Server allowed modifications

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Server allowed modifications

Unread postby Ball0fire » 19 Oct 10, 5:10 pm

Sooo ive set up the server keys

its an ok sized list it seems to be working so far, cept for the WARFX key
but thats ok , the new version is being worked on and we'll just wait for that and i'll update to the new key its released

the other thing is CBA at the moment ive got the key for CBA version 0.6.0.123, not sure if older versions will still work with this key or newer ones. so you may have to update yah CBA

and moving on to that, i'll put up a list of the keys

and mebbe even links to download them
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infact, naah i'll just post this first, if i feel like adding link i may, somone else might, i dont even know what all thw keys are for, some of them ive fergotten
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Re: Mods that are allowed on the server

Unread postby Ball0fire » 19 Oct 10, 5:25 pm

ooh ok so here are some of the mods

first up the 103key is for the german - english mod
no need for us to worry aboot that most of us have the english one

anzins weapons, give ironsights to scoped weapons
http://www.armaholic.com/page.php?id=11189&highlight=ANZINS

asr.bikey - i have no idea which mod this is for, one of ASR's mods. i thought it was for the low grass but it's not.

bi.bikey, well thats weasy, thats BIS key for anything BIS, next

CBA mod the key if for version 0.6.0.123
which is here
http://www.users.on.net/~carlosd/@CBA_v0.6.0.123.7z
oh i seem to also have an older cba key in there as well, oh well

cole.bikey. hmm anothe that i cant remember what it is

CSM2.bikey, well thats chammys sound mod not many ppl use it these days so i wont bother looking for alink, if you want it, it'll be on holics as are the rest of them

gdtmodplants bikey, well thats the plants mod lower textures and les LOD versions etc
http://www.armaholic.com/page.php?id=7549&highlight=GDT+MOD+PLANTS

gltmods bikey is for the GLT backpacks for all mod, that gives standard A2 units backpacks, (even those you cant see em)
http://www.armaholic.com/page.php?id=11496&highlight=GLT+BACKPACKS

hifi weapons bikey. well thats hifi sound mod, pretty easy
tho im not sure if its just the weapons sound mod or all of his mods (one would assume its just for weapons...)

icole ... no idea

INKO bikey is for the INKO disposable launchers mod
make the m136 and rpg18 1 shot throw away after use and also doesnt fill up your gear space with ammo cos its already in the launcher
http://www.armaholic.com/page.php?id=6973&highlight=INKO+DISPOSABLE

JSRS , thats easy its the J.S.R.S sound mod
latest version 0.99b? on holics here
http://www.armaholic.com/page.php?id=11550&highlight=J.S.R.S

RHI bikey is for the RH heli sound mod. im not sure which version ots for, i have 1.01 which is old , holics has 1.02 listed if you have problems let me know, one would hope that he is using the same key for his updates
http://www.armaholic.com/page.php?id=6182&highlight=RH+HELI+SOUND+MOD

saku bikey, would be the bikey xerxes made up for the saku ai driver fix?
i cant remember where you can download that from mebbe xerxes can list where (i think he listed it somewhere else in this forum)

sap bikey is the sap clutter 2.0 mod, makes thgrass shorter,etc etc
http://www.armaholic.com/page.php?id=6042&highlight=SAP+CLUTTER

SDP bikey i think is for the SDP cannon fix, making both tung and ll 4 shilka cannons and launchers fire instead of the BIS dumb 1 gun only.
http://www.armaholic.com/page.php?id=5928&highlight=SDP

shacktac bikey is for the fireteam HUD puts a little radar inthe middle bottom of screen shows if ai squadies are in formation
http://www.armaholic.com/page.php?id=9936&highlight=SHACKTAC

SLX mod, hmmm that problably shouldnt be in there, i miht delete that when i get the chance i know some of you use parts of it, butother ppl might use it all and isnt it known to have parts that cause server issues?...

