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daoarge

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Posts posted by daoarge


  1. tarawa_small.jpg

     

    Casualties many; Percentage of dead unknown;

    Combat efficiency; we are winning.

     

    Col. David M. Shoup (Tarawa,11/21/43)

     

     

    Yes, we are back!

    It has been quite silent around this mod since it's release for Arma2, but we are about to change that.

     

    A lot of new stuff has been created for Arma3 and looking towards the upcoming expansion, we are planning a public release containing the new Arma3 stuff along with some 1:1 ports from Arma2.

    (Wouldn't it be awesome to fight the Imperial Japanese Army on Tanoa? ;) )

     

    What can you expect:

    .) Betio Island (Tarawa), completely remade for Arma3 by Pedersen

    .) remade USMC units (soldiers)

    .) remade IJA units (soldiers)

    .) new objects and weapons

    .) along with some selected stuff ported over from the Arma2 version of HiP

     

    That sounds good, but unfortunately we are far from being where we want to be in terms of the development stage of Hell in the Pacific for Arma3.

    Therefore we are looking for experienced modders to help us getting things done, especially in these fields:

     

    1. Getting stuff into the game

    We have a lot of objects ready to be put into the game, due to the time intensive work this process takes- it's our main bottleneck at the moment.

     

    2. write configs or polish up existing configs

    For example, adding recoil to rifles, adapt reload timing, adding PhysX and FFV and so on.

     

    Please let us know, if you want to help us out.

     

    Follow this thread for screenshots, updates and probably a release date some day!

    Updates coming soon :)

     

    DO on behalf of the HiP team

    PS: Click the pic for a larger version.

     

     

    • Like 22

  2. The 0-bytes overwrite is caused by a bug in the Arma 3 server following "BattlEye initialization failed". The devs are aware of it.

     

    The problem here is missing dependencies. If you check your GLIBC version using "ldd --version" it will probably show 2.13. The new beserver.so needs at least 2.15. Please upgrade GLIBC on your server by following instructions such as these: http://stackoverflow.com/questions/10863613/how-to-upgrade-glibc-from-version-2-13-to-2-15-on-debian.

     

    Does that mean updating glibc is a work-around or is this the final solution?

    Just asking, because unfortunately upgrading glibc is not an option here.

     

    Thnx.


  3. Same here.

    Also downloaded newest beserver.so, set to 0 size immediately after server restart.

     

    Only thing is, that it seems to me that this error occurred yesterday after BE updated itself (logfile message dates to 10. September 17:20).

    We didn't restart the server bin itself, it just stopped working - process was still running, but it wasn't connected to Steam anymore.

    It also looks to me as if the server process is writing to beserver.so, setting its size to 0 Bytes. Normally the whole A3 server dir ownership is set to serveruser.servergroup because I run the binary with a dedicated user, but after a failed start attempt the ownership of beserver.so is set to serveruser.serveruserprimarygroup. Since group ownership changes to the primary group of the serveruser, I strongly suspect that the server binary is writing to beserver.so but failing for some reason.

     

    Disabling BE makes the server start and run normally.

    Any help is appreciated.


  4. Special Operations Squad - "With-Bones"



    Rusty_Badge3.jpg

    Who are we?

    The S.O.S "With-Bones" are a couple of experienced Arma players (most of us sticking around here since OFP) enjoying a good laugh and trying to achieve a maximum of fun while acting in (virtual) engagements as organized and professional as possible.

    We consider ourselves as a "tactical authenticity clan" in terms of playing Arma3 with a very tactical approach, but screwing stuff like a strict clan hierarchy, a ranking system or fixed role setup just to name a few. We have a flat clan hierarchy although during events or simple casual games the, by the player chosen, role must be adopted at one's best behaviour.

    We use a lot of mods, create our own missions and mod stuff and we run organized events on a regular base.

    Our slogan: "F.T.W. - Whatever we do!"

    Our mascot is called Rusty.

    Who we are looking for?

    Basically we are looking for motivated Arma3 players that like to be part of an active community.

    It doesn't matter how much experience you have with the Arma series so far, we are welcoming players of all skill levels.

    If you need help for writing your own scripts or maybe with creating a MP mission - we gladly share our know how.

