Mojo (DayZ) 66 Posted May 5, 2012 I reinstalled the executable. If that automagically fixes it' date=' and results in hours long uptime stability, I'm a happy camper (and so, hopefully, will you be). If, on the other hand, the problem is one that actually [i']makes sense, that will do jack.Welp, it appears to have been magic. Replacing the exe has moved us to 6 hours fifteen minutes consecutive uptime. So hooray. Share this post Link to post Share on other sites
Pallidum 33 Posted May 5, 2012 Thanks Mojo, that clears up all my concerns. :) Share this post Link to post Share on other sites
Sandersson Jankins 2 Posted May 5, 2012 Mojo, you're a fucking awesome dude. Just wanted you to know that. Oh, and your server is pretty kickass too. Share this post Link to post Share on other sites
Mojo (DayZ) 66 Posted May 5, 2012 Oh hey guys, it's your good pal Mojo with another quick update. The server was down for a while today as we rolled out TeamSpeak, DNS changes, etc. on our end.I suppose it would have been polite to warn you. Hindsight and all.On the plus side, you can now find us on TeamSpeak 3 / My Mother the Urdu-Speaking Robot at MatureGutte.comJust point your TS3 client at MatureGutte.com and join us! MatureGutte.com --for all your Steve Guttenberg as an old man making horrible movies fanclub needs! Share this post Link to post Share on other sites
oktyabr 53 Posted May 5, 2012 It's a matter of using your head. If the smacktalk has degenerated into a fifty-man server turning into a 48-man audience for two other men's tense psychosexual drama' date=' it's gone too far.[/quote']Nice OP Mojo and I hope I get the chance to try your server this weekend as well.As for the quoted bit all I can say is this is EXACTLY why I will never join a public TS server (or the like) and really, really hope rocket finds the solution to Direct Communication. I would enjoy this mod MUCH more if DC were the only channel available to players (admins being the exception), for both text and voip. Share this post Link to post Share on other sites
Mojo (DayZ) 66 Posted May 5, 2012 It's a matter of using your head. If the smacktalk has degenerated into a fifty-man server turning into a 48-man audience for two other men's tense psychosexual drama' date=' it's gone too far.[/quote']Nice OP Mojo and I hope I get the chance to try your server this weekend as well.As for the quoted bit all I can say is this is EXACTLY why I will never join a public TS server (or the like) and really, really hope rocket finds the solution to Direct Communication. I would enjoy this mod MUCH more if DC were the only channel available to players (admins being the exception), for both text and voip.We have subgroups in the TeamSpeak (we may be moving to Mumble since it is, after all, better), so if you connect to TS, know that you can always move to a separate channel if a couple of users are being disruptive. The in-game groups are also set up to allow players who wish to group with each other in the server to do so easily, without having to worry about revealing their positions to others, or competing for voice time over other people talking.On the plus side, Owl and myself are both online, and we'll be rolling in other trusted admins as time goes on. If you're on TeamSpeak, and you see somebody with the Wu-Tang W icon (because we ain't nuttin' to fuck wit') next to their name, then you have an admin on.Disruptive players will be removed. Share this post Link to post Share on other sites
Mojo (DayZ) 66 Posted May 5, 2012 Oh hi guys, it's me again!We've now traced a secondary problem to the RCon GUI program. Naughty RCon. So, we're using our downtime to install some service managers as well as automating the auth system, after testing that it could restart and recover in real time.What this means is that players experiencing frequent "Waiting" responses well, won't.Be warned: It doesn't seem to actually stop this problem if you've already gotten yourself stuck in a dead queue. I'm speaking only from observation here, but how Arma2 works is like this:Player connects -> Player commits connectionAnd the authentication works like this:Player connects -> Auth process hooks the connection and passes the player to the commit stage -> Player commits connection -> Data is received from the DB, and the server assigns the player his status.By restarting the support processes from time to time, bogging down will reduce. Be warned, however, that if you get into the auth process before it restarts but after the queue dies, you might still be stuck in a dead queue, as the game sees you as already connected and the auth process does not then detect the connection.If this happens, be aware that the auth processes are restarting on what we consider to be a healthy interval. Simply try to reconnect to the server. If the auth process goes awry while an admin is on (if you don't recognize any admins or see the admin tag, ask, or hop on our teamspeak and look for us there) and inform us. We will manually restart the support processes for you. Share this post Link to post Share on other sites
fixswords 0 Posted May 19, 2012 I could well be an unfathomable 'tard with the reading skills of Little Johnny, aged 6, who has just about mastered the fine arts of crayon eating. However, is the Chicago 1 TS IP listed somewhere? I just can't find it.monolithservers.com isn't responding for me, I thought maybe it'd be there.Cheers.Edit: Yup, I'm a massive trumpet. Found it. Nothing to see here. Share this post Link to post Share on other sites