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RimBlock

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Posts posted by RimBlock

  1. I emailed BI and have just received a response.  Kudos to BI for taking the time to respond to these sort of queries.

     

    Note, these relate to only Bohemia Interactive assets and not any mod assetts (objects, models, scripts etc) as that is determined by the mod makers.

     

    [Question]

    Are the following definitions correct from a BIS point of view ?.

     

    Donation: A transfer of something to the benefit of the recipient (usually money to help keep servers running in this case).

    Shops (in-game or via websites etc): Places where people pay for in-game items.

     

    [Response]

    Agreed. Donation with counter value is a sale, not donation. Donation == no counter value.

     

    [Question] - This one has already been sorted out with posts in the BI thread between me emailing and the response coming back.

    If I write some code to allow the refilling of magazines (no new objects but purely sqf code) then if someone uses that code, do they need to request my permission before allowing monetization of their mod ?.

     

    [Response]

    Yes

     

    [Question]

      If my code uses some generic scripts provided by another modder then does the mod team wanting to monetize need to get permission from myself and the other modder who provided the utility sqf scripts ?.  I am sure you can see where this is going… how far down the chain of contributors does a mod team need to go before they can be sure all required approvals are in ?.

     

    [Response]

    Depends on the license of generic script. Your are creating derivative works so you need to observe the license of the original work.

     

    [Question]

    The other concern with this is that if someone contributes a small addition to a number of mods and the mod teams later wanted to allow monetization then that contributor could hold the mod teams to ransom.

     

    [Response]

    If he did not allow it in the first place, then they need to either remove his work or get his permission.

     

    [Question]

    If there is disagreement on the creator of some code then how will this be handled ?.

    [Response]

    It will be handled on case by case basis.  It might be difficult, but if we are not sure we may just take the monetization permission away for both parties.

     

    I did ask another question about selling items and their definition of in game advantage (ie. you can sell a car as long as the specs are the same as one that can be found or you cannot sell a car as buying is an advantage already).  The response seemed to contradict a post by BI on the thread so I have just replied and asked for confirmation.  Will post the results when a reponse is received.

     

  2. You are correct .. I figured that out was getting waiting for bank, but didnt do it before I attempted P4L .. Im confused I do believe on what to do with the files in the server folder.. most things I can make work but P4L always kicks my ass lol.. Its cool that u dont have to dig up ur plot pole .. every time u die .. but at the same time ..it makes em work more to keep it lol

    A Plot for Life is not really very complicated but it does small touches to lots of files so there are lots of chances to miss a ; or } or something else 2 hen merging.

    If it gets I to the core Epoch build then all of that will go away for people.

  3. I could manage to tag friendly and to remove modular.. I still got some issues:

     

    undefinied variable in player_build_plotcheck.sqf line 58 _nearestpole when building anything

     

    this is my player_build_plotcheckt.sqf - any ideas?

    Please use spoiler tags for big posts of code or log files (spoiler) (/spoiler) change the () to [] for them to work.

    FNC _find _ plots is a new function which supplies the earnest plot pole. Make sure you have it and that it is correct try linked in your compiles.sqf

    What version of A Plot for Life are you using. Older versions had a bug where nothing is returned which undefines the variable and gives this error.

  4. Hmm in my selfactions there's alot of "_ownerID =" do you mean this line? Its the 1st one I searched for, I can list them all if needed.

    _traderType = _typeOfCursorTarget;	_ownerID = _cursorTarget getVariable ["CharacterID","0"]; <<----This one?	_isAnimal = _cursorTarget isKindOf "Animal";
    As for the server monitor stuff, I have both those lines yeah.
    Yes, that is where it is set.

    It is being set with the CharacterID. You need to change CharacterID to ownerUID

    Give that a go

  5. Hey there,

     

    Thanks for this awesome mod, but I got some issues...  There is no scroll down option to tag friendly, and no option to remove modular builds (remove plotpole works). I have tested a lot that was written here, but nothing works..

     

    Could someone please help me?