TGW bikey is for the TGW verhicle fixes mod does some stuff :)
http://www.armaholic.com/page.php?id=12127&highlight=TGW

TGWzeroing bikey, is well for the TGW zeroing mod :) makes more scoped rifles zero-able :)
http://www.armaholic.com/page.php?id=11590&highlight=TGW

tracersWAR and the other tracerswar bikeys are for part of warfx's mod but as something in there doesnt work i wont list a lit to the mod , same goes for the actual warfx bikeys when i get to it

TRSM bikey is for the TRSM fixed wing sound mod (mebbe all his sound mods i dont know)
http://www.armaholic.com/page.php?id=9191&highlight=TRSM

VICFA is for the VFTCAS collision avoidance system for ai pilots
http://www.armaholic.com/page.php?id=8118&highlight=VFTCAS

vopsound is easy, its for vop sound mod, if you use it. it can be got from holics too inthe sound mods section

warfxpe and warfxweapons , again they not really working for me, if they working for anyone else let me konw, the keys are for the version im running which can be found on the BIS foums warfx thread page 118 post #1178
but it doesnt seem to let me in, oh well , like i said on first post new version coming soonish, will add the new key when its out

THIS HAS BEEN DISABLED UNTILL FURTHER NOTICE

xerxes bikey, well some ppl may not like it , it does do some good things, get it, use it. its all good :)
http://dev-heaven.net/attachments/8408/_GoNGameplayModv1.2.rar

ZEU bikeys the these 2 are for zeus ai i think (2 are not sure aboot the last one)
makes th ai slightly better, howerver this recent version seems to limit your zooming (ironsight or regular looking zoom) ive decided to not run it anymore cos of this but , to each their own :)
http://www.armaholic.com/page.php?id=8250&highlight=ZEUS+AI

zguba bikey, hmm i cant remember what this one was for? was it for the zguba general gameplay fixes? , not sure

thats all for now

and no no pistol tracers, srsly tracers on pistols? hehe
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Re: Mods that are allowed on the server

Unread postby _Dude_ » 19 Oct 10, 5:46 pm

any chance we can have pistolified tracers on there too ball?

http://www.armaholic.com/page.php?id=7586
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Re: Mods that are allowed on the server

Unread postby Xerxes17 » 19 Oct 10, 6:36 pm

ASR = ASRobalo, makes a few mods such as one for fixing ai grenade aim and another for making ai auto scavenge for stuff, among other things.

Edit: Saku signed a few addons but not all of them. The ones i signed are under my bikey.
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Re: Mods that are allowed on the server

Unread postby Death Mittens » 19 Oct 10, 7:27 pm

Now that we have keys up people with the Missions_e.pbo error are going to have to get it fixed to get in the server.

Someone wrote:In case you experience an Error found in file EXPANSIONS\ADDONS\missions_e.pbo error during the update installation, click the Ignore button and continue with installation.

When finished, download the file missions_e.pbo separately here http://www.arma2.com/downloads/update/m ... e-v154.zip , then search and replace the original file within your Arma 2 installation folder.


ball0fire edit: note that it goes into the expansions/addons folder (for arrowhead) not the main arma2/addons folder :)

Mittens edit: e.g. for retail C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\Addons\missions_e.pbo
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Re: Mods that are allowed on the server

Unread postby Xerxes17 » 20 Oct 10, 2:21 pm

http://dev-heaven.net/attachments/8311/ ... Signed.rar

Here's the one that Saku did not sign plus another mod that i find good that i've signed.
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Re: Mods that are allowed on the server

Unread postby _Dude_ » 20 Oct 10, 2:59 pm

Ball0fire wrote:and no no pistol tracers, srsly tracers on pistols? hehe


pistolified tracers = This addon enables tracers and tracer pattern modification for all weapons that use 556x45, 545x39, 762x51, and 762x54 rounds. It however does NOT enable tracers on the 20 round STANAG magazines or any of the silenced weapons.

its not for pistols lol, i think pistolified is the dudes name that made the mod.
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Re: Mods that are allowed on the server

Unread postby Woodsy.org » 20 Oct 10, 6:53 pm

@okt_NoBlur for ArmA 2
(supercedes "oktShaderModTest" all versions)
--------------------------------------------------------------------------------
http://dev-heaven.net/projects/noblur
http://forums.bistudio.com/showthread.php?p=1614510

DESCRIPTION:
--------------------------------------------------------------------------------
This addon removes the blur shader which causes performance and sickness issues
for people. It was created because BIS has not addressed the issues with the
rotBlur shader which makes the whole screen blur effect. At low FPS, the issues
in this shader make the game unplayable. Yes turning off Post Processing will
fix it, however some of the other (good) effects are disabled too.

@pistolified tracers...
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Re: Mods that are allowed on the server

Unread postby Ball0fire » 20 Oct 10, 7:21 pm

yeah i can add that one to the list
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Re: Mods that are allowed on the server

Unread postby -Wraith- » 21 Oct 10, 10:26 am

Was gunna post about ASR AI Rearming...but it appears you have the key there already, Ill test this in a sec and let u know :)





Woodsy - sickness issues
I giggled, Shadow Warrior back in the day used to make me feel motion sick after a few hours of play ( same with duke3d), havent had any dramas with modern fps tho
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Re: Mods that are allowed on the server

Unread postby Slazza » 21 Oct 10, 11:31 am

Just curious..

