devd Posted December 7, 2013 Report Share Posted December 7, 2013 https://github.com/denisio/Dayz-Epoch-Linux-Server frartombabogy, bFe, MatthewK and 2 others 5 Link to comment Share on other sites More sharing options...
vbawol Posted December 7, 2013 Report Share Posted December 7, 2013 Very cool, anyone running this yet? One request please change the client download link to http://goo.gl/eS96xa so we can use our stats counter and to ensure most use the torrent. Agnia-reR and amandabif 2 Link to comment Share on other sites More sharing options...
devd Posted December 7, 2013 Author Report Share Posted December 7, 2013 OK, I have changed the client download link to http://goo.gl/eS96xa Test server IP: 89.255.94.60 Port: 3302 Agnia-reR 1 Link to comment Share on other sites More sharing options...
MatthewK Posted December 8, 2013 Report Share Posted December 8, 2013 That is sweet. Was just telling my friend earlier this week that you can't run this on a linux box, well now I have to eat those words. Cheers for this, you just saved us splashing out for a windows licence :) Agnia-reR 1 Link to comment Share on other sites More sharing options...
Nasdero Posted December 9, 2013 Report Share Posted December 9, 2013 What about the performance of dayz on linux? Can you give me some numbers? 20 player => FPS ? 30 player => FPS? Running Hardware? Running linux as main OS or in a virtual machine? What do you use, ubuntu? Link to comment Share on other sites More sharing options...
Torndeco Posted December 9, 2013 Report Share Posted December 9, 2013 Am already running a server under wine... But i am curious to how u got the setup working, also hoping to get my hands on a custom hive dll (be damned if i can compile one, that doesn't crash the server) Running native arma server on linux ? Where the epoch binary come from ? How are u reading the info from the database ? since linux armao2server native has no callextenstion support... I noticed the diag_log statements to output to rpt logs (but i noticed when i wrote pyBEscanner, a battleye scanner that rpt logs weren't realtime i.e sometimes a quiet server would buffer before writing to the logs) Also look @ the dayz_server code, u appear to have commented out the code for reading info from database? Link to comment Share on other sites More sharing options...
devd Posted December 9, 2013 Author Report Share Posted December 9, 2013 I have developed Dayz Epoch server whithout callExtension support in the linux binary http://forums.bistudio.com/showthread.php?146816-ARMA-2-Operation-Arrowhead-Linux-Server-beta-1-62-102451 It's a simple replacement of callExtension calls on the diag_log output in dayz_server.pbo. This output can be processed in realtime through a unix pipes. ./server -server -mod="@dayz_epoch;@dayz_epoch_server;" -config="cfgdayz/server.cfg" -cfg="cfgdayz/basic.cfg" -port=2302 -beta="expansion/beta;expansion/beta/expansion" -noSound -noPause -world=Chernarus -profiles=cfgdayz -name=cfgdayz -cpucount=4 -showscripterrors -pid=2302.pid 2>&1 | ./writer.pl This is a powerful performance! You do not need a fast database with SSD disk (asynchronous write). The sqf engine does not wait for hive database response (reads cache directory). My performance test: CPU: Core2 Duo E8200 @ 2.66GHz Memory: 4 Gb DDR2 Disk: Seagate ST31000524AS, 1Tb, 7200 rpm, SATA 6Gb/s OS: Debian 7.2 "DEBUG FPS : 49.3827 OBJECTS: 1328 : PLAYERS: 3" "DEBUG FPS : 49.2308 OBJECTS: 1329 : PLAYERS: 6" "DEBUG FPS : 50.4732 OBJECTS: 1343 : PLAYERS: 6" "DEBUG FPS : 49.6894 OBJECTS: 1248 : PLAYERS: 4" "DEBUG FPS : 49.6894 OBJECTS: 1292 : PLAYERS: 7" "DEBUG FPS : 50.1567 OBJECTS: 1419 : PLAYERS: 8" "DEBUG FPS : 39.1198 OBJECTS: 1522 : PLAYERS: 8" "DEBUG FPS : 49.8442 OBJECTS: 1535 : PLAYERS: 8" "DEBUG FPS : 49.8442 OBJECTS: 1387 : PLAYERS: 8" "DEBUG FPS : 50 OBJECTS: 1360 : PLAYERS: 8" "DEBUG FPS : 49.3827 OBJECTS: 1342 : PLAYERS: 11" Link to comment Share on other sites More sharing options...
