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Allanstrings

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Posts posted by Allanstrings

  1. Yea we've struggled to add content with .st. I thought building them into the mod would just make things  a bit easier for server owners and add to the appeal of the mod.

     

    You can add pbo content very easily  on .ST.   Send us the keys you want to use in an email ticket, then once we confirm that the key is installed on your node, copy the pbo and bisign files to the @bliss/addons folder in FTP and add the pbo to the allowed load list in your mission file.

  2. If you happen to be hosting with DayZ.ST, we just rolled out a new 'short day' static time option in the control panel that begins each restart at 4pm, then you can adjust the date in the mission anywhere between summer and winter solstice dates to adjust how many hours of light you want in the, and the restart cycle in the control panel to set how many hours of night afterwards.

     

    If you host with someone else, and have access to edit the hiveext.dll you can set static time and an offset to determine start time and follow the same basic procedure.  If you host does not allow access, ask them if they can set the time for you.

  3. There seems to be a lot of inaccurate stuff thrown around in this thread...

     

    I am one of the DayZ.ST support staff, and I want to start by congratulating the Epoch team on making a successful, compelling mod.

     

    As one of the largest DayZ hosts, we have mod authors petitioning us every day to help them with hosting/support/provide test servers, etc.   The vast majority of these pre-release projects fail before delivery, or manage to release a buggy mess. Of the ones that make it to a stable release that is playable, more than half never push another update and are broken by the next DayZ code patch.  Because of this, we most often do not even consider a new map/mod until it is proven stable, a large enough community seems to want it, and the dev team stays active.   Once a mod reaches that stage, we assess how much work it will take to get the mod compatible with our custom backend. A new map (not a rework of cherno, etc), with a Reality build, that uses standard cfg and ini options  is pretty straightforward for us to implement, so we tend to attempt those sooner. 

     

    Epoch being a rework of an existing map, using it's own db schema (radically different than ours),  and handling many things differently than all the rest of our code was set up for...  well it took a lot of people asking loudly for a while to convince us it was worth the amount of work necessary to make it happen on our nodes.  Any changes we make are strictly to resolve a problem that came about in our testing during the process of adapting the release to work in our structure. As Epoch was never designed with instanced hosting in mind, there are tiny things here and there that error out for us, that work fine on a dedicated server.

     

    Most of the time there is a workaround or minor code fix that sorts things pretty well, so if anyone comes across a bit of script that works on all the standalone installs and fails in ours, we would love to see the code snippets causing the issue and any fix suggestions so server owners can spend less time debugging and more time playing. Report these to our support email- [email protected] or our IRC channel.

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