Does using any of these mods give an advantage over people not using them?
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Re: Mods that are allowed on the server

Unread postby SayWhat? » 21 Oct 10, 11:42 am

Yes, however most will not give a significant advantage.
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Re: Mods that are allowed on the server

Unread postby -Wraith- » 21 Oct 10, 12:11 pm

Slazza wrote:Just curious..

Does using any of these mods give an advantage over people not using them?


The approved mods / verifysigs on is designed to stop people using mods that give unfair advantage...

The list of approved mods includes mods that give a performance boost for slower computers, gameplay fixes to fix stuff that should work but dont (such as seating capacity in MEV and missile tracking in SU25/A10, INKO disposables), Eye/Ear Candy (such as JSRS to improve sound and WarFX to make stuff look kewl when u blow it up).

The only mod that would really give advantage is ZeuAI (which everyone in their right mind should be running if they expect AI to be usefull).

The GoN Gamplay mod includes alot of fixes / improvments that we here have created, and if anyone thinks of anything that they think should be fixed / improved in the game can submit it to me / xerxes for development and inclusion in the GoN mod if suitable.

Well thats my 2 cents
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Re: Mods that are allowed on the server

Unread postby Freeborne » 21 Oct 10, 1:05 pm

Finally, server accepted mods only :-)

I would rather only see performance improving and sound effect mods in this list. Don't agree that Zues, GoN, Or INKO should be on the list unless they are mandatory. Any mod that gives significant advantage should be mandatory for joining server, else a select few have mod that gives them an advantage over others. Also INKO gives players an error in game if they don't have it, which often pops up at the worst time.

To illustrate, can anyone give example of mods people are using that gives them a significant DISadvantage in PvP but adds realism, or fixes a bug in the game? I think there's a lot of GoN players who go hunting for tweaks and advantageous mods and not mods that will improve PvP balance or realism. With exclusion of balcal, what mods has this list excluded that people have complained are unfair?

Maybe it was just me but I didn't like sound of INKO, GoN or Zues and now they're approved :-(

Also how does Zues AI work. Aren't player AI run server side, meaning Zues AI might increase CPU load on the server?
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Re: Mods that are allowed on the server

Unread postby -Wraith- » 21 Oct 10, 1:28 pm

Freebourne wrote:I would rather only see performance improving and sound effect mods in this list. Don't agree that Zues, GoN, Or INKO should be on the list unless they are mandatory. Any mod that gives significant advantage should be mandatory for joining server, else a select few have mod that gives them an advantage over others. Also INKO gives players an error in game if they don't have it, which often pops up at the worst time.


Zeus changes AI in a few ways, but doesnt not make them more accurate, and actually allows people to sneak up on them if they are stealthy, what it improves is their tactics such as flanking and supressive fire (which makes em use alot more ammo than normal), go read the documentation if you want a more indepth on it..

The GoN mod fixes alot of stuff that should work.. such as T-55's Tab locking, The AT missiles on the HinD-D, Missile warnings for SU25/A10, and actually really gives a disadvantage for T-90 / BMP-3 as you actually need to load ATGM into maingun instead of being able to fire one straigh after the other..

Dont like the INKO error ? go download INKO then.. it only pops up once anyway..

Freebourne wrote:To illustrate, can anyone give example of mods people are using that gives them a significant DISadvantage in PvP but adds realism, or fixes a bug in the game? I think there's a lot of GoN players who go hunting for tweaks and advantageous mods and not mods that will improve PvP balance or realism. With exclusion of balcal, what mods has this list excluded that people have complained are unfair?


As I said before, I cant double tap in the T-90/BMP3 anymore, which is a significant disadvantage, but it is realistic.

As for mods what is being stopped: Engineoff, Thermal scopes on stuff that shouldnt have them, certain mods that allow spawning of vehicles, repairing vehicles instantly etc etc, like its not hard to make a mod that gives a huge advantage but is subtle and would never be recognised as such.


Freebourne wrote:Also how does Zues AI work. Aren't player AI run server side, meaning Zues AI might increase CPU load on the server?


No Zeu is client side and doesnt cause any additional stress to the server, all it does it change a few numbers and stuff, no more so than say a beta patch that fixes a bunch of AI issues.
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