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RimBlock

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Posts posted by RimBlock

  1. It's not particularly the performance aspect which is the issue, it's the limited flexibility especially for mixed-currency setups which I'm trying to avoid.

     

    The Hive stuff isn't really a problem, and in fact the modularity would help with that significantly. If people wanted to use additional child calls, it would be a matter of modifying a SINGLE file, not the 6 or so which are currently required. Things like disabling trade animations will be much easier, etc. But still, I suppose I can always add a database connection module if people still want to do things that way; just means more work :P

     

    A lot of people move to config based traders due to speed improvements, hence the comment about performance.

     

    The hive stuff is pretty limited with the current HiveExt.dll especially as it updates quantity on unit of an item per DB call.  If you have the custom 501 range of calls working then you could probably open that up a bit more but, to my mind, there are much better DB extentions available.

     

    Personally, I don't use multiple currencies and am going to be moving off to work on my A3 project soon so would not really see any benefit for the amount of work you would probably have to put in.  May be worth considering new server owners and the fact they would have to setup config based traders etc before being able to leverage your mod if you do go the 'only config based trader' route.

     

    Good luck.  Anything optimising the Epoch code is a very good thing.

  2. Yep I do as I am fairly happy playing around at the database end and linking traders to menus to items is not so hard once you work out what the Epoch code is doing.

     

    If you are going to use the Hiveext.dll unmodified for it then slap a GUI on the front as Zupa is doing and that is pretty much it from a user experience.  You can still do lots of code changes in the back end but you are going to be scuppered in a lot of things by how the HiveExt is programmed to be very targetted in function.

     

    If you move to another Hive connector or to writing to ini files (file based DB at the server end) then it would open up a lot of potential.

     

    If a lot of the slowdown with DB traders is due to badly configured servers or lack of resorces dedicated to the DB server process, as has been suggested in another thread, then a guide on how to improve the DB server configuration may see people move back to DB trading with various advantages it can give.

  3. THis is a very strange issue the two of you have.

     

    Ok, was the file downloaded from my Git or from the dropbox package (question is to both of you) ?.  Maybe the player_updategui.sqf has some corruption or a control code has slipped in there.

     

    The other thing you can try it to create a new player_updategui.sqf file as the changes I have made in it are minimal.

     

    Extract player_updategui.sqf from the EPoch 1.0.5.1 dayz_code.pbo file.

     

    Open the extracted  player_updategui.sqf for editing.

     

    Find (line 154 -> 156)

    _charID = player getVariable ["CharacterID", "0"]; 
    
     
    _rcharID = _humanityTarget getVariable ["CharacterID", "0"]; 
    

    Replace with

    if (DZE_APlotforLife) then {
        _playerUID = [player] call FNC_GetPlayerUID;
        _rplayerUID = [_humanityTarget] call FNC_GetPlayerUID;
    }else{
        _playerUID = player getVariable ["CharacterID", "0"];
        _rplayerUID = _humanityTarget getVariable ["CharacterID", "0"];
    };

    Save the file

     

    Replace the file from my package with this new file.

     

    Give it a test.

     

    Let me know if that resolves it.

  4. The favicons for different pages are different, the Wiki link was broken when I first wandered in but no-one noticed for months (now fixed), it is now becomming Escort spam central (presumabily this is not an ingenious plan to get more people in to the Epoch fold.... no pun intended :o ).

     

    My suggestion...

     

    Bring onboard a community manager to handle the website and community liasion so the devs can concentrate on the mod.  The community manager can work on making sure the site and forums are working well, can bring on moderators to help and can field questions from the community whilst also providing updates from the Epoch team.  The devs could pop in once a week / once a month or whatever for 'Ask the dev' sessions.  The devs then get to work on A3 and A2 Epoch, the community is happer as they get scheduled regular engagement with the devs and a well run website.  Overall the whole package looks a lot more professional which benefits the community and the mod.

     

    Unfortunately it seems the Dev Team is reluctant to let go of any form of 'hands on' control and seemingly have a desire to minimise the number of people in 'Team Epoch'.  The more cinical may suggest that a smaller team means a larger payout if they do win the MakeArmANotWar competition.

     

    Bottom line is that it is the Dev Teams website and mod and they can manage it however they wish but it is just such a shame to see it not reaching its potential.

     

    Anyhow... currently with the spam as it is, the 'view new posts' button is pretty much useless between when the daily spam deluge starts and when it gets finally cleared up.

