is also a set up guide that if you work through will get your server up and running.
Baby steps is the way to go.
Nowhere does it suggest installing a server, adding a load of mods and then try it.
Start with vanilla and go from there.
Take 1 step at a time, prove it before moving onto the next
If you had done that then you would have proved a vanilla server and then after adding mods realised it was a mod issue
The rpt lines
"18:45:56 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
18:45:56 Steam AppId in current environment: 107410
18:45:57 Connected to Steam servers"tells you your server is running
This is your actual start up parameter (Launching with 6 addons) that the server is reading (Found at top of the rpt file
== "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server" "mods=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server\@CBA_A3;@9TH ODST PACK;@Madrigal Terrain - Operation Trebuchet;@Operation- TREBUCHET;@Operation- TREBUCHET First Contact;@Pandora;" -config=CONFIG_server.cfg -ex?thread?s=?1 -port=2302 -world=empty
mods param should be
-mods=
not
mods=
if you look at all your other command line arguments they all start with a "-"
what the hell is
-ex?thread?s=?1
🙂
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not sure what the score is this morning but last night the server files were still not available on the above steam branch. Steam issue not BIS issue
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So for your GM Mod inclusion on your server if you grab all your files automated via a batch file.
You need to use the following for the branch variable
233780 -beta creatordlc
eg
+app_update 233780 -beta creatordlc " validate +quit
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This is an assumption, I may be wrong....
Having problems with high numbers of players (50-60) which comes about on free weekends. Server itself is not overloaded, missions being run have been proved before in the past with more than these player numbers....seems to be a battleye server issue not coping with the players.
Been happening on and off over the weekend.
My thoughts.
If possible Can you increase the BE server capacity whilst these free weekends are running yplease.
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you could create a symbolic link to your user folder, only downside to that is server will only load missions from there.
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If this is a dedicated server then........
server runs missions from "***arma3 root***/mpmissions folder
They have to be either
1) Manually selected by a logged in admin
2) Automatically loaded in a cycle using the " class Missions { }; " listing in your ******.cfg file found in your arma3 root folder
You can run a mission from here that has not been pbo'd ie still in an unpacked folder which you can copy over from your user folder
No Idea if TADST does this differently as i have never used it
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Their server. If your not happy the way they run things, you have 3 choices
- Use another server
- Run your own server
- Stop playing
The one thing that wont help you is complaining on a forum that is specifically for Server admins and server administration expecting sympathy from the very people that give you a free gaming platform using their own time and efforts and often at their own expense.
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you should post your rpt into pastebin, not have a downloadable linbk for it.
Have you tried debugging your issue as described in this thread ?
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internal error nothing you can do, ignore it, its a model issue
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this was initially attempted in OFP, there was never an agreement because of Linux capitalisation issues and spaces.
The general concensus was
mission type tag ..... co, ad
add an @ if it uses addons
player numbers ..... 03, 99 (precede numbers less than 10 with a 0)
mission name ..... whatever
version v01
example
co 03 mymission v01
co@ 03 mymission v01
and to keep the field empty in the mission.sqm/editor that overides the filename
This way the overall decision making of which mission to load
eg
Mission type
Minimum number of player slots required
was easy to navigate for the admin when selecting a mission and tidied everthing up
ideally this should have been implemented in the mission editor so a template filename system, could be automated
it never happened
Mission devs would create the following filename in the mission editor
co_03_mymission_v01...... to save that ridiculous anbd still existing c0%2003%20mymission%20 etc etc
then the server dev could quickly remove all the underscores with a mass file rename tool and jobs done
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well the mission you loaded requires an addon the server is not running whether you think it is or not. It isn't.
So go through your -mod line looking for syntax issues etc with the mod line, the mod folder etc
maybe
-mod=@mod1;@mod2;mod3;mod4;@zombies -servermod=@inidb2 .
should be
-mod=@mod1;@mod2;@mod3;@mod4;@zombies -servermod=@inidb2 .
if you used the non official but commonly followed mod folder naming convention, eg each mod folder starts with an "@"
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it is defined in the mission file in the description.ext
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On 26/10/2018 at 4:40 PM, OTKZuki said:I can't get my server to show on the server list. help plz
The last sentence I get when launching the server is game port 2302, steam port:2303
Okay I just check a rpt file and it saids SteamAPI initialization failed.
