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Messages - gnif

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NationsRP / NationsRP Server Offline... we need donations people!
« on: December 24, 2014, 08:03:53 am »
The data center has suspended our server because of insufficient funds in the LRRP account, up till now I have been paying for the server, but we need donations people, I can not maintain this by myself. Please, if we all give a little we can cover the cost of $60USD per month.

NationsRP / Re: NationsRP Mod Pack Updates
« on: December 20, 2014, 01:48:18 am »
Updated OpenComputers

As per the new instructions, just run the installer to update your client.

NationsRP / Re: NationsRP Mod Pack Updates
« on: December 17, 2014, 11:52:02 pm »
Everyone, please note that the updater has been updated, you need to get the latest version from here:

This version now amongst a few other things, will inform you if it is out of date.

NationsRP / Re: NationsRP Mod Pack Updates
« on: December 16, 2014, 02:10:58 pm »
We now have an official installer/updater, see

Please note that you will need to remove your old installation to start using the installer so that it can track file changes.

NationsRP / NationsRP Mod Pack Updates
« on: December 10, 2014, 10:17:57 am »
Added RefinedRelocation for filtering stuff.

Add this file to your mods directory.

NationsRP / Re: Mod suggestions for the server
« on: December 09, 2014, 05:50:43 pm »
Juggy does have a good point, would want the nwer players to feel like we are so far ahead that we're to big a of a threat and then not wanting to PVP.

We can make a new world for that, no need to restart. But we will cross that bridge when we get to it.

Just FYI: Big reactors is certainly on my list of mods to add.

NationsRP / Re: Server Crashes.
« on: December 05, 2014, 11:38:06 am »
Updated to a new version of Forge Multipart that resolves this issue, you will need to update the mod.

This mod is in the mods\1.7.10 folder, delete the old one and replace with the below version:


NationsRP / Re: Mod suggestions for the server
« on: December 05, 2014, 09:49:37 am »
The BigReactors does add one ore that i am aware of, it's called Yellowrite ore which is used to power the reactors.

This could prevent us from using this mod as world gen has already occured and a large area of the world has been explored.

NationsRP / Re: Server Crashes.
« on: December 05, 2014, 09:44:14 am »
Thanks, I will try to reproduce it and fix it.

NationsRP / Re: Server Crashes.
« on: December 05, 2014, 09:35:17 am »
Is this with opencomputers? or computercraft?

NationsRP / Re: Mod suggestions for the server
« on: December 04, 2014, 01:22:04 pm »
1) BigReactors - I will read up on the mod and do some testing, but I see no reason not to add this. Does this add new ore types? if so it will have to wait until a world regen (not likely).

2) Not sure I like this idea, we already have flans mod which adds things like helicopters.

3) I do not see the need for this, we have EnderIO which gives some nice basic generators that make a decent amount of RF, and later scale up to high energy.

4) I looked at this one a while back and decided to not add it as we have Iron chests which give the extra storage without being OP, once you exceed this you should look at digital storage using Applied Energestics 2, a simple ME Chest with power and a drive would do what you are asking.

NationsRP / Re: lrrpcompat: 1.0
« on: October 04, 2014, 01:11:35 am »
WOW, someone has majorly screwed up here... My reactor control computer has code for the later build with 3 MFSUs on the reactor output, but none of that build is there. Juggy, who rolled back the world?

NationsRP / Re: lrrpcompat: 1.0
« on: October 03, 2014, 10:29:23 pm »
Juggy should have published this one... let me see if I can dig it out for you.

Edit: Here it is, attached.

DayZ / Re: ArmA2 + Steam = Fail
« on: July 26, 2014, 07:39:09 pm »
ARMA2:OA has a Linux native dedicated server, which works great except for one API call (callExtension) which is required by DayZ/Epoch to use when talking to the Hive/Database, this forces us to use the windows version under wine. Since ACE does not use a hive/db we can use the native Linux version and is not an issue.

DayZ / ArmA2 + Steam = Fail
« on: July 26, 2014, 07:04:07 pm »
This information is hard to find and trawling the forums for hours I discovered what has occurred.

GameSpy is the service that ArmA2 uses to publish the server for players to find, when you load the server list in game, via DayZ Commander, or PlayWithSix it uses GameSpy's service to load the server list. The problem is that GameSpy is closing down.

Versions of ARMA2:OA later then 1.63.112555 require steam to run as it now uses Valve's server service instead of GameSpy. When GameSpy shut down, searching for servers will break, and the community will be forced onto the new version anyway.

Pros of Steam Integration:
  * The player UID is changing from BI's own thing, to a proper SteamID, this will make it impossible for players to change their UID to get around bans/restrictions, etc.
  * The server brower in steam is very fast & nice.

  * BI have not back ported the new steam code into the older STABLE versions of Arma2:OA, which means that they are forcing everyone onto their buggy beta version, and calling it "stable".
  * Because of the playerUID change BattlEye will stop working unless the server is updated.
  * Because the playerUID changes, everyone will be fresh spawns on Epoch unless I write some special trickery.
  * Servers have to update, and anyone using it under Wine (like us) will be officially screwed (I am building a new version of wine as an attempt to work around this, but not holding my breath).

What does this mean for our servers...

If I cant get wine working again, we will have to revert to a windows server again (BOO). This will make the job of maintaining the server a huge PITA again and may also drive the cost up from free to paying a monthly for a windows license (I will talk to the DC regarding this issue).

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