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Distance

Need of codes for file check plants.pbo

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No it's doing something with that performance... It's keeping .pbo modding cheaters off the server, full stop.

If it the issue with seeing through plants and trees.

I can add this

// =======================

// JOINING RULES

checkFiles[] = {

"AddOns\plants2_Bush.pbo";

"AddOns\plants2_Clutter.pbo";

"AddOns\plants2_misc.pbo";

"AddOns\plants2_Plant.pbo";

"Expansion\AddOns\plants_e.pbo"

};

// =======================

To your config file

Here is regular checks

regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature

This is a quote from Ander on their bug tracker

Can confirm this issue happens on pretty beefy systems (SSD raid0, dual OC:ed X5550).

FPS is good, then all of a sudden drops to 0 for each check.

The checks happen way too often and affects performance too greatly.

The disk reading i way too intensive on serverside.

Why not let BE handle checks? If BE is bypassed the cheater will still cheat.

Is there no way to calculate hashes once for the files?

The picture shows FPS drops to 0 after filling "one" server up with around 30 players":

http://img.ctrlv.in/50083470b1aad.jpg

FPS is stable when not using this integrity check and running 4x50 slot servers.

However, we will do some experimenting with this and will post an update once we complete

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I'm going to speak to our lead admin and see if adding less .pbos to be checked causes less issues.

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Another poke in the BattlEye.

sv_CvarFreq

sv_CvarUserPulse

sv_CvarWalk

stopped this in PB. Shame BE isn't more configurable.

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