=====================================================================
== C:\Games\arma3\a3master\arma3server_x64.exe
== "C:\Games\arma3\a3master\arma3server_x64.exe" "-profiles=C:\Games\arma3\a3master" -port=2302 -config=CONFIG_Vanilla.cfg -world=empty -mod=Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2018/07/24 22:21:25
Current time: 2018/10/26 08:33:56Type: Public
Build: Stable
Version: 1.84.144923Allocator: C:\Games\arma3\a3master\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 7.9 GiB, VirtMem : 131072 GiB, AvailPhys : 5.2 GiB, AvailVirt : 131068 GiB, AvailPage : 6.9 GiB
=====================================================================8:33:56 SteamAPI initialization failed. Steam features won't be accessible!
8:33:56 Cannot register unknown string STR_3DEN_CAMERA_NAME
8:33:56 Cannot register unknown string STR_DIFF_SCENE_ONLY
8:33:56 Cannot register unknown string STR_DIFF_SCENE_AND_MAP
8:33:56 Initializing stats manager.
8:33:56 Stats config disabled.
8:33:56 sessionID: d592856e9119727367805b4b5b66cc02dc490411
8:34:08 Item str_a3_to_c01_m02_036_ta_mechanized_briefing_SOLDIERC_0 listed twiceNeed all the rpt file not just the bit you think is important.
Forget the steam hasnt initialised bit, thats normal
So can do nothing but guess....
If you can find a similar line in your rpt file..
2018/10/28, 18:11:05 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
2018/10/28, 18:11:05 Steam AppId from steam_appid.txt: 107410
2018/10/28, 18:11:13 Connected to Steam serversThen your server has fully loaded it is just not been seen by the outside world, most likely
1) Firewall/port issue
2) It isnt reading the .cfg you think it is and is showing to the outside world but not with the server name from the cfg that didnt load
Please follow this guide and if you still cannot get your server to show up then add the requested information at the end of that thread
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Follow this especially the mod section
If still stuck follow this
If still stuck do as the debugging tutorial asks and paste that info here..
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Speak to those running the servers
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If you want to get into multiplayer I would advise you download teamspeak. This still is the main hub of most established communities.
When connecting to a new server the first thing you should ask for is their teamspeak address and then join it.
That alone will have a positive effect on your experience and the admins and players established within that community are more likely to warm to you and help you.
The worst thing a new player can do is come onto our servers, not even attempt to communicate, not respond to requests to communicate and have no clue what to do because they don't ask..... This then leads to an admin having to kick them off as they drive blindly into an enemy AO about to wreck a coop mission.
This spoils the fun for the players trying to immerse into the mission and puts a dark cloud over arma gaming from the newcomers perspective.
Your obviously not that kind of player Michael, you've just proved that by posting your question on here.
You are welcome on our servers on our public gaming nights if it fits in with your time zone and am sure you will be welcomed on all the other milsim servers out there due to your positive approach.
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you are trying to load a mod that requires another mod, you need to install the required mod or remove the mod that requires it, no other way
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proving a vanilla server with only vanilla content should be your first step.
No point in even trying a custom mission until you can achieve stability at the base level
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I would also reduce the number of mod folders to more customisable ones
eg
@RHS
@3CB
@Islands
Prove a vanilla first before you start adding custom mods, if you throw them all in at once your debugging difficulty becomes exponential
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There is a limit to the number of mod folders that can be loaded, it becomes an exponential issue once you go over a certain number.
I posted information about this a good while back, cannot remember how long ago
Work around, combine mods into custom mod folders.
eg
@MyIslands
@MyVehicles
@Miscellaneous
There are some mod folders you cannot do this with, TFAR is one of them, most likely also ACRE, basically any mod that has a custom .dll that is hard coded to a mod folder name
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servers shut all ports down for security, so this isnt about you as a single host, there is a bigger picture here.
https://www.cfos.de/en/cfos-personal-net/port-forwarding/huawei-ws319.htm
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the issue will most likely be listed in your .rpt file
GM Mod Patrol Ops 3.1 session tonight 18:30 hrs
in ARMA 3 - MULTIPLAYER
Posted
If you have the GM Mod and are looking for some multiplayer, we are running a port of Roy 86's Patrol ops 3.1 tonight at 18:30 hrs UK time
The server is run by a well established milsim coop community and is well adminned, so sensible players only
Details are
teamspeak.zeus-community.net
Game Server
Direct connection 185.103.96.3:2030
or search for zeus on the server browser