-
Content Count
136 -
Joined
-
Last visited
Community Reputation
8 NeutralAbout Alfie (DayZ)
-
Rank
Survivor
Contact Methods
-
Website URL
http://www.anquer-quare.com
-
Setting up our server, easier said than done
Alfie (DayZ) replied to Derpy_Hooves (DayZ)'s topic in Mod Servers & Private Hives
Could you be more specific? What is the problem? -
Hackers stealing files off servers.
Alfie (DayZ) replied to danni (DayZ)'s topic in Mod Servers & Private Hives
-
Are people that run servers allowed to turn it off and on whenever they want to play?
Alfie (DayZ) replied to dumah's topic in Mod Servers & Private Hives
No it's not allowed as Ander stated in one of the recent threads in the announcement section. But having a server go down for a chunk of time can easily be blamed on a crash etc, rather then the Admin shutting it down. Unless they explicitly state that's what they're doing, then you just don't know. -
Question about all bases erased
Alfie (DayZ) replied to Piranja13 (DayZ)'s topic in Mod Servers & Private Hives
It usually happens when the hive is hiccuping or when too many players try to connect at once (can be other influences too but I've found those two most common - it's basically anything that would cause issues on mission start). The thing is on start up of the DayZ mission, scripts are run which load objects from the database (both vehicles and tents), and if those scripts don't fully complete or fail, then you get the whole invisible deal. Hence why if you've got too many players trying to load in at once, the server will prioritize loading the players so the scripts fail to complete. And the Hive hiccuping which isn't often can cause issues, especially when there's a huge amount of players online. Rocket made a fairly detailed post about it ages ago, not sure where it is. Just remember that the tents / vehicle information is stored in the database under your instance, so a server restart should correct it (unless the Hive is the fault). -
Server-side Hotfix 0.7.2, Helicopter status and server info
Alfie (DayZ) replied to Vipeax's topic in Mod Announcements & Info
Same. -
[PSA: Server Admins] How to Optimize your DayZ Server for MAXIMUM Performance.
Alfie (DayZ) replied to a topic in Mod Servers & Private Hives
Just wanted to add something about exThreads. Imo you shouldn't set exThreads to 7. As you know exThreads is a mask for a parameter table, not an incremental count. That is, setting it to 7 doesn't create seven additional threads for better threading. The options are 0, 1, 3, 5, and 7: 0: No additional threading. 1: Threading for file operations only 3: Threading for file operations and textures 5: Threading for file operations and geometry 7: Threading for file operations, geometry, and textures The reason you don't set it to 7 (and I don't know why the DevTeam defaults it to this, it absolutely perplexes me) is because A2/OA are single-threaded applications with basic multithreading functionality added, they don't properly create parallel threads native to the application, they basically rely on OS scheduling. That means that when you launch the server with -exThreads=7, you're telling the server to prepare core scheduling for geometry and texture processing on a render loop that will never, ever come on the server. You're creating overhead for absolutely no reason, and zero gains. exThreads 1, however, uses only file operations. File operations are *mostly* used to handle the other two threads (geo and tex), but only because those are the most-called file operations. It handles all file operations. If you have the overhead to spare, you will notice marginal performance and stability gains as it offloads the file operations process from the main process. If, on the other hand, you don't have the overhead, it will destabilize the server. In other words, never use anything but -exThreads=0 or -exThreads=1 for the server. You also actually do need to specify this, because the .exe WILL use auto-detection to try to determine the exThreads number based on your core count. Nice guide though. +beans -
http://dayzmod.com/forum/index.php?/topic/48598-server-side-hotfix-072-helicopter-status-and-server-info/
-
Hotfix Build 1.7.2.4 Rolling Update
Alfie (DayZ) replied to rocket's topic in Mod Announcements & Info
Servers stable so far. Seems like a good fix so far. -
Server admins how do you update your servers?
Alfie (DayZ) replied to nohrt's topic in Mod Servers & Private Hives
Manual update. -
Server performance (arma2.cfg)
Alfie (DayZ) replied to liukang168's topic in Mod Servers & Private Hives
I got a good copy and paste from Mojo here: -
Need a Requirement to Warn When Server Will Restart
Alfie (DayZ) replied to kayakinack's topic in Mod Servers & Private Hives
I got requested by the regulars to have at least scheduled warnings before a restart, so now the server gives a 30 minute count down to a reboot. There's not much room for excuse for not having it when It's fairly easy to do now with the new scheduler built into BEC. -
All Hackers Banned [7/25/2012]
Alfie (DayZ) replied to DayZFan4Life's topic in Mod Servers & Private Hives
There is no way that "all hackers" have been banned. Possibly all the retards using a specific program, but that hardly counts as all of them. It's great news nevertheless even if only some have been banned, don't get me wrong, but the reality is most hackers (or at least the ones with > 3 brain cells) spoof their GUID which makes a ban redundant anyway. -
UK5 hasn't gone down. Not sure why it's disappeared off the lists. It's really bizarre. Will be updating to 95310 so, maybe a restart will make it show again.
-
US1169 ADMIN ABUSE RESETTING SERVER
Alfie (DayZ) replied to toxin232323's topic in Mod Servers & Private Hives
This isn't always true. It's buggy. :P -
DayZ staff have issued it as the recommended patch so good to go.