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Slmod- multiplayer server mod for new mission logic functionality


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Speed, first of all thank you for the SlmodMain.lua. Unfortunately the problem is still there.

At the time of "crash" one client (Jedi) left the session, one client landed (Rascal) and the third one (Severn) was still in the air flying when the server went on Pause.

 

Just a wild guess... could it be that the way one client lives the multi-player session (Exit or Disconnect) has any effect on Slmod?

 

I am attaching the dcs.log file (dcs.log speed Modification.rar)

 

Again, your help is enormously appreciated, :thumbup:

THANK YOU

 

Hammer

dcs.log speed Modification.rar


Edited by mladen

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Speed, first of all thank you for the SlmodMain.lua. Unfortunately the problem is still there.

At the time of "crash" one client (Jedi) left the session, one client landed (Rascal) and the third one (Severn) was still in the air flying when the server went on Pause.

 

Just a wild guess... could it be that the way one client lives the multi-player session (Exit or Disconnect) has any effect on Slmod?

 

I am attaching the dcs.log file (dcs.log speed Modification.rar)

 

Again, your help is enormously appreciated, :thumbup:

THANK YOU

 

Hammer

 

OK, I am unable to test the following code, but it should provide a temporary fix your problem, no matter what the cause is (personally, I think it could be a problem with ED's callback functions).

 

Please replace the SlmodMain.lua and the SlmodTests.lua in ./Scripts/net/Slmodv6_2 with the two attached files. Again, these files are untested at the moment, but I checked through their code a few times so they SHOULD work. I added a bunch of debug messages so that hopefully, the real problem makes itself clear. Also, I added some code that SHOULD double-check the client counter periodically and correct any errors in it- that is the code that should hopefully fix your problem. It only runs every 20 seconds, so you still could get a pause for up to 20 seconds where the old problem would have occurred.

 

If you could kindly run the attached files for a long time in your server, and then upload dcs.log, I would be highly appreciative. It should go a long way towards a more permanent solution to the problem.

SlmodMain.lua

SlmodTests.lua


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Hi Speed...

 

I know my problems are very narrow based (all MP server related) and I've come into a continuing problem with logs being re-written every time the game is restarted.

 

What kind of work is involved in exporting the chat script from the missions into their own log file as they were with servman? I'm just poking around to see if this is something that we may see in the near future... or if I should go and run servman with most features disabled so that I can continue to get the logs.

 

Brood has been a tremendous help for me by providing me with an updated main.lua to help with some of the servman functions... if I disable most of its features that I don't need (messaging, admins, mission restarts etc)... is that my perfect solution? From what I've read it looks like things work OKAY... though slightly buggy.

 

Any input on the subject is extremely valuable. Thank you again for your quick replies to all of the above questions.

 

Well, if I need to release a new version of Slmod to fix bugs in the current one, then I could probably include a chat log. Last I checked, file appending was disabled (weird) but I believe ED provided some logging functions so I could make my own log. I could time/date stamp each log file so that they didn't overwrite each other.

 

Tomorrow I should FINALLY have my flying machine set up and ready, so I could possibly get started then.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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mladen:

After examining hte log file you most recently provided, an area that I suspect could be involved with this issue is with passworded servers. If you try to connect with the wrong password, it might be that the server.on_connect function is not being called, but the server.on_disconnect function is being called, leading to the client count getting out of sync with the actual number of clients.

 

Like I said, the problem should be temporarily fixed with the code I provided two posts back, but if you could, while running that code, try connecting with the wrong password, that might confirm my suspicions.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Hello Speed,

 

Servman301 is causing some problems with certain missions. It is not possible to run Servman301 + SLMOD6.2 without crash on mission-load or connect for example on mission's like "QUAXs_Tears of Allah V3.09b".

 

When I deinstall Servman301 und run with SLMOD6.2 only it works without crash.

 

This only occured with the new DCS ver. 1.2.2 7570.

 

Greetings

 

 

-Translated by Apo

DCS-20121126-224733.rar

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Hi Speed, we have a strange issue. First time on connect on my mission and on my server running Slmod 6.2 clean anything runs fine. But the second time I get this strange crash. Thats independand to all servers...

