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Latency Manager (1.0.1.16) January 2017


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Originally Posted by EBassie*:

 

Hey Zaeed,

 

may have found an issue with the kicks reported to the plugin console output when debug is on:

 

Code:

[17:30:14 26] Latency Manager: High average ping kick Fox1909 (1450)
[17:30:21 28] Latency Manager: High average ping kick Dany1952 (252)
[17:30:21 28] Latency Manager: High average ping kick abcJodk (309)
[17:30:21 28] Latency Manager: High average ping kick Fox1909 (1450)
[17:30:35 34] Latency Manager: High average ping kick Dany1952 (252)
[17:30:35 34] Latency Manager: High average ping kick abcJodk (309)
[17:30:35 34] Latency Manager: High average ping kick Fox1909 (1450)
[17:30:44 46] Latency Manager: High average ping kick Dany1952 (252)
[17:30:44 46] Latency Manager: High average ping kick abcJodk (309)
[17:30:44 46] Latency Manager: High average ping kick Fox1909 (1450)
[17:30:49 46] Latency Manager: High average ping kick Dany1952 (252)
[17:30:49 46] Latency Manager: High average ping kick abcJodk (309)
[17:30:49 46] Latency Manager: High average ping kick Fox1909 (1450)
[17:31:14 62] Latency Manager: High average ping kick Dany1952 (252)
[17:31:14 62] Latency Manager: High average ping kick abcJodk (309)
[17:31:14 62] Latency Manager: High average ping kick Fox1909 (1450)
[17:31:20 68] Latency Manager: High average ping kick Dany1952 (252)
[17:31:20 68] Latency Manager: High average ping kick abcJodk (309)
[17:31:20 68] Latency Manager: High average ping kick Fox1909 (1450)
[17:31:40 78] Latency Manager: High average ping kick Dany1952 (252)
[17:31:40 78] Latency Manager: High average ping kick abcJodk (309)
[17:31:40 78] Latency Manager: High average ping kick Fox1909 (1450)
[17:31:46 87] Latency Manager: High average ping kick Dany1952 (252)
[17:31:46 87] Latency Manager: High average ping kick abcJodk (309)
[17:31:46 87] Latency Manager: High average ping kick Fox1909 (1450)
[17:31:52 98] Latency Manager: High average ping kick Dany1952 (252)
[17:31:52 98] Latency Manager: High average ping kick abcJodk (309)
[17:31:52 98] Latency Manager: High average ping kick Fox1909 (1450)
[17:32:15 90] Latency Manager: High average ping kick Dany1952 (252)
[17:32:15 90] Latency Manager: High average ping kick abcJodk (309)
[17:32:15 90] Latency Manager: High average ping kick Fox1909 (1450)
[17:32:19 92] Latency Manager: High average ping kick Dany1952 (252)
[17:32:19 92] Latency Manager: High average ping kick abcJodk (309)
[17:32:19 92] Latency Manager: High average ping kick Fox1909 (1450)
[17:32:46 00] Latency Manager: High average ping kick Dany1952 (252)
[17:32:46 00] Latency Manager: High average ping kick abcJodk (309)
[17:32:46 10] Latency Manager: High average ping kick Fox1909 (1450)
[17:32:52 07] Latency Manager: High average ping kick Dany1952 (252)
[17:32:52 09] Latency Manager: High average ping kick abcJodk (309)
[17:32:52 09] Latency Manager: High average ping kick Fox1909 (1450)
[17:33:16 09] Latency Manager: High average ping kick Dany1952 (252)
[17:33:16 09] Latency Manager: High average ping kick abcJodk (309)
[17:33:16 09] Latency Manager: High average ping kick Fox1909 (1450)
[17:33:20 09] Latency Manager: High average ping kick Dany1952 (252)
[17:33:20 09] Latency Manager: High average ping kick abcJodk (309)