Torndeco Posted December 9, 2013 Report Share Posted December 9, 2013 How is the server getting values from the database ? i.e lookin up the database tables for player info etc Link to comment Share on other sites More sharing options...
devd Posted December 9, 2013 Author Report Share Posted December 9, 2013 The "writer.pl" create/update cache files for each player/object in realtime. For example, the SQF code from "dayz_server\compile\server_playerLogin.sqf": _key = format["\cache\players\%1\%2.sqf", MyPlayerCounter, _playerID]; diag_log ("LOAD PLAYER: "+_key); _res = preprocessFile _key; diag_log ("PLAYER CACHE: "+_res); Link to comment Share on other sites More sharing options...
Mahone Posted December 9, 2013 Report Share Posted December 9, 2013 Devd thanks for an excellent job. You have done some really great work here. I just have one small problem, when you translate traders inventory from sqf to array using the function FORMAT you are limiting the content the traders can have by ~2050 characters as there is a limit in arma2 in how long a string format can generate. So if you (depending on how long the classnames are) add more than 25 items to a trader the scripts bombs because the string that is in the sqf gets truncated by format. I have modified your server_traders.sqf and replaced the line: _myArr = call compile format ["%1",_res]; with _myArr = call compile _res; thus enabling a unlimited number of items on traders. Maybe there are other places where format also should be replace. Link to comment Share on other sites More sharing options...
devd Posted December 9, 2013 Author Report Share Posted December 9, 2013 Thank you! I will update sources. I would be happy if my "dayz_server.pbo" was supported in the official Epoch release. Link to comment Share on other sites More sharing options...
Nasdero Posted December 10, 2013 Report Share Posted December 10, 2013 Wow our HW is much better then your and we got less FPS, we start @ 45-48FPS with 1 player, with ~10 player we got ~40-45FPS, but after ~14 player it goes down with every aditional player, so we got ~1-1,5 FPS per player. ~4000 Objects I hosted already some Debian Server, hmm would like to test it, but for that I need to stop the Epoch server for at least 1 day... Link to comment Share on other sites More sharing options...
Nasdero Posted December 10, 2013 Report Share Posted December 10, 2013 What about Taviana? You offer dayz_epoch_11.chernarus.pbo? I do not have mission pbo files, I got only the folders, should not make any difference, should it? Link to comment Share on other sites More sharing options...
devd Posted December 10, 2013 Author Report Share Posted December 10, 2013 we got less FPS Do you use custom antihack? Try to disable Battleye in cfgdayz/server.cfg (Battleye = 0). If you watch "BattlEye Server: Failed to receive from BE Master (2)" "BattlEye Server: Update attempt failed" in logs it is dramatically drops FPS. I think that this is a problem Epoch 1.0.3 only : http://dayzepoch.com/forum/index.php?/topic/4647-performance-problems-with-103/ The Taviana "dayz_epoch_13.tavi.pbo" need another instance - 13. You need to change "INSTANCE" from 11 to 13 in "writer.pl" and load database for instance 13. I will prepare it later. Link to comment Share on other sites More sharing options...
nubbers Posted December 10, 2013 Report Share Posted December 10, 2013 guys i got a problem im usign nightmare control panel and these linux files btu when ever i retsrat or do a database edit the sever is very temprimental and debates weatehr it looks at the database to see if theres any changes liek i edited my inventory and ti gave me it i editied my friends inventory and its taken effect in database but it dose not take effect in game any idea wth is going on im runnign panthera map and when ever i retsrat all spawned vehicals change spawn location and delete old vbehical hwo cna i fix this also my object_data does nto change nor does my object_init_data Link to comment Share on other sites More sharing options...
