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ALRMatty

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About ALRMatty

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  1. **EDIT*** Feel free to delete this post, I figured it our myself. :)
  2. Tonight the server has crashed about 4-5 times. I tried lowering the min bandwidth and ill keep you informed. The server seems to have some kind of Join In Progress lag. Does anyone know how i can fix this, as I noticed the server seems to lag/desync/crash when it has some people connecting.
  3. Hey Guys, Thanks for the replies. TC49249195491549 Blah blah is the Server box number. This server is rented and we run it off Control Panel. We have also used a Dedicated box beforehand and recieved the same issue. We have unlimited bandwidth as we are with Hypernia and are hosted in Australia.
  4. 2012/09/30, 12:16:46 Server: Network message 1400964 is pending 2012/09/30, 12:16:46 Server: Network message 1400964 is pending 2012/09/30, 12:16:46 Server: Network message 1400964 is pending 2012/09/30, 12:27:22 NetServer::finishDestroyPlayer(527000131): DESTROY immediately after CREATE, both cancelled 2012/09/30, 12:28:30 NetServer::finishDestroyPlayer(728046966): DESTROY immediately after CREATE, both cancelled 2012/09/30, 12:30:34 NetServer::finishDestroyPlayer(1300112696): DESTROY immediately after CREATE, both cancelled New Errors! Yeehaa!
  5. Thanks for suggesting that, We have tried running Vanilla and with no-mods, including trying multiple configs. I think my server configs need to be tuned by someone with the expertise as I barely have a clue.
  6. Hey Guys, Our server seems to be having a problem where the players on the server come to a halt and either run on the spot or freeze, similar to DESYNC. Except this does not go away, I have to restart the server. Here are a few main error messages that are occuring out of the .RPT file. 2012/09/30, 7:59:09 Ref to nonnetwork object 277562: <no shape> 2012/09/30, 7:23:24 Warning: UV coordinate on point 657 is too big UV(-291.717957, -593.291870) - the UV compression may produce inaccurate results 2012/09/29, 12:57:28 Server: Network message 1997123 is pending Full .RPT file will be pasted below. We average about 30 players on the server a night, I have noticed once the server seems to get a load it tends to crash/desync/freeze. We have tried using a non-addon vanilla mission and it still crashed, we have upgraded hardware and switched server hosts. I was wondering if this may be a arma2.cfg (basic.cfg) issue. If so could someone provide us with a .cfg file to try. This has been going on for about a month and a half now and is jeopardising our playerbase. Thanks in Advance, Matty ---------- Link to .RPT and pasted basic.CFG ---------- ARMA2OASERVER.RPT http://720industries.com/downloads/arma2oaserver.RPT basic.cfg (arma2.cfg) /* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load as too many messages will be sent but discarded. Default: 131072 */ MinBandwidth=10000000; /* Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. */ MaxBandwidth=2147483647; /* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 */ MaxMsgSend = 128; /* Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 */ MaxSizeGuaranteed = 1024; /* Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 */ MaxSizeNonguaranteed = 64; /* Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 */ MinErrorToSend = 0.0040000002; /* Users with custom faces or custom sounds larger than this size are kicked when trying to connect. Use this wisely as it can be the cause of alot of Join in Progress lag. 1600000 = 160k */ MaxCustomFileSize=0; // EOF
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