Server Update[/B]: New IP Address: 220.127.116.11 (for both the OFP and TS2 servers)
Date: Friday and Saturday nights, roughly
Time: 10:00 p.m. CST (-6 CET)
See below for additional info.
N.B. addons updated, see below for info.
I managed to get WGL running on my server and I'm opening it up to everyone.
I'm new to this sort of thing. Questions and constructive advice about running a server would be appreciated.
Right now, it runs WGL, but I might rotate in other mods/missions if I can figure out how to get them going.
It won't likely be up 24/7. If it's down and you'd like to play, send a PM my way. I'll see what I can do.
The name is a reference to an old paintball club.
Here's the server info:
Server name (as shown in GameSpy): TacOps WGL
Mission count: 1681
TeamSpeak 2 Server: 18.104.22.168
No passwords, for now.
Required mod folders/addons:
@wgl5 (fully patched WGL 5.12, hat tip to Overlord)
N.B. Those of you who are using '@ciawgl' and '@wglextras' see the update below.
On that same download page, you will find the WGL Ryan and AT unit and weapons replacement mod-folder archives, respectively. 5.1_rep.rar is required for the AT installation, see the WGL51reprarinstallation.txt for instructions (see Walter's post, below).
Instructions for getting the Ryan models working: WGL Models Base Instructions
Additionally, Mr. Burns' AEC Islands replacement pack is there for download, as well.
Make backups of your original files!
If there is a mission you'd like included in the server (or, if there's one on there that needs to be fixed), let me know!
N.B. Inspired by the [CiA] and the University of Dallas Tactical Operations Club.
TS2 comms will be required. You won't need a mic - just need to be able to hear.
Style of play: see the CiA Rules
4/26/2011 Addons update: @wgltacopspart1 is not equivalent to the old @wglextras (see below); @wgltacopspart2 contains the new addons, documentation, and island anim folders.
- Consolidate the addons in a mod folder named '@wgltacops'. Remove @wglextras (do not rename it to @wgltacops - the earlier suggestion to do so was incorrect; it is ok to do so with a few addons replaced, see update, below).
Yeah, I'd go with OFPMonitor. I, frankly, am not sure what the ip is, due to a confusing conversation with Comcast a week or two ago. I am, unfortunately, able to see my server on neither ofpwatch (when I put in what I think is the ip) nor ofpmonitor. If you find my server on ofpmonitor, feel free to post the ip it reports. I'm curious to see what it is.
Here's what whatismyip.com shows: 22.214.171.124
The port should be 2302.
And, if you're up for a game, send me a PM. I might be able to play (and grab someone else, too).
I've been asked about a regular/semi-regular co-op session. Thoughts? (I'm now working on a TS server)
Edit: Zulu, how do you use ofpmonitor to launch off-line sessions? I haven't been able to figure that out - pretty much keeps me from using it. The vast majority of my mod-combos entails local launches. I can't get on my server with it, b/c I can't see it, but, if it'd open a local session, it'd work for me. Actually, another thing I'd need it to do is launch via an alternate executable (fwatch, specifically).