Nasdero Posted December 11, 2013 Report Share Posted December 11, 2013 The Taviana "dayz_epoch_13.tavi.pbo" need another instance - 13. You need to change "INSTANCE" from 11 to 13 in "writer.pl" and load database for instance 13. I will prepare it later. I know how it works, the question is, did you change anything in the mission to get running with linux? I installed Debian 7.2 on a PC at home and I will try to get Epoch running, if it works, I will change the root server to Debian. Link to comment Share on other sites More sharing options...
devd Posted December 11, 2013 Author Report Share Posted December 11, 2013 did you change anything in the mission to get running with linux? I have not changed the mission to get running with linux. I have updated sources: * Improve loading of sqf cache files (unlimit size). * Added "Wicked AI/Mission system v0.16" in dayz_server.pbo http://dayzepoch.com/forum/index.php?/topic/4427-wicked-aimission-system/ * Added "mpmissions/dayz_epoch_13.tavi.pbo". * Added "AlienX's Epoch Safe Zone Commander v0.4" in each mpmissions http://opendayz.net/threads/epoch-safe-zone-commander-god-anti-backpack-stealing-no-shooting-no-vehicle-weapons.14877/ Link to comment Share on other sites More sharing options...
Nasdero Posted December 11, 2013 Report Share Posted December 11, 2013 So I need to know which files/folders I need to grap from https://github.com/denisio/Dayz-Epoch-Linux-Server @dayz_epoch_server => I can take mine keys => take mine mpmissions => take mine database.sql => no need v103update.sql => no need (I got my DB) cache => need cfgdayz => need expansion => need beserver.so rest I can take mine epoch, epoch.sh, install, restarter.pl, tolower.c, writer.pl => I need them all for linux did I get it right? Link to comment Share on other sites More sharing options...
devd Posted December 11, 2013 Author Report Share Posted December 11, 2013 The main requirements for Linux: 1) @dayz_epoch_server/addons/dayz_server.pbo - It is most important! 2) writer.pl 3) epoch, epoch.sh 4) expansion/battleye/battleye.so 6,9M dta 3,5G common 8,3G addons 7,3M expansion/dta 6,8M expansion/beta/expansion/dta 1,7M expansion/beta/expansion/addons 8,4M expansion/beta/expansion 33M expansion/beta 4,1G expansion/addons 4,2G expansion ls -1 dta/ bin.pbo bin.pbo.bi2.bisign bin.pbo.bi.bisign core.pbo core.pbo.bi2.bisign core.pbo.bi.bisign languagecore.pbo languagecore.pbo.bi2.bisign languagecore.pbo.bi.bisign product.bin ls -1 common/ a10.pbo a10.pbo.bi2.bisign a10.pbo.bi.bisign ah64.pbo ah64.pbo.bi2.bisign ah64.pbo.bi.bisign air2.pbo air2.pbo.bi2.bisign air2.pbo.bi.bisign air3.pbo air3.pbo.bi2.bisign air3.pbo.bi.bisign air_d_baf.pbo air_d_baf.pbo.bi2.bisign air_d_baf.pbo.bi.bisign air.pbo air.pbo.bi2.bisign air.pbo.bi.bisign air_pmc.pbo air_pmc.pbo.bi2.bisign air_pmc.pbo.bi.bisign animals2.pbo animals2.pbo.bi2.bisign animals2.pbo.bi.bisign animals.pbo