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tirpitz

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About tirpitz

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    Lance Corporal

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  1. Cheers for this. I was hoping it was just a temporary glitch on steam's side.
  2. I again re-encountered this issue when using Hemtt mod build chain. Solution change to V2 signatures from V3.
  3. I have since encountered this error on several more PBOS, some published by myself some by others. Is there anyone in a position to shed some light on to why this happens or how to avoid it. Sometimes using the official addon builder works, sometimes only 3rd party packers. sometimes I have to use the binarize option to get a successful signature.
  4. AAAND Of course as soon as I ask here I find a workaround. when I tried to use the official addon builder it worked. Although PBO manager has worked fine in the past and still does for other PBOs I dont know what is going on there.
  5. I have 1 PBO that refused to pass signature checks, although the signature check utility does not throw and error. when launching Arma with the verify signatures it does not pass with error 0x22. 14:51:57 Signature tests for F:\Documents\Arma 3 - Other Profiles\Tirpitz%20[AM%202SA]\mods\TAW Community pack Public\addons\revo_reducedweaponsway.pbo PASSED! 14:51:57 Signature F:\Documents\Arma 3 - Other Profiles\Tirpitz%20[AM%202SA]\mods\TAW Community pack Public\addons\rhs_no_smoke_bounce.pbo is wrong. Error 0x22. Test FAILED! both of these mods were signed using the same private key, at the same time in the same batch operation. PBO is available at link (11KB): https://drive.google.com/file/d/11VoGyFmSCPkDD0RI-Ck5BcvFdpNOpkFs/view?usp=sharing I have tried padding the config.cpp in the pbo (the only thing in there) with comments just in case the file was too small to generate a proper signature. I have tried changing the name of the file, the location on the drive to eliminate path name errors. Padding with images doesnt work either. I am running out of ideas. PBO was packed with PBO manager. Any help appreciated.
  6. tirpitz

    Headless client issue

    Maybe provide some additional info, mission setup? are you using any scripts?
  7. Do you maybe have the revive script? Are there any script that may conceivably do any gear restriction? is there anything the RPT that may suggest a script is failing now that wasnt before?
  8. So, let me preface this: I am not after the rain dance you performed that may have helped that one time on this one server. I would like an explanation of what some of the networking related errors in the RPT mean and which setting (in the basic.cfg or otherwise) this relates to. These errors appear in the the server RPT log frequently and are often spammed thousands of times. yes this server is modded, and has 50+ players. many of these errors are accompanied by a large spike in CPU usage and desync and eventual crash or very slow recovery of the server. We have experimented with basic.cfg settings, and are currently trying close to default setting with little success. First one that I don't understand, mainly because my basic config should prevent messages of this size: MaxSizeNonguaranteed = 256; MaxSizeGuaranteed = 512; class sockets{maxPacketSize = 1340;}; 22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1306) to 2097798637 22:00:30 Message not sent - error 0, message ID = ffffffff, to 2097798637 (wicky [AM 2]) 22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1303) to 1070593847 22:00:30 Message not sent - error 0, message ID = ffffffff, to 1070593847 (HC3) 22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1308) to 983477534 22:00:30 Message not sent - error 0, message ID = ffffffff, to 983477534 (Tirpitz [AM 2SA]) To me the raises several questions: why is it trying to send messages larger than what I have specified, am I misunderstanding this message and how can I avoid it? What the maximum safe MaxsizeGuaranteed and MaxSizeNonguaranteed with respect to MTU if this is relevant. Number two, this one, the message type and the object identifier change, as well as the location (server/local). 22:10:42 Client: Object 48:172 (type Type_460) not found. 22:10:42 Client: Object 48:173 (type Type_460) not found. 22:10:42 Server: Object 15:97 not found (message Type_460) 22:10:42 Server: Object 15:96 not found (message Type_460) 22:10:42 Client: Object 48:174 (type Type_460) not found. 22:10:46 Server: Object 6:229 not found (message Type_96) 22:10:46 Server: Object 6:228 not found (message Type_96) Number three: 22:10:51 NetServer: cannot find channel #1648235163, users.card=55 22:10:51 Message not sent - error 0, message ID = ffffffff, to 1648235163 (CURT [CC PXLC]) 22:10:51 NetServer: cannot find channel #1648235163, users.card=55 22:10:51 Message not sent - error 0, message ID = ffffffff, to 1648235163 (CURT [CC PXLC]) and number four 21:29:31 Server: Network message 302ef35 is pending 21:29:31 Server: Network message 302ef36 is pending 21:29:31 Server: Network message 302ef36 is pending 21:29:31 Server: Network message 302ef36 is pending 21:29:31 Server: Network message 302ef37 is pending 21:29:31 Server: Network message 302ef37 is pending 21:29:31 Server: Network message 302ef39 is pending 21:29:31 Server: Network message 302ef3a is pending 21:29:31 Server: Network message 302ef3c is pending Our current basic.cfg looks like this: // These options are created by default language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=0; Resolution_H=0; Resolution_Bpp=32; // These options are important for performance tuning MinBandwidth = 131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072 MaxBandwidth = 104857600; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. MaxMsgSend = 512; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers.Default: 128 MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 MinErrorToSend = 0.002; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001 MinErrorToSendNear = 0.02; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01 class sockets{maxPacketSize = 1340;}; MaxCustomFileSize = 10000; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
  9. I think if we can get a stack exchange then we will be onto a winner Sent from my WAS-LX1A using Tapatalk
  10. That would be awesome, with varying spread by terrain type. That sounds like something I would like to do in the not so distant future Sent from my WAS-LX1A using Tapatalk
  11. So it may be possible to have a real stack exchange site: http://area51.stackexchange.com/ Looking at the activity requirements we should be able create a site, although possibly just creating a tag on SO might be better, as this is programming after all. Sent from my WAS-LX1A using Tapatalk
  12. Where is the problem? Does the loop not work or the behavior? Sent from my WAS-LX1A using Tapatalk
  13. Sorry I was not specific enough, you would needed to script something and load it as a mod or as part of your mission. Sent from my WAS-LX1A using Tapatalk
  14. I don't have a PC at the moment. This is a massively overkill implementation of what you want: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/functions/fn_keyHandler.sqf Perform some checks as to whether you are in or near a vehicle. Implement this somewhere: https://community.bistudio.com/wiki/User_Interface_Event_Handlers And your are good to go. Sent from my WAS-LX1A using Tapatalk
  15. I was working on a survival game mode where the focus is on finding water and food and signaling for a search party etc. Unfortunately I never got far and started working on other projects, but am hoping to restart it again soon. Sent from my WAS-LX1A using Tapatalk
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