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Posts posted by Alloc
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... would it be possible to output to telnet, when someone kills a zombie, type of zombie and with what weapon, etc?
Not sure what exactly is tracked internally but I'll have a look. I would *probably* make it a mod event so in order to get the actual output someone (maybe I) would have to add a simple mod that just prints that information. Depends on how much "spam" it would produce though.
Had a question about the rendered webmap. Is there a way for someone with admin status to add markers to the map that others could view? Like a marker for a town's name or a trader's location for players to use as a reference in describing directions to places?No, at least not for now. Might come in later when I've finally added some proper data store.
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Any chance I can get you to add this to your pages? It should help with IE rendering anyway.
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
Have looked it up but still don't completely get what crap IE does with that stuff again ... But I suppose it won't hurt. Will add it to my list.
I hope you can help me understand the "saveworld" command a bit better. I know the command writes the current world state to the region files, but what else does it do? Player information too?Most important, if I backup the various data files isn't it going to be a problem if the server is writing to a given file at the same time I am backing up that file? When restoring that file, I could restore a corrupted/incomplete file...
As we're talking about dedicated servers here it basically just saves the main.ttw and the currently loaded chunks. Player data is saved whenever the server receives an update in that data from the clients anyway.
Regarding backups: Yes, if you would really create a copy of a file while it's partially written it could theoretically result in a corrupted backup. Quite unlikely though as both the save operation and file system copy operations should be short enough so you typically won't get them interferring.
The problem is that there's no map displayed on the page. I get the menu items in the upper left and the login button in the lower left, but no tiles are displayed and the map navigator that's normally in the lower right is also missing. I'm thinking that maybe the webserver is looking in the wrong saved game folder, but I can't seem to locate a configuration file anywhere that has that information (and I've never changed that information before on map swapouts that worked).Sounds like it's a permission issue. Have you tried logging in with a Steam account that has permission level 0?
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Well, depending on what rendering engine you use it might be possible to intercept any outgoing requests and append the required parameters. If not ... well, that would mean you're more or less out of options then
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Actually in theory tokens can be used for everything that can be accessed via HTTP. But they aren't meant for frontend use. So the limitation is that *every request* made has to have to parameters appended.
In your case you only made the request for the HTML with the token so that file was delivered as if you had permission level 0 (of course not making any difference at all for the HTML as it's a static public file anyway ). All requests your browser makes to further resources, especially the Maptile and API requests don't have those parameters and are treated like any other public non-logged in request.
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You'll have to talk to your providee, that's nothing Inhave any say in.
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Those outputs don't look like they were from the latest mod release though.
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Filtering *should* work just "fine" too. It's not nice yet so you'll have to enter "true" or "false" in the filter box but at least it does work for me
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Just only tick the "online playsrs" box and not the one for offline?
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Thanks, I suppose I know what it is (after all I changed the game code that probably broke this in the first place ^^). Thoufht this change had already been in 14.7 so didn't think it was broken now... Update tomorrow or monday.
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If I got that right you're saying that you're not seeing as many offline players as there should be?
Have you reset anything? Changed seed name? The data is stored in the save folder so if that folder changed (or got deleted) it will no longer know about those.
Could also be a bug but without the log ...
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Windows is indeed 64 bit only, Linux has both by now.
(And yes, any 32 bit program can use an absolute maximum of 4 GiB of RAM, no matter the host. In reality it's even a bit less due to stuff that has to be mapped into the programs address space that's not actual "program data")
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I just wanted to let you know I'm still getting zombies way out in the radiation zone.
No idea currently. Haven't investigated any further on this either though.
Hey Alloc, I don't know if this is your area or not, but I have this error showing up in the map log.Error Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Entities/Enemies/zombieYo_87181/GameObject/Graphics/Model/zombieStandardYoRagdoll/Origin/Hips/Spine/Spine1/Spine2/Spine3/LeftShoulder/LeftArm"
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Any ideas?
Not really mine but normally I'd have a look ... as we're approaching A15 though I'd just wait until this happens again with that release instead of spending time right now on an issue that might already be fixed
For A15, does this mean we can now run the "rendermap" command and it'll build the entire map since it's been pregenerated?No idea, haven't looked into those changes yet. But I'd actually doubt it
EDIT: Is there any way to throttle it so it leaves the server available for playing while it's building the map in the background?Would require a bit of a redesign as currently it simply does one long run on the main thread so nothing else can do its work in between. Possible: Yes. Likely: maybe later on
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That STOP_WAIT is for the stop-command. It's the timeout before it force-kills the process.
The backup thing doesn't do anything about starting/stopping/whatever an instance. It will simply ask rsync to copy the files. I'm using it on an hourly schedule and so far didn't ever run into any issue with that.
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It should indeed be in the instance-folder, being either a "Navezgane" or "Random Gen" subfolder. If it's really not there then something is wonky, a log might help. Default location of the game if it's not overridden at all would be ~/.local/share/7DaysToDie.
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Chat: Will definitely come at some point.
Storages: Might be, probably only for storages within currently loaded chunks though.
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My question is this. Is there an easy way to start the server map with the left menu collapsed?
I had actually prepared for this but forgot to actually add the required code afterwards ... This will be in the next update, so you will be able to specify the option "hideOnStart: true" in for the tab-setup in index.js.
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@Guppy: Not what he wants, i.e. specifying where you may teleport to for individual users.
@Lonestarcanuck: This mod is intended to mostly provide administrative features. What you're after is high level enduser features, so that's more for another mod. Wonder though why anyone would want normal users to be allowed to teleport anyway ... Always felt that would lower the fun playing the game
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I recently started a new seed on my server and upgraded to Valmod 3.25. Now when I use the web map's "inventory viewer" the server restarts...it's not like a crash as we lose no time and no forges are bugged. There are no errors in the logs, but nor are there shutdown messages. This is very odd behavior....anyone else seen this?
Might be the Unity "do everything on the main-thread or I'm gonna randomly crash" thing. If that's it it will be fixed with the A15 mod version.
Is there a way to color the name and text of certain players and will that make the server show up as mod version regular?Check out coppi's mod for this stuff.
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Hm, too bad, nothing in the logs about that either
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Someone finally visited that area and now she's gone. I have no one on the map right now, yet there are 19 Hostiles spread out all over the place. I thought they were supposed to despawn if no one is online. Is that still true?
If the chunk is unloaded (which it should when no one is around) they should theoretically be unloaded, yes.
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I also have this ghost zombies on my server, but they are gone with the daylie restart.
If you get this again can you please check the coordinate of the zombie shown and send me both log + that coord please?
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How do I install mods like SteelMOD and ValMOD into an instanced server?
You'll have to ask the authors about that.
How do I go about setting up the modded servers in instances ...Unfortunately that's not possible. Also not planned to add something like this as in future mod control should be part of the server config anyway.
Oh and how much memory is usually required for say a 16 player server?No idea, but others might chime in on this one
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I didn't check the data, I'd seen how long it took to open a 15MB log on my system and didn't fancy my chances with a 13GB one.
If you get another such log (> 1 GiB I'd say) I wouldn't mind having a look if you can provide it
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Ok, then please create a new thread in bugs and PM me the link. This is definitely not about the server mod and will only clutter this topic.
Also I'm seeing two things here: You said you got crashes of the server but lately you've been talking about loading issues. Please detail both more in that topic, as well as ideally provide multiple logs of the crashes. Also, if the loading issue is reproducible by a player being around a certain location please upload that region file and give me the coordinates where this happens.
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Improvements for the dedicated server
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Stats are not at all related to events as stats simply aren't events