animals.pbo.bi2.bisign animals.pbo.bi.bisign anims.pbo anims.pbo.bi2.bisign anims.pbo.bi.bisign buildings2_ind_cementworks.pbo buildings2_ind_cementworks.pbo.bi2.bisign buildings2_ind_cementworks.pbo.bi.bisign buildings2.pbo buildings2.pbo.bi2.bisign buildings2.pbo.bi.bisign buildings.pbo buildings.pbo.bi2.bisign buildings.pbo.bi.bisign ca.pbo ca.pbo.bi2.bisign ca.pbo.bi.bisign ca_pmc.pbo ca_pmc.pbo.bi2.bisign ca_pmc.pbo.bi.bisign characters2.pbo characters2.pbo.bi2.bisign characters2.pbo.bi.bisign characters_d_baf.pbo characters_d_baf.pbo.bi2.bisign characters_d_baf.pbo.bi.bisign characters.pbo characters.pbo.bi2.bisign characters.pbo.bi.bisign characters_pmc.pbo characters_pmc.pbo.bi2.bisign characters_pmc.pbo.bi.bisign characters_w_baf.pbo characters_w_baf.pbo.bi2.bisign characters_w_baf.pbo.bi.bisign data_baf.pbo data_baf.pbo.bi2.bisign data_baf.pbo.bi.bisign dubbing_baf.pbo dubbing_baf.pbo.bi2.bisign dubbing_baf.pbo.bi.bisign dubbing.pbo dubbing.pbo.bi2.bisign dubbing.pbo.bi.bisign dubbing_pmc.pbo dubbing_pmc.pbo.bi2.bisign dubbing_pmc.pbo.bi.bisign dubbingradio_pmc.pbo dubbingradio_pmc.pbo.bi2.bisign dubbingradio_pmc.pbo.bi.bisign editor.pbo editor.pbo.bi2.bisign editor.pbo.bi.bisign language_baf.pbo language_baf.pbo.bi2.bisign language_baf.pbo.bi.bisign languagemissions_baf.pbo languagemissions_baf.pbo.bi2.bisign languagemissions_baf.pbo.bi.bisign languagemissions_pmc.pbo languagemissions_pmc.pbo.bi2.bisign languagemissions_pmc.pbo.bi.bisign language_pmc.pbo language_pmc.pbo.bi2.bisign language_pmc.pbo.bi.bisign misc2.pbo misc2.pbo.bi2.bisign misc2.pbo.bi.bisign misc3.pbo misc3.pbo.bi2.bisign misc3.pbo.bi.bisign misc.pbo misc.pbo.bi2.bisign misc.pbo.bi.bisign missions_2_baf.pbo missions_2_baf.pbo.bi2.bisign missions_2_baf.pbo.bi.bisign missions2_pmc.pbo missions2_pmc.pbo.bi2.bisign missions2_pmc.pbo.bi.bisign missions_baf.pbo missions_baf.pbo.bi2.bisign missions_baf.pbo.bi.bisign missions.pbo missions.pbo.bi2.bisign missions.pbo.bi.bisign missions_pmc_data.pbo missions_pmc_data.pbo.bi2.bisign missions_pmc_data.pbo.bi.bisign missions_pmc.pbo missions_pmc.pbo.bi2.bisign missions_pmc.pbo.bi.bisign modules.pbo modules.pbo.bi2.bisign modules.pbo.bi.bisign modules_pmc.pbo modules_pmc.pbo.bi2.bisign modules_pmc.pbo.bi.bisign music_pmc.pbo music_pmc.pbo.bi2.bisign music_pmc.pbo.bi.bisign plants_pmc.pbo plants_pmc.pbo.bi2.bisign plants_pmc.pbo.bi.bisign provinggrounds_pmc.pbo provinggrounds_pmc.pbo.bi2.bisign provinggrounds_pmc.pbo.bi.bisign roads2.pbo roads2.pbo.bi2.bisign roads2.pbo.bi.bisign roads_pmc.pbo roads_pmc.pbo.bi2.bisign roads_pmc.pbo.bi.bisign shapur_baf.pbo shapur_baf.pbo.bi2.bisign shapur_baf.pbo.bi.bisign sounds_baf.pbo sounds_baf.pbo.bi2.bisign sounds_baf.pbo.bi.bisign sounds.pbo sounds.pbo.bi2.bisign sounds.pbo.bi.bisign sounds_pmc.pbo sounds_pmc.pbo.bi2.bisign sounds_pmc.pbo.bi.bisign structures.pbo structures.pbo.bi2.bisign structures.pbo.bi.bisign structures_pmc.pbo