 

# -------------- 20121127-082026 --------------

 

# C0000005 ACCESS_VIOLATION at 3F3BA54B 00:00000000

00000000 00000000 0000:00000000

3F3BA54B 0017DB60 0000:00000000

3F3C2F40 0017DBB0 0000:00000000

3F3F4B61 0017DC80 0000:00000000

3F3A0469 0017DCD0 0000:00000000

3F3A1AD1 0017DD00 0000:00000000

3F3E546A 0017DD60 0000:00000000

3F3E5ABD 0017DE20 0000:00000000

3F3EC20B 0017EF80 0000:00000000

E800A5CD 0017EFC0 0000:00000000 ??1Reader@Mail@@UEAA@XZ()+23D

E43194A4 0017F030 0000:00000000

E4319551 0017F080 0000:00000000

E43138CE 0017F0B0 0000:00000000

E433D273 0017F0E0 0000:00000000

E4352CF3 0017F110 0000:00000000

E87E52B5 0017F140 0000:00000000 ?CameraIndependedPreload@SceneManager_Implement@@UEAAXXZ()+95

3F4999EF 0017F170 0000:00000000

E4311365 0017F1A0 0000:00000000

E433E7F7 0017F240 0000:00000000

E800A5CD 0017F280 0000:00000000 ??1Reader@Mail@@UEAA@XZ()+23D

E43194A4 0017F2F0 0000:00000000

E4319551 0017F340 0000:00000000

E43138CE 0017F370 0000:00000000

E433D273 0017F3A0 0000:00000000

E4352CF3 0017F3D0 0000:00000000

3F481E55 0017F430 0000:00000000

3F499544 0017F460 0000:00000000

3F499439 0017F4C0 0000:00000000

3F520998 0017F530 0000:00000000

3F521DD8 0017FA20 0000:00000000

3F5247BF 0017FAD0 0000:00000000

77A2652D 0017FB00 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D

77CAC521 0017FB50 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21

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Hi Speed, we have a strange issue. First time on connect on my mission and on my server running Slmod 6.2 clean anything runs fine. But the second time I get this strange crash. Thats independand to all servers...

 

...

 

This is the "Tears of Allah" mission? I'll see if I can reproduce your error today.

 

This is very similar to a bug that I reported and was supposedly fixed last month... I hope it hasn't come back!

 

If I remember this correctly, this mission will crash even without Slmod installed, as the problem is with DCS itself. Did you check that possibility? I know the mission requires Slmod, but it's useful for trouble shooting to check this.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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It is not possible to run this mission without SLMOD :cry:

 

I have realised so much logics with it which wasn't able without it :smartass:


Edited by Quax456

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OK, I am unable to test the following code, but it should provide a temporary fix your problem, no matter what the cause is (personally, I think it could be a problem with ED's callback functions).

 

Please replace the SlmodMain.lua and the SlmodTests.lua in ./Scripts/net/Slmodv6_2 with the two attached files. Again, these files are untested at the moment, but I checked through their code a few times so they SHOULD work. I added a bunch of debug messages so that hopefully, the real problem makes itself clear. Also, I added some code that SHOULD double-check the client counter periodically and correct any errors in it- that is the code that should hopefully fix your problem. It only runs every 20 seconds, so you still could get a pause for up to 20 seconds where the old problem would have occurred.

 

If you could kindly run the attached files for a long time in your server, and then upload dcs.log, I would be highly appreciative. It should go a long way towards a more permanent solution to the problem.

OK Speed, I just installed both files and let's hope for the best. :thumbup:

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It is not possible to run this mission without SLMOD :cry:

 

I have realised so much logics with it which wasn't able without it :smartass:

 

I am unable to replicate your crash :(

 

This is what I did:

 

1) I updated to the very latest version of DCS, which uninstalled Slmod

 

2) I started Multiplayer, created a passworded server, and loaded your mission. No crash.

 

3) In the same multiplayer session, I reloaded your mission 4 times, still no crash.

 

4) I installed Slmod 6.2

 

5) I started multiplayer, created a passworded server, loaded your mission, no crash.

 

6) In the same multiplayer session, I reloaded your mission 4 times, still no crash.

