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Thread: Question for BIS (Issues with Combined Ops versus OA Standalone clients)

  1. #1

    Question for BIS (Issues with Combined Ops versus OA Standalone clients)

    Basic Issue
    If a standalone Arrowhead client connects to a Combined Ops server that is running ArmA2 content, he will be able to connect, load and play the mission but will not be able to see the ArmA2 content.
    This invisible ArmA content will still be able to kill the client player
    If this same mission is run on a standalone Arrowhead server, the ArmA2 content will not exist, but the only notification of this error can be seen in the server.rpt


    Testing done with with mission that has

    "BMP2_CDF" x 1 (ArmA2 content)
    "US_Delta_Force_Undercover_Takistani06_EP1" x 3 playable slots(OA Content)
    No scripts, waypoints, triggers, just a basic mission.sqm


    We have been trying to set up our community server so that we can cater to both standalone Arrowhead clients and Combined Ops clients
    To do this we need our mission developers to create missions that only use Arrowhead content.
    To allow them to do this, they ideally need to load standalone Arrowhead. However they are unable to do this with a combined ops installation.
    On the other hand, if they were to install Arrowhead as standalone, without workarounds, they cannot then play on Combined Ops servers.

    There are also issues with the server set up and how the two different clients will show the servers in the in-game MP browser.
    You'll see a red circle with a question mark unless the client is running exactly the same set of mods as the server. A CO
    client will show servers that lists "ca;expansion" with a green circle. A standalone Arrowhead client on the other hand, will list
    servers that have "expansion" in their list of mods as green and OK.

    The ideal solution for the Combined Ops client would be to allow deselecting ArmA2 from the checkboxes listed under the expansions tab thus loading standalone Arrowhead.
    It should then behave just like a standalone Arrowhead client in terms of content available for mission editing and MP server list "negotiations" (mod lists and
    green/red indicators).

    The ideal situation for the server executable would perhaps be to add an additional command line parameter to make a Combined Ops server act as a standalone OA server.

    One could say we're looking for a way to "un-combine" a Combined Ops installation.

  2. #2
    Terox post is sort of what we really expected in our game organization. We thought that OA would supplement Arma 2 much in the same way the original Flashpoint Games supplemented and improved on each other.

  3. #3
    If mission has requiredAddons "CAblabla", how can a pure OA client connect to it?
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  4. #4
    Gunnery Sergeant oktane's Avatar
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    Quote Originally Posted by whisper View Post
    If mission has requiredAddons "CAblabla", how can a pure OA client connect to it?
    Yeah that shouldn't work. The client should be kicked off.

    Terox, are you sure you didn't edit the mission.sqm in a text editor instead of the in game editor? When you save the mission out with the regular editor, it should see what external dependencies are required and write them out to addOns[]={} in the mission.sqm.

    In other words, OA-only clients should not be able to connect to servers running maps that use A2 addons, they should be kicked off. There shouldn't be invisible objects, that should only happen if:
    • The mission.sqm was edited by hand, and the dependencies were not added to addOns[].
    • A unit is created by the scripting engine, and that unit's class is not listed in mission.sqm:addOns[]
    • Some bug?


    This whole thing is a big mess because:
    • The mods and modfolders the server started up with may have NO IMPACT if a client will be able to join or not. For example, a server can have some server-side utility addons loaded, like armaLib or DAC which have zero impact on clients.
    • Because of the above, no silly indicator should be showing anything of the sort, its misleading to clients. It's harking back to the OFP -equalmodrequired days.
    • What does matter, is if the server is using classes on the map currently being played. If a client does not have those classes, he should be kicked. (and this is how it normally works) But instead of BIS adding a gamespy query variable that lists the addons currently in use by the mission, they list the addons that the server started up with (which is meaningless, as explained above).

  5. #5
    Master Sergeant Terox's Avatar
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    Author of the Thread
    We've been doing this for a lot of years lads, this is why the question was aimed at BIS. Please re -read the initial post.

    Quote Originally Posted by Landdon View Post
    Terox post is sort of what we really expected in our game organization. We thought that OA would supplement Arma 2 much in the same way the original Flashpoint Games supplemented and improved on each other.
    OA is advertiused as standalone, niot an addon pack lilke OFP resistance

    Try recreating the mission, it is not hard, 3 playable units one cdf BMP and host it on a dedicated standalone and a dedicated combined arms and test with 2 clients, 1 standalone OA, one Combined ops.

