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ersan

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Everything posted by ersan

  1. If it's the red chain and it shows up when someone is looting an item or driving a vehicle it is likely database related. The new database server has been online since yesterday but we haven't had any time to start porting things over to it because of the holidays and DayZ 1.7.4.4 release. I'm going to be busy tomorrow and Saturday so we will likely do the migration on Sunday. I just made a couple tweaks that may help with the current database server though. I wasn't aware of any save issues Robaroo. If you're talking about the save button on vehicles and tents it has been removed in 1.7.4.4
  2. We've determined the cause of the problem, when the datacenter removed the nullroute on our server they put a (very expensive actually) hardware firewall on it without asking us, the settings on the firewall are way too aggressive and not compatible with BattlEye, they said they will remove the firewall within the next 30 minutes, at which point the server will start working again. Very sorry about all that. EDIT: It is fixed now. IP yes, port probably not - if it hasn't been sold to someone else already then yes (but it probably has)
  3. We believe the ddos in Washington is ongoing, we are all doing thanksgiving things with our families at the moment and will definitely see if anything can be done as soon as we get back which should be in a couple hours. Very sorry, the timing on this was just poor.
  4. One of our three Washington DC nodes got DDoS'ed into oblivion at roughly 5:30AM EST (GMT-5) this morning apparently so the datacenter null routed the address for 24 hours. We are trying to get it removed. (This would happen an hour after I went to sleep... Murphy's Law) If anyone wants compensation for the downtime please feel free to e-mail us at admin@dayz.st - we're very sorry but DDoS attacks do happen and there's nothing we can really do about them if they are large enough (and this one was) - hardware DDoS protection is several thousands of dollars a month and it's not feasible for inexpensive game servers. We are bringing new Salt Lake City and London servers online right now so if you want you can move your downed Washington DC server there to get it back up immediately you can (rather than waiting until 5AM for the DDoS nullroute to be over), though be aware the IP and port will change. EDIT: The nullroute is now removed and the server is back online, disregard
  5. ersan

    server crash arma2oaserver.exe

    Again, if you are trying to run a BLISS PRIVATE HIVE server do not use the Database.dll from @DayZServer-1.7.4.4.rar - use the one from here: https://github.com/ayan4m1/DayZ-Private/blob/master/util/deploy/Database.dll?raw=true They are no longer cross-compatible. If you are not trying to run a bliss private hive server then disregard.
  6. This is because Namalsk isn't totally compatible with DayZ 1.7.4.4 yet - if you click "Continue" it will still work. This message will likely go away when a new version of Namalsk is released. We didn't really do much testing with IE9, I'll take a look later. We test everything with Chrome first and the other two we just test basic stuff like does it work on the first try.
  7. ersan

