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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. No fix but it's also no issue. That's normal output for now. Hm, think that one is new ... Does this happen regularly or was it just that one time? Have heard of this before (think it was Devidian ). No idea, haven't had this myself so hard to debug. It's not an issue in the mod as it simply uses the data provided by the game. Which makes me even more curious as this *could* be an actual issue ... And that's the really strange part. I mean they shouldn't be in a random location on the map in the first place but after restarting the server there is even less reason for them. Are you sure though that this location has *really* never been visited? No map tiles at all? No offline user shown there?
  2. Most likely your issue wasn't the permissions of the features but your own permission that should be higher (i.e. make yourself an level 0 admin). Maybe that's what you meant by your edit though
  3. Yes, same as with everything else save related (especially admins.xml): Use different savegamefolders.
  4. No idea, but unlikely to be multiple instances on a single server. GSPs would have a hard day if that was an issue. You mean the size of the area around a player that shows up e.g. on the ingame map when walking around? If so that's basically a "no", would require deeper game changes and also hurt server performance *a lot*. Wow. Did you check what was most of this data? E.g. was it like 90% the <steamid> -> <entityid> output in the logs on player connects or something like that?
  5. Glad you like it. Though you should be aware that handling web requests is *a lot* heavier than a single constant TCP connection (as long as you don't use a new one for every single query though even then it would probably be less heavy). So I wouldn't use it for running 20 commands a second or something like that but it should be totally fine for e.g. one a second. Though in the end you'll just have to see how it turns out regarding performance Shouldn't hurt. But probably way harder to do than "just" create a new set of "commands" for the normal install like updateengine2, start2 etc and point these to an engine2 folder. Well, if you're talking about me ... I said our code didn't make any important differences there. But no one knows how much difference there is in Unity itself As well as plain OS differences like file handling etc. Wonder if it could somehow simply be related to the number of open file handles or something like that.
  6. ---> - - - Updated - - - Nope, you're simply added to the access list of the containers so nothing that can be easily done to revert this (besides coding this).
  7. Tested, no issue switching (i.e. no fresh install) from experimental to stable_u52, no issue getting a fresh stable_u52. With the u52 build no issue with either x86 nor x86_64. What locale do you have set for your system? en_US?
  8. Ah, ok, will try. If SteamCMD is asked to validate the files it will also replace everything that doesn't match the selected branch. Meaning it should definitely "install" whatever you selected. Every other behaviour would be a bug in SteamCMD but I never got that to happen so far. Yeah, the bootstrapper does install the prereqs on Debian based systems / systems using APT. But it's been that way for a looooong time now Hm, will see if I get the same issue. Normally there should be absolutely no reason having to use the u52 builds for the dedicated build, especially on Linux. Sorry about that part Though I thought you could still run the 32 bit build just as before?
  9. No way to undo as of now. Might think about adding that later on though.
  10. Not seeing a crash. Also don't pick some part of a log randomly and point it out as a crash reason ...
  11. Tried both initial install and switching over to experimental now. Both been fine. Did not test switching to the u52 branches as I'm still not sure that's what you did
  12. SteamCMD stuff ... can't do much about it but will do a quick test with a fresh U1604 install later on. Were you trying to "update" from experimental to exp_u52 or no install to exp_u52? Did you actually change the scripts as by default u52 isn't used at all with the scripts? Didn't get that one ... haven't changed anything in a looong time on the bootstrapper script.
  13. Haven't seen that one before ... Can you post the full log please?
  14. You're missing the actual parameter there: $.getJSON( "../api/executeconsolecommand?[b]command=[/b]llp") .done(function(data) { //do things with returned data here })
  15. Just add the command as GET parameter 'command', that's it.
  16. Same as above. Blocks in inventory are just plain items too.
  17. Part of the upcoming version, but not yet at a point where it's really of much use. As stated just a bunch of posts above. Also fixed in the next version. They aren't loaded from files but from gamedata. Use the mod interface with custom item icons and they will work fine.
  18. Have you been running Coppi's version before? If so that's bound to happen as he used a different class name for part of the data ("Atributes" instead of "Attributes").
  19. Yeah, Coppis version wasn't used as the game had one itself. But that one was only working for local players (e.g. the host on a listen server). It will be fixed in A15, will see if I can get a workaround in the mod for A14 though. Thanks for looking into it and the workaround Will be added in the next mod release.
  20. Hrm, yeah, that might be the reason why Coppi had his own implementation (I think the one you're calling is from the core game as it isn't overridden by the mod).
  21. Would you mind providing me your AllocsPersistentData.bin file for new feature testing? (internal only, nobody but me would see it )
  22. Hm, yeah, I think this had been this way before ... This is part of the game though, fix will only go in A15 probably. Also can only give the mod's name, like "CoppisAdditions" in this case. On another note, does anyone have a highly frequented server where the known players list ("lkp" or online+offline players together) are really high? Like > 200?
  23. Thanks, missed that one when importing Coppi's stuff Not sure what you mean. Currently there is no output whatsoever on chat from a muted player. You mean add a line to the log? Can you give an example of what you mean?
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