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Everything posted by davidp57
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reported Path Finding Broken (2.7) (track attached)
davidp57 replied to key_stroked's topic in Bugs and Problems
Also, and maybe unrelated, lots of times a convoy on a road stops when one of the vehicles encounters problems. This can be : a damaged vehicle that cannot move anymore (should be abandonned) a vehicle that is blocked by a wreck (when all other vehicles pass through the wreck as if it was a ghost) some other cause that I don't understand -
Dedicated server 2.7: Always same mission launched
davidp57 replied to reptile92's topic in Multiplayer Bugs
Well, I don't know what happened in a week, but since my last post it seems to have been somehow corrected. no update applied (DCS 2.7.0.5118 was already installed last Thursday) no change in configuration no reboot of the Windows machine lots and lots of server restarts (they restart approx. every 4-8 hours) Now that I think about it, we don't use the local webgui, but instead the one available on ED website. Could it be possible that something was changed there, a few days after patch 2.7.0.5118 which fixed it locally ? @BIGNEWY, I think you can consider it solved.- 28 replies
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Thanks for the clarification, Taz. I didn't have this information. This is, indeed, not cool. Even if you kindly don't mind, it's not good practice.
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Unregister from public servers list when two servers are running
davidp57 replied to davidp57's topic in Multiplayer Bugs
Hello@BIGNEWY ! I haven't had the problem since the 2.7.0.5118 update. So, from my point of view, it seems fixed. Thanks ! -
@zildacED certainly changed their particle engine, which gave us nice, fluffy smoke and beautiful flames, and probably helped with the clouds (although I don't know about this). To say that they used Taz' excellent mod is an exageration, in my humble opinion. Of course, you're right, in the past they sometimes used community work in the game ; but they always recognized the author (I know this, I'm one of them - an ancient one, at that ^^). I think that they simply changed the smoke and fire of their engine in a way that paralleled Taz', which is logical : both are beautiful !
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reported 2.7 multiplayer crash - possible related to eject and/ or map?
davidp57 replied to philstyle's topic in Game Crash
I've already seen this RegMapStorage.cpp error in another older report ; at that time the dev team answered that this was a problem of map object count (too many, not enough ids) -
Dedicated server 2.7: Always same mission launched
davidp57 replied to reptile92's topic in Multiplayer Bugs
Did it ? it wasn't solved on my servers.... Wonder what I have to do...- 28 replies
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reported Path Finding Broken (2.7) (track attached)
davidp57 replied to key_stroked's topic in Bugs and Problems
Good report ; it's been like in 2.5 also, so the supposed "fix" probably didn't fix a lot -
Unregister from public servers list when two servers are running
davidp57 replied to davidp57's topic in Multiplayer Bugs
I agree with @Maverick87Shaka : we've had 2 servers running 2.5.6 for ages. It started bugging on 2.7 -
C0000005 ACCESS_VIOLATION at 890A52C6 00:00000000 (sound.dll)
davidp57 replied to thornx's topic in Multiplayer Bugs
I get this one each time one of my dedicated servers is stopped. -
Tacview, the ACMI for DCS World – Official Thread
davidp57 replied to Vyrtuoz's topic in DCS Modding
Great, thanks ! -
Dedicated server 2.7: Always same mission launched
davidp57 replied to reptile92's topic in Multiplayer Bugs
I encountered a problem that may be linked. Just a headsup in case you have the same issue.- 28 replies
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The WebGUI (either local on on ED's website) is not showing what my servers are sending. This concerns (at least) the current mission. It's displayed correctly on the servers list (both "public servers" and "my servers") as you can see : But if I use the WebGUI, another mission is selected in the list (1) although the server data is correct (2) : I've edited my serverSettings.lua file as advised by @BIGNEWY to include the new ["listStartIndex"] variable : cfg = { ["current"] = 5, ["listStartIndex"] = 5, And this is what the server is sending (trace mode, obviously) : 2021-04-16 11:40:12.176 TRACE WebGUI: Request from remote: 54.36.51.100 2021-04-16 11:40:12.176 TRACE WebGUI: request: getMissionInfo {"uri":"getMissionInfo"} 2021-04-16 11:40:12.192 TRACE WebGUI: reply: {"result_red":0,"mission_filename":"C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-real.miz","mission_time":0,"mission_name":"VEAF_OpenTraining_Caucasus-dawn-real","mission_description":"Si vous vous aventurez au sud dans la zone sanctuaire, vous serez détruits après quelques secondes !