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#31 Posted at 2008-03-11 15:14        
     
Add the beta mod as the last mod in your modline, like this:
-mod=@xxxx;@xxxxx;@xxxx@beta
If that doesnt work use it as first in the mod line.

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#32 Posted at 2008-03-11 22:14        
     
silent_op : I have followed everything AsRock+SD has shown in the beginning of this topic. Everything works extremely well now. Thank you AsRock+SD.

My question is now about the 1.09 beta patch. How can I set it up to run on a dedicated server? I have tried making it an actual mod folder (@beta) then adding it to the parameters line (in my daemon tools) with the other @mods. That didn't work, exactly. I have added all QG hotfix files to QG's addons. I also added the the hotfix dbe1 files to the beta folder's addons.

Please help.




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Your Welcome..

How i did ours was to back up the Arma Dedi server and replace older 1.08 files with the 1.09 beta patch files. And it worked lol...

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#33 Posted at 2008-03-13 05:43        
     
When I change the beta folder to @beta, then add @beta to the parameters line in fire daemon, I get the following error at server startup.

No entry '.profilePathDefault.'

What does that mean? Why can't it find the profile I setup already (using AsRock's posts)?

At this rate path 1.11 will be out before I get this beta patch going. :dontgetit



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#34 Posted at 2008-03-13 08:41        
     
I think I was wrong with what I stated previously.

Have a look at these topics:
Link 1
Link 2

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#35 Posted at 2008-03-23 01:07        
     
silent_op : When I change the beta folder to @beta, then add @beta to the parameters line in fire daemon, I get the following error at server startup.

No entry '.profilePathDefault.'

What does that mean? Why can't it find the profile I setup already (using AsRock's posts)?

At this rate path 1.11 will be out before I get this beta patch going. :dontgetit



silent_op

So may question is was 1.11 out before you got it working lol ?..

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#36 Posted at 2008-03-23 20:22        
     
AsRock+SD : So may question is was 1.11 out before you got it working lol ?..

It was very close. ;) Although now I have to convince my group to use a "BETA".

Although, now I'm having trouble with goarma and my profile name. it keeps showing my name with percent signs.


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#37 Posted at 2008-03-26 04:21        
     
silent_op : [quote]AsRock+SD :
So may question is was 1.11 out before you got it working lol ?..

It was very close. ;) Although now I have to convince my group to use a "BETA".

Although, now I'm having trouble with goarma and my profile name. it keeps showing my name with percent signs.


silent_op
[/quote]

hehe, i did the same with 1.11 too just copied over files works like a charm..

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#38 Posted at 2008-10-15 03:52        
     
AsRock+SD,

I have another dedicated server question...

At Phoenix Soldiers we run multiple SERVER.EXEs. One .EXE for our Phoenix Soldier No Respawn COOP Server and one for our Evolution/Respawns.

Problem...
Since the dedicated server runs multiple SERVER.EXEs for ArmA, the port numbers keep jumping around everytime I have to stop/restart a SERVER.EXE for any reason. This completely confuses Yoma when we want to join a specific SERVER.EXE.

Do you have any suggestions on how we may designate a specific port for a SERVER.EXE?



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#39 Posted at 2008-10-15 07:00        
     
You do know you can specify the port to be used in each dedicated .exe shortcut?
If not have a look at our sticky topic about setting up a dedicated.

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#40 Posted at 2008-10-17 13:04        
     
Foxhound : You do know you can specify the port to be used in each dedicated .exe shortcut?
If not have a look at our sticky topic about setting up a dedicated.

Thank you Foxhound. That seems to have solved the problem. I now have each ArmA server exe working on its own port number. I over looked the shortcut option because we use Fire Daemon to run our server exe(s). All I had to do was point fire Daemon to each shortcut with the correct ports.

AsRock+SD, as usual thank you again for your postings. :)



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#41 Posted at 2008-10-29 20:43        
     
Hi all.

What does the "param1" and "param2" mean in the "class Missions" of some server.cfg I've found?


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#42 Posted at 2008-10-29 23:02        
     
It sets the value for those parameters by default I guess. You know many missions give you some options at the unit selection screen like respawn, intro on/off, weather type etc.

I have not used it and am not sure how, if, when it works on a dedicated in the server.cfg.

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#43 Posted at 2008-10-30 09:04        
     
Thanks for the answer Foxhound. Yep, that makes a lot of sense!


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#44 Posted at 2008-11-11 02:42        
     
I had a question about server bandwidth -

What sort of connection would a full 32 or 64 person require? how much total bandwidth would it take up per month?
Just trying to figure out what sort of connection I would have to ask for in a dedicated box.


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#45 Posted at 2008-11-11 22:01        
     
1. 32 -64 people well you will need some hardcore CPU( Arma 2 server should be better when they make it dual core compatible). So some thing like a 8400 Wolfdale.
2. Bandwidth depends on what missions are played.
3. 50-100MBs is probably your best option. Then after a month or so check how much bandwidth you are using at average.
4. Ram is another which i recommend at least 2GB 1GB is not enough if the games are persistant as they can go on for a week or more.

5. Arma server will use wht ever it can get hold of so expect igh CPU usage more often than not.

( Games like Evo can hit 1-2GB a day with just 2-5 people on though the day.)

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