    @Oktane, the initial post clearly states that no scripts were used.
    You are correct, when you say the whole this has issues and gamespy is misleading to some clients.


    Mission was created in the mission editor and as stated does not use ANY scripts NONE nor was it manually edited.

    This is the mission.sqm
    Code:
    version=11;
    class Mission
    {
    	addOns[]=
    	{
    		"cacharacters_e",
    		"CATracked",
    		"desert_e"
    	};
    	addOnsAuto[]=
    	{
    		"cacharacters_e",
    		"CATracked",
    		"desert_e"
    	};
    	randomSeed=1180125;
    	class Intel
    	{
    		startWeather=0.30000001;
    		forecastWeather=0.30000001;
    		year=2012;
    		month=6;
    		day=24;
    	};
    	class Groups
    	{
    		items=1;
    		class Item0
    		{
    			side="WEST";
    			class Vehicles
    			{
    				items=3;
    				class Item0
    				{
    					position[]={1317.4917,42.760551,1333.3591};
    					special="NONE";
    					id=0;
    					side="WEST";
    					vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
    					player="PLAYER COMMANDER";
    					leader=1;
    					skill=0.60000002;
    				};
    				class Item1
    				{
    					position[]={1331.366,42.573521,1336.8037};
    					special="NONE";
    					id=1;
    					side="WEST";
    					vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
    					player="PLAY CDG";
    					skill=0.60000002;
    				};
    				class Item2
    				{
    					position[]={1341.4628,42.746643,1333.8442};
    					special="NONE";
    					id=2;
    					side="WEST";
    					vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
    					player="PLAY CDG";
    					skill=0.60000002;
    				};
    			};
    		};
    	};
    	class Vehicles
    	{
    		items=1;
    		class Item0
    		{
    			position[]={1329.1509,42.152397,1352.0128};
    			azimut=250;
    			id=3;
    			side="EMPTY";
    			vehicle="BMP2_CDF";
    			skill=0.60000002;
    		};
    	};
    };
    class Intro
    {
    	addOns[]=
    	{
    		"desert_e"
    	};
    	addOnsAuto[]=
    	{
    		"desert_e"
    	};
    	randomSeed=7125972;
    	class Intel
    	{
    		startWeather=0.30000001;
    		forecastWeather=0.30000001;
    		year=2012;
    		month=6;
    		day=24;
    	};
    };
    class OutroWin
    {
    	addOns[]=
    	{
    		"desert_e"
    	};
    	addOnsAuto[]=
    	{
    		"desert_e"
    	};
    	randomSeed=8225385;
    	class Intel
    	{
    		startWeather=0.30000001;
    		forecastWeather=0.30000001;
    		year=2012;
    		month=6;
    		day=24;
    	};
    };
    class OutroLoose
    {
    	addOns[]=
    	{
    		"desert_e"
    	};
    	addOnsAuto[]=
    	{
    		"desert_e"
    	};
    	randomSeed=12187450;
    	class Intel
    	{
    		startWeather=0.30000001;
    		forecastWeather=0.30000001;
    		year=2012;
    		month=6;
    		day=24;
    	};
    };

    Our serverside install was done using the following procedure.

    1) Install OA as standalone and patch it to 1.52
    2) Make a copy of the install and use that copy for the standalone test server
    3) Uninstall OA
    4) Reinstall OA as a combined ops install to the armA2 root
    5) Use copies of this master install as the combined ops server.

    If you want to try and reproduce this, make sure it is vanilla. The new CBA/CBA_OA used for standalone installs adds some classnames that are ArmA2 based and therefore some classes from ArmA2 can be present in the OA standalone, this by pure chance also includes the cdf bmp.
    Take NOTE, once we discovered this we shut dowen the cba mod folders and reproduced the problem described above in a vanilla OA server
    Last edited by Terox; Jul 7 2010 at 07:48.

  6. #6
    Code:
    class Mission
    {
    	addOns[]=
    	{
    [...]		"CATracked",
    [...]	};
    CATracked should kick out any pure OA client, unless they also use CBA & CBA_OA.

  7. #7
    First Sergeant Cross's Avatar
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    The reason is that there may be some pbos that are being shared. Having installed as stands alone and CO, would you mind checking how many of the A2 pbos are used with OA.

