Jump to content

BalanceServerSeeders (4.0.0.4 - 21-April-2014): Distribute server seeding players


ImportBot

Recommended Posts

  • Replies 327
  • Created
  • Last Reply

Top Posters In This Topic

Originally Posted by cobracdn*:

 

Not sure what I'm doing wrong here, but I'm still getting kicked (Idle too long) as the lone seeder. I've disabled Insane Balancer until I get this figured out.

My plugin settings are:

BSSsettings1.png

 

It does see me as a seeder, but I still get disconnected after about 5 minutes. I assume it's just the settings as others have it working.

Log:

[14:06:19 37] BalanceServerSeeders: Player count 1

[14:06:19 38] BalanceServerSeeders: Player list: ACC_Marcel

[14:06:19 38] BalanceServerSeeders: Checking player list for seeder ACC_Marcel

[14:06:19 38] BalanceServerSeeders: Checking for name match. (player , seeder): ACC_Marcel , ACC_Marcel

[14:06:19 38] BalanceServerSeeders: Seeder: ACC_MarcelTeam: 1, Current Score: 0,Minutes since last activity: 9.772158935,, status: Inactive

[14:06:19 38] BalanceServerSeeders: Checking player list for seeder SeederSoldier2

[14:06:19 38] BalanceServerSeeders: Checking for name match. (player , seeder): ACC_Marcel , SeederSoldier2

[14:06:19 39] BalanceServerSeeders: Player count - Team 1: 1, Team 2: 0, Team 1+2: 1, All:1

[14:06:19 39] BalanceServerSeeders: Counting inactive seeders for team 1

[14:06:19 39] BalanceServerSeeders: ACC_Marcel is inactive seeder on team 1

[14:06:19 39] BalanceServerSeeders: Counted 1 inactive seeders on team 1

[14:06:19 39] BalanceServerSeeders: Counting inactive seeders for team 2

[14:06:19 40] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[14:06:19 40] BalanceServerSeeders: Inactive Seeder count - Team 1: 1, Team 2: 0

[14:06:19 40] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[14:06:19 40] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod: 1

[14:06:49 78] BalanceServerSeeders: ---------

[14:06:49 81] BalanceServerSeeders: Player count 0

[14:06:49 81] BalanceServerSeeders: Player list:

[14:06:49 82] BalanceServerSeeders: Checking player list for seeder ACC_Marcel

[14:06:49 82] BalanceServerSeeders: Checking player list for seeder SeederSoldier2

[14:06:49 83] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[14:06:49 83] BalanceServerSeeders: Counting inactive seeders for team 1

[14:06:49 83] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[14:06:49 83] BalanceServerSeeders: Counting inactive seeders for team 2

[14:06:49 84] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[14:06:49 84] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[14:06:49 84] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[14:06:49 84] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod: 1

 

Also is there a limit to how many Seeders you can have in the list?

 

Cheers

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

Hey Cobra,

 

It looks like you have my plugin setup to give you the following kick reason

 

"You were kicked because you were idle and the server is populated"

 

Can you verify that this is the EXACT message you are getting when you get kicked? If so, then it probably is my plugin. If not, then it is probably some other plugin or server setting that is causing the kick.

 

As long as you have debug level set to 1 or higher, it should write a message to the plugin console telling you that my plugin is doing the kicking. I don't see any such message in the log section you posted. Perhaps next time you are on there alone, try setting the player-count and time limit down to something very low (like 1 minute and 1 player) and force my plugin to kick you to verify you see the correct reason and plugin-console messaging. Then set it back up to normal times/values and see if the behavior is the same or different.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by cobracdn*:

 

I did have the debug level at 10, so it seems the plugin did not kick me.

 

I'll try another test in the morning, we may have had another instance of ProCon running at the time of the above test by another admin in our clan. I've got everyone to shut theirs down so I can retest in the morning. I'll try your suggestions and report back.. Thanks for your reply.

Cheers

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by pulpbiggles*:

 

Wow, nice one. I've put insane balancer (0.0.10) on in the meantime as that seems to operate an idle kicker with a whitelist though at the moment I cannot seem to get the whitelist to work. However something that is a standalone idle kicker with whitelist functionality would be a massive win for me. If you need any support testing please just let me know. Thanks.

 

pulpbiggles:

Myriades was the guy that wrote an idle kicker that I used for a while. If you search his profile and posts he made in the plugins section you should find it. I think it was called CIdleKicker or something very close. I found it yesterday and read through the forum posts on it. The good news is that the plugin exists. The bad news is that it looks like some bugs were reported that might have never been addressed and Myriades hasn't been online for a year or more here.