[17:33:20 09] Latency Manager: High average ping kick Fox1909 (1450)
[17:33:47 29] Latency Manager: High average ping kick Dany1952 (252)
[17:33:47 29] Latency Manager: High average ping kick abcJodk (309)
[17:33:47 29] Latency Manager: High average ping kick Fox1909 (1450)
[17:33:52 29] Latency Manager: High average ping kick Dany1952 (252)
[17:33:52 29] Latency Manager: High average ping kick abcJodk (309)
[17:33:52 29] Latency Manager: High average ping kick Fox1909 (1450)
[17:34:17 43] Latency Manager: High average ping kick Dany1952 (252)
[17:34:17 43] Latency Manager: High average ping kick abcJodk (309)
[17:34:17 43] Latency Manager: High average ping kick Fox1909 (1450)
[17:34:20 40] Latency Manager: High average ping kick Dany1952 (252)
[17:34:20 40] Latency Manager: High average ping kick abcJodk (309)
[17:34:20 40] Latency Manager: High average ping kick Fox1909 (1450)
[17:34:47 56] Latency Manager: High average ping kick Dany1952 (252)
[17:34:47 56] Latency Manager: High average ping kick abcJodk (309)
[17:34:47 56] Latency Manager: High average ping kick Fox1909 (1450)
[17:34:51 64] Latency Manager: High average ping kick Dany1952 (252)
[17:34:51 64] Latency Manager: High average ping kick abcJodk (309)
[17:34:51 64] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:08 00] Latency Manager: High average ping kick Dany1952 (252)
[17:35:08 00] Latency Manager: High average ping kick abcJodk (309)
[17:35:08 00] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:19 04] Latency Manager: High average ping kick Dany1952 (252)
[17:35:19 04] Latency Manager: High average ping kick abcJodk (309)
[17:35:19 07] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:21 12] Latency Manager: High average ping kick Dany1952 (252)
[17:35:21 12] Latency Manager: High average ping kick abcJodk (309)
[17:35:21 12] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:24 23] Latency Manager: High average ping kick Dany1952 (252)
[17:35:24 23] Latency Manager: High average ping kick abcJodk (309)
[17:35:24 23] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:48 35] Latency Manager: High average ping kick Dany1952 (252)
[17:35:48 35] Latency Manager: High average ping kick abcJodk (309)
[17:35:48 35] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:52 35] Latency Manager: High average ping kick Dany1952 (252)
[17:35:52 35] Latency Manager: High average ping kick abcJodk (309)
[17:35:52 37] Latency Manager: High average ping kick Fox1909 (1450)
[17:35:56 37] Latency Manager: High average ping kick Dany1952 (252)
[17:35:56 37] Latency Manager: High average ping kick abcJodk (309)
[17:35:56 37] Latency Manager: High average ping kick Fox1909 (1450)
[17:36:06 40] Latency Manager: High average ping kick Dany1952 (252)
[17:36:06 40] Latency Manager: High average ping kick abcJodk (309)
[17:36:06 40] Latency Manager: High average ping kick Fox1909 (1450)
[17:36:19 79] Latency Manager: High average ping kick Dany1952 (252)
[17:36:19 79] Latency Manager: High average ping kick abcJodk (309)
[17:36:19 79] Latency Manager: High average ping kick Fox1909 (1450)
[17:36:26 65] Latency Manager: High average ping kick Dany1952 (252)
[17:36:26 65] Latency Manager: High average ping kick abcJodk (309)
[17:36:26 65] Latency Manager: High average ping kick Fox1909 (1450)
It keeps repeating earlier kicks over and over again with new time stamps.

