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rn_max

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Everything posted by rn_max

  1. rn_max

    Arma Reforger/Arma4 VR Support

    ArmA 3 and VorpX prove that it is already a viable and immersive experience, just waiting for the overdue developer support. Now I have my Reforger controls sorted, I might try the ArmA3 profile. VorpX works with Enfusion in DayZ ... if only the killjoys stop BattlEye-blocking VorpX by default even on offline shards. Popping on my Valve Index and hopping in a Little Bird, for some low-level coastal hang-out-of-the-canopy time is always a blast.
  2. Like it says on the tin. When an issue or feedback is submitted via the in-game menu option, where does it end up? Is it added to the main tracker at https://feedback.bistudio.com ? If so how long does it take to be posted?
  3. Currently the state of the Settings > Controls UI prevents reassignment of keys for those of us who cannot play using the default WASD based layout. I have managed to reassign a few control binds so far by sheer persistence, when the UI has worked briefly on some occasions after launching Reforger. The last few attempts have resulted in no further key assignments as the dialog fails to appear when a listed control is selected. There is, however, a potential workaround, if the required information is made available for it to be usable. The changes I have managed to make have been recorded in (for Windows 10) [user]\Documents\My Games\ArmaReforger\profile\chimeraUserInput.conf. Unfortunately only the changes are recorded in the file, not the entire control set and neither have I managed to track down any reference to the control definitions used in this configuration file, which appear to be formatted thus: ActionManager { Actions { Action CharacterForward { InputSource InputSourceSum "{59F149755A229279}" { Sources { InputSourceValue "{59F149755A2292E5}" { FilterPreset "primary:forward" Input "keyboard:KC_O" } InputSourceValue "{59F1497558C12CD4}" { FilterPreset "primary:back" Input "keyboard:KC_L" } } } } Action CharacterRight { InputSource InputSourceSum "{59F149755981B3FD}" { Sources { InputSourceValue "{59F149755981B3B0}" { FilterPreset "primary:left" Input "keyboard:KC_K" } InputSourceValue "{59F149755687CCD6}" { FilterPreset "primary:right" Input "keyboard:KC_SEMICOLON" } } } } Action CharacterStanceAnalog { InputSource InputSourceSum "{59F14974A5ED19E2}" { Sources { InputSourceValue "{59F14974A5ED199C}" { FilterPreset "primary:axis" Input "keyboard:KC_RSHIFT" } } } } Action CharacterSprintToggle { InputSource InputSourceSum "{59F14974B6FBF6A9}" { Sources { InputSourceValue "{59F14974B6FBF17D}" { FilterPreset "primary:click" Input "keyboard:KC_APOSTROPHE" } } } } } } From the sample above the format seems more complex than a simple one control - one key list, particularly with the two sets of directional controls, which appear to be paired. Is there a complete list of control assignments or documentation on how to format them available? Otherwise until the control settings function correctly, I've invested in little more than a menu page test.
  4. Not so recently one researcher made uncorroborated claims that an air gapped computer in a security research lab had been infected by malware. Uncorroborated even by his own co-workers and peers. http://arstechnica.com/security/2013/10/meet-badbios-the-mysterious-mac-and-pc-malware-that-jumps-airgaps/ The only confirmed universal infection is rumour, which is able to jump the air gap between human ears.
  5. rn_max

    How much Arma have you played?

    After spending a disturbingly large chunk of my gaming life in previous BIS games ... hardly any ArmA 3 time, given that I've been an ardent fan for over a decade. 113 hours total and almost all before release. In early beta, once I was sure that A3 wasn't going in a direction I was interested, most of that time was spent in DayZA3 ... until BIS content permissions killed it off. No recycling of ArmA 2 content in mods soured my mood further. On release I played a couple of evenings to look at the content and fly around Altis unimpressed at the compromise of terrain for object count. After that, nearly a year later, a few minutes short-lived curiosity was spent looking at the Karts. Since then ArmA 3 has remained shelved, pending some of the more popular suggested changes from the feedback tracker being implemented by the community in something like ACE and/or CBA. ... oh and something, anything, more interesting than the dreary, flogged equine corpse of near-future conflict on a dreary brown island.
  6. For a long time now I have, quite wisely as it transpires, kept automatic updates turned firmly off for A2OA in Steam and only allowed them through once satisfied my A2CO build isn't going to suffer the consequences. Not only does this mildy paranoid behaviour prevent undesirable mod-breaking updates from being force-fed without easy means of reversal ... it also, quite ironically provides the only RELIABLE notification ... and warning ... of updates before they are unleashed. At the moment Steam is informing of a required update for O2OA, but I can see nothing announced here in the forums, on the A2 web site, or in Steam itself (you know, the far too often unused update news feature). I can only presume it is either a game update not announced properly, or something for Battleye ... not announced properly. I wish I could be more positive, particularly in the light of truly commendable support for the ArmA 2 series, but there is also a long and frustrating legacy of intermittent silence and too-late-to-avoid-grief fragmented information. As is far too often the case, communication is the key ... and it appears to have been snapped off in the lock. I won't be letting that update through until I find out what it is. There's a decade worth of games in my library all vying for player attention. It's good to talk ... or so Bob Hoskins used to say.
  7. A tip for version control ... I know it's a bit late, but when every new style 124xxx beta came out, I made a copy of the affected files, which I stored in my own "beta archive". It's a handy thing to remember, making a copy of the changed files in each version. All the recent releases have just been new client and server executables, which are a few megs each. No, it does not excuse BIS for not making version control readily available in Steam, but it is better than nothing for now.
  8. rn_max

