bogusfree
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Everything posted by bogusfree
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DayZ Server customizer (types.xml and traderconfig) and validator
bogusfree posted a topic in Community Made Tools
Hi, I've made a web service for thorough types.xml validation and very flexible, convenient means of editing. Hope it would be helpful for community ( video guide in HOWTO section, next week will add trader config features there as well) UPD 15.02.2020 - I have added trader config editor to my DayZ server customizer. You my either edit the file or just upload\save to have it fully justified and formatted. DayZ Server Customizer and validator http://dayztypes.pro Types.xml editor features: TraderConfig editor features: -
same here... everything fine for DZSA no mods for vanilla launcher... I guess the query different port name or it's when you use omega manager it has it's own server... but needs to be unified I believe...
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People could anybody tell if something has been changed in the code regarding even cores load and affinity? I was using it all the time and how after the update it started to behave incorrectly. After the server start it's all fine and all cores are loaded evenly, but after several minutes it goes like that until next restart. Any ideas? (2 instances, each using 4 cores, one with 15 affinity, second with 240)
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We have tried to change mods load order and place like basebuilding at the top and car mod below it. had no effect whatsoever - same behavior
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Hello people, Does anybody have any clue where to find (function names, locations in the scripts of the unpacked game, any info would do) about modded geometry and other objects correlation or loading order control? So we have BaseBuildingPlus mod for custom base building which effectively introduce new geometry to the game, now the issue is that every several restarts it pushes away cars... (other objects like crates, beds, chairs, what have you are absolutely fine and doesn't move) Take a look at the screenshots - initially the car was on the 1st floor of the base approximately at the middle... it was not touching anything except the floor itself. After 3-4 restarts I've found it like that. Not the 1st time and this is happening to my players also.... (with all cars, not only modded) It seems like the car is loaded before the building geometry itself and building geometry is pushing it out somehow on loading. Mod's Devs, sadly, have no clue where to start with that issue. So I though may be at least someone here could direct me to possible solution, or may be there is a better place to ask such question? Like devs dedicated thread or something....Any ideas? Yes I'm aware about vanilla flying cars, but that's possibly not related as it happens only on load. https://imgur.com/a/Fg6EJQ1 Sincerely, MarvinFS
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Guys any suggestions? Now on livonia server need to export custom loot maps with GetCEApi().ExportProxyData( "6500 0 6500", 6000 ); Seems not working, may be the function have changed again? Gives me that when it's trying to initiate on livonia it says is logs (#2638 is a position of that function) NULL pointer to instance Function: 'main' Stack trace: $CurrentDir:mpmissions\dayzOffline.enoch\init.c:2638 definitely something has changed on new map... may the function is different now... But it's working just fine on Chernorus servers that's where I have it ....... //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); GetCEApi().ExportProxyData( "6500 0 6500", 7000 );