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rocket

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Posts posted by rocket


  1. Hi Firefly,

    Now to my issue: As I understand the current alternative DayZ hive builds rely on arma2net and your library to update data in a central database. However we are experiencing significant performance drops after 2+ hours of gameplay with 20+ users.

    The client FPS get lower and the login/joining procedure (which is one of the things that runs DB queries through your plugin) take minutes instead of seconds.

    Incorrect. DayZ used to use jayarma2lib. Now it uses nothing, just its own DLL using the callExtension command. So any issue is with HiveEXT and has nothing to do at all with Arma2net.

    • Like 2

  2. Please note new commands:

    publicVariableServer <varname>

    Publishers the variable (name as STRING) to the server only. Useful when you want to synchronize a variable with the server but not any other clients.

    <clientID> publicVariableClient <varname>

    Publishes a variable (name as STRING) to a specific client, from the server. This is useful where you want to synchronize a variable with only a specific client. The Client ID is the temporary ID given to a connected client for that session. You can find out this ID with the owner command (using it on a player's character, for example, will give you that players client ID).

    This is a useful way to cut down on network traffic, as publicVariable commands are issued as a priority message. So use publicVariable sparingly, and these commands where they apply.

    • Like 2

  3. Please remember, it's an Alpha. I'm following the traditional software development life-cycle, i.e. Alpha will end with a feature freeze. My focus up until this point was on core technology components such as zombie spawning, persistence, and the hackery needed to get it all working. As I've said in all the interviews so far, this was never really meant to be fun as such, because my focus was on the core components with no thought to longevity or replayability.


  4. Has anyone died around the huey? I found one just now, went up to it and found in my action menu "Save Huey", but it didn't seem to do anything. Got in as gunner to see if the gun is even operational and instantly died and now lost all my stuff and shoved back to the beach. I'm pretty pissed, especially considering how far I ran for hours none-stop and all my gear just to get insta-killed by the huey. Nothing I can do about it, but was just curious if anyone else ended up doing the same thing? :\

    The "Save <vehicle>" Option forces a save to the database for that vehicle.


  5. Tonic is our expert, he's getting it configured. We're looking at getting HIVE to synchronize bans beyond the database level (so BattlEye runs off the same list), but that's going to take some time. Tonic reviews the setup and Dwarden is also taking a key role to ensure we're doing everything we can here. It's a testament to those guys and the hosters that we haven't had more of this going on. When they figure out that its very easy to spot them in the database, and their profiles stop working (or I turn them into funny things like WildBoars) they will stop.


  6. Cannot join any servers with 1.5.3 - stuck at either "waiting for host" before the lobby or once recieved data and "waiting server response" I the start getting "no message recieved for X seconds" and then dumped back to server browser.

    Mod updated via Six Updater and running beta 92333

    Was working perfectly on 1.5.2 and earlier..

    As I understand it, you can only join US4&5 with the beta, but I could be wrong.


  7. Possibly related to http://community.bistudio.com/wiki/disableConversation usage? SelectPlayer - the bitch it is - could very well be too - just nothing to really replace it :)

    I thought so too, so I stopped using that (closely followed by lots of emails and jokes about talking to oneself). But I reintroduced it when it became apparent it wasn't working.

    I even tried attaching your initial body, which has no visual geometry, to your new body. Still no joy. I'm hoping its something in my hackery that is causing and thus can be reasonably easily fixed if it can be identified among the swathe of errors, bugs, and general hackness.


  8. Tents disappearing are a result of the server admins (those providing and running the server), restarting the connecting application when it gets "hung" on startup. This then kickstarts the server into carrying on, but skipping vehicle and tent generation. On busy servers this can happen quite alot as the server is trying to create items and it cannot create them fast enough. So your tent is not lost, vehicles are not lost, but if server administrators don't restart the whole server, and just restart HIVE, then the vehicles and tents won't initialize properly and you get the situation you have described above.


  9. It works, sometimes. Though mostly it doesnt and when it doesnt neither the dc text chat doesnt work. Rocket is blaming A2 code atm iirc.

    http://dayzmod.com/forum/showthread.php?tid=386

    http://dayzmod.com/forum/showthread.php?tid=186

    Careful now :)

    What I have actually said, was that I no longer directly target DC with my code. However, I use selectPlayer which I believe could have an effect as this is a relatively new command and has many issues that have been well explained and explored by Kju and others. I also group everyone in one group. What I said was that IF it is either of these issues, then there would not be much I could do short of either it being changed in code or in me reversing that functionality (in one large group, using selectPlayer). However, we have reports that when the mod is activated that DC doesn't work even when not on the DayZ server, just on another mission - so its entirely possible that there might be something causing it.

    Either way, the solution is not an easy one and needs testing. Identifying the problem then results in me either fixing it in my code, or getting good reproduction steps and including it at a ticket on dev-heaven. But I can't jump to any conclusions now, and given the hackery involved in the mod any speculation on the source is wild at best.


  10. Thanks so much for the speed sickboy. I am sorry I haven't been able to get in touch (I will add you on skype). literally every moment I am either coding, or opening up a new server :(


  11. Here's the explanation for long loading times on full servers:

    HIVE (the connecting application between the server and the master system) currently runs asynchronously, but on one thread. It has to do ALL updates sequentially and each update can take about one second. With fifty players, moving constantly, currently this means that the thread spends nearly all its time processing player updates. The whole system was working "okay" until I split login into two parts, which means two transactions for the server. I had to do this, because ArmA2 has a limitation on string size and loading in data for inventory for heavily laden characters was breaking this. It also meant I could add no more data. A new transaction means at least twice the length of login, as they aren't timed together and are in competition for a chance on HIVE's thread.

    The system prioritizes those already in game to provide the best playing experience. The best advice I can offer is to either wait, or visit a server that is not overloaded. Disconnecting and reconnecting will do nothing except place you lower in the que and also increase the loading by adding another transaction.

    Anyone who has seen HIVE's output window will know, that the poor application is pushing well beyond its limits. It needs multiple threads.

    I will be splitting this out into two parts, one thread will be dedicated to logins and deaths, one will be dedicated to player and object updates. This will double the capacity and the speed.

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