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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Thanks for posting this example, that's exactly the right way to do such things currently On another note: Teleport is working properly with A13
  2. Just had a minute to check the full log. The error was at least 10 seconds before the crash Anyway, from what the log shows there's been nothing abnormal before the crash and the stack trace only points to an error within Unity's code. No idea what happened there. Yeah, though the error should rather show up when switching to the *log* tab
  3. Why reverse, my stuff is open source... But yeah, se is part of the core game. That exception won't cause any problems, it's caught before it could do any harm. Can't look at the full log right now though.
  4. As schwanz9000 already pointed out you can easily remove it yourself. I kinda like the background so unless I get heaps of complaints (and something better to put there ) it will stay in the default build. Nope, currently not really getting much time due to real live tasks. Maybe I can spend a few hours on it again next weekend Sure, but it's something to be "fixed" in the core game, gotta have a look at that, maybe I can get it in before A13.
  5. It's not in the public builds. Really gotta update the commands list page sometime ... You need the webapi.getlog permission for that part. But as it's not really working for now it shouldn't hurt that much not having it ^^ Ultimately probably everything will be merged to the core game. But that will take some time. There's no "custom spawn point location" related stuff in this mod though. Also, you don't have to "play with the server files", you simply add this mod like you would with any other mod later on too. Nothing to be replaced, changed or whatever If the directory structure is right (as SylenThunder pointed out) this should work just fine, no matter where the server is hosted. The log could give further information as to why it's not working though. As I said: Not related to this mod. The command for that is "help". @SylenThunder: I suppose most (probably > 90 %) of the GSPs that provide 7dtd hosting are running it on Windows
  6. Sorry, no news yet on the log-page, haven't had any free time since thursday Log from server after you tried logging in to the webpage? Not sure what you did but at least the log says your user had permission level of 1000: 2015-08-14T23:52:11 127.299 INF Steam OpenID login from 71.197.198.43:56423 with ID 76561198040081821, permission level 1000 And you also could not execute 'sa' in game for this reason: 2015-08-15T00:09:22 1158.438 INF Denying command 'sa' from client Melcene So you have to make your user level 0 (by using the admin command) *or* set the required permissions for the web modules (webpermission command) to 1000 (if just for logged in users) or 2000 (for everyone).
  7. Thanks for the feedback on the log-part, will have a look (I suppose I almost know what it is anyway ). Both of you: after logging in on the web page please provide the server log: https://7dtd.illy.bz/wiki/Logs @Melcene: Did it work for you when you tried with the required permissions set to 2000?
  8. But it only went blank after the first page reload?
  9. Are you saying it does that without reloading the page? I.e. load the page once, go to logs, works fine. Switch to map (or stay in log?) and later on the log is showing empty? Or did you reload the page and nothing shows up anymore?
  10. Needs to get new data from the players, i.e. data about inventory stored prior to the latest release will not have any quality data.
  11. Logs from when that happened? If you can run "saveworld" then you can just as well run "shutdown" which does save too but also cleanly shuts down the engine If you don't like it why are you still here? Such comments aren't really helping anyone and are plain insulting for the team (incl myself). Give constructive criticism instead and it might help getting things improved...
  12. You could add your own JS code and use Leaflet's markers / vector layers to add whatever you need. Also just released 5_7_9 which also "fixes" the self-closing popup-issue for now.
  13. Yeah, got that one mentioned before I think. Shouldn't be too much of an issue, no deadline though Unfortunately that added a problem as below: Problem is with the used clustering library for markers. The hack to have those clusters updated (e.g. a marker moves out of the cluster range or inside of one and then splitting up the cluster or merging them) makes those popups disappear. As the player data is reloaded every two seconds that's the maximum amount of time you get from opening a popup til it's closed. Noticed that myself but forgot about it before shipping. Will see how to fix this. It doesn't reload the webpage but just the image tiles used by the map. So a lot less heavy on the browser and server and also faster /EDIT: Too slow ...