    How do we play Arma3?

    Regardless whether we are playing a training event, a casual event or a tactical event – we always aim to put a high level of organization into our game.

    All of our custom-made missions require flexibility, creativity and of course a certain amount of planning ahead of mission start.

    And since the best plan doesn’t survive the first enemy contact, all our missions also require the mission commander / squad leader to adapt his plans while all hell is breaking loose on the battlefield.

    Having fun has always first priority for us!

    We host a vanilla and a modded Arma3 server, as well as our own TS3 server.

    Clan members have access to the A3 server controls through a webinterface, enabling them to fully control (start/stop, read logs and up- and download missions) both server.

    Event types:

    1. Test events - used for testing new missions, addons, scripts, etc.

    2. Casual events - played more relaxed than the events below

    3. Training events - used for training a specific situation, procedure or behaviour

    4. Tactical events - the real s#$t! A dedicated mission commander, clear line of command, ACE/TFAR, a thrilling mission - the whole show!

    5. Campaign events - see https://with-bones.net/campaigns/ for more details

    All events will be posted at our event calendar and our forum.

    Event types 1-4 can be attended by regulars as well, but the campaigns will be clan members and invitees only.

    We play weekly casual (training) events and one proper tactical event per month. Clan training events are held in order to improve/learn/train a specific procedure, behaviour or situation.

    We’re also aiming to run at about two (multi-mission) campaigns per year, where also things like background story and role playing will play a big part.

    Mods we're using:

    ACE3 and TFAR make up the backbone of our tactical events, besides these we are using a lot of various other mods, which we compile into our *Packs for more convenience when it comes to handling mods.

    Our *Packs:

    - AircraftPack - contains F-18 Super Hornet, MH-47E Chinook, C-130 and other helicopter & aircraft mods

    - ClientPack - used to enhance A3 user experience by adding mods like Blastcore, ST HUD, No Idle Animations, etc.

    - VehiclePack - contains stuff like the USS Nimitz & USS Khe San, LHD Plus and the FSF-1

    - ZeusPack - contains additions needed for our own Zeus campaign framework

    Other mods used:

    - RHS Escalation

    - PG Services

    - AiA Terrain Pack

    - CBA ofc and some other mods like JSRS are supported as well

    We host our own A3 Sync Repo, so with all these tons of mods we're using, it takes you just a few mouse clicks (and probably a coffee break) to stay synced.

    Requirements to join With-Bones:

    – minimum age to join With-Bones is 18 years.

    – mature behaviour

    – registered forum user at With-Bones forum

    - having read and accepted our clan rules

    – Arma3 and TS3 client installed (working microphone and being on TS when playing Arma3 is mandatory)

    - DLCs are not required, but we recommend to get them as they are really worth the few bucks.

    - the upcoming Arma3 expansion will most likely be mandatory (according to our experience with Op. Arrowhead)

    Thanks for reading this post so far!

    It's been enough reading for now, that's why we've condensed what it means to join With-Bones into this video:

    https://www.youtube.com/watch?v=V5Bdb2Y3zD0

    In case you're experience troubles when accesing this video, try this backup link.

    For more information, please have a look at these links:

    - About With-Bones

    - Clan Rules

    - Our Servers

    - Our Forum

    - Event Calendar

    - Planned Campaigns

    If there are still questions open, please hop on our TS server - we will be glad to answer each of them!

    Contact:

    Website: https://with-bones.net

    Teamspeak: with-bones.net, Port 9987

    TS Password: none

    Email: management@with-bones.net

    Twitter: https://twitter.com/WithBonesClan

    See you on the battlefield!


  5. Squad name: S.O.S With-Bones

    Timezone/location: CET +-1 / spread over Europe

    Gamemode preference (eg coop or pvp): COOP

    Contact email: management@with-bones.net

    Website address: https://with-bones.net

    Short description: With-Bones is a european based, dedicated Arma3 tactical authenticity clan - aiming for a maximum of organization w/o the hassle of a strict hierarchy. We're playing from training missions over casual games, tactical events up to multi-mission campaigns, vanilla and modded (we have our own A3 Sync repo). Mostly COOP, sometimes TvT. All missions are custom made.

