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venthos

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Everything posted by venthos

  1. I just restarted the server again. Loot never finished cycling. Battleye is still down. Things are a mess. But restarting is all I can do for the moment. On a bus right now. Please let me know if it helped at all.
  2. It's probably going to suck for a bit until I can get the time to address this. sorry guys. Gotta head out now. I'll take a look and restart in a bit and see what's going on in the logs. I really am convinced these latest issues are just the server bogging from not having enough CPU cycles available (it's a 3-core VPS) and the BattlEye server being down causing all GUID validations to bog and exacerbate things. Loot was working great up until the restart, and there's just floods of net errors in the log now which don't relate to the mod itself. Today/tonight might just be a wash, unfortunately, until I can get back in to check things. Poor timing for popularity with the conference going on, hehe.
  3. We were at 40/40 for a bit. The best I can do is ask people to bear it out for a bit. This is probably the worst timing for the mod to become this popular, as a 3-day company convention is starting for me today. The problem at hand isn't the mod itself, it's that the server is no longer able to keep up with the high volume of traffic. It needs to be more robust (I need to spend more money) but I haven't the available time with that convention occurring to order a new server and set it up. Map wide loot cycling normally takes under 5 minutes even when we had 25-30 on. It's been over 30 minutes now and it still hasn't finished the first loot cycle. The server log is flooded with net errors from the cpu straining to make/keep connections with new logins, the server log is also flooded with BattlEye errors since BattlEye's primary server has been down for hours now and the server keeps trying to talk to it. It's just a whirlwind of a bad situation. I won't be able to do much about it for now. Perhaps over the 3-day convention I can find some time to do some stuff or look into a new server, but it may be that the server just has to hold less people for the time being until I can get things moving again with a better server.
  4. Due to the aforementioned slowdowns/connectivity delays that bogged the server down, loot took a bit longer to start spawning than it otherwise normally does. Lots of loot has been spawning, though, and my squad that I'm listening to has already found engine parts and some other stuff that they wanted to try and go repair a vehicle. I'll be looking into a more robust machine as well as making restarts more frequent (8 or 6 hours) to try and keep things moving along.
  5. Yeesh. Now I need to find a more robust US server host as well. This one just isn't cutting it anymore. The server can't keep up with the constant login hammering after restart. The logs are flooded with net errors as it's trying to keep up. Things are finally settling off now, though, once people are actually able to finally leak into the server.
  6. ARMA2 gets very angry when you are joining when it's trying to setup your character (your name is still gray) or otherwise when it's really bogged down during the login process. It then spawns you in game as a seagull when it can't figure out what it should be doing properly. To prevent people from staying in this way, there's just a bit of restriction set to boot anyone who spawns as a seagull. Given the massive connectivity issues on this last restart with 35 people hammering the login, almost everyone seemed to be getting spawned in as seagulls because the server was just stressed the hell out. Any time you see restriction #1 for vehicle, it means that person had a laggy login session and was created as a seagull (and booted). Nothing to be concerned about hacker wise. but it is showing that I may need a more robust server...
  7. Bear with me.. we may have outgrown the server this is being hosted on. Restart was rough with 35 some people all trying to hammer the login at once. Restarting the entire windows box.
  8. Cherno being "on fire" means someone crashed a heli in the vicinity. It'll go away on next server restart. Heli crash flames are so wonky in ARMA.
  9. Yeah, James, the situation that happened to you is no longer possible in 0.2.4. The shed issue theanes mentioned is no longer possible when you first get to an area. If you were to hang around that shed for about 20 minutes, the numbers would grow to about 40 zombies there. But it would take 20 minutes of you sitting by that shed and not killing any zombies. Still, like I said, I'm not perfectly happy with the zombie mechanic yet. But it's going in the right direction. I do like that the barracks at NWAF become death traps if you don't sneak into them or have a buddy or two to help clear. As for the EU server, I'm ready to turn one up now (didn't think I'd be saying this so quickly). But I have no knowledge of EU based providers. As mentioned before, if anyone knows of any quality Windows 2008 VPS/Dedicated Server hosting over there, I'll get one turned up for you folks. Although, I will miss playing with some of you. I think the server is disproportionately compromised of non-USA survivors, which only makes me sad in the sense that I hope the mod will continue to grow in popularity and get some numbers up to replace those on the US server who end up going to the EU server. Note that the servers will not exist in a collective hive, as I can think of no reliable and consistent way of preventing people from ghosting or otherwise abusing that mechanic. I've yet to determine to what extent, but I will be 'transferring' survivors that elect to go to the EU server should they want it. I probably won't let you take vehicles or tents just to ensure the server has a somewhat fresh start, though.
