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sebj

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Everything posted by sebj

  1. I don't think it is a JRE issue because yesterday it was working well without any modifications (except updating arma3sync via the program itself). In fact it is not a "linux desktop" but an "windows emulation" of a windows desktop created with WINE that permits to launch windows programs like if we were in a windows environment. the linux base is only necessary to launch linux commands (no graphical desktop installed). unfortunately on WINE there is no way to play with admin or any users right... As previously asked I would really appreciate if a rollback will be possible on the previous version (not public but only for our server off-course :)). Anyway and if you have time I can join your TS to give you more details about my issue if necessary (i'm Fr too) sebj EDIT : My problem is solved, I found the previous installer version 1-2-37.exe on my computer. I've put it back again on the server and it is ok now... I'll avoid updates on the server for the moment. But it could be great if you have a way to remove admin rights to execute the arma3sync.exe. Keep going the good job!
  2. Yes I know it is a little bit unusual but it is working well with the latest jre7-51 32bit windows version :). with WINE most of the windows applications are running well. I did'nt tried the linux version of arma3sync because no graphical environment available on the server (except for Wine with vnc). do you still have a copy of the update 3 please? it will save my day :rolleyes: thank you again for your help, sebj
  3. Hi Major_Shepard, arma3Sync is a really great program, and permits us to play a lot of missions with a lot of mods required. At this time we are using WINE to run Arma3 server and Arma3Sync and everything was working great, but since the last update 4 of yesterday arma3sync asked me for admin right to launch him (no way to do that in WINE). I did a big mess when I tried to re-install JRE7 and I'm trying to restore that at this time :j:. here is the error we have : Do you know if there is a workaround to launch the last update without admin rights? Or maybe is it possible to have the previous version available (update 3 only for server side)? I searched on your site but I didn't found old versions. Thank you for your help, Sebj
  4. Yes I confirm me too even if running with wine, web server (squad page), TS3, arma3sync, few mods... I have less more than 2Go occupied. Just avoid to get a desktop install or something memory consuming... As Savage said a good processor clock is better (no need to get 50 core/thread). At this time we use a Intel® 1x Xeon® E3 1220 and it is really good for instance. In same time I would avoid using linux server version of arma 3 for the moment and keep the windows version with Wine... I saw a lot of limitation on the forum (less perf, mod issues...)
  5. sebj

    Zeus and RTS:

    A little bit like that? : http://www.youtube.com/watch?v=F43Vuv0oeRc
  6. sebj

    A storm is coming (Arma 3 Zeus DLC)

    The only "storm" I can see coming, will be my wife when she will see me playing on Arma instead of going to restaurant... :rolleyes: But only in case the new content is unique...
  7. sebj

    A storm is coming (Arma 3 Zeus DLC)

    I hope that "new storm is coming" is simply rain and thunder from Dayz... so much better than the ones in Arma3 (with "magnifying effect" and water drops on the ground)...
  8. sebj