    Language: English


  6. https://with-bones.net/images/pb2-header1.jpg

    This is not a successor to Pitchblack on Stratis, it's rather an alternative version of the original Pitchblack.

    While in PB1 the focus was on infantry doing MOUT with just some support assets like mortars and the Blackfoot, Pitchblack II is focusing on the Air Force and tanks, With infantry units "organizing" the whole fireworks :)

    Due to the distance between base an AO logistics plays a big role this time - but you have the freedom of choice on deciding how you play this mission: casual or tactical? Infantry only or with air support? Or tanks supported by Artillery? Or infantry acting as forward observers for Air Force, Artillery and UAVs or maybe a combination of any of these options?

    This mission is all about organization, creativity and randomness to provide a maximum of replayability.

    misson type: search&destroy / MOUT

    area of operation: Kavala (Altis)

    version: v1.2

    mission time: April 9th, 00:25 - Full Moon

    Intel:

    Kavala has been overrun by enemy CSAT forces. According to intel and CIA sources CSAT Guard Troops are leading the attack.

    We have to assume that CSAT troops are already digging in and fortifying Kavala - so we need to be quick! And watch out for IEDs and mines!

    Enemy Forces:

    One infantry company, incl. light vehicles, tanks and helicopter support.

    Watch out for possible enemy reinforcements, especially SU-35 Flankers coming in!

    Friendly Forces:

    Two infantry squads with scout/sniper support.

    Air Support through two Super Hornet squadrons and two helicopter crews - tank support includes a M2A1 Slammer and a M4 Scorcher platoon.

    Mission:

    Your mission is

    1. secure air superirority

    2. secure all strongpoints within Kavala city limits

    3. move to RV MIAMI and wait for further instructions

    ad 1: Get the Hornets flying and provide CAP to ground troops. Eliminate every enemy airborne threat!

    ad 2: You can secure the strongpoints at their flagpoles.

    Don't try to clean up Kavala at all - were gonna do this once the sun has risen.

    Movement Plan:

    Let the Hornets do the first strike against enemy AA tanks and ACVs, but start moving in with tanks and artillery asap after mission start.

    Bring the infantry as close as possible to the AO and let them laserguide air- and artillerystrikes.

    Once the tanks arrive at the scene, let them move in together with infantry units to capture the strongpoints.

    Fire Support Plan:

    Coordination does the trick.

    Let the infantry guide the Air Force and artillery units to maximize accuracy.

    (But the Hornets main purpose is flying CAP.)

    Move the Scorchers closer to the AO to minimize spread.

    Combine tanks and infantry to reduce the weaknesses of each weapons branch.

    Logistics:

    You can build two FOBs (with VAS support) using the mFOB HEMTT trucks at base. These trucks can not be airlifted!

    You can pick up any support truck (or Ammo Box) and create a FOB somewhere needed (possibly best near AO, but not too close).

    ACV and Helicopters available:

    - 4x F/A-18E Super Hornet

    - 2x F/A-18F Super Hornet

    - 2x CH-47 Huron

    - 2x AW-159 Hellcat (armed)

    Vehicles available:

    - some Hunter HMG

    - some Hunter GMG

    - 1x IFV-6A Cheetah

    - 1x IFV-6C Panther

    - 4x M2A4 Slammer UP

    - 3x M4 Scorcher

    - 2x mobile FOB HEMTT

    - some Support Trucks

    Stuff available:

    - choose different respawn times and counters via mission parameter for Cars, Tanks and Airborne stuff

    - 1x (2x) Mk6 mortar (reloadable)

    - 2x UAV, 3x UGV

    - lots of VAS ammoboxes

    - revive (everyone with a Medpack can revive), timer is set to 10mins

    - Foxys "Save Gear" function at the flagpole

    - Helicopter slingrope transport

    - enemy air vehicles only spawn when a at least one Hornet is active

    - for more info see the Pitchblack 2 manual (link posted below)

    Features:

    • Virtual Ammobox System (VAS)

    • Dynamic Viewdistance Settings

    • Dynamic AI Spawning System

    • Mortar Reload System

    • Maintenance Pads

    • Mobile FOB (fast tracking to AO)

    • Sling loading

    • Vehicle Respawn System

    • Crew/Gunner Check System

    • Helmet IRStrobe

    • Save Gear at Flagpole

    • Farooq's Revive Scripts

    • Teleport System

    Virtual Ammobox System (VAS): Enables custom weapon layouts and loading of presets.

