Carcass

Server stuck on "Receiving server version" after automated restart.

18 posts in this topic

Hey Guys,

First of all, mad props to the devs and contributors of the Exile Mod.

We have a dedicated server through NFO, and I have set up automated restarts through their control panel. Somehow, always after restart, the server will not show up any status until the first person tries to join.

I have noticed that always the first person to join (which is usually one of us) gets stuck in 2 states, which they are "Waiting for server to load" and Receiving server version"

The player will not be able to get in completely, unless after the 3 try if he/she's lucky. Is like the server needs to be primed up or something, because I have notice that most of the time the server change it's status from "Creating" to "Playing" is when more than 2 players are trying to join simultaneously.

It goes pretty much like this:

First players triggers the server to "Waiting for server to load" but won't go any further and he is forced to Alt-F4 out of it.

Second player triggers "Receiving server mission" status, but also won't be able to get in completely.

First player comes back and try to get in again, and will get "Receiving server mission" for a while but joins successfully after about 3 to 5 minutes wait.

 

Any idea what might be causing this issue? 

It is kinda frustrating to get the server going because we can see that people tries to join, but it will be unsuccessful if the server hasn't be primed up to its "Playing" status.

 

Any feedback is highly appreciated.

 

- Carcass

Edited by Carcass

Share this post


Link to post
Share on other sites

have you got -autoInit on the server startup ? This tells the server to load the mission file as soon as the server start and not wait for players.

1 person likes this

Share this post


Link to post
Share on other sites
Advertisement

have you got -autoInit on the server startup ? This tells the server to load the mission file as soon as the server start and not wait for players.

That should go in the parameters, right?

Unfortunately, it won't let me add any parameters that contains a -

m0qoEiE.jpg

Share this post


Link to post
Share on other sites

We have a dedicated server through NFO

 Is that the NFO game-server interface you have there?
Maybe they are not "updated" because Arma3 just ~recently added the -serverMod command and it doesn't seem like you have it there

do you have access to some kind of start.bat that this interface generates?

1 person likes this

Share this post


Link to post
Share on other sites

@Dwarfer

@infiSTAR

Yeah, that is NFO Control Panel, it doesn't have that many options for the admin interface as other GSP's.

But I seem to have fixed the problem by changing the voteThreshold to 200 on the server.cfg

Still, thanks for the feedback guys.

Cheers.

Share this post


Link to post
Share on other sites

no problem, you can like our posts if you like them :P

but yeah what is in that server.cfg -  can you pastebin or "code tag" post it here?

2 people like this

Share this post


Link to post
Share on other sites

@infiSTAR

Certainly.

// Password for private servers. Uncomment this if you wish to run a private server
// password = "";

/*
 * Password to protect admin access
 * type: #login 
 * in ingame client chatbox to login as admin
 * type: #missions
 * in ingame client chatbox to display the mission list
*/
passwordAdmin = "";

// The name of the server that shall be displayed in the public server list
hostname="Doommakers Exile 0.9.19 | FULL SAVE | EXTRA LOOT & VEHICLES |";

/*
 * Message of the day. It can be several lines, separated by comma
 * empty messages "" will not be displayed at all but are only for increasing the interval
*/
motd[]=
{
	"Welcome to this NON-Give a Fuck Server",
	"Server restart every 6 hours",
        "Join us at ts.doommakers.net",
};

// Time interval (in seconds) between each message of the day
motdInterval=30;

/*
 * 25% or more players need to vote for mission to become effective
 * set to 1.5 to turn off missions voting
*/
voteThreshold=200;

/*
 * Maximum amount of server slots
 * server will always display 70 slots if maxPlayers is >70 and server is empty
*/
maxPlayers=70;

/*
 * Gamespy reporting url for public server list inclusion
 * use 127.0.0.1 for LAN server
*/
//reportingIP="arma3pc.master.gamespy.com";

/*
 * If specified player connects/disconnects and player id are written to file.
 * log file is persistant and appends data on server restart.
*/
logfile="myserver.log";

/*
 * Specifies the mission rotation and related difficulty settings.
 * leave blank i.e   class Missions {};
 * to enable player's selection from mission list & difficulty settings
 * (voted on if no admin logged in)
*/

// MISSIONS CYCLE (see below)
class Missions
{
          class Mission1
         {
              template="Exile.Altis";
              difficulty="Regular";
          };
};

// If class missions is blank start voting when 1 players connect.
voteMissionPlayers=0;

// Do not allow players with duplicate ids to connect
kickduplicate=1;

// If set to 1 players must use exactly the same -mod= startup parameter as the server.
equalModRequired=0;

// If set to 1, Voice over Net will not be available
disableVoN=0;

/*
 * Quality from 1 to 10
 * refer to:
 * http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support
 * for codec info. 7 is the best.
*/
vonCodecQuality=7;


/*
 * Set the timestamp format used on each report line in server-side RPT file.
 * possible values are:
 * none (default), short & full
*/
timeStampFormat=full;

/*
 * Enables persistent battlefield
 * dependent on the mission specifiying persistence, otherwise has no effect.
 * missions must contain either instant respawn or base respawn options located in the missions description.ext file
*/
persistent=1;

/*
 * Enables signature verification for addons
 * this will prevent pbo hacks by only allowing pbos that pass servers public key checks
*/
verifySignatures=2;

/*
 * Enables BattlEye.
 * You can find more information on BattlEye at http://community.bistudio.com/wiki/BattlEye
 * BattlEye also has rcon support that you can enable by adding a line like this to 
 * BattlEye/beserver.cfg:
 *
 * RConPassword 
 *
 */
BattlEye=1;

// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";
onHackedData = 	"kick (_this select 0)";
onDifferentData = "";

// Signature timeout fix
regularcheck="{}";

 

Share this post


Link to post
Share on other sites

Hey

your GSP did not even use the stock exile files :)

This is in your file there

// MISSIONS CYCLE (see below)
class Missions
{
          class Mission1
         {
              template="Exile.Altis";
              difficulty="Regular";
          };
};

while the default has something like

class Missions
{
	class Exile
	{
		template = Exile.Altis;
		difficulty = "ExileRegular"; // ExileRegular or ExileHardcore
	}; 
};

 

it is also missing things like

requiredSecureId 					= 2;

 

 

1 person likes this

Share this post


Link to post
Share on other sites

Well, we made several changes to it since we used to run a A3Wasteland server,  then we switch to Exile Mod and just made minor changes to get it going.

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.