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wohali

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Everything posted by wohali

  1. This pair of utilities will help validate your Linux dedicated server by generating and comparing MD5 cryptographic hashes from your Windows A2/A2OA installation. To use: On a Windows desktop with the ArmA 2 and Arma 2 Operation Arrowhead games installed, unpack the ZIP file and double-click on md5calc.cmd. This will create 2 files: a2-md5.txt and a2oa-md5.txt. Add these two files to the ZIP file, then upload it to your Linux dedicated server. Unpack the ZIP file on your Linux server and run: $ [b]chmod +x md5check[/b] Run md5check <a2path> <a2oapath> where md5check <a2path> <a2oapath> is the path to your ArmA 2 installation and md5check <a2path> <a2oapath> is the path to your A2OA installation. Example: $ [b]./md5check arma/@arma2 arma[/b] Any missing or corrupt files will be listed for your review. Example output for Windows (md5calc.cmd): C:\Users\wohali\Desktop\a2oa-md5-checker\> [b]md5calc[/b] Calculating MD5 sums for ArmA 2... Done! Calculating MD5 sums for ArmA 2 Operation Arrowhead... Done! Example output for Linux (md5check): gm@games:~$ [b]./md5check arma/@arma2/ arma/[/b] Processing MD5 sums in a2-md5.txt... /home/gm/arma/@arma2/addons/ca.pbo corrupt /home/gm/arma/@arma2/addons/ca.pbo.bi.bisign corrupt /home/gm/arma/@arma2/addons/ca.pbo.bi2.bisign corrupt Done! Processing MD5 sums in a2oa-md5.txt... Done! Download V1.00 here. Yes, I know there are other ways of doing this, e.g. rsync...you may still find this utility useful as a double check.
  2. I've seen this exact behaviour before with very similar code (tight looping in pthread_cond_timewait) and don't remember the exact solution. I do know that a reboot or various service restarts (sighup various daemons such as syslogd, etc.) fixed the problem. Also might be wise to get to 2.6.28 or later if you can...
  3. In support - very helpful as you mention in other engines (including Unreal). It'd help significantly if related assets to a mission could be downloaded without the use of another tool, such as Six.
  4. wohali

    JayArma2Lib

    See https://dev-heaven.net/issues/25915 .
  5. Thanks! Works as promised. Will continue to file/update bugs on the tracker. Fortunately at this point, nothing Linux-specific...
  6. Hi there, I'm here at Dslyecxi's request to voice support for the concerns he's raised. Disclaimers: I play almost all the time with ACRE enabled and with VON administratively disabled on the server. I am a developer of approximately 20 years experience, having worked on real-time systems and network code for at least 10 of those 20 years. (At present I do not have time to contribute code to A2 addons; maybe in the future. That's my day gig!) In general I have found that most multiplayer online games get voice wrong, and that a replacement such as Mumble, TS or Ventrilo is required to get decent voice quality, administrative functionality and a reliable transmission. VON in A2/A2OA has been a little different, in that it's offered for the first time to my knowledge a decent in-game abstraction of communications at different levels: direct, squad, commander, side, and global, combined with a fairly intuitive interface. The problems I have with VON stem from two fronts: technical concerns, and administrative ones. If I had a magic wand to waive, I'd request the following: Improved voice codec/quality/speed, or at least a way to configure the codec used. Dslyecxi already suggested this; I will be upvoting his ticket. It's a nobrainer in a world where the average network connection is at least 5Mbps down, 1Mbps up, to use something better than a GSM codec. 16kbps or even 32kbps would be sufficient. VON reliability is also a concern. I will upvote Dslyecxi's ticket for this as well. Ability to disable, selectively, one or more levels of voice chat. When running large events on servers, it's exceptionally easy for a disruptive user to abuse side or global chat, either intentionally or accidentally. As a server admin I'd like to be able to switch off these levels, selectively. As an added bonus I'd also like the ability to switch off these levels differently for text and VON. Right now the only alternative is to disable VON completely and switch to the TS3/ACRE solution. Barring any of the above, formalization of something like JayArma2Lib into the A2/A3 core, in a fashion that is kept up to date with beta releases and patches. A standardized interface for named pipes, logging, timestamping, and integrating external code within the A2/A3 event engine, handled in a fashion that's approved by BIS, would make community-based addons both more stable and more easily supported by BIS at large. Hope this helps.
  7. Dslyecxi: indispensable mod. Thank you, zx64 and everyone else who worked on this! Our Yoma server includes this and the st movement mods as defaults. I run a cloned Linux dedicated server for personal testing and mission editing that updates from the same Yoma repository. However, loading any of these three mods on the Linux server causes it to fail to display the mission list, or let anyone start a mission. Is it possible to add support in these 3 mods to check on startup if running on a dedicated server, and not load? I don't know if BIS's API even offers a check for this... My workaround right now is a script that runs after the yoma-linux-sync script that removes the fthud, st_collision and st_evasive pbo files.
  8. wohali

    ARMA 2: OA Beta 72716 is up

    I am also unable to get the beta working with Combined Operations. I'm able to make ACE/ACRE/etc work, but as soon as I add my (Steam-installed) A2 directory, no dice.
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