     

    greetings

     

    You will need to look through your client and server RPT files to see what errors you are getting.

     

    Starting ARMA with the -showscripterrors on the startup line will report script errors to the clients screen for any that affect the client as well as log them to the RPT files.

     

    If you have some script errors then we can probably point you in the right direction to try and help you find the issue.

  6. If you read my post u would see , no RPT errors .. and I have tried the custom folder, in the root where the @folders are as the instructions say, as well in the server pbo, 

     

    post your client and server rpt files via a pastebin link or in spoiler tags please.

     

    It would be most helpful if you clear the old log files on the client and server and then start the server and try to connect from the client and after the failure post the files.  That way it will be easier to see what is going on.

     

    The server side files can either be put in the server.pbo file if the links to them are pointing to the server.pbo or they can go in a directory in the ARMA server root folder (where the @Epoch folder is) as long as the links to them point to that location. 

     

    The server can source files from subdirectories in the server folder (excluding one called "scripts" or something like that) so you can put the server files in a folder of your choosing if you want but the links in the init.sqf need to point to wherever you have placed those files.

     

    Merging mods can also be problematic especially if the mods are not reguarly maintained or updated.  To my knowledge both vector building and Plot management have not yet been updated to A Plot for Life v2.5 so I am currently recommending that you should use A Plot for Life v2.35 if you are going to use them.

  7. ["4.0625916","[4655.106934,9940.0712891,0.00143433]","76561198075694517",[[0.071,0.997,0],[0,0,1]]]
    

    Looks to be saving fine...

     

    Found this in the client. Not sure what to make of them though

    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 0"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 0"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 0"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 25"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 25"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 25, OwnerID = 25"
    
    I kill myself
    
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 26, OwnerID = 25"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 26, OwnerID = 25"
    "[FN_SELFACTIONS] PlayerUID = 76561198075694517, dayz_characterID = 26, OwnerID = 0"
    

    This is with things I just placed too

     

     

    Ok so from that it seems the ownerID is being populated with the characterID of the player who built the object and not the SteamID.  As the object in the DB seems to have the SteamID it seems the information is saving correctly.

     

    I would therefore suspect either the server_monitor is not populating the ownerUID variable on the object correctly or the fn_selfactions.sqf file is not getting the objectUID varaible from the object and populating the _objectID correctly.

     

    Have a look in the fn_selfactions.sqf file and try to find the line which should be something like

    _ownerID =
    

    You can also make sure the following lines appear in the server_monitor.sqf file

    _ownerPUID = _worldspace select 2;
    

    and down a bit more in the same file.

    _object setVariable ["OwnerPUID", _ownerPUID, true];
    
  8. Ok just managed to test it. I added it like playerUID and I wasn't able to remove anything again so I've reverted it till I figure this out

     

    Do the items you are trying to remove have your SteamID in the Worldspace field ?.

     

    Also before this line

     if(_isModular && (dayz_characterID == _ownerID)) then {
    

    you could add

    diag_log format ["[FN_SELFACTIONS] PlayerUID = %1, dayz_characterID = %2, OwnerID = %3",  _PlayerUID, dayz_characterID, _OwnerID];
     
    

    It wont fix the issue but will let you know what is being passed to the if statement so you will have a better idea of what is going wrong.  Note it may will produce a lot of text in your RPT file as it will run every 3 seconds (IIRC).  Just do it for a test.

  9. Well it looks like spawn_mineveins is not defined ;) .

     

    This will be a variable that holds the code to spawn the mine veins so I would have a look for where it should be defined as you probably have a bug in that file.

     

    A fairly easy way to find out where it is defined / called is to jump on to the Epoch Github and just do a search for spawn_mineveins.  It comes up with two files containing that word.  Server_monitor (which we know about) and server_functions where it is defined.  Check out server_functions.sqf for any bugs.

  10. What does the chunk of code in the fn_selfactions.sqf look like that handles deletebuild.  The code from my fn_selfactions looks like the following (to give you a reference).

