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[Myrcon] Procon 1.4.0.7 released


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Originally Posted by Phil_K*:

 

Hi.

 

Procon 1.4.0.7 is ready.

This version features a few bug fixes and is compatible to BF3 R-38 server.

 

Remember, since version 1.3.0.0 Procon uses .NET 3.5. Make sure you have that installed

before you use Procon. Procon 1.3.0.0 made smaller use of it so lower .Net could provide what was

needed. But since version 1.4.0.0 Procon will need the 3.5 tree for sure.

 

Because of this you should check which .NET is installed on your system.

To do so please refer to one of the following links:

In case you need the .NET you may try the check program as it points to the related web pages but you can also try http://www.microsoft.com/en-us/downl...ils.aspx_id=21.

 

Changelog

1.4.0.6 -> 1.4.0.7

  • bug fix: local plugin settings on a layer client were not saved to connection config
  • bug fix: new created connection was not saved if hide local plugin tab was disabled
  • bug fix: (potential) memory leaks (map tab)
  • bug fix: never ending loop situation on the connection level which raised cpu load
  • added compatibility for BF3 R-38 / EndGame

    • added new maps & modes to BF3.def
    • added new commands events / handlers for plugins
    • added rank to player list tab
    • added pinging all players triggered by admin.listPlayers
    • added ping display on player list tab
    • added rewrite of ping value 65535 to -1 in case a player is pinged right after joining
  • added features

    • added double click copy to clipboard of playername at the player list tab
    • added %player_name% replacement string to ban reasons. This is only replaced on bans, not on kicks!
  • changes

    • added some missing events for plugins
    • changed bannerUrl to 255 chars max (BF3)
    • updated GeoIP data and functions
    • changed naming of MySql.Data.dll in reference (mono related)
    • InGameAdmin: fixed bug where changing tban command word was not possible
    • added auto-cleanup of username on direct-2-gameserver connections

 

CBattlelogCache DB create command:

 

 

Code:

CREATE TABLE IF NOT EXISTS `playerstats` (
  `personaId` varchar(50) COLLATE utf8_bin NOT NULL,
  `playerName` varchar(32) COLLATE utf8_bin NOT NULL,
  `clanTag` varchar(8) COLLATE utf8_bin DEFAULT NULL,
  `overviewStats` longtext COLLATE utf8_bin,
  `weaponStats` longtext COLLATE utf8_bin,
  `vehicleStats` longtext COLLATE utf8_bin,
  `generalStatus` text COLLATE utf8_bin,
  `overviewStatsError` text COLLATE utf8_bin,
  `weaponStatsError` text COLLATE utf8_bin,
  `vehicleStatsError` text COLLATE utf8_bin,
  `timestampOverview` timestamp NULL DEFAULT NULL,
  `timestampWeapon` timestamp NULL DEFAULT NULL,
  `timestampVehicle` timestamp NULL DEFAULT NULL,
  `timestampClanTag` timestamp NULL DEFAULT NULL,
  PRIMARY KEY (`personaId`),
  UNIQUE KEY `playerName` (`playerName`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 COLLATE=utf8_bin;

 

 

 

 

Download

Procon 1.4.0.7*

 

 

If you are a first time user please, it is a good idea to first read the manual:

myrcon.net/.../procon-manual

 

Btw, as side effect of the release expect the forum to be slow for some time. :ohmy:

 

Greets

Phil.

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Originally Posted by kcuestag*:

 

If I were to manually update my Procon's Layer (Since my current hosting takes a while to reply to tickets), what files do I need to replace on the FTP?

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Originally Posted by Phil_K*:

 

Am i misreading it, but i can't find any mention of the updated frostbiteconnection.cs in this release?

It's that "connection level" thing.

 

If I were to manually update my Procon's Layer (Since my current hosting takes a while to reply to tickets), what files do I need to replace on the FTP?

Replace all files in the main level and make sure not to leave

a PRoCon.Core.* file in one of the plugin folders.

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Originally Posted by kcuestag*:

 

It's that "connection level" thing.

 

 

 

Replace all files in the main level and make sure not to leave

a PRoCon.Core.* file in one of the plugin folders.

I did that but now I can't connect, says the machine actively refused the connection. I made sure I also deleted those Procon.core.* files from the plugin folders.