  5. dayz_resetSelfActions = {
    	s_player_plot_boundary_on = -1;
    	s_player_plot_boundary_off = -1;
    	s_player_plot_take_ownership = -1;
    };
    call dayz_resetSelfActions;
    

    That's what is in my custom variables.sqf - The variables.sqf in dayz_code has the rest of the default variables I have not messed with.

     

    As far as load order in init.sqf to make sure they load properly:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    call compile preprocessFileLineNumbers "custom\init\variables.sqf"; 

    As far as the show/remove boundary, on the second plot pole I can click "show" and it will keep saying show and never show up remove option. The first plot pole I placed down doesn't have this problem, it worked perfectly. Possible desync issue? Only me on the test server though.

     

    Thanks again!

     

     

    You will need at least

    s_player_toggleSnapSelect = -1;

    s_player_toggleSnapSelectPoint=[];

    snapActions = -1;

    s_player_plot_boundary_on = -1;

    s_player_plot_boundary_off = -1;

    s_player_plot_take_ownership = -1;

     

    If you are going to create a custion 'delta' variables.sqf file then it would probably be worth checking the one I supplied with windiff (or diffmerge) to make sure you have all the new additions.  There may be others to those I have just mentioned that do not spring to mind at the moment.

     

    Once you have checked for all the items in variables.sqf you may find it helps sort out the plot boundary issue (maybe...).  It is kinda strange though.  Everything to do with the plot boundary is local so should not really be any desync issue with it.

  6. Error in expression <3 = _this select 2;
    player removeAction s_player_toggleSnap; s_player_toggleSnap>
      Error position: <s_player_toggleSnap; s_player_toggleSnap>
      Error Undefined variable in expression: s_player_togglesnap
    File mpmissions\__CUR_MP.chernarus\Custom\Snap_Pro\snap_build.sqf, line 30
    
    Error in expression <player_toggleSnapSelect = -1;
    if (count s_player_toggleSnapSelectPoint != 0) the>
      Error position: <s_player_toggleSnapSelectPoint != 0) the>
      Error Undefined variable in expression: s_player_togglesnapselectpoint
    File mpmissions\__CUR_MP.chernarus\Custom\Snap_Pro\snap_build.sqf, line 32
    

    I'm getting these 2 errors in my client RPT file every time after I die when building my first wall/door/whatever. Afterwards you build or cancel the thing your building it doesn't happen unless I die again. The first error is when I turn on Snap, the second when I select a snap point. I would like to get this solved as I don't like errors. xD   

     

    Much thanks!

     

     

    Edit#1: Also, I have 2 plot poles on the map. The first one has the show/remove option for the boundary but the second one only has the show option. Is there a way to get it to also show the remove option?

     

     

    Check you have s_player_togglesnap & s_player_togglesnapselectpoint defined in your variables.sqf.  Both should be set to -1.

     

    The plot pole should only display the show boundary option to start with.  After you turn the boundary on it should show only the remove boundary option.

     

    Note: The variable that decides which option to show is not global over the multiplayer network so it may be out of sync for other players at times but even if it is on then they should be able to turn it on and then turn it off.

  7. Ok, so you are using Infinstar and DZAI but neither of them should cause issues (well Infinistart and the Take ownership will clash as highlighted in previous posts).

     

    Can you please do the same for the client rpt file.

     

    Also you could try changing both instances in player_updategui.sqf of

    /*
    diag_log format["DEBUG: bloodlvl: %1 r_player_blood: %2 bloodval: %3",_bloodLvl, r_player_blood, _bloodVal];
    diag_log format["DEBUG: thirstlvl: %1 dayz_thirst: %2 thirstval: %3",_thirstLvl, dayz_thirst, _thirstVal];
    diag_log format["DEBUG: foodlvl: %1 dayz_hunger: %2 foodval: %3",_foodLvl, dayz_hunger, _foodVal];
    diag_log format["DEBUG: templvl: %1 dayz_temperatur: %2 tempval: %3",_tempLvl, dayz_temperatur, _tempVal];
    */ 

     

    to

    diag_log format["DEBUG: bloodlvl: %1 r_player_blood: %2 bloodval: %3",_bloodLvl, r_player_blood, _bloodVal];
    diag_log format["DEBUG: thirstlvl: %1 dayz_thirst: %2 thirstval: %3",_thirstLvl, dayz_thirst, _thirstVal];
    diag_log format["DEBUG: foodlvl: %1 dayz_hunger: %2 foodval: %3",_foodLvl, dayz_hunger, _foodVal];
    diag_log format["DEBUG: templvl: %1 dayz_temperatur: %2 tempval: %3",_tempLvl, dayz_temperatur, _tempVal];
     

    That will let us know if the character stats are being set.

