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Fun Pimps Staff
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Everything posted by Alloc

  1. Hi all, first of all always nice to see people care about security Of course development does not work like we have a switch somewhere saying "Prevent all cheating / hacking" that we just never cared to turn on because we hate everyone. That said, every game has always been and will always be prone to cheating. Even big companies which spent millions of bucks into fighting it, like Blizzard (not Activision Blizzard, haven't been following their activities for a long time anymore), never were able to fully stop it from happening. Even games like WoW that are most
  2. Hi, first of all sorry for the delayed response, I opened this thread when I was mentioned but didn't want to answer on a weekend ...Simply forgot about it, my fault. Also, thanks @bobrossfor following my request and not keeping Catalysm's thread busy with this 👍 As for your points: I think it was already pointed out clearly enough that you purposely misquoted my post, I never said I didn't look at that stuff, only at the question about the licensing business. I'm neither a lawyer nor do I care enough about that part to be able to make a precise statement on
  3. When giving such a statement you should at least make sure that's correct. Never claimed it was not, but I suppose the line you're referring to can be interpreted that way: That highlighted part was basically going together, didn't think about that when I was writing that line. The fact that it's based on Coppi's was from the web site, as I don't know Coppi's mod by heart. Only thing I was trying to make the statement about 100% copy and no mention was mine, because I know that code and have seen it being used in there. That whole point is still mostly a follow up on the first o
  4. Just so there's no unnecessary confusion here: I was only talking about CPM! CSMM seems like a great project!
  5. I never thought I would ever do this ... but: I strongly advise against using CPM! As for why: I haven't checked in detail, but while I don't think it actually violates any license basing your whole work on a lot of other open source code and then saying "you may not even look at mine" (not even talking about reusing / modifying here) is an ass move The code is highly based on other peoples work. So far I know of at least Coppi's mod and mine, parts of it just copied 100%. Not even mentioning it. It's closed source and furthermore even obfuscated binary negatively impacting performance
  6. First of all you should not run SteamCMD yourself if using my scripts, that is bound to cause ♥♥♥♥ups in the end Anyway, SteamCMD throwing weird assertions isn't *that* uncommon, most of them can be ignored. The only thing that really matters if it updates properly in the end. Would need more output from when it runs, not just the above snippet as it's not directly related to the actual update process. Sounds like you found a workaround for yourself though, so glad it works
  7. Should automatically be found in the default installation directory. If not it's most likely just not installed
  8. Looks like you're missing the package libc6-dev on your system.
  9. You won't find any information on restoring, after all that's just plain file handling What I meant with proper way is making sure file permissions are correct after restoring stuff and making sure to grab the correct files in the first place (and put them in the correct place of the save of course).
  10. No, that's only if you have a very non-standard server configuration. Blazha is correct in that by default they go to %appdata%/7DaysToDie/GeneratedWorlds. Yes, not recommended though. Yes, that's save data, not worlds, and that of course goes to the saves folder
  11. As Sylen said the actual game save data is part of instances/<gamename>/..., enginge/data/worlds is only serving the base world. If you (properly!) restored some of that data and it did not fix those changes then the hack was done earlier than you though. Also make sure to stop the server first before replacing save files. No, the only thing cached on clients is the uncovered mini map view, nothing else.
  12. Only files directly in the folder, not from subfolders. That's why I was suggesting moving them to a subfolder
  13. Just used NitroGen for 18.1 again. Still think it would be cool if you would put the additional files that the game doesn't read in a subfolder of the output folder (like "previews" or something like that) as that would not make clients download those files without any work put on the server admins. Pretty sure a lot of people forget to remove them first (or don't know which ones they can delete) and thus cause additional download time for clients connecting the first time Other than that still a great tool, wonder when I'll run into the first crack. On the worlds itself: - Maybe it wo
  14. Sounds pretty much like you just haven't set up permissions. If it was the old issue with just the rendering failing you'd still get the map controls and all the other information on the page.
  15. Regions is game data, Map is where the rendered files for the webmap are. If you have a 12k map you should not try to render 24k, which is what your command tried (12k - -12k = 24k).
  16. Yes, if you modify the mod ( ) to support this this can be achieved. The easier part here is showing traders, the harder is only showing them when uncovered. Pretty sure this information isn't stored anyway, so that would be a no.
  17. From a quick check with google it sounds like what you're doing with the rewrite module from IIS actually is a reverse proxy setup? If so, sounds like setting preserveHostHeaders might help, though it also seems to have some drawbacks, depending on what else is running on your IIS: https://serverfault.com/questions/936922/setting-up-iis-reverse-proxy-to-preserve-host-headers
  18. Missed some messages ... Well, "IIS" ... get a real server No, seriously, think with rewriting this could be an issue. I *suppose* your rewrite part is fine but the server tells Steam's OpenID page to redirect to the wrong address afterwards. That's why I said reverse proxy: The mod will know about the original public address in that case and can properly instruct the OpenID page where to redirect to afterwards. *If* that is the issue you run into you'd need a modified mod ( ) that has a hardcoded redirect target for OpenID. Or (can't stress this enough ) look into using a reverse proxy
  19. The keyword is "reverse proxy". An example (for HTTP, but you can just replace it with HTTPS) for Apache can be found on the webpage: https://7dtd.illy.bz/wiki/Integrated%20Webserver#apacheandmod_proxy PS: Heh, timing
  20. Are you saying you created a completely new save game and it still shows day 24? Across multiple save games nothing is shared, within the same save at least a manual page reload should always give you the current time. If something broke so the page could not get the correct time (because the server / mod does not respond properly) it should at least give you something like day 0, 0:00 or nothing at all (would have to check the code what it shows if there's no proper response ), but not a specific time of one save game you ran at some point. Server logs might show something, also looking at
  21. Only whatever's noted in the release notes. Sounds like this was pre-update of the server mods. That would be an issue for the other thread though. Most likely the same issue, i.e. not running the latest server fixes mod that I released yesterday. Should be versions 20, 23, 33.
  22. Works fine for me. Please make sure you're on the latest version (short as 20_23_33): 2019-10-09T12:15:26 0.851 INF [MODS] Loaded Mod: Allocs command extensions (20) 2019-10-09T12:15:26 0.854 INF [MODS] Loaded Mod: Allocs server fixes (23) 2019-10-09T12:15:26 0.855 INF [MODS] Loaded Mod: Allocs MapRendering and Webinterface (33)
  23. As the vanilla files aren't touched by my scripts you can just look at the one in the engine folder, that will always be the one matching what you've got installed. RWG issues aren't related to these scripts, please report such on the general bug reports thread.
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