    		//Allow player to delete objects
    		if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then {
    			if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    				_player_deleteBuild = true;
    			};
    		};
    		
    		//Allow owners to delete modulars
      		
    	if(_isModular && (_playerUID == _ownerID)) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    				// diag_log text "fn_selfactions remove: [can remove modular item]";
                    _player_deleteBuild = true;
                };
             };
    		//Allow owners to delete modular doors without locks
    		
    	if(_isModularDoor && (_playerUID == _ownerID)) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    				_player_deleteBuild = true;
                };		
    	};	
    
  11. --

    1. Has been tested, we found that MySQL was never the bottleneck for A2 (as expected bad server performance had to do with the number of objects*). Michael did succeed in porting all the functions to extDB, i remember the default hiveext was slighty quicker but that would not be noticable ingame.
    2. Guess that is overkill and possibly the rocket car you previously referred to. Although i agree a little data on that wouldnt hurt.

     

    * If not already done, you might want to The stuff that we were working on there eventually made it possible for us to host a highly populated server (25+ players) on high FPS (15+) all the time, including stuff like Wicked AI and a building limit of 1500 objects per player. The key was not letting the server handle the buildables that had no interaction (e.g. floor/walls/sandbags/stairs/etc.). If interested i'd be willing to share the final code so you can have a look, we have stopped running an A2 Epoch server cause the hacks were getting too bad.

     

    Edit: Might as wel share all of our stuff to anyone interested, It's not like we are ever going to run another Epoch server and it might prove handy to others. Everything is there, which also includes a working Battle Royale mod for A2 Epoch (written from scratch).

     

    Interesting stuff indeed.  Thanks.

     

    The controllability of extDB at a server owner level far outweighs any slight speed reduction in my personal view.

     

    Thanks for sharing the code.  I wont be running an A2 server as I am busy writing our new A3 total conversion.  The discussions like the one you linked to are very interesting from that point of view.

  12. Yes you should be able to remove.

    What other mods are you using as I believe one of them (Plot Management or Vector) has had issues reported with removal of objects.

     

    You need to either change the setting for detecting nukes in Infinistar or you could try changing the uisleep number in plot_take_ownership.sqf (lines 37 and 42) but this will make the take ownership process slower.  A uisleep of 1 will pause for 1 second.  try searching this thread for nuke and you may find the posts where people have mentioned the setting in ISAH to avoid the nuke kick. 

  13. Currently nothing to do with Epoch (A2 / A3) has permission to be sold or be provided as perks for donators.  This is true whether the items are available without paying or not.

     

    Bases built using Epoch items are covered in the above statement.  The ability to make them indestructible is also included. 

     

    Only BIS assets are covered by the new rules.  Everything else (models/objects, scripts, ingame mechanics (like currency) ) are only allowed for monetization with the express permission of the creator(s) (this, in the case of Epoch includes all the projects contributors and not just the Epoch dev team).

     

    If any servers are not compliant, BIS have warned that they will investigate and take action (if found non-compliant) which could include legal and technical methods (no details on what they may be that I have yet seen).  BIS have also not stated how quickly they will investigate and going by historical evidence many are dubious as to whether they will actually do anything.

  14. RimBlock we did a fair bit of testing with Vert Hosting on the A2 Epoch server and when we converted it to an Overpoch server. We noticed that there was some trader and database lag when we had about 4000 items in the traders, certain traders had a lot of weapons when we added the Overwatch weapons in but that was easily rectified by dividing them up a little more, adding a couple more traders and dropping the items down to 3600 (removed non-essentials and some caused lag just being on the server).

     

    Not wanting to take this off-topic but how do you define DB lag ?.  Was the DB server showing IO or processing heavy load ?.  It would be interesting to know if the 4000 items caused the response to go over the 10k extension call limit (requiring multiple calls to retreive all the data ) and if the 3600 was under it.

     

    The other possibility is that the tables and indexes could possibly be better optimised.  I have seen some trader lag on my own test server with just two of us playing on a local lan.  I have no reason to believe that issue was with the DB.

