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BRooDJeRo

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Everything posted by BRooDJeRo

  1. Decent DDR3 memory at least running 1600 Mhz stock is a welcome piece of hardware. Pricing is far from bankrupting.
  2. Fear is one of the strongest emotions indeed. The fear of never being able to leave the Caucasus seems to run deep. :joystick:
  3. The main.lua provided with the old servman download has old DCS netcode functions. Only the last function in the main.lua file and a few extra rows are for initiating Servman. You need to copy and paste this function on the bottom of the file to the bottom of the latest original main.lua file that come with the latest DCS build. I use this one now. Its the only file in DCS modified to make Servman work. Ofcourse you also need to manualy create the folder 'missions/multiplayer' in the main DCS gamefolder where the missions for the autorotation go in. Im clueless on the compatibility of the older part of code. Im a total noob at coding, but i do know how to make things work. Its possible professionals will scratch their heads and even wonder why a piece of old code still functions. Its also possible that this is the path to follow. But who cares!!! It works.... Im using the personaly modified version in the rarfile below to manage my server and hasnt given me any trouble sofar. Maybe you did something similar yourself already, but this might work for you when you didnt copy n paste stuff from old file to new ones. Compare both original and modded file so see what is actualy changed at the bottom, you'll laugh on how little it actualy is. Dont use old netcode files in newer installations. This file has been changed between DCS 1.2.1 and 1.2.2 and i think it has partialy to do with a fix to keep clients connected to the masterserver or reconnect when disconnected. I hope it works the same for u as it does for me. When DCS is updated or repared, all modded files go into the backup folder and DCS is fully in its original state. When you have trouble in original state then it doesnt have anything to do with Servman. My server and client seem to run stable for me as well as many other people visiting. Even with high ping (200-250). Sometimes i see weird people logging in and out a couple of times that give me odd feelings. Theres even rumor/gossip of breaking and modding something on the enemy side with a certain multiclient login/logout method. theres enough people running around on this planet that take pleasure out of making someone elses life miserable. This is most likely a reason why many servers are locked. EDIT: Old upload deleted, new can be found here: http://forums.eagle.ru/attachment.php?attachmentid=77165&d=1360902874
  4. Aha! Yes you are right that the CA setting of the testmiz is on Master, but normaly its on GROUND FORCE CM. It was more intended as a quickfile for fool around in, i made a mistake while testing in that file by not reverting the setting back GFC. Im still used to using the hidden function for turning on and off vehicles for CA and like said before to clear unwanted items from the map. Ive indeed noticed that hidden items only can be seen when you join a side and you also only see all the items on your side, not of the enemys. So basicly you confirm what i see and is different. Thank you for the response. I kind of knew some things in aproach of settings might be changed. Just wasnt sure. Maybe its me and thats ok, but it still raises one itchy question. Why call an option 'hidden' when it doesnt hide when its actualy the function of the setting? Isnt there now an option 'can be entered by player' to make a vehicle potentialy accesable nstead of the 'hidden' option? thsi means the hidden function can be normaly hidden again. Perhaps there is no direct answer to it and the way it works right now is just how it ended up. Still im not fully convinced if the creator of this editor item intended it to still show everything on the same side as CA-dude, included static items when this option is set. I havent tried it yet, but ill might be looking into the settings of a missionfile and see if it is in the right order in the functions table and see if a full hidden override can be made, although im not sure if that is the right place to do that. Im also having trouble with not having the 'enter vehicle' button on the map while that option is set for that vehicle. Ive tried everything like recreating vehicles, missions, freshly installed DCS on the main comp and server. Nothing worked, so basicly my CA module isnt usable. In the missioneditor a vehicle can be entered, also as a solomission, however when i load the mission on the server and login to that, its bugged. The server is running DCS world without modules, but it only has to run the mission, not playing it. Module access seems controled on a clientlevel. I wouldnt be surpised when something isnt fully in the right order making it not functioning properly and has something to do with eachother. Thx Mr. Speed.
  5. Why blue? As much contrast as possible on critical items with a blue sky as overwhelming background.
  6. You can set an individual group to atack a distinct target as a part of the mission for sure. Its somewhere in the individual vehicle options if im correct or attack tagets that come inside a zone, let it patrol a zone, set extra situational awareness options. Theres also 3rd party additional missions options with SLmod, but that requires at least a rudementary amount of scriptingknowledge. By the looks of it you can control units going places by triggerzones (moving/stationary) activations and/or behaviour settings.
  7. Worst case scenario: a man in the middle attack where apackage of the complete DL is ripped out. :huh:
  8. The same reason why my dad's Mercedes has a spot in the garage and my moms car is under the leaking tree. Because he can....