  10. Are you talking about before or after this last 0.2.4 patch? I'm almost completely happy with the changes as they stand after 0.2.4. With 0.2.0 things were ridiculous. It got a bit better by 0.2.3, but I hadn't really accounted for how zombie spawning would behave with multiple people in the area all firing their own randomized spawn timers. With 0.2.4, things are much closer to my intended behavior. I'm not confident enough to say they're where I want them right now. But, it's nearly there. We're getting closer.
  11. Hahaha. That was an amazing fire fight. That was myself and a bunch of others. I was flying the Huey the whole time. I about shit myself when I realized there was someone with an M24 up in the woods during the NEAF exchange. I love how you get trained to think "hah, no way a sniper is here given the rarity". Makes sniping that much more effective if you get a rifle. By the end of the night we had about 2 different crews we met up with over the night who between us had fixed two littlebirds and the huey. I think we were 9 strong at one point. I plan to give away at least one of the littlebirds tomorrow if not both if they're not taken by then, since hoarding helis is pretty stupid and prevents cool battles like what happened from occurring. I'm holding my crew I hang with to a one-heli maximum unless the other crew is one who we don't hang out with much at all. It was pretty fun, though, at the end of the night with 3 helis flying around. Did you take the initial shot at the Huey that started the confrontation? I nearly died with that and was bleeding. The huey got pretty jacked up by the end as well. I can't believe that was you as well in Elektro. We were flying back to pickup the folks in our squad that you had gunned down as well as a new guy logging in. I was just swinging around to head north when we saw your headlights coming into Elektro. We had almost no ammunition in the Huey, 38 rounds on one side I think, and we let the last of it go at your direction.
  12. New patch to address rapid-respawn zombies / desync RELEASE 0.2.4 [CHANGE] Adjusted zombie mechanics to eliminate instant respawn chance and also other changes to reduce/eliminate desync HOTFIX from 0.2.3 to 0.2.4: http://www.dayzredux.com/download/DayZRedux-0.2.3_0.2.4-hotfix.zip FULL PATCH: http://www.dayzredux.com/download/DayZRedux-0.2.4.zip
  13. Stage 2 of zombie improvements are on adjusting their movement speeds in various situations. I do want them to be faster indoors. Not full speed, though (the reason they walk indoors is because their pathing is garbage indoors and it makes it REALLY hard to kill them indoors if they run).
  14. If someone has any recommendations for a Win2008 VPS/Dedicated Server provider in the EU with reasonable prices, I'll turn up an EU server as soon as I get this current patch stable with the desync issues sorted.
  15. Zombies will be less "swarmy" after the next patch. But, I still want them to make it quite a bitch to move around in comparison to vanilla DayZ. The change should address this issue and I believe potentially solve the desync that's still left. Despite dying twice this afternoon already, I'm loving it. Both deaths were because zombies forced me to do things that made me quite the easy picking for players. The inability to effectively "clear" will be addressed in the upcoming patch, but if you try and clear with a loud gun it's not going to be so easy. I'm kind of happy with pistol damage since it rewards the calm and patience in battle to get head shots. I never aim for the body on zombies.. except if I have an AKM for Enfield. Virtually all of my zombie kills are head shot one kills, even with the makarov. I don't want those sidearms to be super effective against players as then there's little point to getting what would be marginally better assault rifles with rarer ammo. I'm also fairly happy with their agro range as players can still see zombies well beyond their agro range. It wouldn't make sense to put blinders on them so you can see them 10x out from when they can see you. Also :( about you killing me. I was a hero skin :D Hah But yeah, you're good now with the M4A1 CCO and GPS ;)
  16. Mumble server is: mumble.dieinafire.com If you want to join up. May or may not be in the main room myself depending on if I am hunting with a squad and don't want to advertise my location. Yeah I know what needs to be tweaked and I'll have another patch out tonight. I just don't want to rapid restart again so soon after. We almost all died in that supermarket during that event. That was rough.
