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Insane Limits (0.9.17.0 - 30-MAR-2015) + BFHL


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Originally Posted by LumPenPacK*:

 

Related to this post, it seems that Underslung weapons are missing in the BF4.def

 

showthread....ll=1#post87127*

 

 

[16:35:09 39] [insane Limits] Thread(enforcer): ERROR: could not find weapon U_AK12_M320_LVG in dictionary

[16:35:09 39] [insane Limits] Thread(enforcer): ERROR: could not find weapon U_CZ805_M320_HE in dictionary

[16:35:09 39] [insane Limits] Thread(enforcer): ERROR: could not find weapon U_CZ805_M320_LVG in dictionary

[16:35:09 39] [insane Limits] Thread(enforcer): ERROR: could not find weapon U_M16A4_M320_LVG in dictionary

.

.

.

.

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Originally Posted by PapaCharlie9*:

 

Related to this post, it seems that Underslung weapons are missing in the BF4.def

 

showthread....ll=1#post87127*

I need to fix that in Insane Limits. It should add those to its internal extension dictionary, but it isn't, thus the error.
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Originally Posted by Prostownik*:

 

Sorry buddy, but I just don't have time to support Linux. I barely have enough time to support Windows.

I want only config file with i have problem, it's so hard to put it here?

 

Becouse i see that you have problem to give me line where is create command for this file :/

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Originally Posted by PapaCharlie9*:

 

Can't get p.Tag working in limit, any suggestions or examples please?

You mean player.Tag? Works fine for me, what's the error?

 

BTW, there seems to be a general Battlelog networking issue that makes fetches fail. So check player.StatsError first. If there was an error during fetch, player.Tag will be the empty string.

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Originally Posted by ricardo1403*:

 

For me dauernt comes ne error message when BF4

 

[10:01:33 98] [insane Limits] ERROR: unable to dump information to file

[10:01:33 98] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:38 07] [insane Limits] EXCEPTION: : System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:38 07] [insane Limits] Extra information dumped in file InsaneLimits.dump

[10:01:38 07] [insane Limits] WARNING: unable to dump extra exception information.

[10:01:38 07] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:38 09] [insane Limits] ERROR: unable to dump information to file

[10:01:38 09] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:41 75] [insane Limits] ERROR: Limit #1 does not exist

[10:01:41 75] [insane Limits] ERROR: unable to dump information to file

[10:01:41 75] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:41 77] [insane Limits] ERROR: unable to dump information to file

[10:01:41 77] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:44 67] [insane Limits] EXCEPTION: : System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:44 67] [insane Limits] Extra information dumped in file InsaneLimits.dump

[10:01:44 67] [insane Limits] WARNING: unable to dump extra exception information.

[10:01:44 67] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

[10:01:44 67] [insane Limits] ERROR: unable to dump information to file

[10:01:44 67] [insane Limits] EXCEPTION: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

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Originally Posted by supermillhouse*:

 

You mean player.Tag? Works fine for me, what's the error?

 

BTW, there seems to be a general Battlelog networking issue that makes fetches fail. So check player.StatsError first. If there was an error during fetch, player.Tag will be the empty string.

Just turned on stats log to keep an eye on things, and yes I did mean player.Tag, my bad.

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

string port = server.Port;
string host = server.Host;

foreach (PlayerInfoInterface p in players)
  {
  if ((!plugin.isInList(p.Name, "Res")) && ((p.Tag != "SLAG") || (p.Tag != "SL4G")))...
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Originally Posted by supermillhouse*:

 

Nope, Plugin log when I join the server comes up as [sL4G] Supermillhouse

 

but in this code

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

string port = server.Port;
string host = server.Host;

