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Everything posted by drgullen
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Has anyone used this much yet? Does it actually work and what kind of range does it get?
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Glad you figured it out!
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Yeah, see this is an important point that we are discussing right now. On my server, I issue a regular "taskkill /IM DayZServer_x64.exe" command to begin the restart process. My batch file then goes into a 3-second "are you finished yet?" loop of checking for the continued existence of that exe every 3 seconds because, in my experience at least, it takes the server between 10 and 15 seconds to gracefully exit. During that time, I believe it is sending disconnection commands to the client and writing the final updates to the binary files and players database before closing down. So, I loop and wait until the exe is gone before I copy the storage folder as my current persistence backup and then start her up again. When I do it this way, I do not get any red "No connection" messages if I'm a connected player -- I get booted back to the logo screen with the "You were kicked off the game" message. I will admit that I'm still learning all this and I may be wrong, but I contend that if you are seeing the red "No connection" message on a regular/scheduled basis (i.e. 11:10 and 23:10), then that tells me Gameservers.com are not shutting down the server gracefully and therefore, creating the possibility of persistence issues.
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I second McWendy's suggestion.
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The question is though, how are the GSPs restarting the server because as I said in my first post, my experience at least is that the red message = server crash whereas the "you have been kicked" message is a graceful restart, which makes sense if you think about it -- part of a graceful restart would be sending a disconnection command to all connected clients whereas a crash is the equivalent of pulling the rug out from underneath you. Also, there are multiple binary files and not all get corrupted with every crash I don't believe -- only the ones that were being written to at the time the server went down -- so the fact you can find your car doesn't mean it wasn't a crash. In the case of gameservers.com, do you know for 100% certainty that the 11:10 and 23:10 restarts are graceful restarts?
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10 crucial features that will bring DayZ back from the dead
drgullen replied to Survivor1431's topic in General Discussion
Three words: Jurassic Skalisty Island -
I think everyone experiences this at one point or another, but perhaps not as often. Some old tricks were to go punch a wall for a bit or go prone and back again -- you could also just let go of the controls for a bit until the server catches up to you. Another thing I'm into is flight simulation and one thing that has helped me with the stutters that you get in that sometimes is to not run the game on Core 0. With DayZ running, open Task Manager, go to the Details tab and find the DayZ_x64.exe that is running. Right-click on it and then select Set Affinity. Uncheck the Core 0 checkbox and leave the others checked. Now play and see if it's any better. That might make no difference whatsoever, but it's worth a shot -- as I say, in Flight Sim software, I've experienced improved performance when doing this.
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Thanks for the replies folks.
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Random Spawns and Forecasted Weather Server
drgullen replied to drgullen's topic in Server Advertisement
We have some more PvP for you this coming weekend! Friday, January 11, 2019 from 4:00am to Midnight PST (GMT-8) Search for the word "weather" (without the quotes) in your server browser filter or connect directly via 23.106.215.64:2302 Our second Friday PvP session takes us to Berezino this time! Here are the highlights of this event: Each character life is 2 hours maximum as you'll start again with each server restart Players will spawn-in somewhere within the greater Berezino area -- some in nearby trees/grass and some right smack in the middle of town Players will have a primary and a secondary weapon on them, with mags and/or ammo for each and with some having scopes and suppressors as well as a random melee weapon. During the night periods (8 to 10pm and 10pm to Midnight PST GMT-8 -- game time same as server time), the primary will be either an AK or SVD with the Kazuar night scope You will otherwise have only 2 rags and one other random piece of loot on you All the infected have been given sleeping pills for the day, so they won't interfere in all the rootin' tootin' shootin' Saturday, January 12, 2019 from 4:00am to Midnight PST (GMT-8) Search for the word "weather" (without the quotes) in your server browser filter or connect directly via 23.106.215.64:2302 For this event, the skies are guaranteed to be clear all day long and your primary weapon will have a good scope on it, so spotting your targets should be a piece of cake, right? Here are the highlights of this event: All new spawns will spawn-in around Rify, with the shipping vessel being the focal point of the event Players start with a scoped primary weapon, at least 100 rounds for that weapon as well as a suppressed Makarov for a secondary weapon, also with at least 100 rounds During the night periods (8 to 10pm and 10pm to Midnight PST GMT-8 -- game time same as server time), the primary will be either an AK or SVD with the Kazuar night scope You will otherwise have only 2 rags and one other random piece of loot on you If you are still alive, your character will persist through restarts, but just for the day -- the world will be wiped at the end of the event -- how long can you survive the PvP battles? Unlike on Friday, the infected are very much awake today and a hoard of them may be nearby, so be ready! See you on the east coast of Chernarus this weekend for some fun PvP! -
Rather than using that switch, start the server with an affinity mask in your batch file and let DayZ use all but the first core (Core 0). You calculate affinity using the values assigned to each core then converting it to hexadecimal. Core 0 is 1, Core 1 is 2, Core 2 is 4, Core 3 is 8 and so on. To run DayZ on 7 cores without using Core 0, that would be 2+4+8+16+32+64+128 which totals 254 -- convert that to hex and in your batch file, you would start with: start "" /affinity 0xFE "C:\Steam\steamapps\common\DayZServer\DayZServer_x64.exe" followed by the rest of your normal parameters like -port and so on.