structures_pmc.pbo.bi2.bisign structures_pmc.pbo.bi.bisign tracked2.pbo tracked2.pbo.bi2.bisign tracked2.pbo.bi.bisign tracked_d_baf.pbo tracked_d_baf.pbo.bi2.bisign tracked_d_baf.pbo.bi.bisign tracked.pbo tracked.pbo.bi2.bisign tracked.pbo.bi.bisign tracked_w_baf.pbo tracked_w_baf.pbo.bi2.bisign tracked_w_baf.pbo.bi.bisign uifonts.pbo uifonts.pbo.bi2.bisign uifonts.pbo.bi.bisign video2_pmc.pbo video2_pmc.pbo.bi2.bisign video2_pmc.pbo.bi.bisign video_pmc.pbo video_pmc.pbo.bi2.bisign video_pmc.pbo.bi.bisign water2.pbo water2.pbo.bi2.bisign water2.pbo.bi.bisign weapons2.pbo weapons2.pbo.bi2.bisign weapons2.pbo.bi.bisign weapons_baf.pbo weapons_baf.pbo.bi2.bisign weapons_baf.pbo.bi.bisign weapons.pbo weapons.pbo.bi2.bisign weapons.pbo.bi.bisign weapons_pmc.pbo weapons_pmc.pbo.bi2.bisign weapons_pmc.pbo.bi.bisign wheeled2.pbo wheeled2.pbo.bi2.bisign wheeled2.pbo.bi.bisign wheeled3.pbo wheeled3.pbo.bi2.bisign wheeled3.pbo.bi.bisign wheeled_d_baf.pbo wheeled_d_baf.pbo.bi2.bisign wheeled_d_baf.pbo.bi.bisign wheeled.pbo wheeled.pbo.bi2.bisign wheeled.pbo.bi.bisign wheeled_pmc.pbo wheeled_pmc.pbo.bi2.bisign wheeled_pmc.pbo.bi.bisign wheeled_w_baf.pbo wheeled_w_baf.pbo.bi2.bisign wheeled_w_baf.pbo.bi.bisign $ ls -1 addons/ a10.pbo a10.pbo.bi2.bisign a10.pbo.bi.bisign ah64.pbo ah64.pbo.bi2.bisign ah64.pbo.bi.bisign air2.pbo air2.pbo.bi2.bisign air2.pbo.bi.bisign air3.pbo air3.pbo.bi2.bisign air3.pbo.bi.bisign air.pbo air.pbo.bi2.bisign air.pbo.bi.bisign animals2.pbo animals2.pbo.bi2.bisign animals2.pbo.bi.bisign animals.pbo animals.pbo.bi2.bisign animals.pbo.bi.bisign anims.pbo anims.pbo.bi2.bisign anims.pbo.bi.bisign buildings2_ind_cementworks.pbo buildings2_ind_cementworks.pbo.bi2.bisign buildings2_ind_cementworks.pbo.bi.bisign buildings2.pbo buildings2.pbo.bi2.bisign buildings2.pbo.bi.bisign buildings.pbo buildings.pbo.bi2.bisign buildings.pbo.bi.bisign ca.pbo ca.pbo.bi2.bisign ca.pbo.bi.bisign characters2.pbo characters2.pbo.bi2.bisign characters2.pbo.bi.bisign characters.pbo characters.pbo.bi2.bisign characters.pbo.bi.bisign chernarus_data_layers.pbo chernarus_data_layers.pbo.bi2.bisign chernarus_data_layers.pbo.bi.bisign chernarus_data.pbo chernarus_data.pbo.bi2.bisign chernarus_data.pbo.bi.bisign chernarus.pbo chernarus.pbo.bi2.bisign chernarus.pbo.bi.bisign dubbing.pbo dubbing.pbo.bi2.bisign dubbing.pbo.bi.bisign editor.pbo editor.pbo.bi2.bisign editor.pbo.bi.bisign languagemissions.pbo languagemissions.pbo.bi2.bisign languagemissions.pbo.bi.bisign language.pbo language.pbo.bi2.bisign language.pbo.bi.bisign misc2.pbo misc2.pbo.bi2.bisign misc2.pbo.bi.bisign misc3.pbo misc3.pbo.bi2.bisign misc3.pbo.bi.bisign misc_fix.pbo misc_fix.pbo.bi2.bisign misc_fix.pbo.bi.bisign misc.pbo misc.pbo.bi2.bisign misc.pbo.bi.bisign missions_ew.pbo missions_ew.pbo.bi2.bisign missions_ew.pbo.bi.bisign missions.pbo missions.pbo.bi2.bisign missions.pbo.bi.bisign modules.pbo