Those players never re-entered the server again and did not get kicked on those timestamps.

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Originally Posted by xcal*:

 

i keep getting this message

 

The Lag Manager plugin has an update available. Visit for more information

 

do not know how to fix it ..

 

latency manager version 1.0.0.1

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Originally Posted by HexaCanon*:

 

i keep getting this message

 

The Lag Manager plugin has an update available. Visit for more information

 

do not know how to fix it ..

 

latency manager version 1.0.0.1

and the new version is 1.0.1.0, which you can download from the main post.
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Originally Posted by IAF-SDS*:

 

We should have discussion about Ping in general, if you guys don't mind.

 

I may be wrong here, but I believe there is major misunderstanding amongst players who automatically conclude that a higher ping lags a server.

 

Please correct me if Im wrong, but in articles about this very thing that I have read over the years, PING does not necessarily lag a server. A high ping normally only affects the player experiencing the high ping, and the other players do not suffer in lag from his high ping. A player with high ping may give the impression that the server is lagging, however, because if his ping is high enough, he will skip or otherwise interfere with the timing of bullet hits from players.

 

In other words, just because a player has a 250 or 300 ping, it doesn't mean the server will lag, but only give the perception that the high pinger is lagging. But with BF3, it actually handles things differently than I have seen with other games, and you don't notice a high pinger is lagging the way you would in another game.

 

The only time I've seen excessive ping appear to affect the stability of a server is when a lot of players in the server are experiencing huge fluctuations in ping, jumping from 200 to 700, then back to 300, then to 900, and so on. This is the only time I believe I have seen a server affected noticeably, when a lot of players are experiencing such fluctuations. Of course, usually when you see fluctuations of this magnitude, I have discovered it was a result of a DDOS attack or some other attack on the server.

 

 

 

So let's start talking about this and the misunderstandings about ping and lag that exist, because if I have it wrong and all of these articles I've read are wrong, I want to know.

 

Granted, I believe opinions on this differ so much because of a perpetuate myth, that I can actually find opinions in complete contradiction to each other about ping.

 

Who is a ping expert here who can enlighten us, or at least me, on whether or not a specific player's high ping actually lags a server and thus the rest of the players (I believe it does not), or if it's just a perpetuated misperception or myth that exists amongst some players?

 

 

 

If I were to limit ping, I would probably set mine to 400. In other games, 400 allowed for the occasional ping spikes experienced by players; however this plugin is awesome and actually takes the player's ping averages to determine a number, so it might make sense to go with 300 probably with this plugin. Of course, this is all dependent in our discussion about ping here.

 

Conversely, if we determine your typical higher pings from players who are located far away from the server (not DDOS attacks that cause fluctuations in pings) do not necessarily or typically lag a server (which I believe from what I've read they do not), it still might make sense to limit pings to a number for the sake of having a perception of a level playing field between players (although BF3 handles things in such a manner players can hardly ever notice if another player is lagging, which then begs the question if we should just limit pings to ease players who complain about ping, even though they may be wrong about ping lagging a server).

100% agree to that. People tend to think that 1 player with a ping of 200 or higher will make all other players and the whole server lag, however this is not the case. As you've mentioned, the only real time excessive ping should affect all player's gameplay is when a large group of players are experiencing huge differences in ping (ping "jumping" around like you've mentioned), which would often be caused by the server itself lagging (where kicking the players wouldn't really help).

 

Setting the ping-limit to 400 seems fair to me, I would have chosen a similar value. Speaking from personal "experience", a ping of 200 or 250 can happen quite often and does not really affect my gameplay or the one from others significantly. Thus, I'd say a pinglimit of 200 might be too low.

Thanks Morpheus for confirming your understanding about high ping generally not lagging a server.

 

Players sure like to keep this myth going.

 

 

 

Does anyone believe Morpheus and I are wrong about a player's stable high ping not causing servers to lag as we discuss in the two quotes above?

 

In the spirit of having a discussion about ping, if you disagree with us, please tell us why, because I want to make sure we got this right since the majority of people seem to believe high ping causes everyone in the server to lag.

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Originally Posted by HexaCanon*:

 

Thanks Morpheus for confirming your understanding about high ping generally not lagging a server.

 

Players sure like to keep this myth going.

 

 

 

Does anyone believe Morpheus and I are wrong about a player's stable high ping not causing servers to lag as we discuss in the two quotes above?

 

In the spirit of having a discussion about ping, if you disagree with us, please tell us why, because I want to make sure we got this right since the majority of people seem to believe high ping causes everyone in the server to lag.

player ping wont lag a server, but i dont want to play against a 300ms player who requires 31 bullets to die.
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Originally Posted by Zaeed*:

 

player ping wont lag a server, but i dont want to play against a 300ms player who requires 31 bullets to die.

Agreed, I think it's more of a case of a player that plays against a lot of high ping players, they mistake issues with client side hit detection with general server lag.

 

However it would be an interesting test to have a 64 player server full of 300+ pings and see what happened.

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Originally Posted by dyn*:

 

I don't understand all this talk.

