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Posts posted by Sukkaed
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U mad bro? :P
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Here is your problem:
call compile preprocessFileLineumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
See it? --> preprocessFileLineumbers
Should be --> preprocessFileLineNumbers
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You need to use these both in init.sqf.
DZE_DiagFpsSlow = true;
DZE_DiagVerbose = true; -
You can still get player list by pressing P :rolleyes: ?
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That also comes with radar. Anyone figured how to remove radars?
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Never used those. Light mod is huge performance hogger.
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I removed most of my custom buildings. There was very small improvement to FPS.
"DEBUG FPS : 5.82666 OBJECTS: 5470 : PLAYERS: 37"
"DEBUG FPS : 3.6405 OBJECTS: 5757 : PLAYERS: 42"
"DEBUG FPS : 3.34308 OBJECTS: 5887 : PLAYERS: 43"
"DEBUG FPS : 2.8834 OBJECTS: 6225 : PLAYERS: 48""DEBUG FPS : 2.45927 OBJECTS: 6471 : PLAYERS: 49"
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I'm also getting much more this after restarts which stops the server from loading.
18:04:41 NetServer::finishDestroyPlayer(50968390): DESTROY immediately after CREATE, both cancelled
18:04:50 NetServer::finishDestroyPlayer(627654766): DESTROY immediately after CREATE, both cancelled
18:04:56 NetServer::finishDestroyPlayer(661599946): DESTROY immediately after CREATE, both cancelled
18:04:56 NetServer::finishDestroyPlayer(680605134): DESTROY immediately after CREATE, both cancelled
18:04:57 NetServer::finishDestroyPlayer(1696803989): DESTROY immediately after CREATE, both cancelled
18:05:14 NetServer::finishDestroyPlayer(1711401754): DESTROY immediately after CREATE, both cancelled -
seems like this is related to the object count, on my test server i get 50+ fps with a fresh database and around 20 fps with player bases (when I am the only player on the server). :/
How many objects do you have with player bases included?
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"DEBUG FPS : 12.7085 OBJECTS: 6515 : PLAYERS: 13"
"DEBUG FPS : 10.0251 OBJECTS: 6691 : PLAYERS: 17"
"DEBUG FPS : 5.17297 OBJECTS: 7296 : PLAYERS: 27"
"DEBUG FPS : 4.57404 OBJECTS: 7390 : PLAYERS: 31"
"DEBUG FPS : 3.18281 OBJECTS: 7575 : PLAYERS: 45"
"DEBUG FPS : 2.35433 OBJECTS: 8046 : PLAYERS: 47"
"DEBUG FPS : 2.43605 OBJECTS: 8388 : PLAYERS: 48"
"DEBUG FPS : 2.29292 OBJECTS: 8483 : PLAYERS: 49"
"DEBUG FPS : 2.01537 OBJECTS: 8857 : PLAYERS: 47" -
What is causing this?
15:39:45 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:45 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:46 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:47 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:48 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:48 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:49 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:50 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:51 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:52 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:52 "CLEANUP: Purge performed on null OBJ: <NULL-object>"
15:39:53 "CLEANUP: Purge performed on null OBJ: <NULL-object>" -
Interesting question is whats the difference between this call --> [] execVM "\z\addons\dayz_server\buildings\building.sqf";
and this call --> call compile preProcessFileLineNumbers "z\addons\dayz_server\buildings\building.sqf";
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what antihax you using ?
Infistar. What is the actual s_player action that is used for scroll menus? I tried these _refuel_action, _repair_action, _rearm_actions but no luck.
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What action should I whitelist to antihack? It keeps removing those scroll options.
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I just wonder why 17 version is missing
"dayz_anim"
"dayz_communityassets"
"dayz_epoch"
from addOns
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ALTER TABLE `Object_DATA` ADD `LastUpdated` TIMESTAMP on update CURRENT_TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP AFTER `Datestamp`;
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Make database event what keeps updating date for items that you don't want to be cleaned.
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Glitchin in to player build bases with vehicles is a problem. Drive next to a wall and get out through the wall :o .
Since Base Building 1.2 mod has a antiwall fix for this -->
would it be possible to implement something like this to Epoch base building system?
EDIT: I see that there is already a thread about this --> http://dayzepoch.com/forum/index.php?/topic/1332-exploiting-modular-bases/?hl=%2Bthrough+%2Bwalls
Doesn't really give a solution tho.
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Move debug monitor to compiles.sqf and toggle won't mess other actions anymore.
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What antihack are you using if I may ask? Just started with epoch and I'm looking some antihack that works with it.
R3F Tow/Lift - Epoch 1.0.3 - Don't get Tow/lift Option on bought vehicles
in Scripting
Posted
I have no problems with this. Did you define all vehicle class names that can tow or be towed in R3F configs? There is some new trucks in 1.0.3 --> V3S_Civ, V3S_TK_EP1_DZE, V3S_RA_TK_GUE_EP1_DZE, UralCivil_DZE, UralCivil2_DZE, KamazOpen_DZE, MtvrRefuel_DZ, MTVR.