    Dynamic Viewdistance Settings: Adapt your view distance settings on the fly via your action menu.

    Dynamic AI Spawning System: Most of the AI in this mission is spawned dynamically to ensure high replayability. The number of infantry men in an enemy squad is adjusted according to the number of players.

    Mortar Reload System: Easy to use custom mortar reload system (see Pt. 4). Guarantees high firerate support for infantry.

    Maintenance Pads: Repair/Refuel/Rearm your vehicle or helicopter there. See markers on map.

    Mobile FOB: Drive the mobile FOB trucks to their designated positions and deploy the FOB (fast-track destination) via actionhandle (first use 'deploy', then choose the type of FOB to deploy). Be sure that the terrain is even enough to support a FOB!

    Vehicle Respawn System: Respawn counter and time can be set via mission parameter

    Crew/Gunner Check: With the 'crew check' option enabled only the Pilot team is able to enter a plane or a helicopter. The 'gunner check' option ensures that the gunner slot is occupied by a human player on the Hornets. Otherwise the pilot won't be able to start the engines.

    Helmet IRStrobe: Easily turned on/off via action menu, helps the pilots (and basically everyone else) to avoid friendly fire.

    Save Gear at Flagpole: You can save your current gear layout at one of the flagpoles at base. If you do, you will respawn with the gear you saved. If you don't, then you will respawn with the stuff you had on you, when you died.

    Farooq's Revive Script: Everyone with a Medpack (not to be confused with the First Aid Kits!) in his inventory can revive, bleedout time is set to 10mins and teamkiller display is also enabled.

    Teleport System: Pilots can teleport from Spawn to the Hornets and tank crewmen can teleport down to Iremi Bay (tank infil location). Both teleport systems only work one-way.

    Mods required:

    - CBA for A3

    - F-18 Super Hornet by John Spartan & Saul

    - SU-35 Flanker by John Spartan & Saul

    - NATO Hellcats by Diesel5187 & sykoCrazy

    Thank you:

    - Foxy

    - Hawk_Silk

    - Tonic

    - Farooq

    - John Spartan & Saul

    - Diesel5187 & sykoCrazy

    - FHW clan

    For detailed credits, have a look at the manual.

    Original mission thread

    Download the manual here.

    Download an archive including latest version of mission pbo, a manual and the battle plan for the release event of PB2 here.

    Server hosting this mission can be found here.

    Got any feedback or questions?

    Please let me know!

    have phun,

    DO

    PS: As you might noticed, the trailer includes Konyos MH-47E Chinook with Ravens Lifter Addon - both have been replaced with the Huron, since slingloading (which is cruicial for this mission) is not properly implemented on the Chinook yet. Will probably be switched back sometime.


  7. Updated to v1.4

    Changelog:

    ADDED: Farooq's Revive (turn on/off via mission parameter) - everybody with a Medkit on him can revive

    FIXED: Unable to respawn or suicide when killed inside a chopper or plane (small error within Farooq's revive scripts)

    REMOVED: the overview picture from the mission selection screen

    CHANGED: Activation condition for Hawks IRStrobe script

    CHANGED: Reduced possibility of enemy helicopters spawning

    CHANGED: Increased spawning interval of AI

    ADDED: Spawning System now kicks in 15mins after mission start

    UPDATED: some scripts

    All links in the first post are up2date.

    have phun,

    DO


  8. Updated to v1.4.

    Changelog:

    ADDED: two more AOs (research lab and military base)

    ADDED: mission parameter to set time of day

    ADDED: caller of Capture Cache function now also gets a message

    ADDED: Revive (mission parameter!)

    Original misson thread

    Download the latest version here.

    Server hosting this mission can be found here. Choose the Vanilla Server.


  9. Did you get this fixed?

    Yep, signature verification works for me.

    I never get the server to run

    I always get

    ./arma3server: /usr/lib32/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by /home/server/arma3/libsteam_api.so)

    Any Fix?

