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niv

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About niv

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  1. Hi there! We're a new outfit disingeniously called "Honest Achmed", named after honest achmed of Mozilla fame (of course). We're in the process of setting up something different since we're a weird bunch with very specific ideas on good gameplay in the best interest of our community. You can read all about our Commander's Intent at www.honestachmed.de (in english) which in the best interest of not typing too much I won't rehash here. We're mainly german-speaking folks at the moment, but that shouldn't stop you from at least considering having a look. We speak ze english passably well. There's also a few videos up on the blog but nothing fancy yet - we're in the "recreation phase" (no pun intended) as of now. Now since every other posting on here apparently has bullet points, I'll prop up the statistics: * UTC-based weekly tactical gaming in arma2 each saturday, often wednesdays as well. * custom modset based on ACE, ACRE, some islands, stuff we wrote ourselves, and stuff we scavenged * in-house scenarios that range from frightfully realistic to completely bonkers * no-bullshit, no-ranks, reasonable folks * age 21+ (required) * lots of humour (not actually required) If you're interested or have questions that demand answers, clicky linky, drop us a message and/or join the forum. niv
  2. selinux (or any other LSM) isn't in use. Escaping the ; results in the server not loading any mods at all. -mod="expansion/beta\;expansion/beta/expansion\;ca\;acr_lite\;@ace\;@acex\;@acex_ru\;@acex_usnavy\;@achmed\;@acre\;@asr_ai\;@beton\;@brg_africa\;@caa1_oac\;@caa1_objects\;@caa1_plantsclassic\;@caa1_worlds\;@cba\;@cba_a2\;@cba_oa\;@chn_crocodile\;@clafghan\;@csj_snake\;@dm_m4variants\;@ibr_lcivilians\;@ibr_plants\;@lingor\;@mbg_buildings2\;@mbg_buildings3\;@mbg_celle2\;@mbg_killhouses\;@mb_objects\;@mcc_sandbox\;@mcn_aliabad\;@mcn_hazarkot\;@opx_objects\;@plr_mana\;@razmisc\;@sangin" (this doesn't hit the shell anymore, this is what the server will see when parsing it's argv). I'm also not sure about expansion/beta, expansion/beta/expansion, and ca since the wiki doesn't mention them, but they seem to be needed to run a CO server installed as described above (I took them from my working windows server install). :confused:
  3. Hi there, I'm having various issues running the current linux server. 1) It doesn't see all mods given to -mod="". Specifically, it doesn't load some islands even though the island itself and all dependencies are given in -mods="". Running the same miz on the same modset, but with a windows server binary, works fine. Here's how I installed it: - uploaded arma 2 arrowhead/*. from a default windows steam install (non-beta) - uploaded arma2/addons/ from a default windows steam install (non-beta) - uploaded the latest a2oa/expansion/beta - uploaded the acr lite patch to acr_lite/ - uploaded all mods (as listed below) that we're using - converted everything to lowercase - increased max open fd limit (to 8k). used fds for a running arma2 server lists about 1500. - downloaded latest linux beta and copied the server binary over All uploads have been done with rsync and are binary-identical. Here's the startup parameters I'm using to run the server as given by the debug echo in "a": -cfg=basic.cfg -mod="expansion/beta;expansion/beta/expansion;ca;acr_lite;@ace;@acex;@acex_ru;@acex_usnavy;@achmed;@acre;@asr_ai;@beton;@brg_africa;@caa1_oac;@caa1_objects;@caa1_plantsclassic;@caa1_worlds;@cba;@cba_a2;@cba_oa;@chn_crocodile;@clafghan;@csj_snake;@dm_m4variants;@ibr_lcivilians;@ibr_plants;@lingor;@local;@mbg_buildings2;@mbg_buildings3;@mbg_celle2;@mbg_killhouses;@mb_objects;@mcc_sandbox;@mcn_aliabad;@mcn_hazarkot;@opx_objects;@plr_mana;@razmisc;@sangin" Here is the run script I am using, a full directory listing to illustrate things, and the server logfile. In this logfile I'm trying to play 2 different missions, the first one on hellskitchen (@sangin), which drops the client back to the mission selection screen; and the second one is on @mcn_aliabad, which loads fine on server and client but emits spurious not found errors -> 2) Some mods are apparently loaded and used and missions depending on them work, but still emit errors in the log file. I'm seeing lots of spam like this: Error: Item of aggregateReflectors is not an array Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. dm_weapons Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. csj_snake They exist though: l \@csj_snake/addons/ total 3372 drwxr-xr-x 2 arma2 arma2 4096 Sep 29 2012 ./ drwxr-xr-x 5 arma2 arma2 4096 Sep 29 2012 ../ -rwxr-xr-x 1 arma2 arma2 3426208 Sep 29 2012 csj_snake.pbo* ... 3) What CBA version do I have to use on the linux serverside? On the client, we're using the latest beta that 6updater provides, and as such CBA_CO is added as a dep. However, the linux server seems to still want the A2/OA thing. This generates some version mismatch errors on player login. What's wrong with my setup? Thanks!
  4. niv