foreach (PlayerInfoInterface p in players)
  {
//Change SLAG to your clan tag which probably all members have reserve slots anyway. This stops your clan members and any other clan friends in the "Res" list being added to the reward and them possibly later getting removed
  if ((!plugin.isInList(p.Name, "Res")) && ((p.Tag != "SLAG") || (p.Tag != "SL4G")))
    {
    plugin.ConsoleWrite(p.Tag);
    string dir = "Plugins\\BF4\\TempList_" +host+ "_" +port+ ".txt";
    if(File.Exists(dir))
      {
      string namecheck = File.ReadAllText(dir);
//    plugin.ConsoleWrite(namecheck);
      string[] tempnames = Regex.Split(namecheck, ", ");
      string templastitem = tempnames[tempnames.Length - 1];
      //stops the names being repeatedly entered in to the list every time it runs
      foreach (string tempname in tempnames)
        {
        string[] tempcont = tempname.Split(':');
        if (tempcont[0] == p.Name)
          {
          break;
          }    
        else if (tempname == templastitem)
          {
          //add new player
          plugin.ConsoleWrite("New Player");
          DateTime now = DateTime.Now;
          string datestring = now.ToString("d");
          string newlist = namecheck + ", " + p.Name +":" + datestring;
          File.WriteAllText(dir, newlist);
          }
        }
      }
    else
      {
      //create new temp file with player
      DateTime now = DateTime.Now;
      string datestring = now.ToString("d");
      string newlist = "Blank, "+p.Name +":"+ datestring;
      File.WriteAllText(dir, newlist);
      }
    }
  }
return false;
my clan is included.

 

FYI this is in the second check part

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Originally Posted by AgentHawk*:

 

Is it possible with this plugin to display some diffrent chat-blocks?

Like:

************************************************** **

************************************************** **

***************** THE ASYLUM *********************

***********http://theasylum.enjin.com****************

*********TS3=theasylum.enjinvoice.com*************

************************************************** **

************************************************** **

 

and after xyz seconds a nother chat-block with a diffrent text?

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Originally Posted by PapaCharlie9*:

 

Nope, Plugin log when I join the server comes up as [sL4G] Supermillhouse

Try writing a simplified test case.

 

Create a new limit OnSpawn.

 

Set first_check Expression to:

 

Code:

(true)
Set second_check Code to:

 

Code:

if (!String.IsNullOrEmpty(player.Tag) && limit.Activations(player.Name) > 1) return false;
String tag = "[" + player.Tag + "]";
String err = (player.StatsError) _ "(^b^1STATS ERROR^0^n) " : String.Empty;
plugin.ConsoleWrite("Tag check: " + err + tag + player.Name);
return false;
I just ran this on my server and I got tags for all the players I was expecting to get tags for.
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Originally Posted by PapaCharlie9*:

 

For me dauernt comes ne error message when BF4

Change your Procon settings.

 

Procon: Tools -> Options -> Plugins tab, Plugin security, Run plugins with no restrictions

 

If you already have that, make sure your Procon layer host has write permission for the entire Procon installation folder.

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Originally Posted by PapaCharlie9*:

 

Is it possible with this plugin to display some diffrent chat-blocks?

Like:

************************************************** **

************************************************** **

***************** THE ASYLUM *********************

***********http://theasylum.enjin.com****************

*********TS3=theasylum.enjinvoice.com*************

************************************************** **

************************************************** **

 

and after xyz seconds a nother chat-block with a diffrent text?

Yes.

 

If you would like help with that limit, post a request in the Insane Limits Request thread:

 

myrcon.net/.../insane-limits-requests

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Originally Posted by PrivateSmokey*:

 

Hi Papa, just been reading true this , Im looking for something very simple, but , can an admin call a map by name with this plugin.

Such as !parcelstorm sets Parcel storm as next map? or is there an alternative way or alternative Plugin to do this?

 

Thanks

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Originally Posted by PapaCharlie9*:

 

Yes.

 

If you would like help with that limit, post a request in the Insane Limits Request thread:

 

myrcon.net/.../insane-limits-requests

 

Hi Papa, just been reading true this , Im looking for something very simple, but , can an admin call a map by name with this plugin.

Such as !parcelstorm sets Parcel storm as next map? or is there an alternative way or alternative Plugin to do this?

 

Thanks

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Originally Posted by supermillhouse*:

 

Try writing a simplified test case.

 

Create a new limit OnSpawn.