    Which gcc/libstdc++ version is installed on your machine? If your server is running on Centos 6.5 like mine, you need to upgrade the following packages to v4.7:

    libgcc47-4.7.2-8.el6.x86_64

    gcc47-c++-4.7.2-8.el6.x86_64

    libstdc++47-4.7.2-8.el6.x86_64

    libstdc++47-devel-4.7.2-8.el6.x86_64

    gcc47-4.7.2-8.el6.x86_64

    Here is the yum repo I'm using to get this rpms:

    [xexyl]
    name=Xexyl RPM Packages - $basearch
    baseurl=http://rpm.xexyl.net/redhat/6/$basearch/RPMS
    failovermethod=priority
    enabled=1
    gpgcheck=1
    gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY-xexyl
    
    [xexyl-debug]
    name=Xexyl RPM Packages - $basearch - Debug
    baseurl=http://rpm.xexyl.net/redhat/6/$basearch/debug
    failovermethod=priority
    enabled=0
    gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY-xexyl
    gpgcheck=1
    
    [xexyl-source]
    name=Xexyl RPM Packages - $basearch - Source
    baseurl=http://rpm.xexyl.net/redhat/6/source/SRPMS
    failovermethod=priority
    enabled=0
    gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY-xexyl
    gpgcheck=1
    

    But there might be something else left to do, which I can't remember now...


  10. Can we close it internally as fixed then? Does anyone else have performance issues connected to 'mallinfo()' calls?

    Yes, after having some nice sessions I can also confirm that the current Linux server is working excellent!

    There are just two minor things: memory consumption is +50% compared to the wine+windows server solution and even after the last player exited the server, the server binary keeps on consuming quite a lot of CPU cycles. But I defo can live with that.

    Thanks again and plz (with a big sugar coating on top), don't let us wait that long for a working Linux server again in Arma4 :-D


  11. http://daoarge.net/images/ua1.jpg (357 kB)

    Before i started playing Arma2 i was completely into Americas Army 2, which was a very intense playing experience due to very good designed TvT maps.

    One of my favorite maps was Urban Assault, which was very straight-forward: Secure both Ammo Caches (one near BLUFOR spawn, the other one near OPFOR spawn) in time to win the game. The locations of the Ammo Caches were known and didnt change.

    So this is a remake of this mission, trying to create as much tension as the original with some exceptions:

    - The ammo caches are spawned dynamically in different locations every time the mission gets restarted.

    - There are also three different AOs, which can be chosen directly via mission parameter (default setting: random)

    - In each of these AOs there are two spawn areas, which are assigned randomly.

    - Mission time can be chosen between 15mins and 30mins, that means if time runs out before your team secured both ammo caches (and even with the other team completely eliminated), the game ends in a draw.

    When the mission starts, there is no "gearing up" and the usual "Ohh, I need to do this and that" - it's just lock'n'load and GO!

    misson type: CTF

    area of operation: somewhere on Altis

    version: 1.2

    mission time: Daytime

    Original misson thread

    Download the latest version here.

    Server hosting this mission can be found here.

    Have phun,

    DO


  12. After making MP missions for A2 for almost 4 years, I'm proud to release my first mission for A3.

    I started working on this mission when A3 was still in Alpha and after about 10 months of developing, improving, testing and two events later I consider it mature enough to make my first public release.

    Enjoy!

    misson type: search&destroy / MOUT

    area of operation: Agia Marina (Stratis)

    version: v1.2

    mission time: April 9th, 00:25 - Full Moon

    Intel:

    Several explosions have been reported from Agia Marina. Intel believes that enemy forces are trying

    to overrun Agia Marina in order to prepare a direct attack on the NATO base located at Stratis Airfield.

    Mission:

    Your primary mission is to clear Agia Marina of enemy forces. That means checking each and every house down there! Once Agia Marina is clear, wait for further orders.

    Secondary objective is to spare civilian population, buildings and property!