 

There a few things I'd like you to try:

 

1) Your scripts run on a MISSION START trigger. I DO NOT recommend running ANY Slmod scripts on a MISSION START type trigger. The behavior of Slmod at mission start may not be as expected. Please change the MISSION START(Scripts) trigger to ONCE-> TIME MORE (1). In fact, I recommend ONCE-> TIME MORE (5) myself. This is not likely to be the cause of the crash though.

 

2) I do not personally think this is a problem with Slmod, but first we need to eliminate the possibility entirely. To know for sure, I need you to temporarily uninstall Slmod, and see if the crash persists. Most likely, this is a problem with DCS, and you will still crash even with Slmod uninstalled- but we need to be sure.

 

3) I need dcs.log from a session when you crashed while loading this mission.

 

4) I need additional information- such as, were there clients connected to you (perhaps the crash only happens when clients are connected to you!), and I need to know the operating system and system type (Example: Windows 7 64 bit).

 

Hopefully, with this info, we can eliminate or implicate Slmod, and, in the more probable situation that this is a problem with DCS, we can hopefully isolate the problem and get it reported to the developers so that it can be fixed.

 

In the meantime, when I get the chance, I will try loading and reloading your mission with clients connected to me.

 

Thanks!!!


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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It doesn't effect the server, the clients geting this CDT on connect.....

 

The server starts up as usual....

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

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****NEW****

This crash is from "QUAXs_Tears of Allah V3.09b". This did not happened with version 1.2.2.7268!!

 

This dynamic weather lua file was used in Quax his Mission.

http://forums.eagle.ru/showpost.php?p=1347119&postcount=11

 

# -------------- 20121127-111300 --------------

!=

# C0000005 ACCESS_VIOLATION at 017134EA 00:00000000

00000000 00000000 0000:00000000

017134EA 0030F080 0000:00000000 ?GetCloudsGE@moMeteoDispatcherImpl@@QEAAPEAVGraphicEffectManager@Effects@@XZ()+14DA

01732C40 0030F170 0000:00000000 ?UpdateCloudsUsingDynamicAtmosphere@moMeteoDispatcherImpl@@IEAAXAEBVPosition3@@M@Z()+2E0

017336B1 0030F1A0 0000:00000000 ?OnNextFrame@moMeteoDispatcherImpl@@UEAAXAEBVPosition3@@PEAVFog@edcg@@@Z()+E1

066E3169 0030F4A0 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+289

F2E2F67B 0030F530 0000:00000000

F2E31EDD 0030F590 0000:00000000

F2E49544 0030F5C0 0000:00000000

F2E49439 0030F620 0000:00000000

F2ED0998 0030F690 0000:00000000

F2ED1DD8 0030FB80 0000:00000000

F2ED47BF 0030FC30 0000:00000000

10A9167E 0030FC60 0000:00000000 BaseThreadInitThunk()+1A

134B3501 0030FCB0 0000:00000000 RtlUserThreadStart()+21


Edited by Scorpi

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****NEW****

This crash is from "QUAXs_Tears of Allah V3.09b". This did not happened with version 1.2.2.7268!!

 

This dynamic weather lua file was used in Quax his Mission.

http://forums.eagle.ru/showpost.php?p=1347119&postcount=11

 

# -------------- 20121127-111300 --------------

!=

# C0000005 ACCESS_VIOLATION at 017134EA 00:00000000

00000000 00000000 0000:00000000

017134EA 0030F080 0000:00000000 ?GetCloudsGE@moMeteoDispatcherImpl@@QEAAPEAVGraphicEffectManager@Effects@@XZ()+14DA

01732C40 0030F170 0000:00000000 ?UpdateCloudsUsingDynamicAtmosphere@moMeteoDispatcherImpl@@IEAAXAEBVPosition3@@M@Z()+2E0

017336B1 0030F1A0 0000:00000000 ?OnNextFrame@moMeteoDispatcherImpl@@UEAAXAEBVPosition3@@PEAVFog@edcg@@@Z()+E1

066E3169 0030F4A0 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+289

F2E2F67B 0030F530 0000:00000000

F2E31EDD 0030F590 0000:00000000

F2E49544 0030F5C0 0000:00000000

F2E49439 0030F620 0000:00000000

F2ED0998 0030F690 0000:00000000

F2ED1DD8 0030FB80 0000:00000000

F2ED47BF 0030FC30 0000:00000000

10A9167E 0030FC60 0000:00000000 BaseThreadInitThunk()+1A

134B3501 0030FCB0 0000:00000000 RtlUserThreadStart()+21

 

So these are CLIENT crashes? :doh: That is almost certainly not Slmod related.

