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Messages - [-PB-]Punisher

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1
Server Support / Re: Pimping up server
« on: Monday, January 07, 2013, 14:11:29 PM »
naah, its called fair play and making decisions based on evidence, aka honourable behaviour. you dont send ppl to jail, for suspected crimes, everyone gets fair chance of proofing their innocence before theyre sent away.

2
mAAp Project / Re: Recognize this map?
« on: Monday, January 07, 2013, 14:08:58 PM »
office would be indeed interesting as VIP map, afterall, you save hostages in original. also objective works, thats 100% sure, but VIP, interesting ;)

3
mAAp Project / Re: Steamroller
« on: Monday, January 07, 2013, 14:07:10 PM »
yeah FTL and others had bipod, so its correct, cause used it a lot, when bled to red and had to start megacamp ;)

4
mAAp Project / Re: Steamroller
« on: Sunday, January 06, 2013, 14:38:15 PM »
looks good, cant wait to testplay :) nade count was wrong what i remembered, its 1+2+2+0(thermite) like in pics shown :) went for actually youtube to find toplist guys frag vids and found this :)

5
Bug Reports / Re: PB kicked md5 ignoring
« on: Sunday, January 06, 2013, 14:24:01 PM »
dammit, need to get some other joker from sleeve to help u out m8. this kinda have solved my kicks, most of the time, but sometimes i forget to do fix.. :D

6
Bug Reports / Re: PB kicked md5 ignoring
« on: Sunday, January 06, 2013, 09:16:16 AM »
can be possible cause, that in win7 at least for me, when army is killed, either by closing it or similar stuff, some service might stay hanging around and punkbuster tries to "bind" into it, thus software itself, is not giving info to PB and cause kick on first server punkbuster scan.

solution = use "fix punkbuster" every time you disconnect/close Army, but just "test service" no reinstall or anything is needed. testing restart punkbuster services and bind em to proper software => youre able to play :)

7
mAAp Project / Re: Steamroller
« on: Saturday, January 05, 2013, 19:15:38 PM »
Steamroller squad leader and team leaders had possibility to choose acog 4x, others had only M68 aimpoint and every team had one guy with AR. And normal sniper team of two with the exception that sniper team leader had acog and sniper naturally equipped with M24 and BOTH sniper teams were similar. Its Ranger map, so guys were better equipped than normal infantry maps, but none had 203 launcher. Im not all sure about nade+flash+smoke amount, but it might have been 2+2+2 or 3+2+2 cause these guys had loads to select from :) But im 100% sure about the weapons itself, cause Roller was my all time favourite map :)

8
Bug Reports / Re: port binding
« on: Saturday, January 05, 2013, 19:06:04 PM »
like said -port seems its not working in command line. you have to set it in to .ini otherwise server fails to launch.

also if one is not dragging "PID" from his sleeve, server fails and starts to mess with auth and crashes, IF there is another instance(s) on the same machine, no matter what IP theyre using = -nohomedir option is also messed, or system design with these new auth services (2pcs) has some flaws.

for clarification, in common english what these params mean to unreal 2 engine

MULTIHOME = "there are other(s) in this hardware, stick with this IP, NO SOLOING!"
-nohomedir = "dont solo, your files are in this folder, where youre launched"
-port = "stick with this port, its your primary game port, deal with it"

if those options are not given properly (command line) to UE2, in closed envinronment, like game hosting, or multiple instances, it can create havoc, cause this engine thinks its own. it looks for free ip:s and ports to find himself spot to stay. yes launching server with open values can be succesfull, but it can be sometimes a bit shitty to find ones server, cause it can change those in every restart. so basically if problem is with these pid services, they should play by the unreal2 rules, which is to stay on its home folder and bind to ip/port given to them in command line. to place those values in ini files is quite dangerous, because in multi hosting, or when running multiple servers in same rig, one can quite easily mess them. and bear in mind, unreal had possibility to be driven from same folder, just pointing -ini=plah.ini for another launch from same folder, well with exception of /pb folder, those had to be unique to every instance.
thus those values should be set, and kept in command line to simplify setup process.