 

So.... I was feeling industrious last night and started writing my own somewhat simple idle-kicker utiltity. I can re-use much of the code in my current plugin and adapt it I think. With any luck I'll get something out in the next few days. My intent is to publish it as a separate idle-kicker and NOT integrate it into the BalanceServerSeeders plugin.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by cobracdn*:

 

Hey Cobra,

 

It looks like you have my plugin setup to give you the following kick reason

 

"You were kicked because you were idle and the server is populated"

 

Can you verify that this is the EXACT message you are getting when you get kicked? If so, then it probably is my plugin. If not, then it is probably some other plugin or server setting that is causing the kick.

 

As long as you have debug level set to 1 or higher, it should write a message to the plugin console telling you that my plugin is doing the kicking. I don't see any such message in the log section you posted. Perhaps next time you are on there alone, try setting the player-count and time limit down to something very low (like 1 minute and 1 player) and force my plugin to kick you to verify you see the correct reason and plugin-console messaging. Then set it back up to normal times/values and see if the behavior is the same or different.

Tried again this morning. Set Player count to 1, set #of mins for seeder idle to 1. No other plugins running.

 

[05:55:54 13] BalanceServerSeeders: Player count 1

[05:55:54 13] BalanceServerSeeders: Player list: ACC_Marcel

[05:55:54 13] BalanceServerSeeders: Checking player list for seeder ACC_Marcel

[05:55:54 13] BalanceServerSeeders: Checking for name match. (player , seeder): ACC_Marcel , ACC_Marcel

[05:55:54 13] BalanceServerSeeders: Seeder: ACC_MarcelTeam: 1, Current Score: 0,Minutes since last activity: 5.59973695333333,, status: Inactive

[05:55:54 13] BalanceServerSeeders: Checking player list for seeder SeederSoldier2

[05:55:54 13] BalanceServerSeeders: Checking for name match. (player , seeder): ACC_Marcel , SeederSoldier2

[05:55:54 14] BalanceServerSeeders: Player count - Team 1: 1, Team 2: 0, Team 1+2: 1, All:1

[05:55:54 14] BalanceServerSeeders: Counting inactive seeders for team 1

[05:55:54 14] BalanceServerSeeders: ACC_Marcel is inactive seeder on team 1

[05:55:54 14] BalanceServerSeeders: Counted 1 inactive seeders on team 1

[05:55:54 14] BalanceServerSeeders: Counting inactive seeders for team 2

[05:55:54 14] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[05:55:54 15] BalanceServerSeeders: Inactive Seeder count - Team 1: 1, Team 2: 0

[05:55:54 16] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[05:55:54 16] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod: 1

[05:56:10 54] BalanceServerSeeders: Seeder ACC_Marcel set to offline

[05:56:24 48] BalanceServerSeeders: Updating team scores. Team 1 Score: 90, Team 2 Score:90

[05:56:24 56] BalanceServerSeeders: ---------

[05:56:24 56] BalanceServerSeeders: Player count 0

[05:56:24 57] BalanceServerSeeders: Player list:

[05:56:24 57] BalanceServerSeeders: Checking player list for seeder ACC_Marcel

[05:56:24 57] BalanceServerSeeders: Checking player list for seeder SeederSoldier2

[05:56:24 57] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[05:56:24 57] BalanceServerSeeders: Counting inactive seeders for team 1

[05:56:24 57] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[05:56:24 57] BalanceServerSeeders: Counting inactive seeders for team 2

[05:56:24 57] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[05:56:24 58] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[05:56:24 58] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[05:56:24 58] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod: 1

[05:56:39 93] BalanceServerSeeders Disabled =(

 

Just seems to show me going offline.

 

Procon Event list shows:

05:49:41 ACC_Marcel joined the server

05:51:20 killed ACC_Marcel [Death]

05:51:20 ACC_Marcel was moved to another team/squad by an admin

05:56:10 ACC_Marcel left the server

 

Battlelog shows "Game disconnected: you were idle for too long."

 

So it seems that the server is kicking me at the game servers setting of 300secs. All the plugin seems to be doing is moving me to squad 0 after the idle time (1min).

 

Cheers

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

cobra,

 

I think you are correct. It seems pretty clear that it isn't my plugin that is kicking you for being idle. From what you've posted I don't think we can tell if it is the game server itself of another plugin that is doing it. Obvious things to do are to double check the server settings, then if that isn't the problem to start checking/disabling other plugins until you find the source of the kick.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

pulp and anybody else that might care....... I've taken my first stab at that idle kicker. It's version 1.0.0.0 so a bit of buyer beware is in order. I did manage to do a fair bit of testing/watching it on a couple of different servers. It seemed to be working as expected, but I'd suggest watching it carefully for a little while after first activating it. Definitely run it in simulate_only mode for a few minutes first...

