benu
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Everything posted by benu
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Yes, it is working. You can also go to the mp screen in ofp and click on the "remote" button and enter the url/ip directly. If you are hosting from home the server has to have a direct internet connection (not through a router with nat) or you will have to forward all server ports from the router to the server (normally 2302/2303 UDP).
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That "some mission will not work" popped up when addons were missing or there were some broken addons. The problem with broken addons is that SOME missions NOT using them will stop working. So most probably some of your addons are broken. This explains your problems with modfolders too, as the server will most likely not start if you have those addons in modfolders.
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Maybe make the soldier the only person in his group and set the mission to group respawn. Then join another unit to the group and setdammage the player. He should be killed and respawn into the new unit. That's something different as choppers are no players. You give the action a name with something like name=addaction.. and can remove it using that name.
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Try putting the addons into the normal addons folder and see if it works then, there are a lots of broken addons floating around that will not work on (linux) decicated servers, especially when put into a modfolder.
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1) Afaik the players without finmod drop from the server, but do not crash the server. 2) blocking is not possible, but when a player connects you see which mods he has loaded, so can tell easily whether he has finmod enabled or not.
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I always start mine (from within a script) with a line like this: ./server -mod=$MODS (i guess on the commandline you would have to use -mod="$MODS"), where MODS get defined elsewhere like this: MODS="gdt;rts3" Actually i have a script that allows my co-admins to change mods and that writes to the MOD variable, but that should not invalidate anything of the above. I never used a construct like -mod=a -mod=b, but i have seen it often enough from others to think it will work too.
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Yes he did, but it made a great performance for me when i tried it. But maybe i overdid it with the cloud settings. But they looked really good.
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Aperture Size is a bios setting, you have to change it there.
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You have to have an addons subfolder in your modfolder, else it will not work. You should also be aware that there are many broken addons out there that will not work on a dedicated server, especially when put into modfolders. If you have the same addons installed on the client as you have on the server and you get a "missing addon bla" warning when switching from slot selection to briefing, then you got a broken addon. Those will not work in a modfolder, only in the normal addons folder. There are other kind of errors in some addons, but those are even more difficult to spot. Those will not work at all unless you fix them.
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I guess i would be one of the first admins reported as there seems to be at least one guy out there that is pissed about me. He entered my server admin contact email into at least a dozen mailing lists etc. I suspect who it is, but well... could also be any other player i banned from the server. But as i do not plan to use banned ids from other admins or submit mine the point is moot for me anyway... IP-Ban: sorry, that is totally unusable. I just checked my logs, i never got the same ip in all the last month. So is everyone else here. I can get a new ip within approximately two seconds and will never get the same ip again (several b-nets with some 100.000 ips). So, i see no use in an ip ban and only disadvantages, as the next guy getting one of the banned ips is most probably someone else
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I thought that was what ecp was all about: one config to use for everything and everyone Have you asked the maker of those mods if they would be willing to incorporate their mods into ecp? Many players would like it, especially in mp, as for now mods are "jealous" (you can only run one at a time on a server) and you have to reboot the server to switch mods. And you can't combine them in one mission. Or are the modmakers as jealous and don't want to see their mods combined with other mods? This would be real sad....
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Seems to happen when islands use the cwc textures, which aren't present any more when you use the highres textures. Happens on JCs Normandy Island too (and one other island i can't remember right now).
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What else do you use? Vetmode has no white crosshair, you can only use the sights?1?
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I did some dx8/dx9 switching (back and forth a few times) some time ago and never had to reinstall ofp. Actually, i never had to reinstall ofp at all since v1.00.
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First time i tried shooting from next to the officer. I couldn't see some of the targets and got a really bad score. Next i went to the box between the two flags, but noticed some of the targets too late. But after being shown the ones i missed it got better. Although there are 2 targets where only one row of pixels can be seen popping up behind the cover. BTW: Does anyone play this on cadet mode? Even shooting with that white crosshair thingy (which i disable even in cadet mode)? I only play vet and have to aim with the optics, and sometimes you got very little time to see where the target pops up, go into aim mode and hit it before it disappears. My scores in those three runs were something like -5000, -1000, +2000 iirc. I guess it would get even better now as i now know where the targets can pop up, but i don't think that i get such a good training effect from this. There were some maps called bootcamp iirc, that had really great shooting ranges, even for mp, with observers, tank-, grenade-, sniper-, cqb-training, etc. But sadly those won't work with newer versions of ofp (at least on my dedicated, they still seem to work when hosted on a client). The hp of the mission makers is down too. Maybe i will give those a spin and try to make them mp-runnable again.
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I got it playable with WineX, but had problems whenever i got back into the main menu screen. And i can't remember if mp worked, but i think i made it onto our server at least once...
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Yesterday a small message popped up saying "benu has new messages" (obviously from my mail program) but from the corner of my eye i read "benu: new bas missions" at first. Actually that was the first time i pondered if i played too much ofp...
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For about 11 years i use benu on the net for everything i do. I guess you could call it my "official" nick. And luckily not many people seem to use that name, actually i only met one other guy that also used it on irc...
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To answer your question: i would put them into a modfolder. If you can't do this or don't want to, i would put them into the addons folder instead of the res/addons folder, as this helps with some broken addons and should make no difference otherwise. Although, if you do not have an addons folder at all, you could put them into res/addons. Or put them there and delete your addons folder....
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New editor upgrade - works with kegety's
benu replied to General Barron's topic in ADDONS & MODS: COMPLETE
I guess ofp.info, ofpec and opflashpoint.org would be the usual suspects... I also put it into our ofp watch -
Create a file called ban.txt in the server directory and write the ids you want to ban in it, one id per line.
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I meant stuff like planet of war, between enemy lines and... forgot the name of the third one. The commercial addons for ofp that you had to buy.
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I don't do either, that's why i do not send ids to other admins and especially will not ban players because some other admin i do not even know says so. I already wrote that in the original thread. I would only ban people when people i trust tell me that player was cheating. Like my co-admins for example... Hehe, i recognize that one even in this form. There is at least one id used even more often. On my server i use kickduplicate, so you will never see a single id used more than once at a single time.
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CWC ist ofp v1.00 (or a1.20 in the us), gold is v1.30 with red hammer, resistance is v1.75 and goty is v1.85 and contains cwc+red hammer+resistance. There are also some inofficial addons, 3 iirc.
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I'd like to know which settings of the flashpoint.cfg affect performance of a dedi server and which settings are best. As some pbos are not needed for a dedi server (textures and sounds eg) there may be some settings that can be turned way down or even off as they are not needed on a server and may better the performance. Of course if anyone wants to talk about settings that are affecting clients he can do that too...