  15. FIrstly, these threads, from a attempt to force a change, are doomed to failure just like the threads requesting the A2 Epoch hiveext.dll be amended with lots of good reasons for doing so were.  History shows that the Epoch team are very unlikely to change anything to do with the undelying core tech choices once that choice is made.

     

    Bottom line is that it is their mod and their choice.

     

    These threads can, however, bring forward some interesting discussion points amoung the chaff.

     

    Yep, we did. AWOL has been using it for years. What features do you need from a database engine beyond the fastest possible representation of the data you requested ?

     

    Any chance of these benchmarks being published so we can see them.  Would be very interested.

     

    Easy management, I don't think, had more than a few minutes of discussion time.

     

    Rule Number One: Performance ! Is it Faster ? End of discussion :)

     

    Management suites and tools to access the data come later from developers. MySQL not a bottleneck ? I will never be convinced, don't bother trying, and I am one of those web developers that uses it. Don't get me wrong it has served me well, for websites.

     

    Performance should not always measured purely on speed.

     

    Rule number one: Best fit for the purpose.

     

    Most sensible people would not buy, even if they could, a rocket car to get their monthly supermarket shopping :) .

     

    Personally, off the top of my head, I would measure performance for an Arma mods persistant layer on (in no particular order);

    Speed of communication (TPS)

    Supportability (within A3 Epoch server management scope)

    Stability

    Support (for the technology by the releasing entity)

    Ease of connectivity / maintenance of connectivity (between persistant store and Arma).

     

    We chose extDB for our A3 mod based on these above criteria.

     

    ====================

     

    @Everyone.

     

    I have yet to see an investigation that points to MySQL being a bottleneck to A2 Epoch that is able to rule out;

    1. The A2 engine callext function being a limiting factor.

    2. The Hiveext.dll being a limiting factor.

    3. The underlying server hardware being a limiting factor.

     

    If anyone knows of any investigations that have then I would love to know as they would be very interesting.

     

    Unfortunately when there is a slowdown with data that has to be pulled from an external source, in A2 at least, the common knee jerk reaction is that it is the DB server that is the problem.  The DB being the choke point may not be the case and TBH I would be very surprised if it was with MySQL.

     

    Would be interesting to see;

    1.  if there is a difference between the hiveext.dll and extDB.dll (I believe someone was porting over A2 EPoch to extDB) for trader slowdown using the same MySQL DB. 

    2. If a MySQL DB hosted on a ram disk still has the same issue.

  16. BIS response to Sequisha on the BI monetization thread.

     

    Originally Posted by Dwardenviewpost-right.png
     
    those server monetizing rules cover our server package,
    on server with community content you also need approval for all content from every involved community content authors,

     

     

    For something like DayZ EPoch (ARMA 2), in the event if the Epoch team decided that monetization is ok the Epoch team would have to get agreement from all of the mods contributors including all of the DayZ content authors, 3rd party contributors like other model and mod makers whos content has been added to Epoch and ad-hoc contributors like myself and Raymix or remove the content. 

     

    TBH I do not believe that would be practical to gett all the approvals required so do not expect Epochs content to be granted monetization rights by the Epoch team.

     

    The same would be true if A3 Epoch accepted contributions to the code base or included others models etc.  The major grey area here would be over the A3 Epoch AH and whos code is being used (something for discussion elsewhere so please don't discuss here).

     

    The big concern here though is that if a team may want the option for monetization in the future then they may be very careful with how much the community can contribute to avoid a spiderweb of approvals later down the line.  That is not likely to be a good thing for collaboration.

  17. Plot management should work with A Plot v2.35.  Plot management has not been updated to work with A Plot for Life v2.5.  Version 2.35 is deliberately left as a download on the A Plot for Life thread for that very reason (to give Zupa and Striker time to update their mods to match with A Plot for Life v2.5.

     

    There is a note on the first post for A Plot for Life saying this.

     

    Note:

    If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.
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