modules.pbo.bi2.bisign modules.pbo.bi.bisign music.pbo music.pbo.bi2.bisign music.pbo.bi.bisign plants2_bush.pbo plants2_bush.pbo.bi2.bisign plants2_bush.pbo.bi.bisign plants2_clutter.pbo plants2_clutter.pbo.bi2.bisign plants2_clutter.pbo.bi.bisign plants2_misc.pbo plants2_misc.pbo.bi2.bisign plants2_misc.pbo.bi.bisign plants2_plant.pbo plants2_plant.pbo.bi2.bisign plants2_plant.pbo.bi.bisign plants2_tree.pbo plants2_tree.pbo.bi2.bisign plants2_tree.pbo.bi.bisign roads2.pbo roads2.pbo.bi2.bisign roads2.pbo.bi.bisign rocks2.pbo rocks2.pbo.bi2.bisign rocks2.pbo.bi.bisign signs2.pbo signs2.pbo.bi2.bisign signs2.pbo.bi.bisign soundmissions.pbo soundmissions.pbo.bi2.bisign soundmissions.pbo.bi.bisign sounds.pbo sounds.pbo.bi2.bisign sounds.pbo.bi.bisign structures.pbo structures.pbo.bi2.bisign structures.pbo.bi.bisign tracked2.pbo tracked2.pbo.bi2.bisign tracked2.pbo.bi.bisign tracked.pbo tracked.pbo.bi2.bisign tracked.pbo.bi.bisign uifonts.pbo uifonts.pbo.bi2.bisign uifonts.pbo.bi.bisign ui.pbo ui.pbo.bi2.bisign ui.pbo.bi.bisign utes.pbo utes.pbo.bi2.bisign utes.pbo.bi.bisign warfare2.pbo warfare2.pbo.bi2.bisign warfare2.pbo.bi.bisign warfare2vehicles.pbo warfare2vehicles.pbo.bi2.bisign warfare2vehicles.pbo.bi.bisign water2.pbo water2.pbo.bi2.bisign water2.pbo.bi.bisign water.pbo water.pbo.bi2.bisign water.pbo.bi.bisign weapons2.pbo weapons2.pbo.bi2.bisign weapons2.pbo.bi.bisign weapons.pbo weapons.pbo.bi2.bisign weapons.pbo.bi.bisign wheeled2.pbo wheeled2.pbo.bi2.bisign wheeled2.pbo.bi.bisign wheeled3.pbo wheeled3.pbo.bi2.bisign wheeled3.pbo.bi.bisign wheeled.pbo wheeled.pbo.bi2.bisign wheeled.pbo.bi.bisign $ ls -1 expansion/dta/ bin.pbo bin.pbo.bi2.bisign bin.pbo.bi.bisign core.pbo core.pbo.bi2.bisign core.pbo.bi.bisign languagecore.pbo languagecore.pbo.bi2.bisign languagecore.pbo.bi.bisign product.bin $ ls -1 expansion/addons/ air_e.pbo air_e.pbo.bi2.bisign air_e.pbo.bi.bisign animals_e.pbo animals_e.pbo.bi2.bisign animals_e.pbo.bi.bisign anims_e.pbo anims_e.pbo.bi2.bisign anims_e.pbo.bi.bisign ca_e.pbo ca_e.pbo.bi2.bisign ca_e.pbo.bi.bisign characters_e.pbo characters_e.pbo.bi2.bisign characters_e.pbo.bi.bisign desert_e.pbo desert_e.pbo.bi2.bisign desert_e.pbo.bi.bisign dubbing_e.pbo dubbing_e.pbo.bi2.bisign dubbing_e.pbo.bi.bisign dubbingradio_e.pbo dubbingradio_e.pbo.bi2.bisign dubbingradio_e.pbo.bi.bisign l39.pbo l39.pbo.bi2.bisign l39.pbo.bi.bisign language_e.pbo language_e.pbo.bi2.bisign language_e.pbo.bi.bisign languagemissions_e.pbo languagemissions_e.pbo.bi2.bisign languagemissions_e.pbo.bi.bisign languagemissions.pbo languagemissions.pbo.bi2.bisign languagemissions.pbo.bi.bisign language.pbo language.pbo.bi2.bisign language.pbo.bi.bisign misc_e.pbo misc_e.pbo.bi2.bisign misc_e.pbo.bi.bisign missions_e.pbo missions_e.pbo.bi2.bisign missions_e.pbo.bi.bisign modules_e.pbo modules_e.pbo.bi2.bisign modules_e.pbo.bi.bisign mp_armory.pbo mp_armory.pbo.bi2.bisign mp_armory.pbo.bi.bisign