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Lokyi

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Everything posted by Lokyi

  1. Just on that note Wolle, I'm sure there are teams like us out there that would be quite happy to pay for a server license! We all buy the game, in fact I've bought a couple of copies myself. Most of us also buy all the expansions, and we'll probably all buy Arma3 as well. It's all got to be paid for somehow, or BIS wouldn't exist and then we'd all be even sadder! So please, we are trying to be respectful in asking for a little snippet of news on the situation and not have our noses cut off.
  2. just out of interest, what's your reportingIP in your settings? Should be: reportingIP="arma2oapc.master.gamespy.com"; ---------- Post added at 01:27 AM ---------- Previous post was at 01:23 AM ---------- I imagine the problem with you trying to join from a PC on the same LAN, is a potential port problem in parallel with your server, it could also be causing a conflict. Although I haven't looked much into the gamespy side of things, I imagine that the server should be broadcasting to GS on a particular port, but your game PC may be looking to use that same port through the router... see the potential problem?
  3. I was actually going to create one of these posts myself, devs tend to get a bit touchy about even saying "look dudes, it's gonna be at least a week, just deal with it". With the latest ACE update as well now with 1.62 dependencies our team of 30+ is pretty much dead in the water until something happens here. Sucks, but it'd be nice to at least be able to tell the guys something. Also just random useless fact: I've counted 23 active Linux servers all sitting on 1.60 right now (with 0 players).
  4. Well, we don't have the ability nor inclination to install WINE on our server, so that rules that out. Having the latest ACE stuff now depend on 1.62 as well... So now we just can't plain do anything. Dead in the water.
  5. Incorrect, weapons have barrel length (or more correctly, accuracy) multipliers.
  6. Dude, I don't think you're quite getting it. If it's reporting an NAT issue, IT IS BETWEEN YOUR ROUTER AND YOUR SERVER. NAT exists nowhere else but inside your router. It doesn't get much plainer than that, so there's something somewhere you haven't set up right. Firewall on the router won't affect it, people just wouldn't be able to see the server or connect full stop. it wouldn't half work, then half not work. A firewall on your server could affect it, at is could be dropping packets between your server and your router. More likely to act as above though. How have you got port forwarding set up on your router? When you say you "have a static IP all the time" do you mean your external (ISP) IP address is static, or you have your server mapped to a fix LAN IP? Has anyone tried pinging the server from outside your network?
  7. Lol another unrequired fsck up. Seriously why didn't BI wait a week before release? It's not like anything was actually broken.
  8. Unfortunately $>sense. I still don't understand why they released ANYTHING without having the linux distro ready. There was no rush for it, nothing was actually "broken" before.
  9. Unfortunately that's not the file you need to be editing. So you don't have FTP access to the server or anything else?
  10. Yesssss... but neither BIS nor Gamespy have any influence on router manufacturers' firmware! Thus I don't see how you can expect them to help in that regard, or implement any other kind of solution, because it's just not possible! If you want to host a server, you need to know howto operate the hardware as well. I think you'll find the problem could be whatever port Gamespy/BattleEye etc uses, which would be separate from the 2302 port Arma2 runs on. So you'll need to make sure that's mapped correctly as well. Unless you and the client are running IPv6 where you can avoid NAT altogether, then sorry, you're gonna have problems.
  11. If it's an NAT issue it's your router & port forwarding config, plain and simple. Nothing to do with your ISP, nothing to do with GameSpy, nothing to do with your mods. Just make sure in your arma2 server config/modline somewhere that you are explicitly telling it to run on port 2302! From memory, use "-port=2302" in the modline.
  12. Lokyi

