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Sakura

Pathfinder
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Everything posted by Sakura

  1. Yes you can do that, make sure all the IP and port are configured in the servergrid.json and the 2nd server is pointing to the Redis database on the host machine.
  2. That is YOUR character. When you keep trying to reconnect when your character is transferring grid, you are basically cloning yourself over and over. Just kill it.
  3. Creatures over level 119 tamed, does not get any exp. If you want to have them level up, make sure they come out to 119 or under when tamed.
  4. You have no idea what you're talking about. Core speed matters a lot when you have populated servers. When you got 10 people only, you're right, that 9900k is wasted. But not everyone has only 10 players in their servers.
  5. Apparently, its calculating the entire grid for the 20 level 1 npc count, not just your own company.
  6. Except your 12c processor has crap for single threaded performance, which matters the most in Ark/Atlas.
  7. Yeah I don't think it will be very optimized either. Combining the pop of say 9 to 16 servers into 1
  8. Not even the same type of service. Nitrado is a game server provider, OVH is a dedicated server provider.
  9. we are running them on 4 dedicated server boxes, so the load is balanced. There are a few island with space available and we'll be going around removing empty claim flags this weekend
  10. Still need help with original fatal error
  11. Will include .dmp if a dev needs it
  12. I have never seen this crash before. Server loads up 100% and then it gets that fatal error. Fatal error! VERSION: 11.0 ShooterGameServer.exe!AShooterGameMode::ProcessTravelEntry() (0x00007ff64a7b67c5) + 12 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2029] ShooterGameServer.exe!AShooterGameMode::TickPendingSharedLog() (0x00007ff64a7ca50b) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shootergamemode.cpp:1752] ShooterGameServer.exe!AShooterGameMode::Tick() (0x00007ff64a7c80f6) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shootergamemode.cpp:5477] ShooterGameServer.exe!AActor::TickActor() (0x00007ff64b61c2ae) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:775] ShooterGameServer.exe!FActorTickFunction::ExecuteTick() (0x00007ff64b60383a) + 27 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:150] ShooterGameServer.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ff64b8951f6) + 31 bytes [h:\yarkupdate\engine\source\runtime\core\public\async\taskgraphinterfaces.h:871] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff64b11147d) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:939] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff64b11158e) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:680] ShooterGameServer.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ff64b11b129) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:1777] ShooterGameServer.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00007ff64b8a9475) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\ticktaskmanager.cpp:205] ShooterGameServer.exe!FTickTaskManager::RunTickGroup() (0x00007ff64b8ad432) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\ticktaskmanager.cpp:999] ShooterGameServer.exe!UWorld::Tick() (0x00007ff64b752a7e) + 20 bytes [h:\yarkupdate\engine\source\runtime\engine\private\leveltick.cpp:1224] ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff64b6f31c2) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\gameengine.cpp:1181] ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff64a2cd08b) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launchengineloop.cpp:2449] ShooterGameServer.exe!GuardedMain() (0x00007ff64a2c7d4d) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launch.cpp:140] ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff64a2c7daa) + 5 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] ShooterGameServer.exe!WinMain() (0x00007ff64a2cd97a) + 17 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff64c5a88cd) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ffb74ee8364) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffb776ce851) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffb776ce851) + 0 bytes [UnknownFile:0]
  13. 1. Your average population is less than 5 per server. 2. 0% of Residential connection have any protection against a direct ddos attack. In fact if you get ddosed on a residential connection, your isp might even drop you as a customer. 3. You got 1 server box running a bunch of services on it. Cool.
  14. You boast about having great hosting at home and no issue, but yet all your servers are mostly empty. You can run 100 instance of Ark servers / atlas servers when they are empty on any hardware with any sort of internet. I highly doubt you have any sort of anti-ddos protection or have the capacity to replace parts on the fly. Please stop suggesting people to buy their own hardware and host it off personal internet.
  15. We got our Live map working! https://www.atlasplayers.com
  16. Thank you for the kind words, we're still looking to expand to a 5x5 soon!
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