    Game spy end - what will we do?

    Ding-dong the corpse is dead? Perhaps somebody finally laid the ghost of GameSpy to rest.
  9. You'll probably find that 1.63.125548 has been released to stable and there is nothing newer in the works, so it is both the latest beta and the stable release.
  10. Yes. It is probably because 125548 has been released to stable, so it is both the latest beta and the stable release.
  11. I take it you have all seen the launch files BIS deployed with ArmA 2 OA on Steam a lo0o0o0ong time ago? _runA2CO.cmd or _runA2CO_beta.cmd ring any bells? they were written to set up the ArmA 2 and ArmA 2 OA paths for A2CO mode. Here's the content of _runA2CO.cmd I'm not saying they are the best solution, but they are often overlooked. Curiosity may have killed the cat, but at least it probably died having more fun.
  12. As with kichilron and Squadron_2, I think this transition has been very damaging for the DayZ mod ... and I'm sure there will be other casualties. The only change we actually needed was a replacement for the GameSpy master server. I can understand the choice of Steam, but the implementation has seemed rather haphazard and poorly documented, at least from an end user perspective. However ... the BF2 community have managed to organise their own master server with Forgotten Hope 2 and Project Reality teaming up to create PRSpy. To that end, the ArmA community is larger and better resourced, yet sat on its collective hands. We do need control over the choice of game versions to run, for which there is no excuse not to provide in Steam. The beta version selection option is readily available and was already used to distribute the old beta expansion for a lo0o0o0ong time. We also need better education and documentation, particularly within the user base, but this needs to be based on information supplied and/or endorsed by BIS. If we don't all sing off the same song sheet without delay, this cycle of rumour, confusion and frustration will continue to be destructive to the community.
  13. rn_max

    Game spy end - what will we do?

    Make entries for the new Steam ports in server.cfg steamPort = 8766; //default 8766, need unique port for each server instance on box steamQueryPort = 27016; //default 27016, need unique port for each server instance on box
  14. I've been running client and server on the same machine since my post above last week, changing to 125402 stable without giving client and server different ports. In fact I'm now running 125548 stable with client and server on the same machine with no port changes, or any other changes apart from updating versions. My A2OA client is not and never was using UDP 27016. I've used TCPview to monitor ports since first starting to dabble with server builds. Only 2304 UDP and a few 50000+ UDP ports are active at the moment, all opened on client launch. The difference between 125548 beta and stable? Apart from the executable files for client and server being downloaded again, I have no idea. The Armaverse, where software defies logic. Or appears to do so in the absence of relevant information. Just as an aside ... opening three one hundred port ranges for a total of five ports is a little excessive for a game server. Like opening the garage door to put the cat out. Even more so when opening them in TCP as well, which I have not seen the server use at all. Like opening the garage door, the house doors and all the windows to let the cat out.
  15. Not quite. The old beta expansion is still used by some mods and those who still rely on it would be rather annoyed if it was removed from Steam. It isn't that hard to figure it out which game is which and if people do actually get confused ... uninstall it, then it won't show up. Don't deny everyone else access to the old beta.
  16. I have no idea what was stopping my client and server from running together, but I switched both to 125548 beta, then later back to 125402 stable (the 1.63 release), now they happily coexist on the same machine. Other than that I changed nothing. The Armaverse, where software defies logic.
  17. Seconded ... thanks, but how is this command to be used?
  18. It turns out that I was in a tail chase the whole time ... with something nobody has mentioned yet, let alone confirmed and I have only even seen the question asked tonight. it is either too complicated, or simply not possible, to run a dedicated server and a client from the same computer any more. With the GameSpy server system running a server and client on the same machine wasn't an issue, but the Steam system does not appear to like running both. As soon as I fired up one of my other machines with a server build on it, I could join it from another machine running the client. Fortunate that I have "other machines" to experiment with. Really bloody annoying. Like many things throughout this whole pantomime. I find it increasingly difficult to show the gratitude I should for the otherwise great support that BIS provides.
  19. rn_max

    ARMA II Server Problems?

