Jump to content

_Lance_

Member
  • Content Count

    175
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by _Lance_

  1. You have more AI to kill, in your wai/config.sqf you can set wai_kill_percent back to the default which is 50 and that should help avoid that situation. If you want to keep it higher then maybe find a gps script out there that will do an AI check around you, I think one is included with clickactions already, for the GPS. Also, It's random, but I've seen where a couple AI develop a separate brain from the rest of the group (just joking I don't think they're actually capable of thinking outside the group brain) and wander/run off in a random direction. It's prob a 1 in 20 thing. You can confirm by enabling map icons in your admin tools and you'll see 1-3 AI within 2000m of mission center heading away from it and stalking. I've seen this is Jason's WAI as well as other forks. I don't remember seeing it before 1061 dropped last year. Which may make sense there were changes in variables at that time that affected most mission systems as far as spawning and cleanup goes if I remember right - hope my ramblings help in some way..
  2. Tested/Working/awesome - so ballerscript - I saw this by coincidence when checking for wai updates on your github - thank you so much man, this is one of the coolest community mods.
  3. Tested flawlessly on my testserver, all i did was remove my modpack and drop in salival's, comment a couple things out and it booted right up on the first shot, ran like a top. I made my current server the day 1062 came out and I've been patching here and there as needed - but here in the next week or so now that most everything's been updated, I'll be working up a new build based off this modpack and I already know it will literally save me at least 3 hours right off the bat so many thanks/props to you Salival. Good stuff, best pack I've seen since SC3.0 with toggles and epochloader :D
  4. Guys I think we've figured out what's causing the issue - it's a 3rd 4th party non-community custom edited application causing this for him, doesn't affect me but I'm going to get with the dev that wrote it and see if anything can be done - thanks for the assist on this guys!
  5. no that's wrong it needs to be @dayzoverwatch Other than that the only difference around stary on my server and others is that I have moved my mission side POI to the server and removed a lot of the POI items so if anything you should be getting better performance at my stary vs one that's running client side POI - am I correct in this line of thought ebay? No other differences around stary from stock other than lots of tower bases and vehicles out on the map.
  6. VerifySignatures is set to 2 Blue did you reverify your epoch/overwatch clients in dzlauncher yet? I do use the USMC skins for new players - should I not use these? Thought it would be ok in 1062 - no idea on the RscDisplayGearMinimal setting/function. I'm open to suggestions, I don't have any issues and no other players reporting any similar issues right now. geez email protection killed my post - just google the overpoch start parameters its overwatch THEN epoch
  7. Do it up! Hollar if you need testers
  8. Alright give me a few mins and I'll let you know what I get, thanks.
  9. Sorry that took so long but I wanted to be sure - all I did was empty my dze_buildChecks.sqf and paste in the new code, verified I only had the buildings and cities blacklists in init.sqf - when on the server I am unable to build a plot pole anywhere, no message. Nothing in server RPT but these were in my client RPT:
  10. Ok I'm about to make a test run right now I'll add this in and let you know shortly, thanks!
  11. Hey BigEgg, I noticed plot pole limits and plot size limits are merged into 1062, if I add this just to get the location restrictions and I don't add the parts about plot pole limits and plot sizes to the init - think this'll work? Guess I'm about to find out :D
  12. Oh yes, prior to this I was running DZAI patrols and statics, and then about 12 missions at once, half wai half dzms, with skalisty island and cherno covered with about 100 dynamic AI each as well. Now I'm just running the dynamic DZAI and then WAI for missions. I'm willing to be a tester for dang sure this mod is a sensation in the PVE community. I sent you a pm if you ever decide to do it just send me a test kit ha.
  13. Thanks iben, pve players are crazy for this script. I just have one question. Can this be made to work on DZMS missions as well?