    server crash arma2oaserver.exe

    We had this problem when trying to run Bliss servers with the new 1.7.4.4 Database.dll They aren't compatible with each other any more, if you're only running one type of server use the Database.dll from that release. We needed to run both types of servers with one installation so we made it change the PATH environment variable before it starts the server so it looks for Database.dll in different directories (we have one called officialdll and one called blissdll)
  8. These are just views that they added so you can see the vehicle classes and id's side by side in the database - they aren't actually used by Bliss as far as I know. By the way the fix I found for script restriction #45 doesn't seem to work, it just kicks everyone - still investigating. EDIT: Okay Script Restriction #45 kick should be fixed, you need to restart your server to apply it (or wait for it to auto restart at the normal time). Haven't been able to test it so if somebody could confirm that would be great. Also added the 3 new aircraft classes to the map tool: The AN2_DZ is a Biplane but it is temporarily listed as a helicopter until we get an airplane image. Here is what they look like: (from left) AN2_DZ, AH6X_DZ, Mi17_DZ
  9. Also I'm on a 49-player server right now and it's running great, login was fast too! Found a possible fix for the script restriction kicks, will test & apply it in about an hour if it works - right now I need to eat.
  10. The vehicles were unbanned, I don't know if they're going to add the spawns to the official hive or not, but you can add them using the map tool with the 'custom' option without rMod. We haven't added them to the default spawns and neither has bliss, so they need to be manually added if you want them. The classes should be as follows: Mi17_DZ, AN2_DZ, AH6X_DZ Haven't tested any of them, don't know if they actually work just know what the DayZ changelog says. There is apparently some problem with the new DayZ where players wearing different clothing or switching clothing will get kicked by BattlEye on login - they haven't released new script detection yet so I'm not sure how to fix this - will continue investigating. Also most servers will say they are missing an addon: rmod - just click continue and they will connect anyway, the error should go away the next time your server restarts.
  11. Okay we fixed the problems with the update and every server should be online now. I think one or two Namalsk servers are not starting properly - if you are one of these two we recommend disabling Kill Messages and trying to start the server again. There may also be problems with custom buildings on Namalsk. We also have not tested rMod with 1.7.4.4 - working on that now. EDIT: rMod seems to work fine with 1.7.4.4 We are terribly terribly sorry for the botched update and ~6 hours of downtime - I personally tested the update on my home server before installing it on all the servers and it worked fine, but that was because I do not have any official InstanceID's here, once support for official servers was added it would break the private servers. I will do more thorough testing with official servers in the future. Technical mumbo jumbo: The problem was that the official hive has a new Database.dll which was suddenly incompatible with the private hive (when somebody joined the server would just crash with a backtrace to the memory allocator, which was incredibly unhelpful, every update before this one the Database.dll worked on any server). Our server hosting is unique in that we use one ArmA2/DayZ install for all of the servers on the machine, many places who use TCAdmin will have 20 different ArmA2 installs for each server. We had to come up with a creative way to load the proper Database.dll depending on which type of server it was (official or private) before we could successfully start the servers again.
  12. More problems... Servers are crashing after the first player joins for some reason, we are trying to figure it out.
  13. Okay we think we got the update in correctly and all servers should be running now. All DayZ servers should be running 1.7.4.4 (changelog is here: http://dayzmod.com/forum/index.php?/topic/107617-build-1743-rolling-update/ - ignore the 1.7.4.3, the only change is street lights which were removed in 1.7.4.4) The problem was that Namalsk no longer supports the Care Packages and Wrecks mods, so all Namalsk servers now have Care Packages and Wrecks disabled.
  14. Waking up now, installing 1.7.4.4 - we should have new UK and SLC servers online today or tomorrow, once they are online they should take a few days to sell out. They actually approved a batch of official InstanceID's two days ago to my suprise - they were for the seattle server. All of the servers are sold out, so we'll be making official requests for every new server from here on out.
  15. Yes all databases will be transferred, downtime should be minimal maybe 5 minutes or none at all if we decide to do it through replication.
  16. Tomorrow afternoon we *should* have Salt Lake City and London available, but no guarantee. We just ordered a new database server that should be online tomorrow, we believe there may be some rare instances of lag spikes and desync with our current database server - the new one is about 6 times faster than the old one and should provide plenty of room for growth. Also to anyone hosted in Dallas - there was a problem with one of our three dallas nodes that would occasionally redirect people trying to connect to the wrong server on the machine (if you tried to join and it asked you for a password when your server doesn't have one, this applies to you), we believe it is now fixed, sorry for the inconvenience.
  17. We have more servers coming in Salt Lake City and London, they will hopefully be available late tonight or tomorrow afternoon. Send an e-mail with your username and I'll take a look, but I don't think there is much I can do - all of the servers have very low CPU usage and have since 1.7.3 came out, I think it's just unoptimized code in DayZ itself - 1.7.4.3 is supposed to come out this week sometime I'm hoping that it fixes it.
  18. https://github.com/ayan4m1/DayZ-Private/issues/373 The vehicle save damage script is very blatantly commented out in the dayz code. Heard about this from tons of different servers not just our own. It is possible to manually patch it, maybe they have done so. In any case 1.7.4.3 should be out this week.
  19. You can host it but you have to disable signature verification, which means hacker central - we opt not to. Yeah sorry I keep archiving that email because I can't figure out what's wrong - it's writing Nameplates="" instead of Nameplates=0 and I haven't been able to figure out why, will take another look tonight.
  20. We re-enabled the live map with some code optimizations, it seems to be working pretty well for now. We are monitoring the performance and hopefully won't have to disable it again. Arma beta has nothing to do with the banned classes so you probably just didn't notice them before, they've always been there as far as I know. If too many people try to join the server as it is starting up it may take a lot longer than normal to finally start the game.
  21. Updated to ArmA2 Beta 99153 which says the following in the patch notes: Here's hoping it works. To those experiencing problems with players not dying correctly I noticed a commit to dayz 1.7.4.1 yesterday that said "players with high profile id's not dying correctly" - do these players happen to have higher profile id numbers than normal?
  22. Yeah this is what the datacenter told us - "The power cable was broken and has been replaced." How you manage to break a power cable I have no idea... but it's back online and working now.
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