 

Anything else I need to do to make it work?

 

Edit:

 

Nevermind, works now! Thank you Phil!!

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Originally Posted by PapaCharlie9*:

 

Where's the old 1.4.0.6 release post? I couldn't find it. I think the big red text about the username problem should be included in 1.4.0.7 also. It's still the #1 FAQ.

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Originally Posted by IAF-SDS*:

 

I just updated mine from 1.4.0.6 by clicking on TOOLS > Check for Update (in the upper right corner).

 

Phil, does 1.4.0.7 include the option to right click on a player's name to copy it for pasting into the reason field? I think you said you had added this and it would be in the next release, but Im looking and don't see it yet in 1.4.0.7. If it's not included in this version, please consider adding it to 1.4.0.8.

 

 

Also, I would recommend the following adjustment to be included in the next version of ProCon 1.4.0.8:

 

 

In STATS-LINKS tab add the following:

 

 

First Name and link is existing for Metabans.

Leave that one alone.

 

Second Name and Link to add

NAME: Cheat-O-Meter

LINK: http://www.team-des-fra.fr/CoM/bf3.p...=%player_name%

 

Third Name and Link to add

NAME: BF3stats.com

LINK: http://bf3stats.com/stats_pc/%player_name%/

 

 

I have made these adjustments manually into my ProCon 1.4.0.7 now as it makes it easy for admins to check out suspected cheaters by right clicking their name in ProCon.

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Originally Posted by Phil_K*:

 

Hi.

 

Phil, does 1.4.0.7 include the option to right click on a player's name to copy it for pasting into the reason field? I think you said you had added this and it would be in the next release, but Im looking and don't see it yet in 1.4.0.7. If it's not included in this version, please consider adding it to 1.4.0.8.

It's in but not as an option but a double click on the player. :ohmy:

Guess I have to update the change log the next days.

 

Also, I would recommend the following adjustment to be included in the next version of ProCon 1.4.0.8:

.

Well, that the first stats link goes to metaban is a suggestion.

You can delete it, add your own or rearrange them by changing the config any time you want.

 

Greets

Phil

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Originally Posted by IAF-SDS*:

 

Hi.

It's in but not as an option but a double click on the player. :ohmy:

Guess I have to update the change log the next days.

Phil

Very nice Phil.

 

I see it copies the player's name if you double click it.

 

Thanks!

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Originally Posted by Adama42*:

 

Potential bug report for you: We've experienced an odd issue upgrading our Procon layer server to 1.4.0.7. The application seemed to update OK -- when one connects to the layer server, it shows that the layer server is indeed running 1.4.0.7. However, our BF3.def file was still old, and didn't include new maps or gametypes from End Game as mentioned in the 1.4.0.7 patch notes.

 

Any idea why this might be? We do have "Include check for new game configs in updates" set to True in procon.cfg, although automatic updates are off (we trigger them manually).

 

All that said, having this patch available pre-release is great -- keep up the good work guys!

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Originally Posted by Phil_K*:

 

However, our BF3.def file was still old, and didn't include new maps or gametypes from End Game as mentioned in the 1.4.0.7 patch notes.

The update creates an "update.log". Check this to see why files aren't replaced.

The BF3.def file coming with 1.4.0.7 is the same which can be pulled via the check for updates.

 

But keep in mind it needs a Procon restart to be actively loaded.

Any way, you can load the latest BF3.def file from or copy it from you

local client. The latest file has a header line

Code:

//  (2013-03-10.01)
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Originally Posted by Decker*:

 

Hey Phil!

 

I wondered how you solved the issue with the ping data only being available for every player seperately through the player.ping command and the related traffic issues.

 

  • added pinging all players triggered by admin.listPlayers
Did you decide to send all a player.ping for all players each time an admin.listPlayers is requested by the client or is it somehow buffered to only refresh like once a minute or so? And if there's rcon clients connected to a layer will each one send their ping request through to the server or would they eventually get a buffered response to limit traffic?

 

Decker

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Originally Posted by HexaCanon*:

 

me and LumPenPacK are having an issue with procon massive lag, the discussion was started ...*.