 

Set first_check Expression to:

 

Code:

(true)
Set second_check Code to:

 

Code:

if (!String.IsNullOrEmpty(player.Tag) && limit.Activations(player.Name) > 1) return false;
String tag = "[" + player.Tag + "]";
String err = (player.StatsError) _ "(^b^1STATS ERROR^0^n) " : String.Empty;
plugin.ConsoleWrite("Tag check: " + err + tag + player.Name);
return false;
I just ran this on my server and I got tags for all the players I was expecting to get tags for.
Found it, this line allows all players to pass in to the if

 

Code:

if ((!plugin.isInList(p.Name, "Res")) && ((p.Tag != "SLAG") || (p.Tag != "SL4G")))...
oops

 

Changed to

Code:

if (!plugin.isInList(p.Name, "Res") && p.Tag != "SLAG" && p.Tag != "SL4G")...
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Originally Posted by jking54*:

 

I'm having a problem where I have this enabled and all set up on my one server where it's working fine, and then on my other where I freshly set it up, when I restart procon, for whatever reason it's always erroring with I have to accept the Privacy Policy, wtf is up with that, forcing me to go in and redo everything, which is really pissing me off.

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Originally Posted by IAF-SDS*:

 

I'm having a problem where I have this enabled and all set up on my one server where it's working fine, and then on my other where I freshly set it up, when I restart procon, for whatever reason it's always erroring with I have to accept the Privacy Policy, wtf is up with that, forcing me to go in and redo everything, which is really pissing me off.

Did you clone your settings from one server to the new one? If you did, then this is likely happening because you need to clone it using the steps shown here myrcon.net/...insane-limits-bfhl#entry30253
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Originally Posted by PapaCharlie9*:

 

I'm having a problem where I have this enabled and all set up on my one server where it's working fine, and then on my other where I freshly set it up, when I restart procon, for whatever reason it's always erroring with I have to accept the Privacy Policy, wtf is up with that, forcing me to go in and redo everything, which is really pissing me off.

Assuming you cloned your settings correctly, you don't have to re-enter your limits. Instead, select a different plugin before you enable Insane Limits. Like if you have Fail Log, select it so that it is highlighted, then click the checkbox next to Insane Limits to enabled it, without highlighting Insane Limits. You should still see the Settings/Details of Fail Log (or whatever) on the right hand panel. That will work around this known issue in Insane Limits.
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Originally Posted by _CH_PainGiver*:

 

I've found a "bug" in BF4 that if you start a map with vars.vehicleSpawnAllowed false and then you exec vars.vehicleSpawnAllowed true, it only spawns transport vehicles (bikes, quads, jeeps, etc).

 

The OnRoundOver relies on the procon trigger of roundover, but it triggers to late for what I'm trying to do.

 

I want to take advantage of this bug and build a Infantry and transport vehicle only server.

 

The issue is, the current map must end with vehicles off (when score list showing or seconds before round over), then on first spawn on new map, turn vehicles on.

 

OnRoundOver triggers too late for me to use it.

 

Unless there is actually a way of setting transport vehicles only, i need to above to work exactly like this for my to exploit this bug, if it is a bug.

 

 

Thanks in advance for helping me.

PG

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Originally Posted by PapaCharlie9*:

 

I've found a "bug" in BF4 that if you start a map with vars.vehicleSpawnAllowed false and then you exec vars.vehicleSpawnAllowed true, it only spawns transport vehicles (bikes, quads, jeeps, etc).

 

The OnRoundOver relies on the procon trigger of roundover, but it triggers to late for what I'm trying to do.

 

I want to take advantage of this bug and build a Infantry and transport vehicle only server.

 

The issue is, the current map must end with vehicles off (when score list showing or seconds before round over), then on first spawn on new map, turn vehicles on.

 

OnRoundOver triggers too late for me to use it.

 

Unless there is actually a way of setting transport vehicles only, i need to above to work exactly like this for my to exploit this bug, if it is a bug.

 

 

Thanks in advance for helping me.

PG

So first of all, how interesting! I might want to do something similar as well, as long as Battlelog doesn't show my server as Custom or Infantry only. Have you checked Battlelog?

 

Second, are you sure the only way to make this work is to end a round with vehicles disabled? Have you tried starting a round with vehicles enabled, and then disabling vehicles?

