We went for this specific solution in order to not put additional load on the server (and thus take up more of the available performance that can be better spent elsewhere).Īs this is an Experimental update, we are now in the evaluation phase with this solution, so please let us know if it helped to solve your persistence problems. While these measures do not prevent the creation of corrupted persistence files, they should serve well enough to mitigate the common issues of losing persistence. these Scheduled Backups can be used for manual persistence recovery / rollback.there is an option to support automatic recovery with additional Scheduled Backups of persistence (with the ability to set how many backups to keep/how often to make them).each Recovery Backup is still segmented into 12 sectors of the map (recommended number for Chernarus, can be adjusted for other terrains).the game determines if the files are saved correctly and always picks the latest files created that are also not corrupted at the same.each Recovery Backup is approximately 30 seconds newer than the previous one.all persistence files in the storage folder can now be set to create up to 8 Recovery Backups of persistence (3 set by default).Unfortunately, we can’t fully avoid that at this point, so we’ve introduced the following measures in the Experimental 1.01 update: Since the beginning of the new year, Raist, our programmer responsible for the Central Economy (one of his many specialities in the team!), has been busy introducing a new persistence backup solution.Īs you know, the game can corrupt the persistence files by crashes/other forms of ungraceful process termination. Persistence Recovery Backups & Scheduled Backups There’s still room for improvements, of course, so keep your feedback coming, we’ll do our best to try and accommodate new requests when and if possible. They will primarily help you get a better impression on where your players died and killed each ![]() We listen to your feedback, and with this new update, we introduce some changes to our server admin logs. You can change branches in the “properties” section of the server files.įor the 1.01 update specifics worth mentioning here, we’ve done some changes to the VoN Codec, so when moving your current Server Config to the new patch, be sure to change your _vonCodecQuality _value to 20. ![]() This is why, starting with the released today, we will enable the Experimental branch for the server files as well. It’s been a while since we’ve been in touch, partly because of the quite hectic end of the year, but we’re back today and we want to update you regarding changes coming towards you, starting with today’s 1.01 Experimental Update! Experimental Branch is now available to Server OwnersĪs your servers and the mods you are running require more and more individualisation, we wanted to give you a bit more time to adapt to changes happening with Stable platform updates. These should be useful for other server owners and some of their strategic decisions.Īs usual, we are sharing the full newsletter with everyone, server owner or not: We’re particularily thankful to see all of our questions we sent them answered in the Q&A section. We love this initiative and appreciate the value this increase in communication adds to the community. Experimental 1.01 Server Files, Persistence Backups & MoreĪfter a longer silence since releasing the first, second and third newsletter, the DayZ devteam shared the fourth update with DayZ server owners.
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