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Vaprz

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Posts posted by Vaprz

  1. Is there a specific program or method used to make changes to the FuMS.pbo?  When I unpack and change even a single character of any file within the pbo and re-pack, it breaks the module and missions will not launch. I'm using PBOManger 1.4 to unpack and pack. 

     

     

    Thanks.

  2. Really nothing to do as a team? I think you've just been at the wrong servers

     

    The entire epoch population as a whole has waned. On a busy night now, there might be a single US server with more than 40 people on it. Three months post release of 0.3, there really isn't much left to do for those that have been playing daily. We've all done the missions and PVP is lighter each day with declining populations.  

     

    I think it was especially rough this go around with the near indestructible bases. We hit our world limit (7500 @ 100 pieces per jammer w/ 5 day decay ) in 14 days and the server was paralyzed from that point forward. We had gone higher (15000) on a previous hive, but that just slowed things to a crawl - so it really wasn't an option. Two weeks in, we were left with minimal base building (i.e. only a few slots freed each restart) and base raiding was basically only for large groups since it required a HEMTT full of satchels to attack even poorly built structures. 

     

    In our community, most people have moved on to other mods (e.g. Wasteland, KOTH, CO-OP) or other games. We are currently waiting on Exile or maybe a revamped Epoch 0.4 to get the community excited about Arma again.

  3. This would be a great feature. Significantly increasing maintenance costs would cut down on wasteful building that takes up database space and cuts into the world limit. 

  4. Ok tested so many different combos today. Fact of the matter is the server performed better with HT than CPU Count. Server FPS was more stable and the FPS was 5-10 higher with 40 players. I tried several combos of settings across multiple restarts with only 1 instance running. Running it with just cpucount performed worst with the server quite regularly dropping 10fps for about 10 minutes for no visible reason - players not joining, network traffic usual etc. only factor was CPU usage dropped 20%.

     

    There is no question that hyper threading improves performance on a dedicated server. I'm not sure why people are saying otherwise, but I guess it doesn't hurt to experiment. 

     

    On our dedicated box it equates to about an additional 8-10 server FPS @ 50 players. 

  5. Just to chime in, we've been seeing around 11-14 Server FPS @ 92 players running stock epoch with just a few tweaks and no missions. The server at that point is utilizing approx 85-90% of resources. This is on a < week old hive with default or lower limits. It would seem 80 players is the sweet spot, with 17-20 Server FPS. Under 60 players we run FuMS HC and see between 18-20 FPS at peak before removing missions for the night. At 40-50 players with no missions on a fresh reboot the FPS is in the low 40s and after 2+ hours, in the mid 30s.

     

    We use hyperthreading. 

     

    Hardware

    Xeon E3-1271v3

    32 GB RAM

    240GB  SSD

     

    In our experience, the biggest issue with epoch is not its out of the box performance, but rather its performance two weeks down the road when database objects reach critical mass. A switch to MYSQL from Redis would be a major step in the right direction.

     

    We are also looking into separating @epochhive and scripts therein to HC instances which we believe would significantly improve performance by allowing for a better distribution of server resources. 

  6. Rar the rpt and the dump files from the crash and send to Dwarden (David Foltyn) via Skype.

    Re download the epoch hive dll and try it incase there was some corruption.

    Also try running 1 restart without enabling ASM, remove @asm from startup config

     

     

    I have the rpt and dump files, but Dwarden is an ARMA developer, not an Epoch developer, right?  I'm not sure what he would do about a fault pointing to epochserver.dll.

     

    The dll has been replaced multiple times and the server is still crashing. 

     

    We can try to remove ASM for whatever that might be worth. 

     

    As to the launch parameters, yes -  your way is cleaner, but it launches without issues.

  7. Not seen a cultist since the last update

    We're in the same boat as we've completely turned off loot spawned AI in order to at least take a tiny bite out of the 0.3 drone cataclysm.
  8. Well one thing I've seen and couldn't figure out is when a player dies and run back to there body for there gear alot will delete when they go to pick it up. mainly weapons and tool belt items. didn't know if this was related to what Danworth was asking about.

     

     

    I see this bug daily. Probably the biggest gamebreaker right now beyond enter chopper roulette. 

  9.  Here again, this is another reason why, in my opinion, we should be running SQL for Epoch.

     

    Redis is a disaster. We've already run into two situations in the last 3 months where Redis failed to complete a disk save and choked, forcing us to use AOF for persistence - which in turn negates all the performance benefits of using a lightweight solution like Redis in the first place. Diskless replication would be another option to mitigate a catastrophic situation, but that is not available in the current windows port. For now we disk write then replicate over the latest dump.rdb to a backup slave and keep an AOF file running on the primary redis instance, with daily BGREWRITEAOF to keep it at optimal size. 

     

    I'd kill for a mysql/mariadb SQL database system at this point. 

     

    Redis is great for flushable data as a web backend, but not to store stuff you actually want to keep.  

  10.  

    I believe that successful high-pop servers are going to have to configure their AI and extras on a headless client. 

     

     

    The problem is the AI that actually needs to be offloaded to a HC can't be effectively offloaded to a HC. In our case, the mission based AI has very little impact on server load. It's the unconfigurable Epoch 0.3.0.1 spawned AI  that is causing an undue burden on the server.

     

     I'm hopeful we'll be able to turn it off with the next build. I'd be enthusiastically surprised if an update on the horizon offered a feasible way of moving all Epoch based AI to a HC.

  11. We've completely turned off the configurable antagonists on our server and there are still 10x more antagonists than with 0.2.5.2 - which is very expensive resource wise. it would be great if there was a server side off toggle and/or max server wide antagonist setting. 

     

    At central spawn with 90+ people on our server last night, the metronomic tempo of sappers exploding could be heard - while a buzzing drone army blotted out the sun...

  12. Does the webserver browser still update? It always shows the exact same numbers for every single server on the list. Only when you hit info can you see the actual number.

     

    For instance, Mells house always shows 68 players, 24 hours a day - no matter how many are actually playing. 

  13. What ever happened to "Whine , Whine , Snivel " , There are no Zombies , No challenge , you can just sit around bldg all day ? :lol:

     

    It still exists. There are no zombies. No one ever asked for more drones and sappers. Having more of an antagonist mechanic most players dislike in the first place in no way improves the mod experience. 

     

     

    I'm thinking they need to make some other antagonists that are more of a replacement/representation of what zeds were in A2E.

     

     

    We've been playing around with the Raptor Pack on Bornholm and it's been a blast. Much like zombies, they add a constant threat, while at the same time being manageable via smart gameplay.

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