music_e.pbo music_e.pbo.bi2.bisign music_e.pbo.bi.bisign plants_e.pbo plants_e.pbo.bi2.bisign plants_e.pbo.bi.bisign roads_e.pbo roads_e.pbo.bi2.bisign roads_e.pbo.bi.bisign rocks_e.pbo rocks_e.pbo.bi2.bisign rocks_e.pbo.bi.bisign signs_e.pbo signs_e.pbo.bi2.bisign signs_e.pbo.bi.bisign soundmissions_e.pbo soundmissions_e.pbo.bi2.bisign soundmissions_e.pbo.bi.bisign sounds_e.pbo sounds_e.pbo.bi2.bisign sounds_e.pbo.bi.bisign structures_e.pbo structures_e.pbo.bi2.bisign structures_e.pbo.bi.bisign takistan_data_layers.pbo takistan_data_layers.pbo.bi2.bisign takistan_data_layers.pbo.bi.bisign takistan_data.pbo takistan_data.pbo.bi2.bisign takistan_data.pbo.bi.bisign takistan.pbo takistan.pbo.bi2.bisign takistan.pbo.bi.bisign tracked_e.pbo tracked_e.pbo.bi2.bisign tracked_e.pbo.bi.bisign ui.pbo ui.pbo.bi2.bisign ui.pbo.bi.bisign warfare2_e.pbo warfare2_e.pbo.bi2.bisign warfare2_e.pbo.bi.bisign warfare2.pbo warfare2.pbo.bi2.bisign warfare2.pbo.bi.bisign weapons_e.pbo weapons_e.pbo.bi2.bisign weapons_e.pbo.bi.bisign wheeled_e.pbo wheeled_e.pbo.bi2.bisign wheeled_e.pbo.bi.bisign zargabad.pbo zargabad.pbo.bi2.bisign zargabad.pbo.bi.bisign Link to comment Share on other sites More sharing options...
Nasdero Posted December 11, 2013 Report Share Posted December 11, 2013 Ok thx, I will try it, thx again. Link to comment Share on other sites More sharing options...
nubbers Posted December 11, 2013 Report Share Posted December 11, 2013 Nasdero i think you do need devd's database and update as it contains an extra table named Object_init_DATA Link to comment Share on other sites More sharing options...
Nasdero Posted December 11, 2013 Report Share Posted December 11, 2013 yeap found it already out, server was already running with chernarus, tried to get it running with taviana, now nothing is working, started new twice, also not working , I will make a brake and try it tomorrow, got to kill now some player ;). Link to comment Share on other sites More sharing options...
nubbers Posted December 11, 2013 Report Share Posted December 11, 2013 im having one issue with panthera been testing and sometimes if you make data base edits without closing down the server first players sometime spawn at ther previous spawn point some occasions 2 hours old like my mates game crash he spawned back in and he was back at the airfield we were at the other side of the map for a good 45 minuets buyign cinder blocks before it happend so i dotn quite no how to fix that one just hopign the dayz community push the new 1.63 beta patch as bi have eventialy bruaght the linux server files into line with the windows server but kinda neglected the 1.62 beta patches Link to comment Share on other sites More sharing options...
nubbers Posted December 11, 2013 Report Share Posted December 11, 2013 sorry abotu typign hopefull you can desipher it Link to comment Share on other sites More sharing options...
