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pleinx

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Everything posted by pleinx

  1. Okay that means i cannot combine it right? Have to execute two times in my case?
  2. Thanks (again and again) for the quick-fix. Works perfectly! 🙂 Btw. a quick question. How was the syntax for only export specific data? C:\temp\ASA\asv\ASVExport.exe tribes tamed "C:\temp\ASA\TheIsland_WP\TheIsland_WP.ark" "C:\temp\ASA\export\" C:\temp\ASA\asv\ASVExport.exe tribes tamed "C:\temp\ASA\TheIsland_WP\TheIsland_WP.ark" "C:\temp\ASA\export\" ASVExport.exe is doing something for 1-2sec but not output. Its broken, deprecated or i'm doing something wrong?
  3. Okay damn. Something i did wrong in the past 😄 I'm using ASV on a Windows VM. But with linux would be great to save some ressources. I'll try it again. Can you DM you if i have troubles at some point?
  4. Oh is ASV now working >easy< under linux? You use proton/win?
  5. Thanks for your reply, @StevenB. I'm using the latest 5.0.0.10 version of ASV. I already wrote with Mirage. I think there are two problems: Export is not working correctly when in the targert directory already existing JSON-files. I exported last night 3pm and today 11.30pm. Only the Tribe JSON gets replaced. The other wasn't touched by ASV. I deleted now the JSON files and now i'm only in two (instead of three) tribes. So seems the first issue needs to be fixed and then he can research why i'm still in two tribes I hope its only a small thing mirage 🙂 🤞
  6. How you guys identify in which tribe is a player? I'm the admin of a server and have to join in different tribes. I read now the savegame and export ALL. In the ASV_Players.json and ASV_Tribes.json my character is in 3 different tribes right now. Its hard to figure out which is the current active tribe. Not get me wrong: for me as person its easy, i know it, but from code perspective 🙂 EDIT: Or @MirageUKcan you check again is your export-data correct? It looks like something get wrong. Because in the wrong tribe i have also the coords of the location of my real tribe. And in the real tribe my coords and inventory are empty, in the JSON.
  7. nvm export works well. A question: is it possible to export (not save from GUI) the different graphs?
  8. The Patch IS there 🙂 We did some tests and looks good! The Feature itself works, but the visual side seems not correct. Look at Alien structures, the other Tribe member should Login in: the timer still went down. But in the Background it seems resetting because after Server restart is everything fine. Timer was stored correcly
  9. Yeah, sadly... And the next problem: when players login, the timer still untouched. So no chance to keep the only one existing map clean for the new players. Hope they will fix it fast.
  10. The Patches are there btw. Enjoy updating. For now i cannot see a benefit related to the performance change they did. You?
  11. @Larkfields can you please confirm before i start a new post: When the server restarts, all decay timers are reset... for all structures and dinos. That means, in our case the server restarts daily 6am, structures and dinos will be never get destroyed and the map isn't free/clean for new players. Would be great if you can confirm this. Or anybody else. This needs fast to be fixed. EDIT: Tested two times.. timer getting reset 😕
  12. Good Morning. Same for me. I already asked 2 times in the WC DC #unofficial-setup-help chat to find players for a 5-10min session on our server to test the performance with higher counts of players. No chance... I'm thinking about to start a open Discord, where players can join and server owners can ask for a 5-10 time slot where people can join to check the performance. Idk if players will do. Yepp, that i already know from A:SE. There it was 2c per Instance. For A:SA the wiki says 4c/instance. Thats what i'm currently trying (affinity) i assigned 4 cores to the island server. But one of the cores already hits 90% usage with 7-8 players. Assigning another core doesn't really help, only when the server is saving the world it uses more cores than 4 i could observe. But it wasn't worthy. I test it on a benchmark server with a 210MB savegame. This server has also 4cores and he needs 1,8s to save the world. When i assigned 6cores it needs 1,65-1,7s. So isn't worth to assign more cores than 4. Thats not cool... that means the servers memory will strongly increase with more players? I knew that one player takes around 150mb while he is online/active on the server but that in general it sounds like to much if you say 17GB for just the island... what happend then on gen2/ragnarok/lost island? 🤯 I'm using currently proxmox to get rid of the old A:SE cluster. In the community we dediced to take it down because no one wants - after the A:SA release - continue the old game (makes sense). So in this time i decided to rent a new server (the 9900k one) and install proxmox on it to have: one VM with ubuntu: for the A:SE cluster (only with 3 cores assigned, because only 1-3 players will render there base until the end 1/1/2024 is the shutdown of this cluster) - Fun Fact: it works with 3 cores one VM with windows: because A:SA has no linux binaries for now. The docker/wine/proton solution i doesn't like, thats why i chosed a windows VM. Proxmox says only 1-3% losing of performance vs. a bare metal. What do you think? Is that maybe my issue? In general: what we awesome if you can observe a bit your server FPS and report it here. One thing what i could observe yesterday was: alle the 10 players currently really close together on the map. The new render-distance for A:SA is insane (positiv). My idea was that this could be maybe also the problem because every player can look the other base because the base is 90% rendered, also the dinos etc. Then a group of 4-5 players leaving their base and going into a cave. In this time the server fps was going to 28-30 (3-4 players still in the base, 4-5 in the cave). Is it maybe a problem with the new parameter? -AlwaysTickDedicatedSkeletalMeshes The wiki says: So, that means by default (without the parameter) is the optimization active or only if the parameter is set? I guess the first one, i dont need to add this start parameter, to get the benefit of more stable server fps, right?
