slimSpencer
Feb 22 2012, 22:36
Hello,
i'm trying to set up a local dedi (CO+BAF+PMC installed, v89647) just to test my mission for MP-compatibility. However, either i failed or there's a general problem out there:
To be short, i tested the dedi with 3 different missions and it fails in a different way, depending on the mission:
1) official MPE1_LaserShow.Takistan:
------------------------------------
hangs forever in "waiting for host"-screen
2) own test-mission (only 1 "player" + 1 "playable" unit on map)
----------------------------------------------------------------------
same as 1), hangs forever in "waiting for host"-screen
3) official MPE_SteelPanthers.Takistan
--------------------------------------
basically works - but:
on unit selection screen, at least 1 out of 5 blufor is always "active", even when i remove myself from av. units
i can not select the first av. unit under 1-1-L
when on debriefing screen & clicking continue, it takes ages (~60sec or more) til the game starts
When i host these missions in-game, everything works fine. Also the flaws from mission 3 are gone: (0-5 blufor, can select every av. unit for myself, game starts immediately).
I also noticed that the dedi is always listed twice in MP-browser. Dunno if this has any special mean for my problem or not.
ArmA2 CO cmdline
"C:\Spiele\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion;@<hidden> -malloc=tbb4malloc_bi -nosplash -showscripterrors -window
Server.exe cmdline
"C:\Spiele\ArmA 2\Expansion\beta\arma2oaserver.exe" -config=server.cfg -profiles=server_test -name=test -mod=Expansion\beta;Expansion\beta\Expansion;@<hidden> -malloc=tbb4malloc_bi
server.cfg (placed in A2 root)
// GLOBAL SETTINGS
hostname = "ToD_test"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "123"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
reportingIP = "noreport"; // For Arma2: Operation Arrowhead
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {""};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 0; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
//requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 1; // If set to 1, Voice over Net will not be available
vonCodecQuality = 0; // Quality from 1 to 10
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 0; // Server to use BattlEye system
// SCRIPTING ISSUES
onUserConnected = ""; //
onUserDisconnected = ""; //
doubleIdDetected = ""; //
//regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature
// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
// MISSIONS CYCLE (see below)
class Missions
{
class test
{
template="test.Utes";
difficulty="regular";
};
};
If you need more information, pls just tell me.
I've read the doc about dedicated servers on BI-wiki but i just can't find out what's wrong.
I would appreciate any help - i really want to test my scripts for MP-compatibiltiy. Thanks in advance.
br
spencer
i'm trying to set up a local dedi (CO+BAF+PMC installed, v89647) just to test my mission for MP-compatibility. However, either i failed or there's a general problem out there:
To be short, i tested the dedi with 3 different missions and it fails in a different way, depending on the mission:
1) official MPE1_LaserShow.Takistan:
------------------------------------
hangs forever in "waiting for host"-screen
2) own test-mission (only 1 "player" + 1 "playable" unit on map)
----------------------------------------------------------------------
same as 1), hangs forever in "waiting for host"-screen
3) official MPE_SteelPanthers.Takistan
--------------------------------------
basically works - but:
on unit selection screen, at least 1 out of 5 blufor is always "active", even when i remove myself from av. units
i can not select the first av. unit under 1-1-L
when on debriefing screen & clicking continue, it takes ages (~60sec or more) til the game starts
When i host these missions in-game, everything works fine. Also the flaws from mission 3 are gone: (0-5 blufor, can select every av. unit for myself, game starts immediately).
I also noticed that the dedi is always listed twice in MP-browser. Dunno if this has any special mean for my problem or not.
ArmA2 CO cmdline
"C:\Spiele\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion;@<hidden> -malloc=tbb4malloc_bi -nosplash -showscripterrors -window
Server.exe cmdline
"C:\Spiele\ArmA 2\Expansion\beta\arma2oaserver.exe" -config=server.cfg -profiles=server_test -name=test -mod=Expansion\beta;Expansion\beta\Expansion;@<hidden> -malloc=tbb4malloc_bi
server.cfg (placed in A2 root)
// GLOBAL SETTINGS
hostname = "ToD_test"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "123"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
reportingIP = "noreport"; // For Arma2: Operation Arrowhead
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {""};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 0; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
//requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 1; // If set to 1, Voice over Net will not be available
vonCodecQuality = 0; // Quality from 1 to 10
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 0; // Server to use BattlEye system
// SCRIPTING ISSUES
onUserConnected = ""; //
onUserDisconnected = ""; //
doubleIdDetected = ""; //
//regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature
// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
// MISSIONS CYCLE (see below)
class Missions
{
class test
{
template="test.Utes";
difficulty="regular";
};
};
If you need more information, pls just tell me.
I've read the doc about dedicated servers on BI-wiki but i just can't find out what's wrong.
I would appreciate any help - i really want to test my scripts for MP-compatibiltiy. Thanks in advance.
br
spencer