  9. Have you tried to open the particular mission in the editor and save it again? There seem to be version compatibility problems when missions are created in older DCS installs. What happens when you create a new test/dummy mission yourself or join a mission online?
  10. itsametafore Swiftly the burning gates of hell where opened bringing the daybreak of the apocalipse!!
  11. i'll bet on a picture of a happy goat that it will end up with 500 units and for about 18,6 pilot.
  12. Shouldnt the CPU load go down when you use options in AI on/off and use bubble activation techniques with zones/movingzones in combination with triggers when thinking of full mapsize missions or with alot of units to spread the load. A unit very far away out of sight can simply be on pauze or activated to do its thing when any player comes close or mission relative movement is needed.
  13. Bookmarked
  14. Thx Eight Ball, thats what i initialy thought. So its for about 50-60 euro all together for me.
  15. The extra missionmap setting are optional mission settings. When you set up a mission without boundries for the map so everything show, you have that setting 'hidden on map' that overrides every other setting first before any extra map settings are set which come under it. This feature kind of borked up here when the feature 'enter by player' was implemented. It still works for the red side when your blue or viseversa, once youre blue and look at the blue side map, all the hidden features apear on the map. Perhaps this is slightly more advanced in terms of missioncreating or not even that important compared to more urgent crash bugs. Depending on the missionrelevance it is not a direct party-pooper. Its more slightly disturbing in the corner of your eye when you want to create a correctly presented homebrew mission open to the general public of the world, but have a map with items stacked up in one place that have no need to be shown.
  16. Im kind of lost against a wall of information. I dont own FC2, but own other DCS modules like the A10 and CA. If im reading correctly i also need to own FC2 to be able to use FC3 in DCS world on a server, is that right? Theres stated that FC2 needs to be installed prior to FC3, is FC2 included when i purchase the FC3 module? If no, then im correct that the FC2 price will come on top of the FC3 module right? Im so confused....
  17. 'Left-Alt' + 'NUM +'
  18. When you visit somebody in RL you use some basic respectable behaviour too, why not when 'visiting' a server? Do not kill friendlys seems obvious. Its a little bit like putting a 'stop!! here is a wall sign' right in front of a wall you can see. In Japan you eat with sticks. You may only enter a gipsy home without shoes. In Alaska its for bidden for a moose to flirt with a female moose during mating season on town squares. the list goes on.
  19. Yes, but i dont dare to say it out loud. Pls dont wake up the gremlinz... :shifty:
  20. When you have an 'explode-zone' you can also add a larger warning-zone with a public message personaly directed to change course or explode.
  21. As a missionbuilder and unpassworded hoster im already thinking of scenarios where the FC3 module plays a significant role. For me the DCS experience started out with the A-10C and the Ka-50 as a basis. As an addition lateron came implementing decent CA action and thats where it still is. Its nice to at least have something functioning properly there first. Theres still bugs there where youre not able to use CA, but its also still in beta, just as FC3. Creating missions is one and also costs alot of time when done correctly. You also often run into not properly working functions or still a work in progress in terms of functionaly options where the hole purpose and idea of the the mission doesnt work and goes into the recycle bin for the time being. In a nuttshell i ask myself the question if its not better to invest my time better and wait till something has more chance of succeeding instead of being busy on something for hours and eventualy get you stranded at the end of the day. Ask an STP guy how much time is involved in a single/dual module (A-10/Ka-50) localised mission to work fully properly in any scenario, let alone implementation of 2 other beta modules. After every little update there is a need of rechecking every item in every missionfile too. Its all less simple than it looks. And theres lives and wives and kids and a demanding bosses lol. You can also try and create something multi-module yourself, get comfy with a host and see if its good enough to host and see how reactions are. The overal standard quality in hosted mission is something growing inside the community too in which larger official missioncreators play a significant role. Yet they cant create higher standards than the software provides them.
  22. The problem of vehicles still not open to enter while the option is set was NOT fixed by replacing (deleted, create new) the malfunctioning vehicles. To be on the 'safe' side eventualy all vehicles were replaced and the ability to enter returned. I now even seen it to apear randomly. Creating a totaly new mission doesnt work either. The last thing on the menu is a full fresh install on 2 machines. :doh:
  23. Similar here, the funny thing is when a mission is fixed, it runs as intended and i can enter vehicles from the missioneditor. Then i start it up with the servermachine, enter it and some vehicles cant be entered while everything on the field should be open to players. The only thing left to try is replacing all vehicles with newly generated 1.2.2 vehicles and see what that does when the missionis run outside my singleplayer editor.
  24. Its the same licence, but different software about the same product. DCS world is something larger where different ED products come together. A-10C is one of these products (module). DCS World is the platform on which these different modules function on. When your stand-alone A-10C software is activated, your DCS Worlds A-10C module should be too when DCS world will be installed on the same OS.
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