9
Server Support / Re: Couple of server questions
« on: Saturday, January 05, 2013, 11:45:05 AM »
okay, based on todays tinkering, whole ini structure is fucked from original.

certain things from /System/aa25.ini are still overwritten to /System/server/aa25srv.ini , which seems to be the "running" server ini, like copycat of server.ini in original. Either it PRETENDS to be default.ini. A bit confusing? Dunno, but for some reason idea that aa25.ini is some sort of copycat of default inis what were supposed to be in /Config folder, but have removed for some reason, from the original location. It would be good that the one who re-coded this pile, would step out and explain what is what, for example:

old plaaplaa = newplaa

etc to get some sense to this one. like stated few days ago, seems like system is even more messed up than it was when army devs were in responsible of maintaining code so kinda cannot get into goal alone, which is to offer AS GOOD AS POSSIBLE server setup for community use.

time is limited, so is money and worst of all, nerves :P

10
Bug Reports / port binding
« on: Saturday, January 05, 2013, 11:27:38 AM »
seems like command line has some wicked features, when removing port definition from /System/aa25.ini, server is not starting at all, even cmdline is clearly defined with multihome and -port expression..

also its highly possible that -nohomedir option is not working too, running two instances in same box and in differend IP:s IF pid is not defined they crash eachother. yes its said in the .ini but didnt believe that code designer intentionally broke working structure, but yes, its broken :D

leaves me wondering what else is ripped off, cause servers seem to run a bit wacky overall with their process(es), can see three differend process on one game instance, eeh??

11
Server Support / Re: Pimping up server
« on: Saturday, January 05, 2013, 09:10:11 AM »
yep, if people would understand the engine operations at least some points, they would understand that not all those who are good players are hackers, and sometimes internet does its own tricks :)

12
Server Support / Re: Pimping up server
« on: Friday, January 04, 2013, 17:07:01 PM »
yes, you can change clientrate typing console: netspeed xxxxx on the fly. and as far i remember somewhere around 30k was maximum with any effect, if server allowes it. usually played on known good servers with netspeed set to 20000. im not sure what is maximum supported tickrate for engine, could throw out a guess its 100, cause havent found documentation which would mention it to be higher.

also people might want to look at this clientside guide, most of the information is quite well explained, and well, may or may not have some impact on game experience.
http://www.tweakguides.com/AASF_1.html

13
Server Support / Re: Pimping up server
« on: Friday, January 04, 2013, 15:05:30 PM »
not saying fire rates are not synced in aa2 (they are "somehow"), but there is possibility to gain that oddity while toying around with settings too much. plus with basic math, one can see there are advantages AND disadvantages if done incorrect combination :) netspeed 80k +overhigh tick = nothing try instead 25k netspeed + 35tick => you SHOULD see a bit smoother game experience. leave other things alone in client and just open throttle a bit from client end, giving netspeed that same 25k.

14
Server Support / Re: What flavour of the Assist Server Software are you using
« on: Friday, January 04, 2013, 14:12:42 PM »
done :)

http://aao25.com/general-server-discussions/pimping-up-server/

also there is given real explanations why something should be "as they were" in the original, lots to read and some things are boring, but you guys asked ;)

15
Server Support / Pimping up server
« on: Friday, January 04, 2013, 14:10:31 PM »
Okay, like said would like to share some of the settings ive spotted that can be useful to make gameplay a bit better, some of the values are examples, so you have to find your own to make YOUR server run like desired (smooth). Everyone have to remember that unreal2 engine is old, very old and in 2002 it was made to suit hardware of that time, thus some of the values were set low, to make possible for game and server to be run, on the hardware of its era. This day, we dont need to think that anymore, our hardware is more than 10x powerful than old highend machines were, thus we can pretty much concentrate on, how good we can actually make the gameplay itself. Everyone who has worked around server and clientside of unreal engines, need to admit that UE2 has a LOT of potential, for that old game engine :)

From here you can read pretty much what happens inside the server and client interaction, when values are messed: http://wiki.unrealadmin.org/Netspeed_Tutorial_%28UT%29

Also those, who are REALLY interested in Americas Army 2 server side tech, should read all Unreal 2003/2004 based documentation to understand what US Army Dev team has used to run their game. Well okay, Devs shoulda read those documents by themselves, but sometimes ppl are without skills to read, or at least understand what they read :P Anyway, the link: http://wiki.unrealadmin.org/Main_Page

Its easier to put up server .ini files here and comment the values to let you see what is what, prolly? :o Some of the values have moved from ACTUAL server ini to aa25.ini and also some what should be in command line are also set in inis, aa25 assist devs can explain why, dont ask me :)

/System/server/aa25serv.ini is presented from only those parts, what we should be interested in.

Code: [Select]

[Core.System]
PurgeCacheDays=5 = cache memory purge time, default 30 if you want lots of unneeded shit to ur server root

[Engine.GameEngine]
CacheSizeMegs=256 <= game instance "cache memory" saves you from some hdd swapping and microlag, should use reasonable values, didnt see any difference after 256Mb

[Engine.Player]
ConfiguredInternetSpeed=20000 <= netspeed PER player in bits, it aint using much :D default 8-10k depending on version
ConfiguredLanSpeed=20000 <= no affect, unless server is set to LAN mode

MaxClientRate=20000 <= more of clientside setup, reflects to internetspeed on server side