    Since the 1.63.124879 update I have had trouble running my "sandbox" server build. I have had to separate server and client onto different computers (lucky I have more than one) for the server to be visible on the network and the internet. When they were on the same machine I could see the server from the client only by remote and could not join it. I have only discovered by accident tonight that the server will only work on a separate computer.
  20. rn_max

    Game spy end - what will we do?

    Well, yes. What I did was to keep a copy of the old retail installation files. I then let Steam complete a new install. Once it had finished, I ran all the games once to activate them ... A2, then A2OA, then the DLC's. When I was happy they all ran OK, I then copied over all my old mod files, scripts and stuff to the same locations in the new Steam install. Let's face it, with ArmA 2 the only thing normally "installed" are the games themselves. Mods, scripts and "development" files are almost always just files copied into folders. It's not so hard to put them to the right places with a bit of patience and effort.
  21. Thank you BIS once again for your continued support of A2OA ... but please don't forget to explain things for us mere mortals have to wrap our heads around all these changes. ---------- Post added at 19:06 ---------- Previous post was at 18:17 ---------- Could we possibly have an updated list of the protocols and ports now used by A2OA? As far as I have read the defaults are: UDP 2302, 2304, 2305 UDP 8766 UDP 27016 I have seen my server process briefly attempting to handle connections in the 50000 range, both TCP and UDP ... which are not listed as required ports for A2OA Server. As I have learned from recent frustrating experience, if any of the required ports are not manually forwarded from server to internet, this can stop the server from being visible to players or stop players from connecting.
  22. From what I can gather, wasting far too much of my time reading forums round in circles, is that servers will need reconfiguring again. The main problem is the "oh this wiki entry might help" responses and other half-answer not-actually-helpful comments from those who have made the changes to ArmA2 OA. What they consistently fail to realise is that they are talking to "non-combatants", who have not coded anything ever, let alone these changes in the game, have no experience of what they are talking about and don't do this for a living. How to set up a server with Steam ... which has been changed every other patch ... needs explaining COMPLETELY, in CLEAR, SIMPLE terminology ... and IN ONE PLACE. We just want to spend a few minutes populating the relevant details, so that we can run a game server and invite our friends to blast pixels on Sundays. We're not stupid, as we have previously set up servers, but we're not egghead developers and have not had a clear explanation of the changes and how to deal with them. For example, a wiki page containing the functions of the STEAMWORKSquery might look nice and pretty, but without a simple explanation of how we actually use those variables with our servers and what config or script they go in, that page is of no use to us mere mortals whatsoever. Many of us don't want or need to learn how to use API protocols, code queries, or scripting. We just want to know what variables to set, what they do and in which script and config files they are saved. No more of this "read this wiki and that wiki and this forum comment that nobody has stickied" crap. Just get it all down in one place and make it clear for non-developer people to read!
  23. Yes ... 1.62 will still run, but there will be no server browser, because it does not have the necessary Steam multiplayer functions built in to replace GameSpy. Players using 1.62 will have to use "Remote" to connect directly, using the IP address and port number of the server. There will be no browser list.
  24. You're stuck with 112555 forever ... unless you convert retail ArmA 2 OA to Steam. 112555 was the last retail patch. 116523 was Steam only and had both GameSpy and Steam multiplayer. Further patches after that had GameSpy removed and replaced by Steam multiplayer.
  25. rn_max

    ArmA II the day after gamespy

    Well, I'd like to pour some cold water over the negative posters who have said "tough luck" or similar for non-steam A2 owners. BIS have not been very clear with information about the future of ArmA 2 series retail versions, however ... I was wondering what to do with my retail DVD ArmA 2 and Sprocket download Operation Arrowhead, given the imminent closure of the GameSpy service at the end of the week. BIS have previously announced continued support for the Steam versions of their games, but there has been no coherent advice regarding future of the retail disc and download versions. So ... with three days left and little to lose I took matters into my own hands, fishing out the product keys. Steam was fired up using a different account to the one with my existing ArmA 2 games in - you can't usually install anything to the same account twice. I already have more than one account, but they're easy to open anyway. Up to the menu: Games > Activate a Product on Steam... and in went the first product key. What was the worst likely outcome? That they wouldn't activate. Nothing ventured ... Guess what? It worked! Both of them! My retail DVD ArmA 2 and Sprocket digital download Operation Arrowhead activated successfully into a Steam account. Salvation! Massive thanks to BIS for ensuring with Valve that retail keys would activate ... However, a slice of that gratitude is countered by a swift kick up the arse for not announcing it clearly and officially. One big fat hearts and minds opportunity squandered perhaps. Anyways. Retail ArmA 2 series product keys activated in Steam first try and the games are installed and running.
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