  8. No to be a 'party pooper' here but isn't this wayyy to OP for an Epoch server? I mean sure it largely depends on the server you're running and how far you've gone with the 'arcadeyness' but it renders a lot of other features useless.

    Like vaults and lockboxes would be completely useless. You just load your vehicles full of stuff and store it in the virtual garage where other can't even see let alone access it. But hey, that's just my opinion. 

     

    Agreed unless you make it so the vehicles inventory needs to be empty before being able to save it to prevent that type of abuse.

  9. you mean like this one ???

     

    I believe this was sandbirds work... not sure if he ever released it or if it was only on his servers...

    he also has a great keychain script

     

    have not seen either released ;(

     

    I believe Peipo118 did one although I understand that he and Sandbird were friends.

     

     

    Unfortunately he has now moved on to other projects outside of teh A2 / Epoch community.

  10. Would be good if someone wrote a db server advanced setup guide including things like fine tuning the my.ini, setting up accounts with appropriate access (for Epoch / backups / any web based queries) etc.

    Would have thought Someone like Dave (MGT) would have a wealth of info if they were willing to share.

    thought inventory quantities were 'pseudo' real time for backend updates. Have only had a quick browse around the code so could well be wrong.

  11. Ok so it is not that.

    Can you paste a fairly clean server RPT file (in spoiler tags) or via pastbin. By that I mean new log file then start the server and login your character until you see the issue. If it is not that then is more likely to be an issue with the player login / load functions not populating the variables used to update the gui. The only common file would be server _ functions. Sqf.

    I am fairly confused By lack of errors messages I your rpt files. Do you have the debug variable set ?.

  12. Hi Dean,

     

    Better Refueling now has finally got a first cut available for people to play with.

    • Choose which vehicle to refuel using the fuel truck from those in range.
    • Real fuel capacities for air and sea vehicles (a Littlebird takes less time to refuel than a Merlin now).
    • Fuel pumps from vehicle traders (in building supplies) - to come in a few days.

    Probably worth noting that A Plot for Life also includes Raymixs Snap build Pro and the modular build framework combined.

     

    Oh, and the Depoy Anything link is still showing up in bright green :) .

     

    Great resource to have

  13. Do you have Dayz_Dark_UI set to true anywhere in your files ?.

     

    Try setting it to false in your init.sqf.

     

    The player_updategui.sqf has the code for 1.0.5.2rc2 in it for some reason.  This includes the update for the dark gui which requires items that are not part of the 1.0.5.1 release (hence no icons etc).  As the dark gui is not part of 1.0.5.1 I am guseeing no one else has set the  Dayz_Dark_UI variable so are not seeing the issue you have.  The variables.sqf supplied with this mod default to it being turned off.

  14. HI there, thanks for the response.

    No, I have not installed the GUI from 1.0.5.2

    I have a 1.0.5.1 install. However, I was asking in the skype scripting channel and they pointed me in the direction of the dark gui. Honestly, it could have nothing to do with dark gui. However, the issue I am having is def coming from P4L.

    So you are running vanilla Epoch 1.0.5.1 with A Plot for life files copied over and linked in as per the install instructions in the included file and no other mods ?.

    It seems strange that you are the only one reporting this issue if the issue is with A Plot for Life. I would guess an implementation issue with the update_ guide.Sqf or something a bit more fundamental.

    I am not seeing this issue on my test server.

    anyone else have this issue ?.

  15. Hiho

     

     

    i dont get it to working. If i die, i lose the permission of the plot pole. I have installed it with the tutorial of the A Plot for Life v2.33 (Epoch 1.0.5.1). I use Plot for Life v2.33 and Snap_Build_Pro. Then i have use the tutorial from:

    and it dont work. I get the Show and Unshow plot range and Maintenain options. But the mainfunction with building after death doesnt work. Can someone help me?

     

    Please use the install instructions on the GitHub or in the package download from Dropox (both linked to in the first page).  The instructions you have followed were for a previous version and the code in this mod has changed significantly since.

  16. Question:  My players can tag as friendly, but are unable to build at each others' bases.  Any thoughts as to what or where I can look and determine the cause?  We're running 2.33 (P4L and Snap Pro).

