T

tourist

Member

Last active 4 years ago

  1. 8 years ago
    Wed Sep 7 17:53:46 2016

    I'm back after some intensive testing and, alas, following the above linked guide I couldn't get it to work.

    After the "full cycle" of starting-playing-sever save&exit-restart server-load ALiVE persistence savegame I enjoyed full ALiVE persistence - position, stats, inventory... everything defo worked! But my manually created tasks were set to start status as if I had never done them.

    I'll ask around in the BIS forum thread as well if anyone else got it to work or has other ideas...

  2. Wed Sep 7 14:49:14 2016

    Hi sn34ky,

    thank you for your tips!

    I created a new server and set it up as usual, but soon encountered a problem:

    Unfortunately I can with this rented server only find out the IP and also access the server.cfg and set the lobby title there by using the "hostname" parameter in the config.

    I cannot however not find out the physical machine name though, as the support of this server hosting company told me, because it's not a rootserver.

    Is the physical machine name really necessary to make it work?

  3. Sun Sep 4 19:37:41 2016
    T tourist started the conversation No WarRoom access with rented Dedi Server [SOLVED].

    Hi devs and veteran ALiVE players,

    as the title suggests I have encountered a problem that is definitely tied to my server provider.

    When I host a dedi on my own PC, persistence works absolutely flawless when using the quickstart mission. I had sometimes the well-known problems with creating the server save when playing heavily modded missions on my "homemade dedi", but that is not here to discuss.

    Instead, I'd like to track down the "switch" I have to flap on my rented server's config to make it work with ALiVE WarRoom in the first place. Link here gives server and client .rpt's from my attempts to load, play, and server save&exit the quickstart mission with nothing else loaded but ALiVE+CBA clientside and ALiVE+AliveServer+CBA serverside.

    It worked with "homemade dedi" and I couldn't even get access to WarRoom with the rented dedi. Now I hope you find something to change in the rented server's config or any other info from the .rpt's to help me track my error:

    https://www.dropbox.com/s/dljvs99d7kz0gw5/tourist%20support%20request%20rpt%20files%2Bserverconfig%20quickstart%20mission.7z?dl=0

    Thanks in advance for your help!

    tourist

  4. Wed Aug 31 20:15:01 2016

    I couldn't find the thread where u asked more specifically for ways to achieve your HVT objective - or was that in BIS Forums?

    However, I tried three different task types in my most recent ALIVE mission project.

    1) Meeting of one of the playable characters with an NPC to simulate the joining of forces and exchange of intel: works after a server save - quit - restart - rejoin cycle. Once succeded, this task stays in this status whenever I join again.

    2) Destruction of manually placed and named building: works partially in the sense that the destruction of the building which was checked for with the !alive umspannwerk code (umspannwerk is actual name of building I choose; can be anything else ofc) will be persistent. But since I had hang ups of the Alive saving system during server save snd exit the task was not registered as complete after loading that botched server save.

    3) Killing of HVT with !alive sep_boss code: not fully tested yet due to vacation without PC; will update results here.

  5. Wed Aug 31 19:59:00 2016

    Hi Heroes,

    told you I'd share my experiences with implementing tasks into persistent MP missions with you!

    Honestly I have to admit I started only recently to do so, but maybe my findings are helpful.

  6. Wed Aug 31 13:18:06 2016
    T tourist posted in CUP - Chernarus compatibility.

    Hi Heroesandvillains,

    i'm currently building a mission on chernarus summer using CUP units alongside Massis units and BWMOD as playable slots and part of the CAS player support.

    I use 3DEN enhanced mod and have found that some of the BWMOD helis placed manually on the northeast airfield were NOT FLOATING in the air, but on the contrary SINKING into the ground when playtesting!

    This happened when playing on a rented dedi I recently aquired for getting more "horsepower" for my ALIVE missions.

    But various ground vehicles from CUP never showed that behaviour or the floating in the air. Also a CUP Chinook or various CUP Hinds did not show the floating when placed besides the BWMOD helis on same airfield - ARMA Black Magic at it's best I daresay...

    Actually the two of us could help each other out a bit with our current projects - saw you posting a question regarding manually created tasks like destroy building or kill HVT with the !alive building1 or !alive hvt1 kind of syntax and I have made just that kind of stuff in my mission, too! I'll get back to you for that stuff in the other thread ;-)

    Kind regards,

    tourist

  7. Mon May 30 18:57:19 2016
    T tourist posted in Alive performance optimization.

    Thanks for making things clear @ both of you!

    Now I have to wait for the 1.60 compatible ALiVE update before I can try how it works I guess...

  8. Sun May 29 12:47:18 2016
    T tourist posted in Alive performance optimization.

    Hi folks,

    would really like to have some more information on that issue. If I have 4 physical cores (core i5 4690K) and want to run dedi, headless client and my client instance on the same PC, who do I best distribute the cores when assigning them in task manager?

    I see core 1,2,3,4, no core 0 here?

    And @SavageCDN: if I assign core 1+2 for server, 3+4 for HC, what do you mean with "player client the rest"? I tell task manager to use resources from all cores for this process or what? Sorry for being a bit thick, but I can't see how that would work if all 4 cores are already assigned to server and HC.

  9. Wed May 11 19:05:07 2016

    Well, I think you already covered the issue of mod selection when reporting that British Steel uses the same modset as you and there the problems don't appear, but just to be safe, I'll share my modline and then later I'll report if the teleporting shows me CSAT when I have CUP Taliban on.

    @ace_optionals;@ace3;@ALiVE;@AliveServer;@ana;@asr_ai3;@bc_phoenix;@bc_skies;@blastcore-physics;@blastcore-tracers;@blood_splatters;@bwa3;@BWMOD_Comp;@CAF_AG_1.5.2_hotfixed;@CAF_AG_AudioPatch;@cba_a3;@cup_ace_compatibility;@cup_terrains_core;@cup_terrains_maps;@cup_units;@cup_vehicles;@cup_weapons;@dynasound;@hlcmods_core;@hlcmods_g3;@hlcmods_g36;@KGB_DINGO;@Kunduz Afghanistan;@mh_sound;@nato_russian_sf_weapons;@niarmsg3_ace;@niarmsg3_cup;@niarmsg3_rhs;@niarmsg36_ace;@niarmsg36_bwa3;@niarmsg36_cup;@niarmsg36_rhs;@rds_ag_comp;@rhs_afrf3;@rhs_usf3;@smills_vest_and_helmet;@spyder_addons;@TacticalBeards;@tpwcas_a3;@tryk;@vcom_driving"

    I had to put all the sound and effects mod on to the server because when I played and server-save-exited the mission as client with these mods loaded clientside only, I couldn't re-join without them being on both server AND client the other day.

    So yesterday I ran a test with CUP as Taliban and CAF as civs and played for two hours, but without teleporting around. Will do this teleporting in the Editor and in-game and test if I ever see CSAT. BTW, how did you teleport? ALIVE admin option?

  10. Tue May 10 20:47:35 2016

    Ok good to know about the maps. I ran into another stupid bug preventing me from loading my game: I tried blastcore effects in the client instance but now it says I can't jon my server because blastcore_vep is missing...

    So I must re-start the mission anyways without blastcore - and can double-check if my settings help with CAF as OPFOR. I use them as CIVs with no problem alongside the CUp Taliban.

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