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Everything posted by vpope
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These instructions are clear and specific , we will no longer password for stability testing , but as there is no mention regarding locking the server we will continue to do so. Those players that use our server seem to appreciate the improved stability.
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Thank you for a constructive post, I will be looking into a method to automate the locking and unlocking of the server based on load to remove the human element from the equation , currently if i go afk the server can be locked for far too long. Hopefully i can come up with some kind of scripted solution. And yes I would like to get back to playing more and enjoying it so i will hopefully see you on a server soon :)
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All you have to do is 1 run hiveauth 2 run hive 3 start arma server that's it, once the first player connects the server loads the mission file , hive auth will ping...pong on all the assets will be loaded, and then the game starts, or complexity's just 3 steps :)
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WARNING post contains wall of text. Good afternoon everyone, I am the server admin for UK3 and I thought it was time that I stepped in and yet again explained a few things. Before I begin please note that I will not be dragged down into any arguments, I will simply ignore any rage posts and will reply to any questions people have so long as they do not (as afore mentioned) contain rage or abuse. Firstly let me explain a few things about how the DayZ servers work. 1. It is not possible to password or un-password a server with out rebooting the server. Thus if we boot the server passworded then no one can join (unless they know the password) until it is rebooted. 2. There is a difference between "locked" and "passworded", locked servers do not allow ANYONE to join at all, where as passworded servers can be joined if you enter the password. Thus it is impossible to lock a server to allow people to join selectively. 3.DayZ does not work like a normal Arma2 server due to the link it uses to the main Database that stores your locations and items, as a result of this when a player joins a server it not only sends a login request to the server they are joining , but must also pull the data on that player from the main Database before the user can log in fully. This is what causes much of the delay when joining servers, when so many people try to join a server all at once (as soon as it starts up) it massively overloads the server and it takes a very long time to stabilise, if it stabilises at all. So with these facts in mind we have tried different things to increase server stability. We tried not doing anything (no connecting throttle no passworded testing) the result was 6 crashes in the space of 2 hours, clearly this would not work. We tried pass-wording the server and putting the password in the server name, but people did not seem to notice it and we were accused of foul play, so that idea was no good. We have recently been locking the server from the get go, then opening and joining, then locking it again and kicking everyone but me so at to allow the level to load and all the pre game mission briefing ect to be finished before players join. Then from inside the server unlocking and allowing 10 or so players in, then relocking and waiting for a while to let them all load, from there on cycling this process until the server is full. Once full the server is unlocked and left unlocked. There are some drawbacks to this system. 1. It requires me to be in game and not being eaten by a horde to open the chat to perform the commands, and im not always around , and not always Z free. Nor am I able to be awake and logged in to the game 24/7 2. Despite the system reducing load on the server some people still take white a while to load, and as people are inherently impatient they disconnect rather than wait for the server to allow them in. This is what results in the server being so sparsely populated despite being locked for a while. 3. It seems to attract all the flame the forums have to offer. (At least it seems to pull some heat away from the anti-pvp threads =D ) So these you have it, I hope that this explanation has clarified why I operate the server the way that I do. As I have explained before in other threads, the FS group itself has extremely strict rules regarding the use of the server that I run, and any indication of attempting to abuse the way I operate the server will result in a permanent ban from the server. However given the way in which I am currently doing things (locking and unlocking) which is not able to distinguish between players, it is not possible for any of them to gain an advantage over any other player anyway. If you have suggestions on how I could better operate the server with a mind to ensure stability and reduce all round forum rage I would be more than happy to hear it. As with all DayZ servers the Dev and Server teams have RDP access to the server itself and have the ability to intervene at any time, or to simply manage the server themselves should they so chose, so please rest assured that if there was any concerns of foul play that they would step in directly. Thank you for your time and sorry for the wall of text, I look forward to your reply's in due course. Kind regards, VPope - UK3 Server Admin
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http://dayzmod.com/forum/showthread.php?tid=1935&pid=19670#pid19670 see posts #24, #27 and #29 Parts to fix the first chopper were carried over from the previous server, after the first one was fixed the radar found the rest.
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The FS tags don't always apply properly on joining, and the server is being throttled for logins again , given that its crashed about 6 times in the past 2 hours from people mashing connect i think we will continue the practice.
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Yes this is true, helicopters have radars that show other vehicles locations within a limited range, however it only shows up if you have line of sight , so if you park inside a barn or hanger or under dense tree cover, then they will not show up.
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Hello all, this is the donation thread for UK3 The server runs the 1.6 version of OA (the current Steam release version) and has a mighty 50 slots. It is currently set to regular difficulty so 3rd person and cross-hairs are enabled. The server is currently in Amsterdam but will be migrated to another Hypervisor in London once i free up some space at the datacenter. It is Set to UK time so GMT ( or +1 for BST) We do operate a teamspeak server but not for the pulic at present. But given more interest we will set up a public server. The only rules on the server are. 1. No hacks, Exploits or glitches used. 2. No Whining or crying, we all apreciate that it can take time ot get in to the server at the moment and that when you do people die, but as yet its a part of the game so please dont waste our time by crying to our admins. I am the current sole admin you can contact me via forum PM The server costs us about £55 UK at present ( hopefully the costs will go down once i migrate to the uk datacenter) any donations to the running costs would be appreciated. If we get sufficient interest and or donations then we will set up additional UK servers. Many thanks for your time.
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UK3 Vehicle Spawn Issues? (DayZ Staff)
vpope replied to izmak's topic in Mod Servers & Private Hives
I have checked what i can, but cant tell if they are working im afraid, you will have to ask one of the dev team to take a look at it. -
With ref to the UH1 , the tank hold 1000L of fuel so its 50 jerry cans (i know i filled one) it has room for 6 passengers (1 pilot 2 gunners and 3 passengers) hope this helps
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Having worked in development myself i have learnt that in order for you to retain control of the creative direction of a project like this requiers that you remain independent, the last thing any of us would want to see if the work being taken over by an existing studio. The best scenario i can see is where you (the dev team) set up a new stuido (or work with an exisitng INDEPENDENT studio) to allow you to reatin control of the IP, and to work towards release of dayz as a standalone product. Obviusly this would not happen overnight, and for the time being i ask you to keep up the good work :) but if we are talking a long range vision then this is one way it could go.
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The FR1 server is lagging awfully, people are rubber banding all over the place. Character locations are not updating for 30+ seconds, so someone may seem to be sat still but in fact have run around behind you...
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A word of warning with regards to vehicles, rocket has moved the spawn points to "mix things up a bit" so when they are added and working again you will have to find there new spawn positions.
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All FR servers are now missing from the server list apart from FR4
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Vehicles Despawning on server restart
vpope replied to Felix (DayZ)'s topic in DayZ Mod Troubleshooting
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Second link is broken :(
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almost 3hours now
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I have been waiting for server response for almost 2 hours now.
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The Vehicle locations are fucked again mr Rocket , that HIVE thing you explained before i think , it was here before you restarted and now its gone again..
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I have since run a long way and checked the vehicle spawn locations and the only other place we left it and its not there, there were no cars at the places i know there to be cars so i assume something it broken.
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Resurrection of the the thread, unfortunately it seems that FR1 is red chain linking and taking much longer than usual to join. We have much rubber banding again also. This may also be an opportunity to resunch the HIVE :) But in all seriousness its Lagging like hell
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Just a little reassurance that the past week of gathering parts has not been lost in one server reboot would set my mind at rest ..
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It would seem that the last restart has nor resolved the issue.