 

Everyone agrees that hit detection in BF3 is done client side yet people go on to say that hitting a player with high ping is problematic. How can this be the case if hit detection is done client side? What everyone is agreeing on doesn't make logical sense knowing that client side hit detection is on your computer.

 

It's my understanding that no matter what someone's ping is you'll be able to hit them since THEIR hit box is ON YOUR computer (like we all agree); not theirs. Ping only affects their interaction with you since they'll be able to hit you when, on your screen, it shows that you're behind cover. However, on their screen you're still visible. Now also the same is true in reverse: You'll be able to hit them when on their screen they're behind cover, but on yours they're still visible.

 

If the above is true, I would argue that ping only really matter when jumping in and out of cover. If you're just playing on a conquest large server slugging it out ping won't have as big of an impact like it would on a close quarters server where you're constantly turning corners and jumping behind shit.

 

PS: Just so there is no confusion here i'm talking about ping and not packet loss which will cause your guy to shoot all over the place. The two do not necessarily go hand in hand.

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Originally Posted by kcuestag*:

 

Zaeed, with this latest version, I'm having same issues as HexaCanon on the previous page, 2 players being kicked over and over according to the debug monitor even though those players are no longer on the server LOL:

 

Code:

[00:22:21 96] Latency Manager: High average ping kick chumcannon (224)
[00:22:22 98] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:22 98] Latency Manager: High average ping kick chumcannon (224)
[00:22:30 07] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:30 07] Latency Manager: High average ping kick chumcannon (224)
[00:22:30 07] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:30 07] Latency Manager: High average ping kick chumcannon (224)
[00:22:39 20] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:39 20] Latency Manager: High average ping kick chumcannon (224)
[00:22:45 28] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:45 28] Latency Manager: High average ping kick chumcannon (224)
[00:23:00 49] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:00 49] Latency Manager: High average ping kick chumcannon (224)
[00:23:09 62] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:09 62] Latency Manager: High average ping kick chumcannon (224)
[00:23:22 80] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:22 80] Latency Manager: High average ping kick chumcannon (224)
[00:23:22 80] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:22 80] Latency Manager: High average ping kick chumcannon (224)
[00:23:30 91] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:30 91] Latency Manager: High average ping kick chumcannon (224)
[00:23:40 04] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:40 04] Latency Manager: High average ping kick chumcannon (224)
[00:23:46 12] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:46 12] Latency Manager: High average ping kick chumcannon (224)
[00:24:01 33] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:01 33] Latency Manager: High average ping kick chumcannon (224)
[00:24:10 46] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:10 46] Latency Manager: High average ping kick chumcannon (224)
[00:24:16 54] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:16 54] Latency Manager: High average ping kick chumcannon (224)
[00:24:17 82] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:17 82] Latency Manager: High average ping kick chumcannon (224)
[00:24:17 82] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:17 82] Latency Manager: High average ping kick chumcannon (224)
[00:24:31 75] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:31 75] Latency Manager: High average ping kick chumcannon (224)
[00:24:40 88] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:40 88] Latency Manager: High average ping kick chumcannon (224)
Any ideas?
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Originally Posted by PapaCharlie9*:

 

Everyone agrees that hit detection in BF3 is done client side yet people go on to say that hitting a player with high ping is problematic. How can this be the case if hit detection is done client side? What everyone is agreeing on doesn't make logical sense knowing that client side hit detection is on your computer.

This is all speculation, but the client-side hit detection can't be as simple as if bullet(x,y,z) == target(x,y,z) then hit. It has to account for latency, or else you will have the opposite issue of players dying from bullets that wrap around corners, because high latency player thinks he is around the corner, but the low latency client thinks that he's still in the open -- like you said, the cover scenario. Too many people dying when they are "sure" they are safe will lead to thinking about hacks, etc.

 

The client must do what most real-time simulations do when updates are lagging -- it synthesizes location updates. That is, it guesses at where the high latency player is locally and corrects when an actual location comes in. Thus, rubber-banding.