 

Third, if the disabling of vehicles must happen before OnRoundOver, the way you can do that in Insane Limits is with OnIntervalServer periodically checking how many tickets are left, that is, how close the round is to ending. It's easiest for Conquest or similar ticket count-down modes, but you can do it for any of the ticket-based modes.

 

For example, for Conquest or Dominatrion, you could set a limit to OnIntervalServer with an interval of 10 seconds. Set first_check to this Code:

 

Code:

(team1.RemainTickets() < 20 || team2.RemainTickets() < 20)
This means that second_check will be activated only when one of the teams has less than 20 tickets left. It might activate several times, but so what? That just means you disable vehicles several times before the round ends.

 

You can pick a longer interval and a higher ticket count, in case your rounds end rapidly, to give yourself some margin of error.

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Originally Posted by _CH_PainGiver*:

 

So first of all, how interesting! I might want to do something similar as well, as long as Battlelog doesn't show my server as Custom or Infantry only. Have you checked Battlelog?

I have not tested this, I have a bunch of other settings that is making it "Custom" - I would be interested to know if you find out.

 

Second, are you sure the only way to make this work is to end a round with vehicles disabled? Have you tried starting a round with vehicles enabled, and then disabling vehicles?

This is the only way I've found it to work. I tried numerous ways, this appears to be the only way to make it work. If you start a round with vehicles enabled and then disable all it does it make the vehicles not respawn after that are spent.

 

Third, if the disabling of vehicles must happen before OnRoundOver, the way you can do that in Insane Limits is with OnIntervalServer periodically checking how many tickets are left, that is, how close the round is to ending. It's easiest for Conquest or similar ticket count-down modes, but you can do it for any of the ticket-based modes.

I should have explained better. Once the server is populated and running real rounds and not less than 4 player warm up rounds it works fine. I have code checking tickets and when they get close to being done I disable vehicles. Then on first spawn in next round I enable them.

 

Here's the problem. In the warm up round it enables vehicles when the first person spawns. Once there's 4 or more players on the server its starts a "real" round. The problem is the warm up round doesn't have tickets so I can't disable vehicles before the next round in time.

 

I could make it so I check to see Tickets=400 and disable vehicles until one ticket disappears.... But that would mean the warm up round would have no vehicles and then one flag would be to be taken (small conquest) before vehicles would spawn.

 

If procon triggered round over right at the exact time the round ended this would work perfect, but it doesn't trigger that sometimes until the next map is almost loaded then my exploitation of the bug doesn't work.

 

Thanks for your quick reply!

 

PG

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Originally Posted by PapaCharlie9*:

 

Here's the problem. In the warm up round it enables vehicles when the first person spawns. Once there's 4 or more players on the server its starts a "real" round. The problem is the warm up round doesn't have tickets so I can't disable vehicles before the next round in time.

That's a good point.

 

How about just checking that there are more than 4 players before doing anything? Or better, if there are less than 6 don't do anything.

 

Code:

if (server.PlayerCount < 6) return false;
I made it
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Originally Posted by _CH_PainGiver*:

 

thanks again for your help. Here's how I accomplished it. Seems to be working perfectly, except if an admin manually advances a round while vehicles enabled.

 

OnIntervalServer 10 seconds:

 

Code:

if (server.RemainTickets(1) < server.StartTickets(1) || server.RemainTickets(2) < server.StartTickets(2)) 
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","true");
        plugin.ServerCommand("vars.vehicleSpawnDelay","2");
}
else
{
	plugin.SendGlobalMessage("Transport vehicles will spawn once round starts and either team captures a flag.");
}
return false;
When one teams tickets get less than 10, I turn off vehicles so the next round starts with vehicles off

 

OnInternalServer 10 Seconds.

 

Code:

if (server.RemainTickets(1) < 10 || server.RemainTickets(2) < 10) 
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","false");
}
return false;
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Originally Posted by PapaCharlie9*:

 

thanks again for your help. Here's how I accomplished it. Seems to be working perfectly, except if an admin manually advances a round while vehicles enabled.

