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Everything posted by DarthRogue
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MySQL won't work for SA. The way they've done things now with the central economy won't allow for it. There are far too many objects the server has to keep track of. Not only the objects themselves but their states. Tracking all of the items in game this way would require way more performance than what SQL can provide. You would be talking about doing thousands of queries per minute to find current status of each object, the server would have to apply logic rules to them, then write them back to the database via more queries. There's just no way that would work and result in a playable experience. In the mod when items were spawned in they were only memory resident. This meant that upon server restart the items were all abandoned and deleted and new, different items were spawned in. The only persistence was for players, vehicles, and/or constructed items. But with SA you have tens of thousands or more items that the server has to keep track of which are persistent across restarts. It's just not feasible to manage it through SQL. Believe me, I hate that as much as everyone else, but it's the system we have to work with now.
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Sorry guys, but this is your 1.0 patch. What we have today as of this patch is going to be it. Unless something major happens and this patch just totally bombs then it will be pushed to stable tomorrow and slapped with a 1.0 version number. These are sad DayZ. Guess we will just have to wait and pray they pull a No Man's Sky and release a few huge content patches a couple months from now that can get us to what 1.0 really should be.
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Experimental Update 0.63149374
DarthRogue replied to Baty Alquawen's topic in PC Experimental Updates
Wait...you're pushing to stable without fixing the ability for people to remap key binds?? Really?!?! Wow.... -
Experimental Update 0.63.149358
DarthRogue replied to Baty Alquawen's topic in PC Experimental Updates
Yeah....all this is great. But you STILL can't remap controls. Sorry guys but that's a fail. Players aren't going to re-learn a new control scheme. The new input system should never have been merged until it was fully functional, including the ability to remap all keys. -
Don't forget also that you would need to do the navmesh for all the maps. Otherwise zombies will be walking through walls on every building on every map.
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0.63 Experimental Release Check list
DarthRogue replied to Baty Alquawen's topic in News & Announcements
Where did the checklist go? Seems to have been taken down. -
DaRT - A Lightweight DayZ (and ArmA) RCon Tool (v2.1 | 11/10/2015)
DarthRogue replied to domistyle's topic in Mod Servers & Private Hives
When will v0.6 be released? -
DaRT - A Lightweight DayZ (and ArmA) RCon Tool (v2.1 | 11/10/2015)
DarthRogue replied to domistyle's topic in Mod Servers & Private Hives
Having the same problem. -
DaRT - A Lightweight DayZ (and ArmA) RCon Tool (v2.1 | 11/10/2015)
DarthRogue replied to domistyle's topic in Mod Servers & Private Hives
What's the best way to force a battleye update on the server? I check the BE website and it's still on an old version. -
DaRT - A Lightweight DayZ (and ArmA) RCon Tool (v2.1 | 11/10/2015)
DarthRogue replied to domistyle's topic in Mod Servers & Private Hives
Yes, BEC connects and the game runs fine. Which leads me to believe that the game itself is ok since BEC connects to it the same as an admin tool. We are using the 97451 beta Yes I will send you a PM of the crash. Thanks for the help! -
DaRT - A Lightweight DayZ (and ArmA) RCon Tool (v2.1 | 11/10/2015)
DarthRogue replied to domistyle's topic in Mod Servers & Private Hives
Having some major problems with DART. Whenever I or any of my admins load up DaRT my DayZ server crashes. This just started happening this afternoon. No changes were made to the server or configs before it started happening. I've tried updating Dart as well as reinstalling the latest Arma update. Anyone got any ideas?? At the end of my rope here! -
It would be a great tool to combat hackers if the devs would enable this. Getting teleported someplace and mowed down wouldn't be so bad then. At least you'd know who the hacker is who's doing it and get them out of your server. Would probably also discourage hackers from doing it in the first place if they knew they were going to get discovered. It's WAY too anonymous right now.
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server log - how to see what is created (vehicles)
DarthRogue replied to skoda's topic in Mod Servers & Private Hives
So does anyone know how to decode the strings of numbers in the RPT file that are the coordinates? I'm seeing patterns in the numbers, but they're too consistent between different items. Can't tell what's coords and what is id numbers or what-not. Trying to use all tools possible to keep our server clean. Thanks in advance!