\n----------------\nIf you venture south in the sanctuary zone, you'll be destroyed in a matter of seconds !\n\n=======\n\nLe PvP n'est autorisé que dans le cadre de la zone Airquake et de la zone Red vs Blue PVP\n------\nPvP is only authorized in the Airquake zone and in the Red vs Blue PvP area\n\n=======\n\nDocumentation de la mission http://veaf.org/opentraining\n\nNous contacter:\n- Site : https://www.veaf.org/\n- Discord: http://veaf.org/discord\n- TeamSpeak: ts.veaf.org\n\n=======\n\nMETAR : UGMS 150900Z 16003KT 070V210 9999 FEW090 11/M07 Q1021\n","result_blue":0} 2021-04-16 11:40:12.395 TRACE WebGUI: Request from remote: 54.36.51.100 2021-04-16 11:40:12.395 TRACE WebGUI: request: getMissionList {"uri":"getMissionList"} 2021-04-16 11:40:12.411 TRACE WebGUI: reply: {"missionList":["C:\\Users\\veaf\\Saved Games\\DCS.missions\\empty-caucasus.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\empty-syria.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\empty-persiangulf.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-night-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-dawn-overcast-rain.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-day-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-day-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-day-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-day-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-day-overcast-rain.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-evening-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-evening-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-evening-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-evening-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Caucasus-evening-overcast-rain.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-night-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-dawn-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-dawn-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-dawn-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-dawn-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-dawn-overcast-rain.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-day-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-day-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-day-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-day-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-day-overcast-rain.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-evening-real.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-evening-scattered.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-evening-broken.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-evening-overcast.miz","C:\\Users\\veaf\\Saved Games\\DCS.missions\\_VEAF_OpenTraining.public\\VEAF_OpenTraining_Syria-evening-overcast-rain.miz"],"listLoop":false,"listShuffle":false,"listStartIndex":5} It's not very important, but as always I prefer reporting the problem, it may hide another bigger one. Cheers, Zip.
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Unregister from public servers list when two servers are running
davidp57 replied to davidp57's topic in Multiplayer Bugs
Dedicated server, sorry -
minimized Dedicated Server 2.7 Web GUI stops responding
davidp57 replied to Eld0r's topic in Multiplayer Bugs
I've got a similar problem, I posted here. -
I've got a problem with my servers which may be linked to this other problem (unresponsive DCS process when the dedicated server window is minimized). We've got two servers. When we start these servers concurrently, after a while (less than 60 minutes, I haven't been monitoring more aggressively), the servers get deregistered from the public list, and it seems that new connections are refused. I just noticed that, when I click on one of the dedicated server windows (note that they were not minimized, merely inactive because other windows went active instead), it starts registering itself again : One server 2021-04-16 10:24:53.731 TRACE SECURITYCONTROL: do_check_resource(models/p-47d_lod4.edm, # 2021-04-16 11:13:53.927 ERROR NET: Server update was late, registering again... 2021-04-16 11:13:53.927 INFO NET: Registering HTTP control interface as 178.33.154.23:22080 (port is assumed to be open) 2021-04-16 11:13:53.927 INFO NET: Registering server as 178.33.154.23:10708 (port is assumed to be open) And the other 2021-04-16 08:24:26.559 INFO Dispatcher: loadMission Done: Сontrol passed to the player 2021-04-16 09:13:52.599 ERROR NET: Server update was late, registering again... 2021-04-16 09:13:52.599 INFO NET: Registering HTTP control interface as 178.33.154.23:21080 (port is assumed to be open) 2021-04-16 09:13:52.599 INFO NET: Registering server as 178.33.154.23:10808 (port is assumed to be open) I was wondering if had something to do with the process being inaccessible whenever the window was not active ? I'm available for testing, and our servers are in trace mode.
