Esseker
For mission files, we keep them updated at https://github.com/InclementDab/Esseker-Server For more information and ways to support map development, visit our Discord https://discord.gg/KmQBMXH Esseker Patch 0.58 - Defiant giants tldr: *Igman Military Base has been removed and replaced with a little something *In Memoria Titanis location is no longer No, and is now fully Yes. *Esseker polishing, fiddling and… (more)
For mission files, we keep them updated at https://github.com/InclementDab/Esseker-Server For more information and ways to support map development, visit our Discord https://discord.gg/KmQBMXH Esseker Patch 0.58 - Defiant giants tldr: *Igman Military Base has been removed and replaced with a little something *In Memoria Titanis location is no longer No, and is now fully Yes. *Esseker polishing, fiddling and twiddling -- *We removed Igman since it was behind spawn towns, meaning that people would gear up in Igman and then move through the spawn towns, stomping all over fresh spawns on their way to Esseker. It's replaced with a camp with mixed loot in it, it's a smaller part of a greater whole that will be finished on a later date *Esseker city tweaks: *Polished the many wires connecting different apartment buildings so your character smoothly transitions when walking from the edge to the wires *Added more detail to the rooftops, some of it adds eye candy and some of it provides more PVP options *Edited the neighborhood next to the large walk bridge to support PVP. It's a small, low-key murder playground now. *Most of these polishes are a result of feedback given by Bella's and Edward's accountant, M1ndr. So feel free to hop over to his stream and say something nice, like "Thanks for making Esseker better" or "I too hope you become a real boy one day" *Added some cover on the bridge so it's not as exposed, it's still a sweaty option though, always will be. *Thickened custom loot spots in the Zoo and the big construction site. *Reworked parts of the southern edge of the river in preparation for the airfield redesign. *Helkiana reached down into her bag of skills and pulled out fixes for missing textures on several objects and the splish-splashy footsteps sound of platforms above water, including the main bridge. Other games may have proper modding tools, but we have a Helk. *Spent ages lowering trees that are on slopes so their roots don't stick out because that is my life now *Esseker topography maps can now be found in every town Next patch will focus almost entirely on the southern side of the river. The airfield will finally get a makeover and not sure if the interior of the Plava Vrana military complex will be finished, but certainly the exterior. Roads and tunnels on that side will get some love as well.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 4 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
LoginQueueBase.Init |
— | yes | ✓ | EssekerLoadingScreen.pbo::scripts\3_Game\ModdedDayZGame.c:36 |
LoginTimeBase.Init |
— | yes | ✓ | EssekerLoadingScreen.pbo::scripts\3_Game\ModdedDayZGame.c:48 |
MissionMainMenu.OnMissionStart |
T3 | yes | ✓ | MainMenuMusicMod.pbo::scripts\5_Mission\mission\ModdedmissionMainMenu.c:5 |
MissionMainMenu.OnMissionFinish |
T3 | yes | ✓ | MainMenuMusicMod.pbo::scripts\5_Mission\mission\ModdedmissionMainMenu.c:11 |
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
Collide.pbo
ColliderequiredVersion 0.1 — requiresDZ_Data,DZ_Structures_Signs
DZ_Structures_Ladders.pbo
DZ_Structures_Ladders— requiresDZ_Data
Elephant.pbo
es_esseker_roadbridge— requiresDZ_Data
Es_Traffic_Light.pbo
Es_traffic_light— requiresDZ_Data
Es_kiosk.pbo
es_kiosk— requiresDZ_Data
EssekerLoadingScreen.pbo
LoadingscreenrequiredVersion 1 — requiresDZ_Data,DZ_Gear_Consumables,DZ_Vehicles_Wheeled,DZ_Structures_Residential,DZ_Sounds_Effects,DZ_Sounds_Weapons
Esseker_roadbridge.pbo
es_esseker_roadbridge— requiresDZ_Data
Esseker_signs.pbo
Esseker_touristsignrequiredVersion 0.1 — no requiredAddons
MainMenuMusicMod.pbo
MainMenuMusicModrequiredVersion 1 — requiresDZ_Data,DZ_Gear_Consumables,DZ_Vehicles_Wheeled,DZ_Structures_Residential,DZ_Sounds_Effects,DZ_Sounds_Weapons
Surfaces.pbo
es_walksurfaces— requiresDZ_Data
World.pbo
EssekerrequiredVersion 0.1 — requiresDZ_Data
ce.pbo
smpl_worlds_utes_ce— no requiredAddons
data.pbo
Esseker_data— no requiredAddonstest_surfacesrequiredVersion 0.1 — requiresDZ_Surfaces,DZ_Data
es_signs.pbo
es_signs1— requiresDZ_Data
esseker_bridge.pbo
es_esseker_bridge— requiresDZ_Data
esseker_surfaces.pbo
Esseker_surfacesrequiredVersion 0.1 — requiresDZ_Surfaces,DZ_Data
powerlines.pbo
powerlines— requiresDZ_Data
sar_obelisk.pbo
Sar_obeliskrequiredVersion 1 — requiresDZ_Data
scripts.pbo
Esseker_scripts— no requiredAddons
census 1.1 · findings 1.1 · hash 2bbad7454196a89c