 

My hypothesis is that the game server adjudicates the result of the hit, in case some actual location updates have invalidated the client's assertion of a hit. In other words, the client detects the hit, the game server kills the player. You can see in the "high ping" videos that people post that from the "fast" client's point of view, hits register and blood splatters against a high ping player, but the high ping player doesn't die.

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Originally Posted by Zaeed*:

 

Zaeed, with this latest version, I'm having same issues as HexaCanon on the previous page, 2 players being kicked over and over according to the debug monitor even though those players are no longer on the server LOL:

 

Code:

[00:22:21 96] Latency Manager: High average ping kick chumcannon (224)
[00:22:22 98] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:22 98] Latency Manager: High average ping kick chumcannon (224)
[00:22:30 07] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:30 07] Latency Manager: High average ping kick chumcannon (224)
[00:22:30 07] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:30 07] Latency Manager: High average ping kick chumcannon (224)
[00:22:39 20] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:39 20] Latency Manager: High average ping kick chumcannon (224)
[00:22:45 28] Latency Manager: High average ping kick PhoenixChen (360)
[00:22:45 28] Latency Manager: High average ping kick chumcannon (224)
[00:23:00 49] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:00 49] Latency Manager: High average ping kick chumcannon (224)
[00:23:09 62] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:09 62] Latency Manager: High average ping kick chumcannon (224)
[00:23:22 80] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:22 80] Latency Manager: High average ping kick chumcannon (224)
[00:23:22 80] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:22 80] Latency Manager: High average ping kick chumcannon (224)
[00:23:30 91] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:30 91] Latency Manager: High average ping kick chumcannon (224)
[00:23:40 04] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:40 04] Latency Manager: High average ping kick chumcannon (224)
[00:23:46 12] Latency Manager: High average ping kick PhoenixChen (360)
[00:23:46 12] Latency Manager: High average ping kick chumcannon (224)
[00:24:01 33] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:01 33] Latency Manager: High average ping kick chumcannon (224)
[00:24:10 46] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:10 46] Latency Manager: High average ping kick chumcannon (224)
[00:24:16 54] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:16 54] Latency Manager: High average ping kick chumcannon (224)
[00:24:17 82] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:17 82] Latency Manager: High average ping kick chumcannon (224)
[00:24:17 82] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:17 82] Latency Manager: High average ping kick chumcannon (224)
[00:24:31 75] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:31 75] Latency Manager: High average ping kick chumcannon (224)
[00:24:40 88] Latency Manager: High average ping kick PhoenixChen (360)
[00:24:40 88] Latency Manager: High average ping kick chumcannon (224)
Any ideas?
yep. I have EB testing a new version now.. If all goes to plan, it'll be good to go tomorrow.. I think it's just getting confused about who's in the server.. No biggie
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Originally Posted by EBassie*:

 

Zaeed, any chance the new update will make it on time today? It's driving my debug monitor nuts haha.

After 16 hours of testing the problem seems solved, so I guess there will be no problem for Zaeed to publish it.

Unless... something else comes up :ohmy:

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Originally Posted by Zaeed*:

 

Just uploaded the latest version.

 

The bug fix is there, and I also sorted the country list drop down menu.

 

This will be the last update to the plugin, unless there are any bugs found.

 

Future development will come under a paid scheme, once I have the requests implemented.

 

Stay tuned.

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Originally Posted by PowahRangah*:

 

I've got to say i'm quite new to working with procon.

and now I keep getting the message to update it. However I dont really understand what i've got to do.. Place the patch in the BF3 directory? The other one in the plugins folder? Ehm.. Where do I find those. ( I'm not really a computertalent)

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Originally Posted by PowahRangah*:

 

In the plugin folder of Rcon is:

 

PlohoLeagueControls.inc

GoogleTranslatorAPI.inc

CSpambot.inc

CPingKicker.inc

CInGameAdmin.inc

CBasicInGameInfo.inc

 

And then some maps: BF3, BFBC2, MOH, MOHW

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Originally Posted by Kal-El*:

 

Sorry Zaeed please excuse PowerRangah he is one of my server admins and has very limited access to Procon functions ie only allowed to kick etc.

Not sure why he thought he could pop on here to try and fix something that he does not have the powers to fix :smile:

 

Anyway, all plugin updates are down to me which I am doing as we speak :cool:

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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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