  13. I did the same (ported from A:SE to A:SA) and works fine. Let us double check your start parameters and INI Start Parameters -AutoDestroyStructures GUS.ini DisableDinoDecayPvE=False DisableStructureDecayPVE=False PvPDinoDecay=False ;additional for PvP PvEStructureDecayDestructionPeriod=1 AutoDestroyStructures=True bDisableStructureDecayPvE=False OnlyAutoDestroyCoreStructures=True OnlyDecayUnsnappedCoreStructures=False FastDecayUnsnappedCoreStructures=True DestroyUnconnectedWaterPipes=True PvEStructureDecayPeriodMultiplier=2.5 AutoDestroyOldStructuresMultiplier=2.5 AutoDestroyDecayedDinos=True PvEDinoDecayPeriodMultiplier=3.0 Game.ini FastDecayInterval=259200 ; (3 days) These settings are for e.g. metal 40 days decay
  14. Ah okay 🙂 I'm really fighting with my self... i feel a bit stupid that at seems "hopeless" to improve the performance of the asa-servers. But i cannot give up and spend night for night more ours in this project. When i read other topics of this forum where owners have above 25-70 players at the same time online with a old CPU like i7 7700 or what ever, i really cannot believe that or i'm doing it totally wrong. So, every tip is helpful to me. Currently i'm thinking about to upgrade (again and again) the host machine to a Intel 12900K or a AMD Ryzen 9 3900/Ryzen 7 3700X to see how this CPU tackles the ASA-Server.
  15. Really no one like to share his experience to get more performance for hosting servers? Its mystery?
  16. Hrello together! 🙂 I want to start a exchange about server hosting from server owners. I'm currently trying everything to get the Server-FPS more stable while the players scaling with any success. Actually i'm coming from the linux world and changed to windows because of A:SA (the docker/wine/proton solution wasn't even better). So what i have done for now is to create a windows10-pro x64 VM (proxmox/qemu) machine to play a little bit with A:SA. The VM is assigned to the host CPU with all cores, no limits and RAID-0 NVME storages. Hardware Specs Intel, 9900K 8c/16t - Single-Performance 5GHz, rest of the cores has 4.7GHz Turbo-Boost Memory, 128GB DDR4 2667 MHz Storage, 2x 1TB NVMe in RAID 0 Netwrok, NIC 1 Gbit Intel I219-LM Server Specs Hx1.5 / Tx2.5 / Bx6, rest mostly like official No mods Currently running 4 instances of A:SA Servers (1 is public, rest just for testing performance things, but its doesn't matter if i stop them or not). On the public server the server-fps are really unstable: 1-3: no problems, around 30 FPS 4-6: around 20-25 FPS 7-9: around 15-18 FPS 10+: 10-15 FPS This seems not normal for a host-system like mine but whats your experience in this case? What i've tried to optimize on my windows server until now... disabled designs, beauties etc. set max performance mode (in control panel) disabled unnecessary services disabled hiberation disabled swap (pagesys) enabled high performance mode ofc latest driver and updates installed Currently i'm playing with CPU priority and affinity. I assigned 4 cores to one instance. It really doesn't matter if i assigne 4 or all 16 cores to the instance. The server-fps still bad. < 4 cores you can see a descrease of server-fps when more than 6-8 at the same time online. My goal is to handle more players. Is that not possible with my hardware or there are other tweaks. which i missed? Thanks in advance for any help. So collecting my questions again Whats your experience in terms of server-fps / players? Whats your using hardware and tweaks? Also the question: whats your plans about hosting a full cluster (12 maps) with the current RAM issue?
  17. But you have transfer and download disabled? PreventUploadSurvivors=True PreventUploadItems=True PreventDownloadSurvivors=True PreventDownloadItems=True PreventUploadDinos=True PreventDownloadDinos=True And still this attacks from SP?
  18. As you can read this thread: it seems you need nothing to add - its automatically enabled by default.
  19. Okay its enough to have -multihome=xx.xx.xx.xxx A Xbox Player could verify it and joined successfully.
  20. For everyone who has XBOX players on his servers, can you provide your start commands? I just rented a nitrado server to check what they will add for crossplay. Checkout those start parameters: -IP=94.242.202.220 -ServerIP=94.242.202.220 -multihome=94.242.202.220 -ServerPlatform=PC+XSX+WINGDK
  21. Hrello together! Somebody has already find out how-to enable crossplay on a A:SA server via steamcmd?
  22. Do you have the logs enabled? Maybe there is some information how the hacker gets the admin rights?
  23. Yepp, exactly the same Here around 11,5GB (Savegame File at 90mb) Players around 5-7 (its not Public promoted). Yeah true... they need more optimization on it. Currently i've no clue how to continue to host a full Cluster (12 Maps) with this high memory usage. And don't forget the Island is a small, not the populars map. I don't want to imagine what it's like for Gen2 or Ragnarok. If a Dedi Servers with 128GB RAM will not longer enough for Cluster, many Server owners (incl me) have to think about twice, how to continue private Hosting... Whats your plan? Or you just spend the Money on a 256GB RAM Server?
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