benu
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Everything posted by benu
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Opening ports doesn't help. For outgoing connections its something like this: your client wants to go to the bis forum and opens a tcp connection from eg port 12345 to port 80 of the webserver for this forum. The router changes your internal ip (most likely a 10.x.x.x or 192.168.x.x address) for his external ip and sends out your packets. When the reply comes in he looks up the port 12345 in his table and knows that he has to send this to your computer. If you open a server on your computer and open the ports on the router the situation is different. Connections will be started from the internet. The router will receive connections to port 2302 but there was no connection from the internal net first, so he does not know where to send those packets to. The solution is called port forwarding (sometimes DMZ or DNAT). You tell your router "to always forward connections to port 2302 to THIS computer". Your router may or may not give your computer a changing internal ip everytime. In order for the port forwarding to work you may have to set up your router to not give your computer a random ip every time. Your router may use dhcp, maybe he doesn't. But it should all be in the manual and not too much work: 1) configure your router to always give you the same internal ip, 2) find out that ip and 3) forward the ofp server port(s) to that ip.
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I tried to do something like this some time ago. I used cpbo from Kegetys Hisky for this, but it has problems with compressed pbos and/or subfolders. I just saw this though.
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I would rather convert cleanrocks cti to other islands as it is way better than mfcti. Also, crcti is already ported to lots of islands, so checking those out will show you good islands for cti in general ;)
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This should really have nothing to do with your ISP. You just have to create a port forwarding rule in your router. For this your INTERNAL ip has to be known to the router, ie you have to check whether your router uses dhcp to assign ips to computers or not and configure it so that your computer always gets the same ip. This can be done with a "static" assignment or the correct settings to dhcp.
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Maybe dots could have different colors or shapes depending on how many ppl they represent. I don't really like the "the dots get bigger the more ppl they represent" idea as the maps are small enough already. Most of the smaller countries will most probably be (slash)dotted
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Actually, the only bottlenecks you could do something against are 1) the first hop of the user or 2) the first hop of the server. And everything else you can not influence at all, most routers will not accept source routing or similar techniques. This idea does not change the first hop (to my isp) If i got a 70ms ping to my isp nothing will change this, except if i change my isp. I will have 70ms plus the rest of the route to ALL servers, with the rest of the route being negliable if you select a server near to you. From my experience, if you choose a server near you, the first hop is really all that counts, the rest of the route is less than 20ms. I just made a traceroute to our server, my first hop is 60ms and the whole route takes 75ms. We got players with pings of 15ms on the server. The connection of the server is determined by the server provider, eg 100mbit nic to 6.4gbit uplink in our case. After that it's the same as above, as you can not really select which route to take through the internet. The only possible difference would be if several players used the a) the same server to log into and b) joined the same server. Then MAYBE you could send data that is THE SAME FOR ALL PLAYERS only once. But this would only effect the traffic between the servers, not the traffic to the clients. And as those are the bottlenecks anyway nothing is gained. Besides, i don't even believe this is possible as the overhead would be too high to gain a performance gain on the client side. And you can not compare this scenario to HLTV or IRC at all, HLTV is only one-way, regardless of whether multicast is used or not and irc is some kind of a "distributed server", which ofp is not and should not be.
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Did you open tcp or udp ports? OFP needs udp, port 2302 for the server and port 2303 for gamespy/ingame browser.
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Lol, i mixed up the thread with dxdll one i guess. Sorry for the confusion. I will go to sleep now so i don't cause any more harm.
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It's not too difficult really. Install ofp on the slower computer, then start regedit (from the start menu). Select the HKEY_CURRENT_USER\Software\Codemasters\Operation Flashpoint branch and the HKEY_LOCAL_MACHINE\SOFTWARE\Codemasters branch and export them both into your ofp folder. They will both be text files, so you can open and edit them with notepad if you want to. You can eg change path names in there, except that it uses two backslashes instead of one. Then copy over the folder from one computer to the other. After checking that the path names are correct doubleclick on the registry files. You have to have administrator rights for the HKEY_LOCAL_MACHINE branch. After that ofp should work again.
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You will have to hex edit the dll for this to put the checksum in. Or you could create a new texture for the nvg which has parts of the original one in it so the checksum works (someone already did this, search this forum).
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Just edit your ofp/users/playername/userinfo.cfg with notepad and look for this line: terrainGrid=50.000000; This will set terrain detail to a low value again. Nosplash skips the splash screen (the codemasters and bis screens when you start ofp) and nomap prevents all addons being mapped into memory, ie it changes the way memory is managed by ofp and prevents some problems with high number/size of addons.
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If you are new to this then you maybe don't know this: next to no one plays ofp (=cwc) anymore, nearly everyone is playing resistance (=ofp version 1.96). Resistance has an ingame server browser btw. There are quite a few servers and mp games can be played with a lot more players than 8, mfcti for example is 18 vs 18.