    Squad XML's

    New to me, there's no option in any config to control XMLs, maybe you're thinking of custom faces.
  13. Have you made sure your Player ID is still the same after upgrading from Free to CO? There were some issues with recent beta patches that threw the Squad XML into oblivion, but no one knew anything about it or how to fix it. Seems to have been un-fscked now though.
  14. As I said in the 1.62 server thread, all I'm majorly p!ssed off about is the p!ss-poor communication that 1.62 was coming out!!!! Seriously, 1.61 beta has had half a dozen builds in the past two weeks, then 1.61RC was dumped right in the middle of that, then all of a sudden with no friggen warning 1.62 just appears. From nowhere. No warning, nothing. All that was required from the devs was something along the lines of "1.62 is due for release in a few days, as Linux won't be supported on release, please make sure auto-updates are turned off yada yada yada". Even though Steam is a steaming pile of sh!t when it comes to such options, and 99% of the time it updates regardless of whether you've told it not to. Seriously, with the extra revenue p!ssing in from DayZ-induced sales, I would have thought it wouldn't be such a hassle to get all your ducks in a row prior to release. Hell, delay the release of 1.62 a week! I'm mainly surprised due to the fact that it takes time to push patches through Steam, you guys obviously knew when you were going to release it some time ago.
  15. Well quite frankly it's a pain in the ar$e caused by Steam auto-update, and sh!tty comms. If everyone bought everything on BIStore and manually patched it wouldn't be so much of a drama. Some of us teams have hosted servers where we don't exactly have the luxury of deciding whether we run Windoze or Linux. It's pretty much a cluster fsck right now, caused by p!ss-poor communication. One minute you guys release a 1.61 beta, a 1.61 RC, and then two days later an official 1.62 patch? I mean c'mon, you didn't even give us any warning! So until you release Linux dedi files, I've got about 8 guys out of 30+ that are able to actually play on our server right now. Don't get me wrong, we're certainly grateful for the work you guys put in, and all the other stuff that goes on behind the scenes, but seriously shoddy communication makes for an unhappy community. Seriously, all you had to do was say that you're looking at releasing 1.62 some time in the next few days, be aware that there may be compatibility issues because you haven't got Linux supported just yet, so warn everyone to make sure auto-update etc is deselected in Steam. Difficult no?
  16. If it's NAT it's nothing to do with either BIS or Gamespy dude, it's your hardware that's the issue. Guaranteed. Especially if the error explicitly says NAT. Of course it will work fine on a LAN, the switching side of your router doesn't use NAT!!!! NAT is designed to convert your external IP to an internal network IP. Hence the term "translation". Playing on LAN it's just talking from LAN IP to LAN IP. No sweat.
  17. You need to set all the server configs up to turn all that stuff on. Bit of work, especially if you've never done it before. http://community.bistudio.com/wiki/ArmA:_Server_configuration http://community.bistudio.com/wiki/server.cfg is the main one to worry about. Breaking your modline out into a seperate txt file is another suggestion. iirc BattleEye doesn't have anything to do with chat logs etc, you need to enable -netlog in the startup parameters.
  18. Sounds a bit like the Arma1 Domi port when Arma2 first came out... It ain't Battlefield people. First thing people would do was run straight for the choppers and bugger off expecting them to "just respawn". Fscking Battlefield mentality. Fortunately I don't play either Domination or Warfare at all anymore, so I'm not likely to be pulling my hair out for the same issues. Ranking is basically the only way to do it, apart from having dedicated pilot/crew slots.
  19. Windows or Linux on your primary server? x86 or x64 OS? Windows should auto-identify both -cpucount and -exthreads, but it won't hurt to nail those down permanently if it's a dedicated server. Certain Linux builds certainly don't identify parameters properly. Also, is it an official DayZ server or a dodgey one?
  20. Have you set up server configs etc? http://community.bistudio.com/wiki/server.cfg http://community.bistudio.com/wiki/arma2.cfg are a good place to start. Sounds like a router issue though, NAT can be a b*tch if your router is junk.
  21. Because putting all the settings on low shifts all the processing back to your CPU numbnuts. GPU is doing s.f.a. on those settings. Try putting your settings to HIGH and see what happens. Why would you change settings after patching anyway?
  22. Apologies, it was more of a "not sure where to post it" type question, and I couldn't delete the post in the beta thread after I realised I should have probably posted it under the latest beta instead. No need to rip my nuts off.
  23. Posted its own thread, but what's the go with Squad XMLs not working properly? Get "Cannot load texture \." on entering missions. However, it works fine in Iron Front.
  24. Better off using a server.cfg file dude, much easier to play with than fscking around with the modline all the time. See here: http://community.bistudio.com/wiki/server.cfg and here: http://community.bistudio.com/wiki/ArmA:_Dedicated_Server All options for Arma2 work with IF.
  25. I find it odd that you can't load either part once disassembled into the back of halftracks nor trucks. They've borked something there. The whole idea is that for CREW SERVED WEAPONS, you need a crew to carry them. So you break them down and need two people to carry them as "backpacks". When you want to set them up, drop the parts on the ground next to each other where you want them, and reassemble.
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