 

Anyway, I just tried to replicate this client crash.

 

1) Started mission

2) Client connected

3) Restarted mission- client did not CTD.

4) Restarted mission again, client still did not CTD.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Ok, thanks, I'll investigate it this evening :thumbup: If it's unknown to ED, I'll get it reported. Thanks for the help!

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Lua scripts and mods:

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Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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OK, so I figured out why the slmod_pause_on_empty feature was malfunctioning for some folks, and working just fine for others. Basically, it will only get messed up if your server is passworded and people get the password wrong. I'm working on the "official" fix right now. In addition, I am adding in chat logging, it was fairly easy to add. Right now, this is what the format looks like:

Nov 29 14:52:04 client 1 ({ ["id"] = 1, ["name"] = "Speed", }) said chat message: "-stl" to all (output suppressed by Slmod)
Nov 29 14:52:21 client 2 ({ ["id"] = 2, ["addr"] = "90.193.99.44", ["name"] = "Diablo", ["ucid"] = "5003881eee80d7df9f1d649cba6dd382", }) said chat message: "Hi dude" to all

 

Chat log files names are time/date stamped, and are created in \Saved Games\DCS\Slmod\Chat Logs\

 

You enable/disable chat logging with the slmod_chat_logging variable in the config file.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Sorry but I don't know why the clients crashes while I'm running any new mission accept this on including my logs.....

 

When I'm running e.g RedCross massacre from Dragon there are no Problems...

So it must be a failure due to SLMOD, cause I'm using many of your functions

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Sorry but I don't know why the clients crashes while I'm running any new mission accept this on including my logs.....

 

When I'm running e.g RedCross massacre from Dragon there are no Problems...

So it must be a failure due to SLMOD, cause I'm using many of your functions

 

No, unless you've uninstalled Slmod and the problem goes away, and then reinstalled Slmod and the problem returns, then you cannot say the problem lies with Slmod.

 

I could turn it right around at you:

 

Because your mission has WAY more triggers than Dragon's mission, then the number of triggers must be the cause of the crash.

 

Because your mission has WAY more units than Dragon's mission, then the number of units must be the cause of the crash.

 

Because your mission has AI aircraft airborne at mission start, then that must be the cause of the crash.

 

In fact, overall, even without using scripting, your mission is MUCH more complex than a regular Dragon's mission. Any one of a billion factors could be the reason that your mission is crashing clients when they are trying to load.

 

You cannot jump to any conclusions until you have gathered evidence to support that conclusion.

 

In this case, the evidence you need to collect is this:

Uninstall Slmod- see if the crash goes away.

Reinstall Slmod- see if the crash comes back.

 

If you can produce the above behavior, only then do you establish a cause and effect- and you need to produce the above behavior a few times before you can confirm it too.

 

Oh quick question:

WHEN are clients crashing initially? Randomly? It is a known bug that clients will occasionally crash out of a mission, and not be able to rejoin the mission. This bug has nothing to do with Slmod.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Slmodv6.3:

 

Changes:

- Fixed (at least, I hope) a bug that could cause the pause-when-empty server feature to pause the server when clients were still in the game on passworded servers.

 

- Added the chat log. Chat logs saved in \Saved Games\DCS\Slmod\Chat Logs\<date, time stamp>.txt. To enable chat logging, configure the \Saved Games\DCS\Slmod\config.lua file.