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I don't know why you overreact that way. Ronin asked if the ecp event handlers where in this version or not, OFPMako said that they weren't, and i said that i find this sad, because it would have been little work and because of this there will be different versions of this pack AGAIN. I still think the point is valid, as the problems with ecp will most likely effect EECP and Y2K3 too, and many ppl use this. So instead of shooting the messenger and going on a rant about my cohones you could have said something more constructive imho. I did take (even more than) 5 minutes and checked the configs, and guess what, the ecp event handlers are NOT in there. Just as OFPMako already said. Don't bother, i already put them in myself. This will be another ecp enabled version of the marpat pack. Hooray, more confusion and incompatibilities in MP. It would have taken one post to ask the community if any features should be added and what features before releasing it and a few lines of code to prevent this and make an addon that runs with AND without ecp. I am not sure what problems exactly the original marpat addon caused with ecp, but obviously it was serious enough to put out a fixed version. We are using that fixed version on our server and want the new version to contain those fixes as well. Do you think that this is too much?
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ECP 1.0 never was compatible, thats why it had to be fixed by the ecp team. There were two versions of the marpat, the original and the one from the ecp team, and those were not compatible.
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It's really sad this pack does not contain the ecp fix. Does it at least contain the fixes made by Kammak? Or is this just an incompatible (at least) third version of this pack? It's not that i don't appreciate your work, but it would have been better if you had checked the "requirements" of this pack regarding compatibility before publishing it. Now people will have to modify this pack to even get it running with previous missions without errors which will create just more conflicting versions of this pack and create crashes and confusion in multiplayer. All this could have been avoided with just one question and a few lines of code
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Try setting something like the following in your flashpoint.cfg: MaxCustomFileSize="61440";
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I played a ps mfcti on our server using eecp and had no problems starting it. I did not play up to the part where i buy stuff at factories, that might be a problem with a config where the standard vehicles are replaced.
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Sure, just turn them off on the server, we have them off all them time. Just put a line "diffWeaponCursor[]={0,0};" into your users/player/userinfo.cfg file. Oh, i just realise you might have something different in mind...
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Actually, i can do this as i have set up exe files to be opened with winex automatically I would recommend knoppix too, it runs from cd (although that makes it slower compared to running from hdd), you don't have to repartition and install and you can install it on the harddisk later if you like it. New version is out since a few days, containing freenx software.
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Several people in this forum wrote that their problems were related to the total size (not the number) of addons being loaded. I never had addon problems, so i couldn't tell
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Group link ii ver. 1.54 released
benu replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
I didn't look into the scripts for more than changing weapons definitions right now, but this change should be one line per script at max, maybe even one line to the grouplink script only to check for variable and exit. Well, maybe make it two more lines in the grouplink script and set and make public the variable first, so users that do not want to use it do not have to set it in the init.sqs or somewhere and the status of that variable is defined in any way. Regarding the "many instances of the script": maybe you could use the call command (i think it does this kind of stuff, could be wrong though) and either an extra parameter (number of instance) or some publicvariables for this. So all public variables get a number appended (using call) for the instance of the script that is running them. Instances are defined by either passing the instance number in the initial call (in the init.sqs) or by making running instances publicvariable and automatically increasing the instance number if a new instance is started. Using the first idea you would have to create all public variables with an instance number in them and users would have to call the script with one more parameter, breaking backwards compatibility and making it (user-)error prone. The second is totally compatible, but would be more work to script. You should also set a timer in there to be sure the public variables propagated through the net before the next instance (that relies on those variables) is started. This seems the way to go imho. -
I did a complete backup of the partition before installing sp2, but for now i see no reason to go back. Nero needed an update to work again, but beside that everything is working fine.
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Group link ii ver. 1.54 released
benu replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
I just started looking into this and it looks great so far, but i have a few questions: Can you run this script multiple times from the init.sqs? Or will this be a problem due to globalvariables or something? This is for a mission where players go from one island to another and i don't want actions on one island to effect state of affairs on the second island. Could i just run the script twice in the init.sqs, first with the groups from the first island and then again with the units from the second island? Or can i end it by use of a publicvariable and a trigger and then start it again with the new values when they are going to the second island? I mean, i think i could do both but i think those kind of changes to the script, but this might be interesting to other mission makers, so an "official" change would be better. -
Great mod, but i have a few comments/suggestions: -installation instructions on page 1 say "Do not use [...] M113 Pack v1.1 with this version of EECP" but one of the download links leads to the M113 v1.1 pack (the other one to v1.0). Could cause problems if people install the wrong version. -there are two cbt_misc.pbo of different versions to be installed, one from the bradley pack and one from the m113 pack (this being the newer one, i guess the old one will not work with the m113 pack correctly). Could also cause problems if wrong version is installed. -why not put a link to the new ecp-enabled jam v2 into the list of download links (http://ofpec.com/editors/ecfg/#4) if you recommend to use it anyway? -i installed into @eecp folder instead of @ecp, so there are no conflicts with installed ecp versions. I think this would be the better way, instead of renaming config.bin and stuff. You just have to edit the path in the init_once.sqs in the ecp_effects.pbo (3 edits)
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If you don't have public servers in mind then it could work. Although Gadger is right, the leagues admins would have to approve of it.