    RQ-11 Raven A

    I'm still seeing crash issues here. We also have some clients dropping out (arma just crashing), and the server went AWOL at one point with a popup message: ErrorMessage: Warning: preNLOD format in object ca\misc2\baseball\baseball.p3d
  5. niv

    RQ-11 Raven A

    I know it's not related to the landing intrinsics specifically. We saw crashes on clients in missions which don't spawn ravens: loading the CfgPatches (pbo) is enough to produce that particular issue for people. Unfortunately, I don't really have the expertise regarding modelling on testing this. I had a look over the scripts but haven't found anything that might explain this. Also, I don't have any rpt entries. I asked around, but none of the affected people still have the RPT files. If I manage to grab some, I'll post them of course, but since I can't exactly bother poeople with this during our gaming sessions and I can't test it myself (since I'm apparently not affected), I don't see it happening soon.
  6. Home is used for the DAGR popup. Don't know about the others, but you can use any numpad numeric as long as you unbind them from View Left/Right/Up/etc, which noone uses I suspect
  7. niv

    RQ-11 Raven A

    We've had clients crash out of missions that didn't have any ravens placed, or the pboprefix required in their addonlist. So apparently, just loading CfgPatches is enough to generate crashes, even though that may be a different issue? Apparently, mostly NVIDIA cards are affected. Our ATI users I've spoken to didn't have those issues.
  8. niv

    RQ-11 Raven A

    I've tried meanwhile to repro the problem, with very limited success. One small observation re: baseball.p3d: Just before the client crash (when the raven landed), I saw the baseball model warping up/down inside the raven model very fast (like, every frame), as if it had problems finding a stable physics position. Not sure what the meaning of that was.
  9. niv

    RQ-11 Raven A

    Hi, we've been seeing some crash issues when using this mod. Unfortunately, it's nigh-impossible to track down. No RPT errors appear - the client crashes completely. All I can share is the following observations: - it only happens sometimes - it even happens on missions that don't have any raven backpacks active. just loading the CfgPatches is enough - when it happens, there's usually some major lag involved when the raven lands on all clients. Shortly after, there's some error either server- or clientside about "baseball.p3d having old nodes" (never saw the error myself) - it only affects some clients (i'm unaffected), but then fairly consistently within half an hour of playing - at one time, the server ate all of 32bit address space within a few minutes and promptly gave up on alloc All this leads me to believe there's some problem with the modelling. I dug through the code and couldn't find anything that would indicate such massive memleaks. As I said, it's near impossible for us to track this down. It seems to only happen if a certain amount of players is present, and we don't have a playerbase with enough patience to test this, especially with the modset we're using otherwise (ACE and some custom addons, none of which ever produced any problems). Sorry for giving such a useless bug report. :)
  10. Yes. I don't remember the keycode offhand but you can just use AHK itself to determine it - run the AHK script, press the key and check the log window from the tray. Should be something like scNNN. Please report back if you're having any problems with it and I'll see about fixing it. I have only tested it on my own setup.
  11. That AHK script is trivially changed to swap it's button-down use and no-button function by inverting the check in ln 33. I wanted acre_vol to be the default without holding the mouse button since I'm using it way more than the action menu. You can also easily change numpad3 to be anything you want, you just need to update the reference on ln 40, 44.
  12. That script is just for Logitech G13/G16/etc. You'd have to use either the software for your device or AHK and custom-build it like I did.
  13. Hi, thanks for the guidance. I've refactored the AHK script I'm using: https://gist.github.com/3996289. It's more comfortable and maybe a little bit more intuitive that way as well. Maybe it's of use to someone.
  14. Hey. Love the idea, thanks for sharing. :) I do have a few questions and comments on this. 1) acre_volume uses the mouse wheel, which is by default bound to the action menu. I see in your videos that the action menu closes immediately after releasing the Direct Talk button .. how are you doing this in your key bindings? Or are you just manually pressing 2nd mouse button? edit: here's an autohotkey script to press right mouse button after actioning the mouse wheel while in direct talk mode. You need to tweak the hotkey "sc029" (defaulting to `). Needs to be run as admin to get access to the arma2 win handle 2) This was non-obvious for me: In order to get this to work (on default acre), I had to explicitly set a custom selectable curve, like so: ["ACRE_CURVE_MODEL_SELECTABLE_A"] call acre_api_fnc_setCurveModel; Took me a while to figure this out .. 3) Why don't you use the amplitude curve model? Too much hassle getting microphones set up properly, or are there any other issues? Guess that's it. Hope 2) helps someone figuring this out.
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