 

- The chat log will also optionally log friendly fire events. This is an example of the chat log that contains chat messages and friendly fire events:

 

 

CHAT: Nov 29 19:01:04 { ["id"] = 1, ["name"] = "Speed", } said "YOU MISSED" to all
TEAM HIT: Nov 29 19:02:37 { ["id"] = 2, ["addr"] = "208.49.65.26", ["name"] = "47box", ["ucid"] = "af013056475e3e8ac3401932b75fc2c0", } hit Unit #24 with 30mm AP
TEAM HIT: Nov 29 19:02:44 { ["addr"] = "208.49.65.26", ["name"] = "47box", ["ucid"] = "af013056475e3e8ac3401932b75fc2c0", ["id"] = 2, ["team_hits"] = 1, } hit Unit #21 with 30mm AP
TEAM HIT: Nov 29 19:03:30 { ["addr"] = "208.49.65.26", ["name"] = "47box", ["ucid"] = "af013056475e3e8ac3401932b75fc2c0", ["id"] = 2, ["team_hits"] = 2, } hit Unit #29 with 30mm AP

 

 

 

- Added the ability to auto-kick or auto-ban for team hitting (friendly fire) events. (Personally, I would not recommend auto-ban, because a person could be banned for a mid-air or ground collision where they are not at fault, but the option is there... the server admin could always review chat logs afterwards to determine if the guy really deserved the ban.) To enable auto-kicking or auto-banning, configure the \Saved Games\DCS\Slmod\config.lua file.

 

- Added and reorganized some options in the \Saved Games\DCS\Slmod\config.lua file. As a result, your old settings will be saved to configOLD.lua and all Slmod settings will return to default (this is what can be expected every time there are significant changes in the options file). I may have to move to a better system eventually, but right now, the number of Slmod options is rather low.

 

Question: HEY! I just installed Slmodv6_2- do I really need to install Slmodv6_3???!

 

Answer: Only if you are currently using the pause when empty feature, or want to use the new features added with Slmodv6_3 that are mentioned above. If you've just installed Slmod to be able to host missions that use Slmod functions, then you can stick with v6_2.

 

IN GENERAL, PLEASE SEE THE C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua FILE FOR ALL THE NEW CONFIG OPTIONS!

-----------------------------------------------------------

Installation instructions:

 

No Servman

0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=74193&stc=1&d=1354250647

 

1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net", rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory.

 

CAUTION: MAKE SURE YOU DO NOT CONFUSE THE "server.lua" file LOCATED IN ./DCS World/Scripts WITH THE ONE LOCATED IN ./DCS World/Scripts/net!!

 

3) Paste the "Slmodv6_3" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net".

 

Servman 301

 

CAUTION: Servman 301 is a little buggy now as the code has not been updated or fixed in some time. Slmodv6.3 has also not been checked for Servman compatibility, but I see no reason why it won't work as well as previous versions did. The main issue is the old and unsupported Servman 301 code. Errors in Servman could potentially cause Slmod to malfunction too.

 

Installation Instructions:

0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=74194&stc=1&d=1354250647

 

1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3", rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory.

 

3) Paste the "Slmodv6_3" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net".

 

 

Re-installation after auto-update:

 

1) Open "C:\Program Files\Eagle Dynamics\DCS World".

 

2) Find and open the latest _backup.<number> folder.

 

3) Copy the "Scripts" folder. Go up one folder level and paste it into "C:\Program Files\Eagle Dynamics\DCS World". Say "yes" to all folder merges and file overwrites. Slmod does not modify any files that are subject to frequent change, so it's highly unlikely you will overwrite some necessary change that the auto-updater had made (however, following these instructions you will also re-install any other ./Scripts mods you had installed, and I cannot vouch for them).

----------------------------------------------

 

Thanks for everyone's help, suggestions, and bug reports!

(No Servman) Slmod Version 6.3.zip

(For Servman 301) Slmod Version 6.3.zip

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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I see a lot has happened last few days which is absolutely promising. :thumbup:

 

@ Speed... I am referring to this message. Yesterday, we've had another DS crash, but I am not sure whether the simulator is the cause or the Slmod. Anyway, I am attaching the dcs.log file (476th Main DS 20121127- 201700_dcs.rar) which might be of some use. Please note that the SLmod 6.2 was still used and not the latest one (6.3) which I will install ASAP.

 

Once again ... thank you for your work.