    Features:

    • Virtual Ammobox System (VAS)

    • Dynamic Viewdistance Settings

    • Dynamic AI Spawning System

    • Mortar Reload System

    • Maintenance Pads

    • Vehicle Respawn System

    • Crew/Gunner Check System on the AH-99

    • Automatic Helicopter Transport

    • Helmet IRStrobe

    • Save Gear at Flagpole

    Virtual Ammobox System (VAS): Enables custom weapon layouts and loading of presets.

    Dynamic Viewdistance Settings: Adapt your view distance settings on the fly via your action menu.

    Dynamic AI Spawning System: Most of the AI in this mission is spawned dynamically to ensure high replayability. The number of infantry men in an enemy squad is adjusted according to the number of players.

    Mortar Reload System: Easy to use custom mortar reload system (see Pt. 4). Guarantees high fire rate support for infantry.

    Maintenance Pads: Repair/Refuel/Rearm your vehicle or helicopter there. See markers on map.

    Vehicle Respawn System: For details see Pt. 2 'Vehicles'.

    Crew/Gunner Check: With the 'crew check' option enabled within the mission parameters only the Pilot team is able to enter the AH-99. The 'gunnercheck' option ensures that the gunner slot is occupied by a human player. Otherwise the pilot won't be able to start the engines.

    Automatic Helicopter Transport: Is available only once and only to the Sniper team

    Helmet IRStrobe: Easily turned on/off via action menu, helps the pilots to avoid friendly fire.

    Save Gear at Flagpole: You can save your current gear layout at one of the flagpoles at base. If you do, you will respawn with the gear you saved. If you don't, then you will respawn with the stuff you hadon you, when you died.

    This mission can be played casual or as an event, use the mission parameters to customize the gameplay.

    A big thanks goes out to:

    - Foxy

    - Hawk_Silk

    - Tonic

    - Fer

    - FHW clan

    For detailed credits, plz have a look at the manual.

    Original misson thread

    Download the manual here.

    Download an archive including latest version of mission pbo and manual here.

    Server hosting this mission can be found here.

    Some more missions will be released soon.

    Have phun and let me know what you think.

    DO


  13. The packages marked in red are not part of the standard RHEL 6/CentOS 6 software repositories. Where did you get them from?

    According to my yum config, I got them from here: http://xexyl.net/rpm-repos

    And according to my logfiles, I installed the packages

    gcc47-4.7.0-3.el6.x86_64

    libgcc47-4.7.0-3.el6.x86_64

    gcc47-c++-4.7.0-3.el6.x86_64

    immediately after I rented the server, that means that these packages are needed to run the Arma2 linux server binary (afair).

    Hope that finally helps you guys! :)

    ---------- Post added at 10:37 PM ---------- Previous post was at 10:26 PM ----------

    the binary should be compiled on something like stock centos6 (latest version would be fine)

    +1

    Maybe also some other popular distros like Ubuntu or Debian should be supported ;)

    the Linux dedicated server has issues. those that are most noteworthy:

    -requires jvm (and 32 bit at that!) to run when windows version does not.

    -just pegs the CPU to 100% even at idle, and has horrible performance especially when compared to the windows version

    -will not run on 64 bit OSes without making some special installs of 32 bit software, namely the above mentioned java, which then causes other issues with server maintenance. the windows version does not require special installs of 32 bit stuff on a 64 bit OS.

    -MPMissions vs. mpmissions

    Yep and also the verifysignature bug, which has a huge security impact (I won't run a public server w/o having set verifysignature=2 , no sir)

    I reported these bugs at the Feedback Tracker:

    16525

    16526

    16527

    Please vote them up!

    maybe Dwarden can chime in with the roadmap?

    +1

    Please let me also know, where I can upload a core dump. I could also provide you with a d/l link, but I'd rather not post that link in a public forum :)


  14. Plz look closely how the variables are defined in the script --> for example ARMA_DIR is defined like ARMA_DIR=/arma3/publicA3 that means it's defined as an absolute path (leading slash), because a lot of other variables depend on this variable. Since you defined this variable as relative path (->ARMA_DIR=a3server), the script gets confused. Plz try defining ARMA_DIR as absolute path.

    @Chippy: Concerning your PM, I think you're experiencing the same problem.

    hth.