 

www.phogue.net/forumvb/showth...0-31-Dec-2012)*

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by CaptCourage*:

 

I have started using this plugin and followed the steps mentioned yet when I look at battlelog my 4 seeders do not show up as in-game players...Have I done something wrong...Isn't the idea to reflect that players are on the server when there really aren't any.

 

[15:28:41 34] BalanceServerSeeders: Updating team scores. Team 1 Score: 480, Team 2 Score:480

[15:28:41 54] BalanceServerSeeders: ---------

[15:28:41 54] BalanceServerSeeders: Player count 0

[15:28:41 55] BalanceServerSeeders: Player list:

[15:28:41 55] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 55] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[15:28:41 57] BalanceServerSeeders: Counting inactive seeders for team 1

[15:28:41 57] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[15:28:41 57] BalanceServerSeeders: Counting inactive seeders for team 2

[15:28:41 58] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[15:28:41 58] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[15:28:41 58] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[15:28:41 59] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod:1

 

Does this plugin rely on the names on the reserved slots list?

tnx

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

CaptCourage,

 

You appear to be mistaken. This plugin does not magically "create" the appearance of seeders on a server when they aren't really there. What it does do is to make sure that any seeders you really do put on the server are "balanced" so that they don't all end up on one team and make it even harder for your empty server to get populated.

 

This plugin does not rely on the reserved slots list. It has it's own list of players that you wish to designate as server seeders for balancing purposes.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by CaptCourage*:

 

CaptCourage,

 

This plugin does not magically "create" the appearance of seeders on a server when they aren't really there.

Ok....I am new to all of this kinda thing so please help me understand.

When you say seeders in the above quote...did you mean to say players?

Also could you please tell me how this plugin will attract players to your server. if your selected seeders do not show up as players in battlelog then how can it be effective?

Or is this plugin a kind of whitelist so that players nominated as seeders do not get kicked from the server. Sort of like kick idle player

 

Cheers

CC

 

P.S.

Does my plugin log reflect any errors ( the asterixes are really player names)

[15:28:41 34] BalanceServerSeeders: Updating team scores. Team 1 Score: 480, Team 2 Score:480

[15:28:41 54] BalanceServerSeeders: ---------

[15:28:41 54] BalanceServerSeeders: Player count 0

[15:28:41 55] BalanceServerSeeders: Player list:

[15:28:41 55] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 55] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Checking player list for seeder ********

[15:28:41 56] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[15:28:41 57] BalanceServerSeeders: Counting inactive seeders for team 1

[15:28:41 57] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[15:28:41 57] BalanceServerSeeders: Counting inactive seeders for team 2

[15:28:41 58] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[15:28:41 58] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[15:28:41 58] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[15:28:41 59] BalanceServerSeeders: Mode is NOT rush. Using balanceMethod:1

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

CaptCourage,

 

"Seeders" are indeed real player accounts that someone has logged into and connected to your game server. They are put there simply to help get the server started. Often/usually they may sit idle but connected to the server for extended periods of time (i.e. they are AFK much/most of the time).

 

Although this practice might help your server get started because it's player count is now a non-zero number, if the AFK players all end up stacked on one team it can have the opposite effect. If you have 3 AFK players on Team A and 3 "live" players on Team B the players on Team B will quickly get frustrated and leave.

 

This plugin simply makes sure that if you have 3 AFK players that are desginated (in advance) as seeders that they won't be stacked up all on one team. So when others join they are more likely to have a fair/interesting game environment.

 

In essence, it is a very narrowly focused team balancer (it only balances pre-designated players and only when they are AFK)

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Jaythegreat1*:

 

Just curious if there is a way to have different seeding methods based on player count for rush.

 

Say

> 16 players : defender gets the extra seeder

 

Seems like rush rounds go too quickly especially if you have an odd # of seeders. So it would make more sense to me to put the extra guy on attacker to make it harder for them to cap mcoms. Once you gain players... it should get progressively harder to defend.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

Just as an off the cuff thought (i.e. I haven't looked at the code again before I say this) it seems like this wouild be pretty easy.

 

Before I would actually work on something like that, I'd like to solicit more of thoughts/ideas on how this might work. Should it be implemented EXACTLY as you said? Or rather, what is the most appropriate/flexible way to accomplish the same idea but do it in a way that maximizes flexibility and usefulness to all.

 

In other words, I'm in the mood to do this..... would just like help figuring out the best approach and what to actually do!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Jaythegreat1*:

 

Understandable.. Conquest tends to do better when the extra seeder is on the higher ticket counts team. Of course on that setting, on Rush, the extra seeder always gets placed on defender, which isn't bad at say 32 players. But very low counts usually means a quick game.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

I seem to recall someone requesting that for Rush mode the extra seeder should always goto the defender. I think the idea was that when there is only 1 seeder and 1 real player it gave the real player something to do. Of course, the part I don't like about that is that it kinda facilitates a wee bit of stat padding depending on player counts to start the server.