    In A2 folder, there should be a folder called "common". Check how many of these are in the OA_standalone install.

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  8. #8
    Gunnery Sergeant oktane's Avatar
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    I did not imply you were using a script, I just mentioned that that is an avenue that can create non addOns=[] sanitychecked objects that would be invisible to clients that didn't have it. (they should get a popup error once however)

    While not ideal to create OA-only suited missions with a A2+OA dev enviroment (ie your map editor), it does serve to demonstrate a big issue if the game is no longer kicking players based on certain missing content. That may be a huge problem. I think it is due to the config overrides as others have mentioned. I am guessing the common folder contains updated data for the old units in A2, via partial classes which inherit the original A2 addons and override them with the new features. In Common\tracked.pbo, there exists a class patch for CATracked which has no units in it:

    D:\Arma2\!Configs\OA_Common_Extracted\tracked\conf ig.cpp
    00416: class CfgPatches
    00417: {
    00418: class CATracked
    00419: {
    00420: units[] = {};
    00421: weapons[] = {};
    00422: requiredVersion = 1.02;
    00423: requiredAddons[] = {"CAData","CACharacters","CACharacters2","CAWeapon s","CASounds"};

    Which may explain why OA-Only clients are able to get in without errors, but then have invisible objects? More knowledgeable people would know if that's relevant. (but a lot don't visit the BIF anymore) There are no CATracked classes in OA proper, they are all appended with CATracked_E_Classname. There are no references to BMP2_CDF in OA or Common at all, it only exists in stock ArmA2 addons.

    In any case, since you've been around so long you should know the BIF is not the place for serious bugs amidst all the noise, that's what the CIT is for. You can wait and if by chance a BIS dev sees this, he'll likely tell you the same.. suggest to make a CIT bug for it. (doubt? do an advanced search Keyword(s): CIT ; Posts Made By: Dwarden) If it is a reproducible bug from a sanity checked environment, it will likely be taken care of by BIS very quickly and the result contained within the upcoming beta patches if possible. http://dev-heaven.net/projects/cis/wiki

    It sounds pretty serious at least.

    Cheers
    Last edited by oktane; Jul 7 2010 at 10:56.

  9. #9
    Hi all

    The major problem this causes is the inability to create Vanilla OA mission content without resorting to hacky crapy shit.

    A lot of us wanted to just create missions to welcome in new players as it stands we have to leap through hacking loops to do it, for new ArmA players how the heck are they going to be able to do so?

    Sadly walker
    Last edited by walker; Jul 7 2010 at 13:33.

    You are only a bullet away from being stupid.

  10. #10
    Sergeant Major Mosh's Avatar
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    Quote Originally Posted by Cross View Post
    In A2 folder, there should be a folder called "common". Check how many of these are in the OA_standalone install.
    C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead
    Spoiler:

    Common
    Spoiler:

    Expansion
    Spoiler:


    I made a folder with just Expansion, Common, and the client and server exe, and ran a server and client just fine on PC that already had Combined Operations install. I was able to launch just standalone OA that way. Hope that info helps...

    EDIT - That is a OA standalone intall from Sprocket. It had not been patched yet when I did this. I'll edit it after I patch it (if I feel like using an activation on this).

    EDIT - Here's what I did...

    1. On computer 2 I have OA Standalone (patched, no Arma 2) installed. I ran server from there with -exThreads=1 and config=server.cfg only. (with beta you don't need exThreads=1)
    2. On computer 1, I have combined operations installed, but I ran AO client only from my separate standalone folder I made (Common, Expansion, arma2ao.exe). I created MP mission in this standalone mode.
    3. I put MP mission on computer 2 standalone server and connected with standalone from computer 1 and ran it fine.
    4. I also connected to computer 2 standalone server with computer 1 combined operations client and ran same mission.

    Result - You can make AO only missions with CO install by just creating folder with stuff I said above and running standalone AO client. AO standalone and CO clients can play these missions. Also you can run just standalone AO server this way.

    There's another thread discussing the same thing more or less, so if I'm confusing the two, sorry... And maybe there's an easier way, but I didn't want to start renaming stuff and fucking with my CO install. It was easier to just make a new folder...
    Last edited by Mosh; Jul 7 2010 at 15:06. Reason: more info

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