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Dynamic Spawn of FARP not showing for clients
davidp57 replied to Gillogical's topic in Multiplayer Bugs
Apparently it still doesn't work. -
Dedicated server 2.7: Always same mission launched
davidp57 replied to reptile92's topic in Multiplayer Bugs
@BIGNEWY told me that the ["current"] field in the serverSettings.lua had to be replaced with ["listStartIndex"] Hope it helps, worked for me.- 28 replies
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reported [NEED HELP FROM ED] Spawn a FARP using LUA
davidp57 replied to davidp57's topic in Mission Editor
Well, too bad, it seems that it does not work in 2.7.0.4625 either. I tried with the same code (mission attached), and I recorded trace logs both in MP (on the server) and SP (on the standalone client) (attached). I'd love some help from the developers, maybe I can make more tests if they give me directions ? Thanks, as always. veaf-demo-mission_20210415.miz sp.log mp.log Edit : I just noted something weird : when the spawn works (that is, in single player), the spawn event is emitted before the log from my code had been written... -
Tacview, the ACMI for DCS World – Official Thread
davidp57 replied to Vyrtuoz's topic in DCS Modding
I read this in the articles you shared : If I understand correctly, it's impossible to disable real-time telemetry and still let players record their own ACMIs with no delay whatsoever ? We're not concerned about cheating, only about server performance in our heavy missions. Tacview consumes a lot of resources when recording the players flights on the server. We simply want to deactivate it, but still not have the 10 minutes delay. -
Tacview, the ACMI for DCS World – Official Thread
davidp57 replied to Vyrtuoz's topic in DCS Modding
Thanks @BuzyBee! -
Tacview, the ACMI for DCS World – Official Thread
davidp57 replied to Vyrtuoz's topic in DCS Modding
Hello @Vyrtuoz, I'm searching for the delay option (anti-cheat) in my DCS 2.5.6 client with Tacview 1.8.6 installed. There is no option for this in the Special / Tacview page ; did I miss something ? My goal is to set this option manually on our servers ; is this the correct syntax ? ["Tacview"] = { ["tacviewAutoDiscardFlights"] = 10, ["tacviewBookmarkShortcut"] = 0, ["tacviewDebugMode"] = 0, ["tacviewFlightDataRecordingEnabled"] = false, ["tacviewModuleEnabled"] = true, ["tacviewMultiplayerFlightsAsClient"] = 0, ["tacviewMultiplayerFlightsAsHost"] = 0, ["tacviewPlaybackDelay"] = 0, ["tacviewRealTimeTelemetryEnabled"] = false, ["tacviewRealTimeTelemetryPassword"] = "", ["tacviewRealTimeTelemetryPort"] = "42674", ["tacviewRemoteControlEnabled"] = false, ["tacviewRemoteControlPassword"] = "", ["tacviewRemoteControlPort"] = "42675", ["tacviewSinglePlayerFlights"] = 0, ["tacviewTerrainExport"] = 0, }, -
reported [NEED HELP FROM ED] Spawn a FARP using LUA
davidp57 replied to davidp57's topic in Mission Editor
That's not possible Drexx, at least not in 2.5 ; and the use is, to rearm and refuel, close to the front, in order to make multiple passes. -
destroying human weapons and planes with the :destroy() function
davidp57 replied to davidp57's topic in Mission Editor
I found a way : using `trigger.action.explosion` it is possible to destroy weapons and planes, human or not ! https://youtu.be/4ZY7SC3MOHI -
destroying human weapons and planes with the :destroy() function
davidp57 replied to davidp57's topic in Mission Editor
Thanks, you're always helpful and that means a lot to the community !