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why do I have to disable lights


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There was a huge performance bug in what I believe was Epoch 1.0.3. When it became late, and the street lights came on, it caused massive server performance drops and all players would get 100k desync. At my server we've disabled the street lights ever since. Don't know if it's been resolved.

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ffs I read it wrong :/

 
Go to your init.sqf file paste the following block of code 
below the Lights:
 
//Lights 
//[21,04,false,true,false,50,200,300,[0.698, 
0.556, 0.419],"Generator_DZ",0.1] execVM 
"\z\addons\dayz_code\compile\local_lights_init.sqf";// Mission System Markers
if (!isServer) then {
[] execVM "debug\addmarkers.sqf";
[] execVM "debug\addmarkers75.sqf";

That was a dumb mistake :/
 

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wasnt the street lights but the houselights. specifically the net traffic caused by unchecked houses having their windows lit along with the random failures creating more net traffic as the street light and house light state was broadcast to other players..

in testing is a totally rewritten version. is on my github but am updating that later with some fixes / tweaks that i've written today, pending a live test.

https://github.com/andgregor/dayZ-Lighting

please do feel free to test and send me any feedback.

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Updated gitHub.

 

This has some fairly hefty logging still in. The server eventhandler (new in init.sqf) is required as is the tools folder to log to the .rpt file.

 

To change logging find the two lines that look like the following and comment them out or uncomment them (depending on what you want to log):

axeDiagLog = format["HL:NEW HOUSE LIT:%1",_x];
publicVariable "axeDiagLog";

If you just run with no changes a public variable will be created is all..

 

EDIT: Just updated and commented out the logging..

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