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Sofabear

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Posts posted by Sofabear

  1. Hi, i've run into a small problem when editing my cfg traders.

    All traders on my map are custom so i just "deleted" the files inside cfgtrader\catagory folder and made new ones. Most of them work but then i've ran into some issues.

     

    Adding my ammo traders + building traders, it's not working, the server shuts down and this error message pops up.

     

    "Include file

    mpmissions\dayz_epoch_11.chernarus\CfgServerTrader\Catagory\Ammo.hpp not found"

     

    and the same message goes for my buildingparts.hpp file.

    I've checked it all and can't find anything wrong with the files themselves neither with the name and locations, so i've ran out of things to search for. Anyone else had this problem and knows why it does that?

  2. Don't know if anyone knows a fix for this.

     

    We found a way for players to "dupe" building objects, here's the process.

     

    One player starts building, he gets the preview floor/wall up, he then goes into his inventory, drops the wall/floor and his friend picks it up, the player who is building then proceeds to finishing the wall/floor without using it up since his friend picked up the wall that the building player dropped. 

     

    Don't know if i explained it good enough but does anyone know a fix?

  3. Hi, i have a pve server on chernarus that has alot of a.i on it. I have moved on to a dedicated machine and the performance hasn't really improved that much, but a little improvement ofc.

    So i've heard about something called headless clients, and that it could improve performance alot. My question:

    Is there anyone out there that could help me install such a thing? I can offer some sort of donation if you would be interested in helping me out. 

  4. Tried adding this to my extra_rc.hpp file for the gps, but it won't activate? i've tried two methods.

    Notice that the script line is the only changing one. I get the option ingame, but when i press "scan area" nothing happens. What am i doing wrong? :(

     

    Method1:

    	class ItemGPS {
    		class Playercount {
    			text = "Scan Area";
    			script = "[] execVM ""scripts\cp.sqf"";";
    		};
    	};

    Method2:

    	class ItemGPS {
    		class Playercount {
    			text = "Scan Area";
    			script = "execVM 'scripts\cp.sqf'";
    		};
    	};
    
  5. Hi, i run an overpochins server, it's modded quite good, but everything is done correctly.

    We've been having some issues with vehicles blowing up when trying to repair them, doesn't matter if you try it manually or use the repair stations i've put up, sometimes the vehicles just blow up when you get in them (something i suspect is related to AH). Players can start to repair a vehicle, but when they take off a wheel or anything, it'll blow up, is this a bug or is it normal in epoch? (i know i've mashed 3 mods but).

    Any help on this would be appreciated.

     

    Btw: Tried with both a vanilla install with NO mods, apart from those that come with the Epoch Origins files. Still same issue.

  6. Having issues with getting this message popping up when adding custom spawns for my A.I cities. This is also resulting in no a.i spawning at the cities at all. Missions work fine :) great work!

     4:23:50 "WAI: AI Config File Loaded"
     4:23:51 "WAI: Initialising missions"
     4:23:51 "WAI: Initialising static missions"
     4:23:51 Warning Message: Script z\addons\dayz_server\WAI\static\dayz_epoch_11.sqf not found
     4:23:51 "WAI: AI Monitor Started"
    

    Any idea what the problem is?

  7. Hi guys.. Here's a project i started a while ago, just thought i'd release it since i lost my interest in finishing it. So i'm releasing the .biedie file and sql file for those who want to edit/finish it. 

    This project was heavily inspired by Charletans "Bleeding Sun" build he is working on, check his stuff out! Awesome builds. 

     

    So let me know if any of you guys want to attempt to finish it.

    Screenshots: http://imgur.com/a/fSOss#0

     

    Link to biedie file and sqf file:

    https://www.dropbox.com/sh/mko9q5ep6r7sl4c/AADx73b288509iJqYnUDSHzca

  8. Thanks Uro1, already removed the custom maps and made my own custom areas, and still working on some. Did optimize them and i saw the vehicle count go lower. Saw some improvement on the server fps side, but only with 1-2 fps, so not that much, but any little bit helps. The client fps is good, with most players averaging 30-40 fps, even when full server. The weird thing is that even with vanilla epoch, the server fps was low, so i am thinking it's the amount of objects in database basically, can't be anything else then?

  9. Flosstradamus. Thanks for the tip, i did that but the loading times got terrible :( So i've adjusted them a bit, gonna see how it runs now.

    Carp! heres an Rpt file after one restart cycle with DZE_DiagFpsSlow = true; // reports every 5 Min enabled.

     

    https://www.dropbox.com/s/rvkeor9v93q2yxv/arma2oaserver.RPT

     

    After a quick scan i couldn't see anything new when i had enabled that, what's it supposed to do? :)

     

    Funny part is most servers admins i've spoken to have decent-good server fps even with heavily modded epoch servers. both dedicated and hosted.

    I mean it can't be normal to get 3-4 fps when 20+ players get on, even when i tried vanilla epoch it was the same.. Maybe time to switch hosts :(

  10. Yeah well like i said, we have about 17k objects in the DB, so i suspect that is the issue ofc :) But 9103 vehicles can't be right, i don't think we have more then 300 of them, unless custom maps count as vehicles?

  11. I can set the basic.cfg myself so no issues, i have access to most files.

     

    Here is what i have in there now.

     

    MinBandwidth=1097152;
    MaxBandwidth=524288000;
    MaxMsgSend=1024;
    MaxSizeGuaranteed=512;
    MaxSizeNonguaranteed=128;
    MinErrorToSend=0.0049999999;
    MinErrorToSendNear=0.025;
    MaxCustomFileSize=600000;
    Windowed=0;
    adapter=-1;
    3D_Performance=1;
    Resolution_Bpp=32;
    class sockets
    {
    maxPacketSize=1400;
    };
    serverLongitude=2;
    serverLatitude=49;
    serverLongitudeAuto=2;
    serverLatitudeAuto=49;
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