 

Hmmm.... what is needed here?

 

Maybe a method #3 where you specify 3 variables/settings?

 

-- Variable 1: Player count threshold

-- Variable 2: Where admin wants extra seeder to go when player count is below threshold (team 1 or team 2 are the choices)

-- Variable 3: Where admin wants extra seeder to go when player count exceeds threshold (team 1 or team 2 are the choices)

 

Not sure I like this, but maybe that works__?

 

On second thought, that might work for a Rush mode only server, but I think it would have to detect rush mode (which it is already doing) and work differently for Rush only..... I need some kind of logic chart I think....

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

How about something like the following for user-inputs (with available choices in parentheses)....

 

 

Rush Mode Balancing Controls

- Player count threshold (0-64):

- Which team to put extra seeder below threshold population (Attackers/Defenders):

- Which team to put extra seeder above threshold population (Attackers/Defenders):

 

Non-Rush mode Balancing Controls

- Place extra seeder on team with (Higher ticket count/Higher player count):

 

Perhaps that would add just enough flexibility and also make it a little more obvious what logic is being used?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Jaythegreat1*:

 

I think that could work, I could understand the argument that the attacker needs something to do... but with 4 player start limit, that theory is kinda irrelevant since they get 0 points. Also say you only have 1 seeder, he's put on defense. So when the server goes live, the next player that joins more often than not joins attacker.. so then you have 3v1 until a 6th player joins.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

When I last had a server at my disposal, you could still start the server with just 1 player. I thought I read that they changed that, but I haven't faced it for some time now.

 

So.... should I run with the above idea? Or do you need additional/more flexibility?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by dyn*:

 

Personally, especially when at low pop, I would rather have a seeder on the attacker team. I want that game to last a long time to hopefully increase population. If, however, there are seeders on defender the attackers can plow over the defense and win easily thus ensuring a short round.

 

Dictating where to put the seeder account would be ideal.

 

Thanks!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Jaythegreat1*:

 

Fly,

 

Yes with Server Patch R34? I believe.. they made it you need 4 players for the server to start recording points. If it goes below 4 players.. it goes back into pre-round status.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

Thanks for the info. Amazing how fast you get out of touch of certain details if you aren't living the server-owner life everyday anymore.

 

I did start on the coding last night but ran into some bug that I couldn't figure out (and the trial and error way of debugging plugins isn't helping me find). Hopefully I'll get that figured out quickly and get something out. I do have another/new thought about possible logic for Rush mode.

 

Option 1) "Probably the simplest option"

Admin selects whether extra seeder goes to attackers or defenders for all rush mode situations

 

Option 2) "Possibly more complex than needed option"

Admin selects a server-population-count (lets say 10 players is selected). Admin can select whether extra seeder goes to attackers or defenders when player count is below this population. Admin can also select whether extra seeder goes to attackers/defenders when the player count is higher than the threshold. This seems more flexible (and a wee bit more complex to code) but it feels like it might be unneccessary complexity that wouldn't get used.

 

Option 3)

Admin selects where extra seeder goes when there is 1 or less real (non-seeders) players on the server: attacker/defender (default being defender)

Admin selects where extra seeder goes when 2 or more real players ARE present on the server: attacker/defender (default being attacker)

 

 

Any thoughts?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Flyswamper*:

 

Okie dokie then.... I've implemented option #1 as mentioned above.

 

New version uploaded and available in the opening post of this thread and the following was added to the changelog

 

3.3.0.0 4-Jan-2013

- Add ability for admin to select extra seeder going to attackers or defenders for Rush Mode

- Changed user input to be more intuitive (Player_Based or Ticket_Based, instead of method 1 or 2)

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Ike*:

 

I just now tried to do a little testing on the test server that Morpheus setup. Managed to connect and monitor it with ProCon but my copy of BF3 can't seem to stay connected to the server for more than a few seconds at a time. Not sure if it's my limited lodge/hotel internet or just that the server is in Aussie-land (or both). But... looks like I'll need to test on Pharbehind's server if that is ok...

Server is in Germany. :-)

 

Sent from my Nexus 7

* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by Flyswamper*:

 

Just realized that I uploaded version 3.3 but I failed to change the title of the opening post on this thread. So some people may have opened the thread and think they have the latest (when they don't).... No biggie... just fixing the oversight. If you got version 3.3.0.0 you have the latest/greatest...

* Restored post. It could be that the author is no longer active.
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.