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The server runs in real time using Seattle, WA time (PST GMT-8). It's up from 4:00am until Midnight every day, so you'll get a bit of everything light-wise -- some dawn in the morning and pretty dark from about 9pm to Midnight. Search for the word weather in the Community Tab. IP:port is 23.106.215.64:2302
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Well, since you asked, I have one that fits most of your criteria. It is physically located in the United States (Seattle, WA) though, not Australia. It is 1PP only and I have reduced infected loot by 50%. There are also areas where there are hoards of infected that, if you fire your weapon there, you'll be swarmed and die if you can't find cover. Players have different random spawn-in points every day and the vehicles actually work -- they come fully-assembled. Both the vehicles and heli crashes are random spawns as well, so they could spawn anywhere -- even in cities. I am currently backing up the persistence files every 1 hour, so base building should work well on my server. There is a normal survival period of play (Sunday to Thursday) and also event-related play (Friday and Saturday), so the persistence state as of end of day Thursday resumes on Sunday morning. The world is wiped on the weekend for the events. More info on the server's forum as well at http://rsfw.forumotion.com/
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I agree. It's a shame people play this way because you are indeed robbing yourself of gameplay. Just because the game allows you to loot farm (or some call it loot cycling) doesn't mean you should do it. Play the game as it was meant to be played. You find a can of drink in a boat along the shore. Great. Drink it or take it and move on. Once you've looted something, don't loot it again. FFS there's 256 square kms in the map -- don't exploit -- explore!
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In .63 the inventory did say "Zombie Container" but as of 1.0 it says "Infected" for me. It was probably some noob developer that made that mistake -- he/she now works for Entrada Interactive probably. lol I believe the official term is infected. The story behind DayZ is that some, not all, of the population were infected by a virus and we, the players, are supposed to represent those that were not infected. Zombie implies "back from the dead" -- the AI in the game never died, they turned into what they are now when they got infected.
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It should have nothing to do with your router or firewall -- if those weren't configured correctly, you wouldn't be connecting at all, so I suggest for your own protection, turn the firewall and AV back on. The messages you are getting are key here though -- what are they exactly? You said "'connection to host has been lost' or whatever it says". If you are receiving the red text in-game that says "No message received for x seconds" and then "connection to host has been lost" this means the server you are on just crashed. In that case, it has nothing to do with your setup.
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I think these are two separate issues personally. I have seen the posts where people have claimed that things like tents have vanished before their eyes. I have not witnessed anything like that personally, but if that is indeed happening, that is an issue for sure, but it is slightly different than the point of this post -- my point is in regards to the binary files and the reasons that they might get corrupted. Items disappearing in-game is a different issue. You've mentioned a manual restart here -- it would be the same thing in that case -- if you're allowing the exe to shut down gracefully, there should be no issue. If you're right-clicking on the process and selecting End Task or using the /F switch in taskkill to stop the server immediately as I've demonstrated here, you're going to have persistence loss. I've worked for several software companies in my career and to me, this game server data is no different than financial data for a bank or astronomical data for NASA. As you point out here, servers can crash for many reasons, both software and hardware related. This is why I made the post in the first place -- at the end of the day, IT IS up to the server owners to protect the data. Every company I've worked for, our software had disclaimers relieving us of the responsibility of data loss -- Bohemia is no different. If there are items in the world vanishing when they shouldn't, yes, Bohemia needs to fix that. If the DayZ servers are crashing for no apparent reason, yes, Bohemia needs to fix that as well. Even with all that fixed though, you are one Windows Server blue screen of death away from pissing off a bunch of your players from losing hours of work building a base. So regardless of what happened in the past, hourly backups at a minimum are the way to go. Backing up once or twice a day isn't enough, IMO.
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You can also hit the period key to bring up the gesture wheel. I believe there are two sitting gestures available there.
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It's a folder that contains many files, but yes, that's the one.
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Eugen has said that they were going to release some documentation outlining their road map for post-1.0 work sometime early this year. I don't know how specific they are going to get, such as this weapon first, that weapon next kind of thing, but we'll hopefully know more soon as to what things will be added in 2019.
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Here's a good list of all the towns and cities: https://dayz.gamepedia.com/Towns_and_Cities Use that in combination with a detailed map like iZurvive. When you spawn it, find the nearest road sign, then find that town on the Gamepedia list which will give you the sector the town is in, then use iZurvive to find that town on the actual map. If you are launching the game with DZSALauncher, that will tell you the exact time on the server, so then you can use the position of the sun in the sky to determine east and west -- it rises in the east and sets in the west just like IRL. All these things combined should help you navigate and learn the map.
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Survivor1431 is the CEO of Bohemia confirmed. lol
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Since I've made entries in this thread, I'd appreciate it if you elaborate on this. What parts of this thread do you consider to be misinformation?
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Yeah, that looks correct. By the global default, the game spawns a maximum of 200 animals, so perhaps you just haven't encountered the rest of them yet.
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They are definitely in play -- got attacked and almost killed by wolves the other day. Are you hosting a server and you're not seeing them on your server? If so, check in events.xml which is where the animals are defined. There is an active parameter switch of 0 or 1, perhaps yours are set to 0 for the animals in which case they wouldn't spawn.
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You can already do that by having a password-protected server. You just give the password out to whichever friends you want and then only they can join the server. As for single player mod, what do you mean by that?