Origins Server?

i already lost you at the start...
and it does make NO difference if you are mexican or not... you just dont understand any sense of sarcasm i guess...
i dont have anything against you personally... just to make that clear...
but i rage if someone tells me i dont have added anything here... but the same guy is using my files for sure
and profits more of my one single file than i or others could ever profit of his whole filepack...
when i take a look how many people loaded my file only from RS before it made its way to the git...
then i would say more people are using my keyfile than your serverfiles... (never mind... dont care...)
i told you twice what problems you had in this files... but you havent cared...didnt want to hear it... and now whining and bitching around... yeah... if this is the way.. then go on...

the next time (an origins update will come sooner or later and signfiles will change) i will keep my damned files locked thats for sure... if this is all what you can tell about it...

hasta luego my mexican friend... ^^
You already told us you were taking your ball and going in!

CYA!
 
Ok new one here, don't think this has been discussed yet,

Quoted from DayZ Origins Wiki;

When raising humanity, you are forced to do more than just one of these. After you gain enough humanity from say killing zombies, you will stop gaining humanity. The same goes for Killing Dr. Ivan and giving medical help. It's presently unclear whether killing bandits will increase one's humanity. This is easily avoidable by switching up what you do: heal people, kill zombies and Ivan, and repeat.

This feature seems to be broken on my server. You can just mass kill zombies and you are given 300 humanity over and over without mixing up a combo of first aid inbetween....

Anyone else notice this?
 
Started to notice in the past couple days what people were saying about choppers not holding fuel.
Ours seem only to happen on the scrappy looking chopper. Can't confirm the others. Repair everything shown from the outside, but get in the chopper and it still shows red hull and fuel just pisses through.

Same thing on my server.
 
Trust me, that is not enought for more than 40-50 slots.
Im running an ever better CPU now and i can only have 55 players.

Can you tell me how you changed both loadingscreens on your server?

So why am I getting memory address allocation errors if it is the processor? Also please tell me what processor you are running that is more capable than mine. It might be time for an upgrade.

Yesterday afternoon I merged the server side files from the origins repo (@OriginsServer or whatever) and hit a peak of 68 last night. Server was running smooth as silk even in bylov (huge hotspot). I blame the broken body deletion in the original leak.

Anyways... the server did not crash once last night after I merged the changes over to live. It did however crash this morning. I took a look at the minidump file and nothing new was changed. For the hell of it, I opened up the bidmp file. It is a binary file so almost impossible to read. HOWEVER, I did come across this little string in the file.

(Binary gargbage removed)
Code:
7:19:40 "_key2 = CHILD:504:8e84923a:"  "_key2 = CHILD:504:8e84923a:" , ARRAY" stuf) REMOTE,_objectLevelC=2,_playerIDC=46514310,_passwordC=3190,_RealPass=3190_flagTo=1" =46514310,_passwordC=3190,_RealPass=3190_flagTo=1" "_key2 = CHILD:504:8e84923a:"


I looked and the last update in my object_data_updates_log table does not relate to this record. I believe the crash prevented the update from being sent.

I was skimming a bit more and came across this:

A raft with class "rth_raft" had its characterid set to "0". This seems very odd as I have never seen a vehicle have an owner before. In my experience this should always be set to NULL for non player placed objects.
 
Hey everyone, I have a pretty big problem, and I couldn't find any solutions. My server is extremly laggy compared to basic chernarus server. I have 15% cpu usage and 50 FPS server-side with 1 player on chernarus, but on origins I had 100% CPU usage and 1-5 FPS with only one player and AI and now I have 80% CPU usage and 50 FPS without AI ... I thought it was maybe due to the disabled zed emulation on the server, but I couldn't find anything on how to disable zed server-side ... Any ideas on how to reduce cpu usage ?
 
but on origins I had 100% CPU usage and 1-5 FPS with only one player and AI

Either you are attempting to run Origins with a Pentium 3 or something is very wrong with your server configuration.

Im running Dayz Origins Server on a Dual Core 3.6ghz. Most players Ive had online is 14 and my processor was sitting happily at around 40% usage.
 
So why am I getting memory address allocation errors if it is the processor? Also please tell me what processor you are running that is more capable than mine. It might be time for an upgrade.

Yesterday afternoon I merged the server side files from the origins repo (@OriginsServer or whatever) and hit a peak of 68 last night. Server was running smooth as silk even in bylov (huge hotspot). I blame the broken body deletion in the original leak.

Anyways... the server did not crash once last night after I merged the changes over to live. It did however crash this morning. I took a look at the minidump file and nothing new was changed. For the hell of it, I opened up the bidmp file. It is a binary file so almost impossible to read. HOWEVER, I did come across this little string in the file.

(Binary gargbage removed)
Code:
7:19:40 "_key2 = CHILD:504:8e84923a:"  "_key2 = CHILD:504:8e84923a:" , ARRAY" stuf) REMOTE,_objectLevelC=2,_playerIDC=46514310,_passwordC=3190,_RealPass=3190_flagTo=1" =46514310,_passwordC=3190,_RealPass=3190_flagTo=1" "_key2 = CHILD:504:8e84923a:"


I looked and the last update in my object_data_updates_log table does not relate to this record. I believe the crash prevented the update from being sent.

I was skimming a bit more and came across this:

A raft with class "rth_raft" had its characterid set to "0". This seems very odd as I have never seen a vehicle have an owner before. In my experience this should always be set to NULL for non player placed objects.
Im running Intel 4770, but i have alot of "0" as CharID too in my DB.

But how did you change both loadingscreens?
 