  15. @hlfritz: I've got no idea why you have that problem, but here are the versions and packages I have installed on my server.

    rpm -qa|grep libstdc

    libstdc++47-devel-4.7.2-8.el6.x86_64

    compat-libstdc++-33-3.2.3-69.el6.i686

    libstdc++47-4.7.2-8.el6.x86_64

    libstdc++-devel-4.4.7-4.el6.x86_64

    libstdc++-4.4.7-4.el6.x86_64

    libstdc++-4.4.7-4.el6.i686

    compat-libstdc++-33-3.2.3-69.el6.x86_64

    rpm -qa|grep gcc

    libgcc-4.4.7-4.el6.x86_64

    gcc47-4.7.2-8.el6.x86_64

    gcc-4.4.7-4.el6.x86_64

    gcc-c++-4.4.7-4.el6.x86_64

    libgcc-4.4.7-4.el6.i686

    libgcc47-4.7.2-8.el6.x86_64

    gcc47-c++-4.7.2-8.el6.x86_64

    cat /etc/redhat-release

    CentOS release 6.5 (Final)


  16. Im using a CentOS server, so Im trying to keep this howto as generic as possible:

    1. download and install openjdk 1.7 32 Bit version (the one with i386 or i686 in the name, not the one with amd64 or x86_64 in its name). There may be dependencies which need to be taken care of.

    2. extend your LD_LIBRARY_PATH variable with the path to libjvm.so (use find / -name "libjvm.so") by typing

    --> export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-1.7.0-openjdk-1.7.0.45/jre/lib/i386/server/ (path should work for CentOS 6.5, but is probably different on other distros)

    --> either add that to your ~/.bashrc or to the start script

    3. create the directory you want steamcd install to and change to it

    4. use steamcmd to install the A3 linux server package, use that script: http://pastebin.com/hcpMpmaZ

    This script will install the steamcmd utility and download (and later update) your desired server apps automatically almost w/o interaction.

    5. copy that script to the folder you created before (in my case /arma3/steamcmd)

    6. edit the following parameters in the header of that script:

    - STEAM_USER

    - STEAM_PASS

    - DL_DIR0

    - DL_SV0

    For STEAM_USER you cannot use the anonymous account, you either have to use your user or create a new steamuser just for that purpose.

    STEAM_PASS is hopefully obvious.

    DL_DIR0 needs to be relative path like DL_DIR0=../publicA3 (which in my case maps to /arma3/publicA3, dont use a trailing slash)

    Set DL_SV0=233780

    If you want to have more than one A3 server instance you can add several directories with DL_DIR1, DL_SV1 etc.

    7. run this script, it will install steamcmd and the A3 linux server bins.

    8. optional: set ownership and permissions of the A3 server folder according to the user you'll run the server with (if it's not the same during installation)

    9. write server config (server.cfg)

    10. download this script and edit the variables according to your settings.

    11. sudo -u youra3serveruser publica3.sh start or just ./publica3.sh start

    12. have phun :)

    I've written this almost just out of memory, so I hope I got everything right :)

    ---------- Post added at 10:14 AM ---------- Previous post was at 10:13 AM ----------

    I would apreciate this as well as gagagu. :) I already installed the server twice, and everytime the mapload was not possible

    Rename mission folder from mpmissions to MPMissions or create a symlink.


  17. I do not understand what's the different between start it manuel and per script but it seems to work.

    Same here :)

    I also experienced weird effects when starting "manually" like that just half of the config file gets recognized, for example the admin pw is in place and motd is displayed, but the hostname falls back to reverse DNS entry and so on.

    Repro would be best of course but in the meantime try enabling core dumps and then send them to us (via feedback tracker for example). It might give us some clues what to look for.

    I have a core dump, but even after a "gizp -9" treatment its size remains around 250MB (orig. size 650MB). If thats OK, I'll open a bug report. I will also open a report about the verifysignature and the MPMission folder issues (in case nobody else did it yet).

    Some questions out of curiosity:

    .) Are there plans to release 64Bit binaries for Linux somewhen?

    .) Why does the Linux server bin need Java (which is not very famous for its performance), when the Windows server bin delivered with the game (at least the one i ran through WINE) does not?

    EDIT: Reported Issues 16525, 16526 and 16527

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