S

Spark

Member

Last active 6 years ago

  1. 6 years ago
    Wed Mar 7 18:37:58 2018
    S Spark posted in Lythium Index.

    Hi, I speak sometimes with the guys from FFAAmod.
    The main problem they have is that there are very few people, when they started with the map I think it was in the time of arma2, then they used jbad buildings.

    The Spaniards are a lot of football, and things like that. Then you have mass games like call of duty battle field etc, that lets the Spanish community of arma3 be tiny.

    I do not know if they do not know how to find collaborators in the arma3 community and not only in the Spanish community to work in the FFAAmod and lithyum. You could propose to collaborate to see what they say.

    Now, for example, I am having problems with the mission of rescuing the pilots of a downed helicopter (no helicopter or pilots appear). And I know they're not going to make it compatible with alive because if it's just a person who is dedicated to working on that, he does not have time to investigate compatibility with a third mod.

  2. 7 years ago
    Sun Nov 5 19:39:31 2017
    S Spark posted in @aliveserver load screen.

    Yes,

    Regarding the mission that you say, do you mean the one that I edited from tanoa showcase or battle of lythium? In tanoa showcase I only changed the option of the data module from the local to cloud, and work, same to your "vanilla" battle of lythium setting data to cloud.

    I test just now again and its working, so I don't understand what is happening with mine.

    P.S: But don't show nothing when you do click in war-room http://alivemod.com/war-room/showoperation?name=Battle%20of%20Lythium&map=lythium&clan=111sq%20GCV

  3. Sun Nov 5 12:01:48 2017
    S Spark posted in @aliveserver load screen.

    No, in first try only, and I think that was a client issue because start and close mission coninously during 12h...,

    @Spark As I said yesterday I tested your tanoa showcase mission and worked, after I edited pbo to set data to cloud and work too.
    ...
    Second try (working):
    rpt https://pastebin.com/1pASXmrL
    aliveserver log https://pastebin.com/JevkJqPW
    Third test working.

    I re-edited your mission, set cloud and add some blue playable groups, IS WORKING, REPEAT IS WORKING.
    rpt https://pastebin.com/NFMQPnzK
    aliveserver log https://pastebin.com/JevkJqPW

    @HeroesandvillainsOS Ok we are on to something. A dev has looked at your rpts and can now see exactly what is failing but they still aren’t sure why. Can you send over a vanilla mission that this happens to you with please.

    And what do he think is the error? because I have spent several days 12 hours in a row with this, and I am already crazy and tired.

    So in the end they tell me it's a mod, but the mods work well in local save, that's when I put it in the cloud when it fails. A year ago I did not have the possibility to put a local option because it did not exist, and I used other mods (RHS), as I said some times re-editing my mission a year ago that work with same fucking mods:
    http://alivemod.com/forum/conversation/post/16153

    I already tried ACE with alive tanoa showcase cloud to discard ACE incompatibility and it worked.
    I will not recommend to the Spanish community Alive war-room, it gives a lot of problems, to me in particular the same one since a year ago. And I'm very tired, devs have not even tried my mission once, they can do a better debug to see the failure than me.

    I do not intend to do more tests with vanilla, I've been with this for 5 days, and not a couple of hours a day, no, up to 12 hours in a row. There they have the files of my mission and the logs. I am tired.
    http://alivemod.com/forum/conversation/post/22319

  4. Wed Nov 1 22:32:45 2017
    S Spark posted in @aliveserver load screen.

    I'm not having problems with vanilla missions actually. The last time that happened to me with a vanilla mission was just in this post a year ago to see what the problem was, since then I did not edit with alive because I ended up very frustrated. Just as I am feeling now, it is clear that I am not able to edit anything with alive and others mods.
    Just now I tried tanoa showcase with cloud save and get in ace modules to test, and mission is working.

    My problem is that when I create a mission with some mods and I put the data module in the cloud. If I create the mission and I put the data in local it seems that I don't have problems, it even appears in recent operations in warroom.
    http://alivemod.com/forum/conversation/post/22299

    Regarding the mission that you say, do you mean the one that I edited from tanoa showcase or battle of lythium? In tanoa showcase I only changed the option of the data module from the local to cloud, and work, same to your "vanilla" battle of lythium setting data to cloud.

    So I do not think this has a solution, it seems a failure in my missions itself.

  5. Wed Nov 1 19:38:17 2017
    S Spark posted in @aliveserver load screen.

    Yes, I only edited it one time.

  6. Wed Nov 1 19:01:55 2017
    S Spark posted in @aliveserver load screen.

    Yes.