    Same problem like Arma 2

    playwithsix should do this job no? or maybe arma3sync if server is installed with... maybe not for all mods and all servers but anyway it could be an easiest way to synchronise mod with them.
  9. Thanks for you help highhead. I'll wait your feedback for the perf binary so.
  10. Hi highhead, Thanks, yes I confirm I'm only running version on dedicated server. localhost is not working with a lot of scripts. I didn't had time to test again but I'll give another try this weekend. thanks for your support, bye
  11. Thanks for your fast answers. Sorry but just to be sure : is Alive: @alive_0-5-6-1401291 matching with perf server : 1.10.114486 ? If it's the case I had some trouble to get profiled units spawning... When I came back on stable everything was fine. If version are matching I think I'll try again with a new mission from crash. Thank you for your confirmation,
  12. Hi, first of all I would like to thank you for your wonderful job that totally changed my way to play Arma3! In second part I would like to ask you if there is a way to integrate the UPSMON script (http://forums.bistudio.com/showthread.php?170803-UPSMON-Updated-to-ArmaIII) onto the profiled units in our missions? I think the AI behaviour is interesting in this script because of smokes from AI, suppression,etc... Or maybe is there already the same functions integrated directly into Alive? Third question (and the last) : Is there a possibility to integrate a sort of "dev version" of Alive for the perf server released by Dwarden the 31th (http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-10-quot-performance-binary-quot-feedback/page13)? (of course if it is not a devil job to do ) I've tried to test the last patch of Alive but modules seems to not synchronise correctly. regards, sebj
  13. Hi Dwarden, thank you for this release. I'll try to test this new version with an Alive mission (I hope mod will support this version). Not sure to be able to get a lot of people, because I think most of them are arrayed to install mods... bye
  14. A3 is still in dev... each new features of the game break the config files or behavior of the vehicles we want to mod... be patient... You'll have a lot of mods when Arma 4 will be out :p
  15. Wonderfull script!! It should now work perfectly on our MP dedicated. for all stupid persons like me just take care to not put different values than 50;100 or 200 into the parameter "tcb_ais_random_lifetime_factor" (ais_setup.sqf). I thought it was a timer in second but it is a factor like it is well described in the comment line... :p For information when I placed 150 in the "tcb_ais_random_lifetime_factor" param, symptoms was that on the MP server the revive bar was'nt appearing and no revive at all (only the animation was function indefinitely). I hope this would help people like me who like modifying parameters everywhere... I just still see a bug because there is still some desynchro on the carry animations and it seems that one soldier can carry multiple bodies :j: Good job again for this script
  16. Same problem on a Teetimes mission. I suspect a "cleaning wreck" script looping when the vehicle is burning, I'm not good enough to find which one and unfortunately I've no time to investigate further but if someone find the solution if could be magic! Anyway if it could interest someone I'll try to make a list of the scripts used in this teetime mission to see if there is a match we other missions facing the same trouble. Otherwise with other mission using BIS respawn only, everything is working fine...
  17. Thx I just saw my stupid question when google responded me... :j: an Intel® 1x Xeon® E3 1220 should do it I think.
  18. @Dwarden Hi, I confirm the same symptoms on our Alive mission. the perf version you've done is really great and seems to improve the framerate (around between 40 to 50fps instead of 30fps when in forests or wilderness). But once objectives are in town the perfs are decreasing a lot and fps drop to 16 - 19 fps. I'll try to deploy ASM to confirm that too and monitor evrything that is appening. In your last post what do you mean for "+ uber cpu"? bye
  19. Hi, Really a good news. I hope we'll be able to get an official release soon. We've created a little mission with Alive mod for a massive frontline war (lot of CQB and AI moves over Altis), and it would be really great if we could perform some tests with this dev version ("Armadeus" server). Keep going the good job, Rgds, Sebj
  20. just a stupid question... Did you activate Blastcore mod (version for Arma2)? Because blastcore version arma2 is working but causing this symptoms if you go near the wreck in fire. I hope this help Rgds, sebj
  21. sebj

    Ekranoplane-Orlyonok

    Hi all, For the Zubr nothing is sure... For the Orlyonok the project is paused for the moment (too much trouble with cargo loading...). I think we'll have to wait for new BIS tools to integrate the best physx as we can. cya
  22. New version updated in the first post : Change log : fixed : wrong "mod.cpp" file that was crashing the game ("out of memory" error)
  23. Thanks I'll check that.
  24. sebj

    Ekranoplane-Orlyonok

    Hello Guys, thank you for all your support. All your messages encourage us to finish this beast ASAP. Sorry for the delay but these last weeks I was really lazy to do again and again the texturing to get some good results (My colleague Super Truite is too meticulous, Yeah I know I need to find some excuses :))... See You All,
  25. @granQ great, yeah it could be nice for the sample model ;) thanks in advance for your upload and help. So you mean you already have the new version of O² from BIS??!! I dream to have every tools to get this damn physx to work (especially for our Ekranoplan project...) cya guys
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