 

- i have layers while LumPenPacK connects directly to the server

- i tried disabling all plugins and keeping IL + BL cache on and i still had the problem, yet i do not think that the issue is related to them i kept them on simply to see if i get errors like :

 

Code:

[21:45:54 99] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for indices_handle in getMapIndicesSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:47:55 52] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for info_handle in getServerInfoSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:47:55 52] [Insane Limits] Thread(fetch): DONE inserting 1 new players, 10 still in queue, took a total of 651 secs
[21:50:29 02] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for scratch_handle in fetch_thread_loop. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:52:29 03] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for plist_handle in fetch_thread_loop. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:54:29 56] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for list_handle in getMapListSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
- most likely the issue is caused by the ping command ? on console i get no response for ping command

Code:

[21:20:40] player.ping 0Goral0
[21:20:40] player.ping 12Ghost21
[21:20:40] player.ping AccusedKestrel3
[21:20:40] player.ping Afisz
[21:20:40] player.ping AgtSmitt
[21:20:40] player.ping atthacka
[21:20:41] player.ping B3CK2
[21:20:41] player.ping Benevolens
[21:20:41] player.ping BERNTINNATANNIEZ
[21:20:42] player.ping BlackOut6r
[21:20:43] player.ping Braincr4sh
[21:20:43] player.ping BroDawg72
[21:20:43] player.ping buddelzwerg
[21:20:43] player.ping C-4ear
[21:20:43] player.ping candonine
[21:20:43] player.ping CarlettoVercetti
[21:20:43] player.ping chrissi51992
[21:20:43] player.ping cma659
[21:20:43] player.ping Desperato
[21:20:43] player.ping Dieter80
[21:20:43] player.ping Ducknoodle
[21:20:43] player.ping elgicko
[21:20:43] player.ping EviLSacRificE
[21:20:43] player.ping F4-Phantom13
[21:20:43] player.ping Furygun911
[21:20:43] player.ping GER_Hawkeye
[21:22:40] player.ping herbikin
[21:24:41] player.ping Jagdfutzi
[21:26:41] player.ping Jimmy1702
[21:26:41] player.ping kafis_0079
[21:27:39] player.ping karrion
[21:29:04] player.ping kewlbuttonz
[21:30:44] player.ping Krezzii
[21:31:04] player.ping luke551PL
[21:33:05] player.ping -Mastofdead-
[21:34:04] player.ping mikeinie
[21:35:05] player.ping MrAdan
[21:37:06] player.ping N6762n
[21:37:06] player.ping nono3612
[21:37:24] player.ping opfer14
[21:39:55] player.ping OSL_HELiOS
[21:40:56] player.ping Pampanou
[21:41:55] player.ping pantrofl
[21:43:56] player.ping Pavel977
[21:44:04] player.ping pompomn
[21:45:56] player.ping R0seWh1te_TURK
[21:47:24] player.ping Redlska
[21:47:57] player.ping rhabarbertoast
[21:47:57] player.ping Roitman28
[21:50:30] player.ping RunzelPeter
[21:50:44] player.ping sear_de
[21:52:30] player.ping Seth-Silo
[21:54:05] player.ping SgtColdless
[21:54:31] player.ping sgtshift86
[21:56:31] player.ping Shadowhawk1981
[21:57:24] player.ping Skyl4b
end..
- i will try to gather more info hopefully when i have time tomorrow or Thursday.
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Originally Posted by Freezze*:

 

Hi and thank you for the awesome tool that Procon is. Thanks for all the hours you must put into such software and reading everyone's posts to help people like me.

 

I first noticed the update through my Procon layer yesterday and clicked the update to do, it restarted and seemed fine. Today I noticed my Procon layer stating it is running an older version being the 1.4.0.6 still, though when i check for updates it states it is up to date. Will this issue rectify itself or do i have a problem? Procon seems to be working fine apart from my xVotemap pluging does not work, though this has not worked since it was installed last week, which i cannot find a solution to myself as yet.

 

I have updated my Procon server on the hosts side which is running fine and states it is updated to 1.4.0.7.

 

Thank you again for this amazing tool, I wish my brain capacity was larger to use it to it's full potential!!

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Originally Posted by LumPenPacK*:

 

me and LumPenPacK are having an issue with procon massive lag, the discussion was started ...*.