  7. Wed Nov 1 18:16:35 2017
    S Spark posted in @aliveserver load screen.

    I thought you were referring to the tanoa you have in steam too (tanoa showcase). There I did two tests, one without reediting anything and I attach the log, but after I realized that this mission was not set cloud option, so I redited it and post logs. And the one you gave me last night with that very special name, I tried it just as you gave it to me, no modifications nothing. All missions was working right.

  8. Wed Nov 1 17:39:29 2017
    S Spark posted in @aliveserver load screen.

    Ok, I added my arma 3 client log from my mission failing when its set in cloud save https://pastebin.com/xzRc8Pkx

    The error with vanilla tanoa descript.ext, if it's when I re-edited it to set data to cloud it's my fault, I only have mission.sqm in the folder when I did the export. Anyway it worked.

    The last year, after a lot of edited saved missions, 36 editions, 3 of them worked. And actually with data module set in local the new mission is working, I do not believe to be the only one that edits with those mods and alive since they are popular. Its strange, it seems as if something came into conflict with alive warroom and another mod in my mission and that causes infinite loading screens. May be my editor failing compiling with mods and alive... I don't know... I may have to ask other people to edit missions with alive for me xDD

    That's why I'm not sure it's not an alive problem, although if the logs do not contain anything, it's impossible for the developers to find the problem in a non vanilla mission.

    Thanks @HeroesandvillainsOS

  9. Wed Nov 1 16:22:37 2017
    S Spark posted in @aliveserver load screen.

    Im using arma3server_x64.exe in same pc that client. And connecting directly via public IP.
    Anyway issue its present in a external dedicated server (which is not mine).

    Desctiption.ext

    enableDebugConsole = 1;
    respawn = 3;
    respawndelay = 15;
    respawnTemplates[] = {"MenuPosition"};
    aiKills = 0;
    disabledAI = 1;
    respawnDialog = 0;
    respawnOnStart = -1;
    author = "HeroesandvillainsOS, reedited by Spark";
    OnLoadName = "Battle of Lythium FFAAmod";
    OnLoadMission = "Las fuerzas españolas entran en combate en una operación de contrainsurgencia a lo largo de una ruta comercial, conocida como Lythium, entre las provincias de Badghis y Bala Murghad Afganistán.";
    loadScreen = "afghanistan.jpg";

    /////////////////////SOUNDS////////////////////////////
    class CfgSounds { sounds[] = {repair};

    class repair { name = "repair"; sound[] = {"efs\repair.ogg", 1, 1, 15}; titles[] = {0,""};};

    };

    Making googling I read my same issue but related with spawn:
    https://forums.bistudio.com/forums/topic/186341-getting-stuck-on-the-mp-loading-screen/?do=findComment&comment=2953926

    But not seems fix my issue.

  10. Wed Nov 1 12:25:41 2017
    S Spark posted in @aliveserver load screen.

    As I said yesterday I tested your tanoa showcase mission and worked, after I edited pbo to set data to cloud and work too.

    Alive tanoa showcase rpt https://pastebin.com/Wv6uZNjq
    Alive tanoa showcase rpt I edited data module in cloud https://pastebin.com/JFFquayA (is showing it in warroom Recent operations, the others made by me do not appear)

    New test with your mission from your last post:

    First try arma 3 crash (lobby->first load screen->lobby waiting for host->second loading screen->crash).

    Mods: A3;curator;kart;heli;mark;expansion;jets;argo;orange;dlcbundle;dlcbundle2;@CBA_A3;@ALiVE
    Distribution: 0
    Version 1.76.143187
    Fault time: 2017/11/01 12:39:21
    Fault address: 00895EBB 01:006B4EBB E:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe
    file: Heroes_Special_Tickle_Machine (__CUR_MP)
    world: Tanoa
    Prev. code bytes: 80 00 00 00 00 48 8B 0B 48 85 C9 74 09 48 8B 01
    Fault code bytes: FF 90 90 00 00 00 48 FF C7 48 83 C3 08 48 3B FE
    12:39:21 ALiVE [m_39|190] Module ALiVE_mil_logistics INIT
    12:39:21 ALiVE [m_39|190] Module ALiVE_mil_logistics INIT COMPLETE TIME: 0.000976563
    12:39:21 ALiVE [m_40|190] Module ALiVE_mil_logistics INIT
    12:39:21 ALiVE [m_40|190] Module ALiVE_mil_logistics INIT COMPLETE TIME: 0
    =======================================================
    note: Minidump has been generated into the file C:\Users\Spark\AppData\Local\Arma 3\Arma3_x64_2017-11-01_12-30-34.mdmp

    rpt https://pastebin.com/iDJgWsGz
    aliveserver log https://pastebin.com/kWV9yaGc

    Second try (working):
    rpt https://pastebin.com/1pASXmrL
    aliveserver log https://pastebin.com/iEcQJixj

    Third test working.

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