NetServerMaxTickRate=35 <= server tickrate, use with caution, above 50 values tend to make AR shoot a LOT quicker thus spiling server balance 30-40 are okay, read unreal tut to open this a bit more, short: smoothens client game experience
LanServerMaxTickRate=35 <= same setup for LAN server

[Engine.AccessControl] <= values moved to /System/aa25.ini
AdminPassword=
GamePassword=


[Engine.GameInfo] <= these are also clientside, "violence" settings, dunno if they affect from server as well..
bLowGore=False
bVeryLowGore=False
bChangeLevels=False
GoreLevel=0

MaxSpectators=2 <= max spectator amount
MaxPlayers=26 <= max player amount
MaxAdmins=3 <= max playeradmin amount, be able to simultaneusly connect to server
bLocalLog=True <= logging events, self explanatory
bWorldLog=True <= logging events, self explanatory
bEnableStatLogging=True <= logging events, self explanatory
bWeaponStay=False <= if im correct this allows weapons to be stayed on field at end of round..?
sbAllowWeaponThrowing=True <= player to be able to drop weapon
bAllowBehindView=False <= 3rd person view
bAdminCanPause=False <= admin pause, not propably working at all

GoalScore=0 <= goalscore to win round, aka score victory "mode" prolly not even working..
MaxLives=0 <= same here, prolly not working, ue2004 stuff
TimeLimit=7 <= round time limit

[AGP_Gameplay.AGP_GameTeam]
FFScoreLimit=600 <= friendly fire limit aka roe limit
MaxTeamSize=13, <= max members per team
bPlayersBalanceTeams=True <= player teambalance
bAutoBalanceBetweenRounds=true <= auto teambalance
bNeverAutoBalance=False <= self explanatory
bSpectatePlayersOnly=true <= spectate viewpoints
bSpectateFirstPersonOnly=true <= self explanatory
bSpectateFriendsOnly=true <= same here
bSpectateBodies=False <= like also, who wants to look at dead ppl anyway??
bEnableROEKickTimer=True <= enable roe kick "timer", server kicks for early roe aka spawnkill
bEnableROEKick=True <= self explanatory
bEnableROEKickDeath=False <= kill on roe aka player dies as punishment when he takes ROE


[AGP_Gameplay.AGP_GameDeathMatch]
MinNetPlayers=0 <= minimum playercount to start round
InitialWarmupTime=30 <= tournament warmup
bCycleMaps=False <= mamcycle, didnt work in original
RoundsPerMatch=7 <= roundcount, moved to aa25.ini
MatchesBeforeCycle=16 <= match count, before mapcycle
bKickIdlePlayersTimed=false <= timer for idle kick this engine allows both rounds/minutes to be used as idle status
bKickIdlePlayersRounds=true <= round timer is enabled, to disable set false
bKickIdleSpectators=true <= idle specs to be kicked, hell yeah!
IdlePlayerKickTime=2 <= 2 minutes idle and youre out!
IdlePlayerKickRounds=2 <= two rounds idle and youre OUT!
bTournamentMode=False <= tournament mode on/off, enable True
bWeaponStay=False <= weapons save at end of round (in world)
bAllowWeaponThrowing=True <= players can drop weapons
ResetTimeDelay=0 <= this is propably weapon stay reset time, not sure, useless anyway :P

[AGP_Gameplay.AGP_GameMultiPlayer]
bRequireAuthorization=False <= server authorization
bMPCheatsEnabled=False <= multiplayer cheats, to enable True
VoteKick_Cooldown=3.000000 <= votekick cooldown time, in minutes (and parts of minutes)
MinHonor=1 <= server MINIMUM player honor who is able to join
MaxHonor=100 <= server MAXIMUM honor for player to join



[Engine.GameReplicationInfo]
ServerName=
ShortName=
AdminName=
AdminEmail=
ServerRegion=0
MOTDLine1=
MOTDLine2=
MOTDLine3=
MOTDLine4=
MOTDDisplaySeconds=30 <= how long to show motd while joining server
bHUDHideAmmoCount=false <= hide ammo count on hud
bHUDHideWeaponStatus=false <= hide auto/single from hud
bHUDHideWeapon=false <= hide weapon type from hud (whats in use)
bHUDHideGrenades=false <= hide grenade types/counts from hud
bHUDHideHealth=false <= hide soldier health from hud
bHUDHideMedical=false <= hide medic status from hud
bHUDHideCombatEffect=false <= hide green/yellow/red status from hud
bHUDHideOptics=false <= hide optics from hud
bHUDHideCompass=false <= hide compass from hud
bHUDHideTimer=false <= hide round time from hud
bHUDHideObjectives=false <= hide objective directions from hud
bHUDHideRadar=false <= hide radar from soldier hud


[AGP_Gameplay.AGP_MapList] <= map rotation moved to aa25.ini
Maps=insurgent_camp
Maps=bridge
MapNum=0



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