  17. Oh I am so hurt by your passive aggressive comment. It stings thusly! Don't worry about me and this mod, I'm having a great time. Just go on back to your SurviveDayZ thread and work on your own mod. I'm honestly really baffled by your apparent interest in me and my mod and why you keep poking your head in my thread to make your snide comments. So far it's been [1] claiming I've stolen code [2] claiming I'm incapable.
  18. OH THE SHAME 0.2.3 is out [FIX] Add back in the zombie code that I commented out during internal testing at 5AM last night and forgot that I did so... HOTFIX from 0.2.2 to 0.2.3: http://www.dayzredux....2.3-hotfix.zip Full mod: http://www.dayzredux...Redux-0.2.3.zip
  19. Good news! My PM box is no longer full... from overnight. Please try your PM again or email me (email is in the MOTD/announcement of the server). Please continue to report back any desync issues as well. 0.2.2 should at least help.
  20. Alright let's see how this helps with Zombies. I may still need to do more tweaking. 0.2.2 out [CHANGE] Adjusting some zombie spawning mechanics to lessen desync HOTFIX from 0.2.1 to 0.2.2: http://www.dayzredux....2.2-hotfix.zip Full mod: http://www.dayzredux.com/download/DayZRedux-0.2.2.zip
  21. Yeah I think the moon status suddenly changing is an unintended side effect of the "Time Synchronization" feature that I *think* is a feature exclusive to private hives like the one I based this off of (Bliss). I think when it time syncs that arma just randomizes the characteristics of the moon/weather/etc. I'll have to look into that. I'd rather have time drift by some minutes rather than have a full moon appear/disappear suddenly.
  22. If that tool works the way you imply it does and the way I hope it does, you may have just inadvertently chosen the next 'feature' patch for DayZ Redux.
  23. Yeah that's the same concept though. That tank trap will be the center of the building, and they resulting building may not be lined up with the road, or it may be too far back/left/forward/right. It'll take some tweaking and a server restart every time. What I'll probably do is create myself an in-game tool that allows me to more easily place and replace buildings. That'll take some time, but allow me to setup buildings much easier.
  24. Toying with adding new buildings is on the list of things to do. They're just going to be a pain in the as to add in properly, as I don't believe I can just use a nice editor to drop them in. It's going to involve me placing my character at a location I think is suitable, designating that loc as a new building, restarting the server, and hoping it came out properly. If not, fine tuning the X Y Z and heading of the building through consequent restarts. If anyone more experienced with ARMA2 map editing has further advice, I'd love to hear it :) But, I wouldn't go crazy adding super markets and fire stations everywhere. It would more so be to round out the towns that have very little enterable buildings such that they are at least a reasonable destination (or spawn location in the event of Kamenka). A single barracks at NEAF sounds worthy for sure. There's also some "towns" on the map that I'm pretty sure have virtually no enterable buildings (near the north and n/w edges of the map). Have you found a heli crash yet in path 0.2.1? You should see what happens there if you try and clear the zombies out. Since I'm going to relax this week for 'new features', I'll try and work on getting the site up for tracking work I plan to do so people can vote
  25. Looks like in spite of not increasing the per-player zombie count, the changes still are threatening some desync issues. Going to be observing as I play tonight and see what changes might be best to alleviate the issue. EDIT: It seems most likely that the zombie mechanic is at fault for the sporadic desyncing instead of the loot mechanic. I want to see how it goes tomorrow morning, but in all likelihood I will be tuning things back a bit with a release of 0.2.2 tomorrow afternoon. Also, BSB folks, shame on you for trying to blow up our shiny new vehicle on our way to Starry with you UH-1H :P Did you like my sexy evasive maneuvers? :D
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