  14. Does anyone else get a pause/fps drop from this script with 1061a? My dayz servers have always had this little tic where about every 15 secs there's like a very slight pause of the game for miliseconds, and I've always chalked that up to "dayz" - well after moving my servers from vm to hardware and starting testing that pause, with no changes to the game/mods became much more pronounced, so I set out to find out what it was. I started with base epoch and added overblob and about 75% of my mods (I assumed the culprit would be a hard to install mod, not a drop-the-folder-in, add-a-call, kind of mod) and I eventually got around to adding the basic stuff I add to any server tow/lift/refuel/rearm/repair etc just to see and the pauses returned. I removed logistic, the pauses stop and I gain 18-20 client fps. - I've made no changes to the folder contents other than editing the list of "cantow"/"canlift" stuff - it throws no errors, never has, everything works. I've removed it from a few different builds and my mirrors of the production servers and every-single-time the pauses stop when this mod is commented out. It's got to be running some kind of loop over and over, and it was never updated because it still appeared to work normally.. here's my list of addons: wai, lots of static mini-missions, standard dzms, teleportals, deploy anything/bike/clickactions, god mode safezones, god mode plot vehicles, custom hud, gem crafting, various epoch events, service points (refuel/repair/rearm), of course Logistic - and Salival's: keymaking/masterkey, ZSC, safezone relocate, take ai wallet, take ai clothes, virtual garage and probably some other salvial goodies. All this stuff gets along but has the pauses, if I remove Logistic I gain 18-20 fps and no pauses. Anyone had this issue? the pauses are every 14-15 secs on vm every 17-18 secs on hardware (my experience anyway) you can set your watch by it. *EDIT* - Switched to BTC Logistic for lifting and mf-tow for towing, added all my vehicles (took forever), updated variables for 1061a and now have tow/lift with 20 more client fps and zero pauses!
  15. I gots backups, I'll let you know if anyone's lada disappears.
  16. Does anything need to be done with the db or just drop in the edits and go? Thanks!
  17. ^ Echo what hooty said, overpoch server here too and targeting works the same way it does in OA for everything (well except the scud I'm yet to get that figured out). I think hitting the tab key switches to targeting if I remember right, try that if you haven't already gotten it working.
  18. Thanks for even more high-pop input guys, this is excellent. @dmitry, I host my own stuff from my work and my servers are pretty well tweaked (my production stuff is STILL on hyperV vm's, waiting on block of IP's from comcrap-"fiber" so I can move them over to my dedicated hardware that's sitting and waiting) and seem to do ok so I'm not really looking to fix or improve anything via the basic, The basic.cfg is just something that there's been scattered "hard data" about and lots of threads mentioning high pop sever settings but no one with a popular server ever actually posted up. So this is all good stuff to have for reference. As long as a2 epoch can be run there will be admins running it and players playing on it so there will always be new admins seeking this kind of info. Thanks again for posting up.
  19. Lots of variation between what works for one server and another - this is great though, two basic.cfg's from high pop servers - finally a thread with hard data for posterity ha. And yes trust me I'll be giving both of these a spin on the test server this weekend and comparing to my current performance, should be some nerdy fun. Thanks for the post BigEgg!
  20. All good with me man, no rush. I've installed the chopper mod on the test server and going through the files now updating the variables, I'll let you know what I get! If it works you're gonna have to do a re-release everyone will want this fa-sho.
  21. Thanks for posting up, it appears no matter what you set the maxbandwith to, after the first session the server sets it to 2147483647, interesting. I would assume it's probably the bandwidth and maxmsgsend that make the biggest difference. Two questions though so hopefully you'll see this 1. Dedicated hardware or VM? and 2. Epoch or Overpoch/Overpochins?
  22. Did you just casually fix evac chopper?! Holy crap dude. - To the test server!
  23. You've seen my mission man :D it's chock full o mods and it's only gotten worse since then. (I kid, I actually cleaned it up and removed about 800kb of crap) Yeah the proc on that particular server has a single e5430 @ 2.66 which is kinda low clock speed per core. The other server has dual e5-2660's but they're only 2.2ghz - Anyways I think what I'm going to do is setup my recently retired daily driver core i7 2600k pc in turbo mode which should be 4ghz and see how it does as a "server" and test it out next week. The pc I'm building this weekend to replace that has an i7 7700k 4.2/4.6 turbo, that should arrive on Friday so you can bet I'll copy a server onto the new pc this weekend just to see how well it runs with the 4.6ghz clock speed, plus another reason I ordered the 7700k is it's one of the best single thread performers available right now :D - You know what I'm cooking up... LOTS of testing ahead before moving the production stuff to real hardware..
  24. Really low - I didn't think to check at the time, so what would bring up server fps? More clock speed per core? I've never seen server fps above 50, kinda weird
  25. Still haven't forced any thread or cpucount settings, and it's still doing pretty good at spreading out the load, this was with 17 players on at the time, no idea what it would be like with 50 on though. pic attached
×
×
  • Create New...