 

OnIntervalServer 10 seconds:

 

Code:

if (server.RemainTickets(1) < server.StartTickets(1) || server.RemainTickets(2) < server.StartTickets(2)) 
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","true");
        plugin.ServerCommand("vars.vehicleSpawnDelay","2");
}
else
{
	plugin.SendGlobalMessage("Transport vehicles will spawn once round starts and either team captures a flag.");
}
return false;
When one teams tickets get less than 10, I turn off vehicles so the next round starts with vehicles off

 

OnInternalServer 10 Seconds.

 

Code:

if (server.RemainTickets(1) < 10 || server.RemainTickets(2) < 10) 
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","false");
}
return false;
You ought to check for >= 10 in the first limit, or else they might conflict with each other -- you might just be getting lucky at the moment that they execute in order. You can alternatively do it all in one limit like this:

 

Code:

if (server.RemainTickets(1) == server.StartTickets(1) && server.RemainTickets(2) == server.StartTickets(2))
{
	plugin.SendGlobalMessage("Transport vehicles will spawn once round starts and either team captures a flag.");
}
else if (server.RemainTickets(1) >= 10 && server.RemainTickets(2) >= 10)
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","true");
        plugin.ServerCommand("vars.vehicleSpawnDelay","2");
} 
else // one or both teams have less than 10 tickets
{
	plugin.ServerCommand("vars.vehicleSpawnAllowed","false");
}
return false;
BTW, the chat message is a bit spammy at 10 seconds. Could be annoying to players during warmup. There are a couple of different ways to space it out more, let me know if you want some additional code.
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Originally Posted by _CH_PainGiver*:

 

I have 5 weapon restricted servers and I'm using Insane Limits to limit various weapons restrictions. One fun thing I'd like to do it mention what number the person is that violated the rules and got kicked for. i.e.

 

"_CH_PainGiver was the 3,345th player to get kicked for using wrong weapon."

 

I'd like to share that number across all five servers. Anyway of storing/incrementing that data in a file that all five servers can share/update?

 

Thank you in advance.

 

PG

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Originally Posted by PapaCharlie9*:

 

I have 5 weapon restricted servers and I'm using Insane Limits to limit various weapons restrictions. One fun thing I'd like to do it mention what number the person is that violated the rules and got kicked for. i.e.

 

"_CH_PainGiver was the 3,345th player to get kicked for using wrong weapon."

 

I'd like to share that number across all five servers. Anyway of storing/incrementing that data in a file that all five servers can share/update?

 

Thank you in advance.

 

PG

It's possible, but tricky. Using a MySQL server would be better. Getting separate programs to coordinate read/writing a single file is not easy.
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Originally Posted by PapaCharlie9*:

 

I figured that. Can you please point me in the direction of examples using MySql code in IL?

 

Thanks in advance.

 

PG

Look at the source code for the Battlelog Cache plugin. That's what I always do.
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Originally Posted by kcuestag*:

 

Sorry if it has been asked before, but any idea what this error is and how to fix it?

 

[17:47:28 69] [insane Limits] Thread(fetch): DONE inserting 1 new players, 0 still in queue, took a total of 4 secs

[17:47:33 24] [insane Limits] ERROR: unable to append data to file C:\Rcon-Admin\ProCon\oaks\Logs/InsaneLimits/GUID5-7-13.log

[17:47:33 24] [insane Limits] EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Rcon-Admin\ProCon\oaks\Logs\InsaneLimits\GUID5-7-13.log'.

[17:47:38 83] AdaptiveServerSize: IDLE -> 66 players online. 0 players joining. Server size set to 64. Round started at 64.

[17:47:43 05] [insane Limits] ERROR: unable to append data to file C:\Rcon-Admin\ProCon\oaks\Logs/InsaneLimits/GUID5-7-13.log

[17:47:43 05] [insane Limits] EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Rcon-Admin\ProCon\oaks\Logs\InsaneLimits\GUID5-7-13.log'.

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Originally Posted by PapaCharlie9*:

 

Sorry if it has been asked before, but any idea what this error is and how to fix it?

It's some limit you have enabled. Search through all your limits looking for "GUID".

 

If you make a new folder called "InsaneLimits" in your procon/Logs folder, that error will probably go away.

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      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
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