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Fadi

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Posts posted by Fadi


  1.  

     
     

    I did see that and it looks promising, but will it work when it's just one person hosting a mission instead of an actual dedicated server?

     

    Yes. Alternately

     

    You can stick the exported settings in the description.ext of the mission defined under class ACE_Settings and it'll have the same effect. Something like http://pastebin.com/31XJB7UJfor example.


  2. @schw4rzlicht

     

    It's already been reported with solution in another ticket: http://feedback.rhsmods.org/view.php?id=2498#c5028

     

    The Linux dedicated server process can't handle capital letters, whether it's the folder name itself (@Example), the addons folder (@example\Addons) or in any PBO inside it. Oddly bisigns/bikeys are okay.

     

    There's one PBO in AFRF and another in the USF addons folders (rhs_editorPreviews and rhsusf_editorPreviews respectively) that you need to change to be all lowercase.

    • Like 1

  3. It is, I used it several times. What is your setup?

    Send from my tablet, so pardon any autocorrect bollocks

    Hm.

    FHQ itself was set up in the description.ext under cfgFunctions.

    Briefings including an example were written in the briefings section in Eden, tasks in the tasks one. Both briefing and task were entered in every units attribute box. Tasks states during the mission as well as new tasks were updated by trigger.

    In another part of our mission framework, we have a postinit function that among other things looks for a boolean defined in an hpp, which if set to true will compile preprocessFileLineNumbers an SQF file for in file tasks and briefing stuff with templates. This is set to false by default so it won't run.

    I have a copy of my mission here although with external dependencies it might not be very helpful.

     

    --

     

    During the mission, JIP players saw notifications of task state changes as well as the creation of new tasks but were unable to see the tasks or briefing tabs itself.


  4. It's nice to see the squad radar and tactical ping added to the game. The mod equivalents to both (STHud and ACE Finger respectively) have been pretty helpful.

    It would be nice to have an outline or background to the radar element. Under certain conditions, influenced by terrain or weather, the current version can get pretty hard to read.

    Two examples for what I mean:

    http://i.imgur.com/DMKFK4p.jpg
    http://i.imgur.com/oMZGixE.jpg


  5. Yes, each setting is correctly set... weird thing is that this only happens with "respawn_west". Every other respawn marker works "respawn" "respawn_east" etc... I asked some guys of my unit that also edit missions and they say that they do not have this problem so I suppose it is something wrong on my side. Extremely annoying though :angry:

     

    I tried adding the marker "respawn_west" after finishing the rest of the mission and uploaded it to our server. Then I went and started loading the mission after picking up a role, it crashes back to "#missions" menu with an "error loading mission" message. I kind of worked my way around this using the "respawn" instead of "respawn_west" because what I am editing is a COOP mission with only one playable side. I will keep using that until a find what the hell is this crash.

    It's happened to me with both repspawn_west and respawn_east


  6. The lack of interior for gunner and commander doesn't bother me as much because yeah, they should be spending their time scanning with their optics.

     

    Drivers though is a different story. The single periscope has it's uses, being full screen means you can see things in better detailed than zoomed out sitting an interior but it's terrible at giving you an idea of your surroundings. I don't think an interior would have to be heavily detailed either -- I'd be okay with something simple and shadowed to act as a supplement to the periscope view.

     

    Uh, excuse the lazy editing (10 minutes before I leave for work..) but something like this (an edited Steel Beasts screenshot) would be more than enough for me: http://i.imgur.com/KwWPnrd.png

     

    Admittedly PIP screens having their issues would more or less mean the sides wouldn't be offset like that but OFPs nor the vehicles views with interiors in A2/OA (like the Bradley) weren't either.

    63

  7. Noticed the mention for increasing opened files for Linux with 1.56.135357v5 after stumbling on this thread. Using either the perf or prof builds on the server and perf build on clients, our server still isn't accessible without removing any random mods to reduce the number of files open.

     

    RPT from server when prof builds used (normally I'd clean up the RPT without mods but given the issue..): https://dl.dropboxusercontent.com/u/14592975/arma3/profbuild_13042016_156135357v5.rpt


  8. Hey Auss,

    I went ahead and indexed Australia 4.04 for ALiVE but because of the issue that causes module problems, it may not quite be usable. The solution was a tiny change I mentioned here on your tracker.

    I know you've been working on 4.05 but in the meantime, would it be alright if I posted an edited PBO of e76_buildings.pbo to get around this problem? The actual buildings sources were all released awhile ago but to make sure everything is the exact same otherwise, it would be an edited version of the PBO included with your island.

     

    Edit: Here's a copy if anyone wants it: https://mega.nz/#!StMQ2ZIY!OmWghj54lw0DtKl3QYZHmKg3mXbVbnexl6i8g1xWyGU- it's not signed

    • Like 2

  9. I have GTX 750 Ti - 2GB from ASUS. And also video-drivers: 364.51. And no, it's not overheated, not overclocked, no viruses or errors in windows or something similar like this... Looks like I have to go back to 355.60. Someone tested it..? is it really working..? the 355.60. Because my shadows start glitching after some period of time...

    Rolling back to 355.60 worked for me.


  10. the missing face_hub hitpoint selection in the mlods of the uniforms are causing game and server crashes occasionally

    The leg hitpoints have problems as well.

     

    Using ACE, the hitpoints for the legs are underground: http://i.imgur.com/T1UhFvu.jpg

    This sort of behavior was seen as a result of sample models that were missing missing certain memory points (http://feedback.arma3.com/view.php?id=20761#c93372). Not sure whether that's the case here or what.

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