Either you are attempting to run Origins with a Pentium 3 or something is very wrong with your server configuration.

Im running Dayz Origins Server on a Dual Core 3.6ghz. Most players Ive had online is 14 and my processor was sitting happily at around 40% usage.
No its because the files on github are broken.
 
The CPU itself doesn't really matters in this case because it run perfectly smooth on chernarus ...
But it's a 1.9 Ghz dual core running linux, wich is capable of 30-40 slots.
 
Im running Intel 4770, but i have alot of "0" as CharID too in my DB.

But how did you change both loadingscreens?


Through the mission file. Description.ext
Code:
loadScreen = "bigt\bigt.jpg";

connect to my server and open up the cached mission file and you'll see it there.
 
No its because the files on github are broken.

I'm running Github files... Seems pretty stable to me, define "broken" ?!


The CPU itself doesn't really matters in this case because it run perfectly smooth on chernarus ...
But it's a 1.9 Ghz dual core running linux, which is capable of 30-40 slots.​
Hmm CPU is the heaviest resource used with Dayz, Official Hardware Requirements from DayZ site is;​
  • CPU: Modern Quad Core @ 2.0Ghz+ (CPU is the main bottleneck for an ArmA server, so the more powerful the better)
  • RAM: 8GB (RAM isn't a big issue in an ArmA server, so don't be overly concerned with having copious amounts)
  • Storage: 50GB+ HDD - 500 IOPS minimum. SSD or 15k RPM SAS is recommended.
  • Network: 100Mbps+ dedicated. Bandwidth cap must be at least 2TB or more.
  • Slots: All servers must be running at 40+ slots, or 30+ in areas where bandwidth is expensive and where permitted. (Usually reserved for developing countries or remote regions)
  • Operating System: Windows 2003, 2008, 2008 R2

 
Through the mission file. Description.ext
Code:
loadScreen = "bigt\bigt.jpg";

connect to my server and open up the cached mission file and you'll see it there.
ye but there is 2 screens right? one loading and one on the timer countdown.
Oh you havent changed that, sry.
 
The biggest bottleneck I have found with dayZ is the access speed to your database, so HDD access speed is key, as stupid as it sounds, making sure you regularly defrag your data drive. I hadn't run a defrag in 8 months until i started running a dayZ server.. Performance was improved and I now run it every night..

If you have a busy mySQL server this is worth a read over: http://stackoverflow.com/questions/3456159/how-to-shrink-purge-ibdata1-file-in-mysql (read to the last post !) I have a 4GB ibdata1 file and, on my production server, dare NOT do this yet. If is anything like any other database I have worked with it will be equivalent to an old school access compact and repair.. Again, I haven't tried or tested this so do so at your own peril :D TAKE BACKUPS FIRST !

Looking at those errors I would guess: The memory exception is just a crash, could be out of / can not access swap space. Or, the hive has crashed / leaked / run out of memory (more likely) the origins data handling has a lot less error handling and makes assumptions on the database IMHO, never a good option as there is always something that will work unexpectedly.. Always ! A lot of additions on an earlier version of dayZ with little care for longevity..?

Without really good error capture and thought to database access dayZ will stumble, warning you in the .rpt, then fall.. Nothing a good code tidy up, reduction of 99 players (please !?!) and stopping abusing the hive :)
 
So does anyone else have the Humanity issue I added earlier? Where zombies increase humanity continuously without the need to mix in first aid?
 
The biggest bottleneck I have found with dayZ is the access speed to your database, so HDD access speed is key, as stupid as it sounds, making sure you regularly defrag your data drive. I hadn't run a defrag in 8 months until i started running a dayZ server.. Performance was improved and I now run it every night..

If you have a busy mySQL server this is worth a read over: http://stackoverflow.com/questions/3456159/how-to-shrink-purge-ibdata1-file-in-mysql (read to the last post !) I have a 4GB ibdata1 file and, on my production server, dare NOT do this yet. If is anything like any other database I have worked with it will be equivalent to an old school access compact and repair.. Again, I haven't tried or tested this so do so at your own peril :D TAKE BACKUPS FIRST !

Looking at those errors I would guess: The memory exception is just a crash, could be out of / can not access swap space. Or, the hive has crashed / leaked / run out of memory (more likely) the origins data handling has a lot less error handling and makes assumptions on the database IMHO, never a good option as there is always something that will work unexpectedly.. Always ! A lot of additions on an earlier version of dayZ with little care for longevity..?

Without really good error capture and thought to database access dayZ will stumble, warning you in the .rpt, then fall.. Nothing a good code tidy up, reduction of 99 players (please !?!) and stopping abusing the hive :)
This is my MySQL server when there is 55 players online on one server.
mysqwlserver.png


I dont think we need to tweak mysql stuff atm.
 
This is my MySQL server when there is 55 players online on one server.
mysqwlserver.png


I dont think we need to tweak mysql stuff atm.

What are you using to monitor there ? A good example of repeating errors is to stop the mySQL service mid game :) Lag is extreme and crashes are inevitable. Have found this from debugging an endless loop when testing a crate update code..
 
Looking somesone who can show me how to set up data bases for dayz and origins, willing to pay for the education. Also if you do not wish to show me if you build it for me I will pay you for your time, thank you.
 
What are you using to monitor there ? A good example of repeating errors is to stop the mySQL service mid game :) Lag is extreme and crashes are inevitable. Have found this from debugging an endless loop when testing a crate update code..

that's htop, he's running a linux server. My guess is that defrag isn't an issue unless he's running a windows formatted volume.

If you are running a dedicated mysql server, you should change up your mysql.ini file so it takes advantage of more memory and threads.
 
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