 

- i have layers while LumPenPacK connects directly to the server

- i tried disabling all plugins and keeping IL + BL cache on and i still had the problem, yet i do not think that the issue is related to them i kept them on simply to see if i get errors like :

 

Code:

[21:45:54 99] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for indices_handle in getMapIndicesSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:47:55 52] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for info_handle in getServerInfoSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:47:55 52] [Insane Limits] Thread(fetch): DONE inserting 1 new players, 10 still in queue, took a total of 651 secs
[21:50:29 02] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for scratch_handle in fetch_thread_loop. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:52:29 03] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for plist_handle in fetch_thread_loop. Your net connection to game server may be congested or another plugin may be lagging Procon.
[21:54:29 56] [Insane Limits] Thread(fetch): EXCEPTION: Timeout(120 seconds), waiting for list_handle in getMapListSync. Your net connection to game server may be congested or another plugin may be lagging Procon.
- most likely the issue is caused by the ping command ? on console i get no response for ping command

Code:

[21:20:40] player.ping 0Goral0
[21:20:40] player.ping 12Ghost21
[21:20:40] player.ping AccusedKestrel3
[21:20:40] player.ping Afisz
[21:20:40] player.ping AgtSmitt
[21:20:40] player.ping atthacka
[21:20:41] player.ping B3CK2
[21:20:41] player.ping Benevolens
[21:20:41] player.ping BERNTINNATANNIEZ
[21:20:42] player.ping BlackOut6r
[21:20:43] player.ping Braincr4sh
[21:20:43] player.ping BroDawg72
[21:20:43] player.ping buddelzwerg
[21:20:43] player.ping C-4ear
[21:20:43] player.ping candonine
[21:20:43] player.ping CarlettoVercetti
[21:20:43] player.ping chrissi51992
[21:20:43] player.ping cma659
[21:20:43] player.ping Desperato
[21:20:43] player.ping Dieter80
[21:20:43] player.ping Ducknoodle
[21:20:43] player.ping elgicko
[21:20:43] player.ping EviLSacRificE
[21:20:43] player.ping F4-Phantom13
[21:20:43] player.ping Furygun911
[21:20:43] player.ping GER_Hawkeye
[21:22:40] player.ping herbikin
[21:24:41] player.ping Jagdfutzi
[21:26:41] player.ping Jimmy1702
[21:26:41] player.ping kafis_0079
[21:27:39] player.ping karrion
[21:29:04] player.ping kewlbuttonz
[21:30:44] player.ping Krezzii
[21:31:04] player.ping luke551PL
[21:33:05] player.ping -Mastofdead-
[21:34:04] player.ping mikeinie
[21:35:05] player.ping MrAdan
[21:37:06] player.ping N6762n
[21:37:06] player.ping nono3612
[21:37:24] player.ping opfer14
[21:39:55] player.ping OSL_HELiOS
[21:40:56] player.ping Pampanou
[21:41:55] player.ping pantrofl
[21:43:56] player.ping Pavel977
[21:44:04] player.ping pompomn
[21:45:56] player.ping R0seWh1te_TURK
[21:47:24] player.ping Redlska
[21:47:57] player.ping rhabarbertoast
[21:47:57] player.ping Roitman28
[21:50:30] player.ping RunzelPeter
[21:50:44] player.ping sear_de
[21:52:30] player.ping Seth-Silo
[21:54:05] player.ping SgtColdless
[21:54:31] player.ping sgtshift86
[21:56:31] player.ping Shadowhawk1981
[21:57:24] player.ping Skyl4b
end..
- i will try to gather more info hopefully when i have time tomorrow or Thursday.
Okay, after hours of testing and experimenting with procon I can tell you the following:

 

In my eyes these lags have nothing to do with the plugins. Plugins may not work correctly while procon has these lags but the plugins doesn't cause the lags.

 

Even with all disabled plugins and the default procon settings without any connected layer clients they are still existing. It's also not a problem of CPU usage. Without any running plugins, procon doesn't generate a high CPU usage or any CPU usage peaks.

 

After sending an admin chat message in procon it takes sometimes about 5 - 10 seconds until it's shown in chat tab...and I think I had these delays always while procon is spamming these ping commands. It seems to me that procon cannot process any other commands as long as these ping commands are not executed.

 

Now I've done a downgrade to procon 1.4.0.6 with the new BF3.def file...and....tada...no more delays.