     

    Check the players currentstate field in the DB to make sure the correct SteamIDs are being recorded.  By default, Epoch limits friendlies to a max of 5 players so if there is a group of more than 5 then you cannot tag friendly all at the same time.

     

    You may also want to make sure the currentstate field length is not being blown out.  Look for any errors in the hive log where it couldn't write the values.  The DB field length should be ok but some of those states ARMA uses have very long names and 5 SteamIDs also take up a lot of space.

  17. Hey there,

     

    I made an issue report on your git. It seems that player_updateGui is broken. Since installing this mod, none of my status icons work anymore. Nothing updates, sound and vision are gone and on relog, I always have the fracture and shock icon, even though I have neither status in the DB. I was looking through the commits and saw that you recently updates this file, any chance you could have accidentally broken something?

     

    Thanks!

     

    Have replied on the Git.  Unfortunately replying on Github from my office is a nightmare....

     

    Ok, so you have the new GUI from 1.0.5.2 installed and now with A Plot for Life the GUI is not working correctly.

     

    I would suggest installing the update_gui.sqf from this mod, test, and then putting in the changes from the new GUI over the top.   

     

    Was the new GUI working before putting on A Plot for Life on your server ?.

     

    If you want to post the update_gui.sqf file (in spoiler tags please) then I will have a quick scan to see if I can spot an issue.  I have not used the new GUI at all but A Plot for Life was merged with the 1.0.5.2 files originally and worked fine so there should be no reason it will not work with it in 1.0.5.1 if it was already working on 1.0.5.1

  18. My players and even the admins are getting banned by infistar when they try to take plot ownership, says "Nuke? 5 items deleted in 10 seconds" is there a way to get an exception for this?

     

    Yep, this is an issue when combined with Infinistar.  Due to the nature of the Hiveext.dll, the only way to update the required information in the objects DB recored is to delete the record and re-create it.  Infinistar sees the mass deletions as someone nuking a base (which it sorta is) but does not account for the recreation which rebuilds it with the correct ownership info.

     

    You may want to raise it up with Infinistar to see if he can come up with a solution.  I am quite happy to collaborate with him if he wants to get in touch.

     

    In the mean time, Ghee Buttersnaps solution is the currently used one but it will open you up to potential mass deletions by other means so you may want to limit it.

  19. Is it possible to release instructions that actually explain what to change in each files? My server has a lot of custom files and figuring what to change in each file is not easy. I cannot just drag and drop ill break the server...

     

     

    I agree with you!

     

    Hi guys,

     

    I wont be doing a step by step guid with all changes as there are rather a lot and they are all pretty simple.  The pack installs straight on vanilla Epoch with little difficulty and for installing on top of a modded server, by far the best way is to use diffmerge to compare the files and see what is different between them and act accordingly. 

     

    Knowing how to use diffmod is also a great, some may say required, skill for running a well modded server.  Diffmerge is free and Raymix put up an great tutorial showing how to best use it including running through a couple of examples, of which A Plot for Life was one.  His guide can be found

     

    If anyone wants to put together a step by step guide then I am happy to link to it from the first page.

     

    Currently my very limited spare coding time is being spent on getting a new 5GHz test server running (water cooling is fun), getting the second part of Better Refueling coded and working on the new Arma 3 mod with Raymix wich should be rather nice but has a log way to go.

  20. Hello using as well a simple bat script with windows automated task to make a backup every 15 minuteS.

     

    However I wanted to know if someone does know how to add extra lines to compress through a zip or rar compression the sql file.

     

    Would lower the disk usage.

     

    If you are getting large files then you may want to sort it out by putting some robust housekeeping on the DB tables.  Cleaning out character_data and other character / player tables can make a big difference.  Trimming down the object_data table will also have a big impact if you are running with a large number of objects.

     

    To compress the resulting .sql file you could try the zip command which should be available on Windows servers (probably ;) ).

     

    You could try changing

    mysqldump -u %mysqluser% -p%mysqlpassword% --databases %mysqlschema% --routines --events --triggers --quick >%BackupDir%\%mysqlschema%_backup.%datestamp%.sql

     

    to

    mysqldump -u %mysqluser% -p%mysqlpassword% --databases %mysqlschema% --routines --events --triggers --quick | zip >%BackupDir%\%mysqlschema%_backup.%datestamp%.sql.zip

     

    This has not been tested by me so please test before putting live.

     

    To extract the files you sould be able to do

    zip e [filename]

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