[sIGPIC][/sIGPIC]

My pit

i7-3770K (3500 MHz) | Corsair Hydro H110 | Corsair Carbide 500R | ASUS P8Z77-V Pro |

16GB Corsair CMZ16GX3M4A1600C9 (4X4GB)| GTX 1080 + GTX750 |520 GB SSD | PSU Antec HCP-850

1x27", 1x21", 1x19" | SB X-Fi | TIR5+Clip Pro |TMHW | Saitek Rudder | Helios | G-13 | G-110 | Win7 x64

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I see a lot has happened last few days which is absolutely promising. :thumbup:

 

@ Speed... I am referring to this message. Yesterday, we've had another DS crash, but I am not sure whether the simulator is the cause or the Slmod. Anyway, I am attaching the dcs.log file (476th Main DS 20121127- 201700_dcs.rar) which might be of some use. Please note that the SLmod 6.2 was still used and not the latest one (6.3) which I will install ASAP.

 

Once again ... thank you for your work.

 

(Where is the log file?)

 

Well, all things being equal:

 

Slmod is like 10,000 lines

DCS is probably what... 1,000,000 lines? I donno.

 

Multiplayer is also a bit more unstable than average right now.

 

Lua also has a very hard time causing CTDs.

 

So all in all, for any crash or bug there is something like a 99.9% chance that it has nothing to do with Slmod.

 

Anyway, I'd probably appreciate it if we didn't report crashes in here unless there was a reasonable cause to think that the crash could be related to Slmod. (Also consider that in this thread, posters have suspected Slmod of causing crashes/instability/whatever at least 10 to 20 times and not once has it been discovered that Slmod had been at fault).

 

The reason I say this is I don't want people glancing through this thread to get the false impression that Slmod causes game instability or other bugs when I have never even once found that to be the case.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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:doh:... forgot ... now I attached the log file.

I do apologize :( for not being pretty certain the SLmod has crashed the last session.

Thsi morning (06:00 GMT) I installed the SLmod 6.3 and the server is still running (16:30 GMT) nicely in the in the Pause mode. During the day a few clients joined the session and the DS went nicely in the Pauze Mode. that is very promising. :thumbup:

476th Main DS 20121127- 201700_dcs.rar.rar

[sIGPIC][/sIGPIC]

My pit

i7-3770K (3500 MHz) | Corsair Hydro H110 | Corsair Carbide 500R | ASUS P8Z77-V Pro |

16GB Corsair CMZ16GX3M4A1600C9 (4X4GB)| GTX 1080 + GTX750 |520 GB SSD | PSU Antec HCP-850

1x27", 1x21", 1x19" | SB X-Fi | TIR5+Clip Pro |TMHW | Saitek Rudder | Helios | G-13 | G-110 | Win7 x64

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Hi there,

 

 

I'd like to ask, if i'm on the right thread for this..., how can make a unit or a group always respawn again, each time it is destroyed?

 

For instance..., i've put 3 SPAA Shilka's in a group, somewhere on the map and for each time i finish destroying all of them, i want them to respawn once again in the same position or in any other position, doesn't matter..., but i may only build a trigger which creates some other units that i specify in the trigger menu..., yet of course, that would make those new units appear only once, while having the first ones destroyed, but i'd have to repeat that trigger a lot of times and created a lot of new groups which should appear when the first one's destroyed..., and there has to be an easier way to make a unit or group respawn forever each time you destroy it!

 

Thanks in advance, and cheers to all the players!

Maverick!


Edited by MaverickF22

Mistakes, obviously, show us what needs improving. Without mistakes, how would we know what we had to work on!











Making DCS a better place for realism.

Let it be, ED!



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Hi there,

 

 

I'd like to ask, if i'm on the right thread for this..., how can make a unit or a group always respawn again, each time it is destroyed?

 

For instance..., i've put 3 SPAA Shilka's in a group, somewhere on the map and for each time i finish destroying all of them, i want them to respawn once again in the same position or in any other position, doesn't matter..., but i may only build a trigger which creates some other units that i specify in the trigger menu..., yet of course, that would make those new units appear only once, while having the first ones destroyed, but i'd have to repeat that trigger a lot of times and created a lot of new groups which should appear when the first one's destroyed..., and there has to be an easier way to make a unit or group respawn forever each time you destroy it!

 

Thanks in advance, and cheers to all the players!

Maverick!

 

This is a commonly requested feature, but unfortunately the simulation engine does not support arbitrary unit spawning at this time.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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