 

Is there anyway to prevent those auto ping commands?

 

EDIT:

Another interesting aspect.

If I connect with procon 1.4.0.7 to a 1.4.0.6 layer the procon client is still sending ping commands to the console what generates again delays....

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Originally Posted by xFaNtASyGiRLx*:

 

Okay, after hours of testing and experimenting with procon I can tell you the following:

 

In my eyes these lags have nothing to do with the plugins. Plugins may not work correctly while procon has these lags but the plugins doesn't cause the lags.

 

Even with all disabled plugins and the default procon settings without any connected layer clients they are still existing. It's also not a problem of CPU usage. Without any running plugins, procon doesn't generate a high CPU usage or any CPU usage peaks.

 

After sending an admin chat message in procon it takes sometimes about 5 - 10 seconds until it's shown in chat tab...and I think I had these delays always while procon is spamming these ping commands. It seems to me that procon cannot process any other commands as long as these ping commands are not executed.

 

Now I've done a downgrade to procon 1.4.0.6 with the new BF3.def file...and....tada...no more delays.

 

Is there anyway to prevent those auto ping commands?

 

EDIT:

Another interesting aspect.

If I connect with procon 1.4.0.7 to a 1.4.0.6 layer the procon client is still sending ping commands to the console what generates again delays....

May I ask how many servers are you connecting to on your procon?

 

Do you run any local plugins?

 

I have the same lag issues as you.

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Originally Posted by LumPenPacK*:

 

May I ask how many servers are you connecting to on your procon?

 

Do you run any local plugins?

 

I have the same lag issues as you.

My layer server is only connected to one game server and 22 procon accounts. I have now disabled all admin accounts because it seems to be a problem with the spam of ping commands from every procon client which is delaying all other (more important) commands.

 

 

What do you mean with local plugins? After downgrading to 1.4.0.6 I can now enable again all my plugins without any problems.

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Originally Posted by xFaNtASyGiRLx*:

 

oh okay, I was just wondering if your procon lagged because you were connecting to too many servers like I do.

 

By local plugins- I meant, if you are running a plugin from your desktop like admin alerts or something so that you can hear/see alerts.

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Originally Posted by LumPenPacK*:

 

oh okay, I was just wondering if your procon lagged because you were connecting to too many servers like I do.

 

By local plugins- I meant, if you are running a plugin from your desktop like admin alerts or something so that you can hear/see alerts.

No, as I already said there is only one server connected but that's enough to break the complete functionality with these lags.

 

...and I don't use any local plugins.

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Originally Posted by PapaCharlie9*:

 

My layer server is only connected to one game server and 22 procon accounts.

Are you saying up to 22 clients may connect to one layer instance at the same time?

 

If so, that's very like the problem that the Procon guys are already aware of. Each client that connects to a layer may generate its own command for the player list, which generates ping commands for the number of players in the list. If you have a 64 slot server that is full, that could be (worst case) 22 x 64 ping commands every 30 seconds. It would be surprising if you didn't have lag in that situation.

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Originally Posted by LumPenPacK*:

 

Are you saying up to 22 clients may connect to one layer instance at the same time?

 

If so, that's very like the problem that the Procon guys are already aware of. Each client that connects to a layer may generate its own command for the player list, which generates ping commands for the number of players in the list. If you have a 64 slot server that is full, that could be (worst case) 22 x 64 ping commands every 30 seconds. It would be surprising if you didn't have lag in that situation.

Right, I have 22 procon accounts registered, but only about up to 8 accounts are connected at the same time. That was no problem before the last update.

 

But I think I have only just begun to understand how procon really works.... I always thought not every procon client send his own console commands to the server but rather the procon clients get all the same information about player list, ping etc at the same time from the layer that sends the commands to the server which means the amount of procon accounts should be no problem as long as the procon layer's connection can handle all the requests . Now, I my view on how procon works was wrong. Every client sends his own console commands to gather the informations about players, ping, etc..., right? That should explain why after the update all these ping commands from all procon accounts are causing these lags...mhh

 

Is it possible to modify the account privileges to prevent the executing of ping requests, maybe also other commands to improve the performance? Most of my admins don't care about players ping, they only want to read the chat to see if there are any problems on the server.

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    • 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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