Nasdero Posted December 12, 2013 Report Share Posted December 12, 2013 1,2G /home/nasdero/arma2ao_tavi/@tavi_dayz_epoch/addons 1,2G /home/nasdero/arma2ao_tavi/@tavi_dayz_epoch 8,3G /home/nasdero/arma2ao_tavi/addons 328K /home/nasdero/arma2ao_tavi/expansion/battleye 4,1G /home/nasdero/arma2ao_tavi/expansion/addons 7,3M /home/nasdero/arma2ao_tavi/expansion/dta 188K /home/nasdero/arma2ao_tavi/expansion/keys 1,7M /home/nasdero/arma2ao_tavi/expansion/beta/expansion/addons 6,8M /home/nasdero/arma2ao_tavi/expansion/beta/expansion/dta 8,5M /home/nasdero/arma2ao_tavi/expansion/beta/expansion 8,5M /home/nasdero/arma2ao_tavi/expansion/beta 4,2G /home/nasdero/arma2ao_tavi/expansion 2,9M /home/nasdero/arma2ao_tavi/@dayz_epoch_server/addons 2,9M /home/nasdero/arma2ao_tavi/@dayz_epoch_server 8,0K /home/nasdero/arma2ao_tavi/missions 598M /home/nasdero/arma2ao_tavi/@dayz_epoch/addons 599M /home/nasdero/arma2ao_tavi/@dayz_epoch 68K /home/nasdero/arma2ao_tavi/mpmissions 13M /home/nasdero/arma2ao_tavi/cache/objects 656K /home/nasdero/arma2ao_tavi/cache/traders 1,2M /home/nasdero/arma2ao_tavi/cache/players/1 1,2M /home/nasdero/arma2ao_tavi/cache/players 15M /home/nasdero/arma2ao_tavi/cache 120K /home/nasdero/arma2ao_tavi/keys 3,5G /home/nasdero/arma2ao_tavi/common 168K /home/nasdero/arma2ao_tavi/cfgdayz/battleye 12K /home/nasdero/arma2ao_tavi/cfgdayz/users 200K /home/nasdero/arma2ao_tavi/cfgdayz 18G /home/nasdero/arma2ao_tavi addons cache cfgdayz common database.sql @dayz_epoch @dayz_epoch_server dump.log epoch epoch.sh expansion install keys logo-paul.bmp missions mpmissions readme.md restarter.pl server.log @tavi_dayz_epoch tolower tolower.c writer.pl I do not have dta in main Folder, but cherno was running without it, I got it in /home/nasdero/arma2ao_tavi/expansion/dta. epoch.sh : export LD_LIBRARY_PATH=.:/usr/lib32:$LD_LIBRARY_PATH;./epoch -server -mod="@tavi_DayZ_Epoch;@dayz_epoch;@dayz_epoch_server;" -config="cfgdayz/server.cfg" -cfg="cfgdayz/basic.cfg" -port=2315 -beta="expansion/beta;expansion/beta/expansion" -noSound -noPause -world=taviana -profiles=cfgdayz -name=cfgdayz -cpucount=2 -exThreads=3 -showscripterrors -pid=2315.pid 2>&1 | ./writer.pl -world=taviana or -world=tavi or what? writer.pl: INSTANCE => 13, # taviana instance And I changed all table like Object_DATA in object_data in writer.pl also in DB, cause it was case sensitive and to be compatible to my DB. chmod +x install server *.sh *.pl => chmod +x install epoch *.sh *.pl Server is able to start: 9:58:17 Dedicated host created. 9:58:18 BattlEye Server: Initialized (v1.177) 9:58:18 Host identity created. I use "requiredBuild = 103718;" and also that Version of patch. But when somebody try to connect "Wait for host", that is all. Any idears? Nasdero Link to comment Share on other sites More sharing options...
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