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Nelson Sandalwood

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Posts posted by Nelson Sandalwood


  1. 3 minutes ago, Sakura said:

    That's a very weak processor. You can run 3x3 but you will crash the moment people start building. You need more ram. The single thread performance on that CPU is horrible and UE4 is very single thread intensive. 

    I don't know about the processor, but that single threaded idea is outdated, the atlas server process runs with over 20 active threads, not one.   Yes it has a main thread that is more relevant than others, but there are nearly 2 dozen threads running on that one process.


  2. 36 minutes ago, sloden94 said:

    We have similar issues with our player base. It would be great if we could section off pvp  areas and non pvp areas. That way if you want to engage in pvp you get a choice. Even if it was a grid option to have pvp on or off, that would be great.

    you can have some cells in the grid pvp and some pve if you want

     


  3. 47 minutes ago, TruWrecks said:

    My community has already committed mutiny and has given up.

    To be fair that is the player community as a whole, if your server doesn't give them what they want in a day they leave.  I run a RP PvP server, and it has been pretty much PvE behavior for 3 weeks then last week 2 fights happens and (not kidding) 70% of the player base left becasue they don't want PvP.  wtf?  Why join a server descried as PvP then? 

    My point is, don't try and run a server for the players, run it for your self, players will come and go.

    • Like 1

  4. 20 minutes ago, sloden94 said:

    Thanks for the update! My community is getting antsy but this will put my mind at ease for a bit.

    Yeah, it has been a long wait, but I am looking forward to ditching windows from my server box and migrating to an easily managed system.  Have you seen https://github.com/BoiseComputer/atlas-server-tools ?   it's a fork of https://github.com/FezVrasta/ark-server-tools with enhancements for Atlas.  


  5. 7 hours ago, Selune said:

    Hi.

    Quite same issue for me. I just have a 4 cores Xeon (64 GB RAM DDR4) and each process overflows each one core.

     

     

    The devs are aware of this and are working on it, windows also has a much much higher CPU usage that ARK, and it's the thread that generates the waves.  The same thread on Linux has a few issues, any way the point is the same people who fixed the save game bug are now looking at this CPU issue so it wont be long until it is sorted 🙂


  6. 5 hours ago, Dofolo said:

    To run my 3x2, I need ~30 to 35gb ram, and it eats 50 to 60% of a modern 4 core CPU.

    You're looking at 1 to 2 servers per 2 to 3ghz per core, mileage will vary based on CPU of course. and 4 to 6gb ram, per server.

    Going from there, to run a 5x5 you're looking at 25 servers; so ideally 12 to 24 cores + 25 * 6 gb ram. So with that you're going into (dual) CPU and high ram server hardware territory. So ram wise alone you need 150gb, whereas 200gb probably is more on the safe side as stuff spills over the 4 to 6gb as times goes on.

    yea, a 5x5 grid is too ambitious for 99% of us 🙂

     


  7. 5 minutes ago, Momo Ochita said:

    this doesn't help at all...

    just asking for some idea of build, if not possible 5x5 (how it's not possible?) even smaller like 4x4... no one want to take a ws/pc/server and spend money and after get something you can't use for what you bought for

    Ram is the killer.   Allow 6gb per grid to start and expect ti to grow as players use stuff and build things.  MAny well tell you to get intel i7, but they are wrong, go with a ryzen adn get twice as many cores. It will only make a difference if all your cores are maxed out, and by the time you max out all  cores on a ryzen the i7 has already melted so 🙂 

    But ram is the thing, each sector in a grid is like running a single ark server, not exactly but you get the idea, so you're wanting to run 25 ark servers on one machine, need lots of ram.


  8. 1 hour ago, sloden94 said:

     

    Thanks this gives me a good starting place to look.



    Well  I still recommend atlas server tools, https://github.com/BoiseComputer/atlas-server-tools

    upstart support, it's all scripts so can be called from cron to check for updates and will restart after crash, restart after downloading and installing updates etc, handled multiple servers with ease, like so

    atlasmanager start @all
    atlasmanager stop @a1
    atlasmanager make coffee @me  and so on 😉 

    I mean you could write your own, but this is linux, reusing other tools and open source is how we roll

     

    • Like 1

  9. 24 minutes ago, Selune said:

    Ok I understand but why I can't even make the server appear on Steam servers list ? I think I have an issue that others here don't have...

    As posted above by another check for loop-back nat setting, it is how your internal network will see a server thats also on the internal network that is using an external IP. 



    It's quite a complex thing, google is your friend 🙂 


  10. 11 minutes ago, Selune said:

    Ok I understand but why I can't even make the server appear on Steam servers list ? I think I have an issue that others here don't have...

    it's your network setup, firewall etc

     

    4 minutes ago, sloden94 said:

     

    If you are referring to me as the other poster. I can verify that my client connects and sees multiple grids.

     

    yes,  that part works for a most of us. Can you then save the server, stop it, restart it and load the saved game file adn carry on playing wit hall structures in place?  Thast the bit I have yet to see any linux server owner say is working for them.

    And if it does please share your magic 🙂 


  11. 7 minutes ago, Selune said:

    I tried it and that's right : this script is awesome. Very complete and secure.

    And you're right about the atlas server : its binary has issues the script cannot fix by itself... 😞

    The thing is, I don't believe the other poster has it ruining, I mean it will start adn run, but the save files still can't be used, and the only way  I can get mine to run on 18.04 is to install the hacked linbcurl3-4 and even then that was for v15, v16 wont run for me at all at the moment, so hopefully this gets fixed soon


  12. Just now, Selune said:

    It doesn't work neither...


    Yes it does, it works perfectly, it's  the linux server part that does not.  But atlas-server-tools it's self works properly, and is a great system for running servers, it is a fork of ark-server-tools that has worked perfectly for years now.  Really, you should use it.  use cron to update your servers and mods, perform backups, install or uninstall mods...

    these tools are not the problem 🙂


  13. 2 hours ago, sloden94 said:

    Not much of a linux guy but was able to get my 3x3 grid working. I was hoping one of you experienced scripters could assist me in a startup script.

    I remote SSH into my server so I think i need to use screen to detach so I can exit out safely. Is there a way I can use one script to start all 9 grids and then exit out of putty?

    Any help would be appreciated.

    Hi, use this here to run your servers 

    https://github.com/BoiseComputer/atlas-server-tools
     

    • Like 2

  14. 1 minute ago, Crash said:

     

    Well the potential is big, examples:

    - You have a grid 5x5 but want to have part of the grid as 'free for all' and have some reserved grids for the 'patreons' or sponsors. Capitalizing the server and this way improve server quality for those willing to split costs;

     

    - Another example, sharing part of the cluster (one grid for example) for mods/developers only in the whitelist where they are allowed to explore tests and other stuff without interference from the outside 'world';

     

    - Creation of special zones where tournaments are going to run, this way a simple grid would be open to whitelisted players to fight;

     

    etc... 😉


    Yep, I see that those are good examples.   I would need to look into how the server knows which server it is in the grid (I am assuming it does) but after that it would be fairly simple to add that info to it's request to the back end of my mod and then admins could block or allow at will. 🙂

     


  15. 37 minutes ago, Crash said:

    But could this be used on a single node (grid) on the cluster? 😉

    Like, if you don't belong to the whitelist then you will not be able to enter that specific grid..?

    I am curious as to why you would want that?  What is the use case?  It could be done via mods, with some changes to my mod https://steamcommunity.com/sharedfiles/filedetails/?id=1628872141 for example.  But I would need to understand why before I would consider doing it. 

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