  14. Thanks, I knew I saw this before ... that probably shows how much attention I spent on the page backgrounds Will upload a new version (web v8) in a few minutes, this will at least print the login to the server's log. Please try again by then and post the log + webpermissions.xml. Basically what Ynd21 posted, just notice that this will enable every feature for anyone as opposed to only e.g. enabling viewing the map (but not executing commands or viewing player locations). If you want that you can use it as Ynd21 posted, if not only set the permission level for those parts that you actually want to be completely public. Even though that's a valid option I don't recommend modifying the XMLs manually, the console commands make sure nothing gets wrong
  15. I assume the background image is taken from the game? If not, am I allowed to use it?
  16. What does the log contain? Also, if the panel is accessible on the internet and you don't mind me looking at it you can send me the ip/port and I'll have a look at the frontend part (just make sure to set at least the webapi.gamestats or web.map permission to >= 1000).
  17. Yeah, sorry, of course it changed a bit var reloadTilesEvent = function() { var newTileTime = new Date().getTime(); tileLayer.options.time = newTileTime; tileLayer.redraw(); tileLayerMiniMap.options.time = newTileTime; tileLayerMiniMap.redraw(); window.setTimeout(reloadTilesEvent, 120000); } window.setTimeout(reloadTilesEvent, 120000); This one should work, somewhere before the closing bracket in line 199 of map.js should be just fine. 128 would be fine too. Will probably add a simple control for that later on. Maybe the weekend.
  18. Ah, ok, not in the official part Should still work the same way though.
  19. Gotcha, shouldn't be much of a problem anyway, on my list. By default: Only perm level 0 as set in your normal admins-definition, i.e. those that also have all permissions on the console. Web will show a message like "you don't have any permissions", actually the same as when you are not logged in yet (and there's no guest-permissions). Hm, when did the map have an auto-refresh? Really can't remember about that, at least the A11 revs (and I think also A10) only had the manual reload-tiles button. Of course auto-refresh could be added but this will also add additional overhead on the server for retransmitting the tiles over and over again. *If* you are logged in with an account that *has* the permission level 0 in serveradmin.xml you should be fine. In this case I still have to assume one of those two conditions aren't met Use "admins list" in game (or network console or control panel) to get a list of defined admins and permission levels and make sure one of them shows the same SteamID (and level 0) that is also shown on the web panel on the lower left when you're logged in. That's only for specifying the required levels for the functions, but if he only wants perm level 0 access (default) there's no need to modify this file. He just has to have permission level 0.
  20. Have you looked at the doc here?
  21. They don't login with their credentials on your server, they log in on Steam itself and Steam merely tells your server that their log in is valid. It does not even get the username, so it has less information than you get when they join your game. Regarding your question: Exactly that scenario (map without log in) has been talked about at least two times in here and it's the basic example given on the documentation.
  22. I won't put a list of something that's better fetched from the game as it's going to change anyway. The game always has the correct up-to-date list of things, a documentation is easy to go out of sync. If you were talking about other things than this list feel free to suggest changes, I try to get things as clear as possible but obviously that's different from my point of view then for others As I said above, that doesn't make any sense. Actually it's the other way round: serveradmin.xml is the name that the game has set for this file. Everything else is customized but this name is what people around the forum know if they know anything at all about the files Saves-folder is defined by a param in the config (SaveGamePath) or, if not given, has a default path that has been documented at least in the release notes for A12 for those who read them. I agree that a lot stuff of the game needs more documentation but I'm not documenting the game itself on my mod page. That's what the official wiki would be for. So in my mod documentation I *try* to refer to game things as good as possible at the moment but as I said above I'm basically open for suggestions (as long as they don't include "document the whole game" as this is simply not the scope of my mod documentation ). For now my only change (in a few) will be to add a hint to "webpermission list" as that could be missed but I don't see what elsecould be improved or more exactly *how* it could be.
  23. CSS, yep. Will have a look. I'm quite certain that you should look up the definition of "patiently" Saves-folder, whatever that is for your setup. "webpermission list" Contains all of them.
  24. Yeah, but what is getplayersonlineinventory? Inventory of all online players at once? Wonder what the use would be The API will get updated over time anyway. Currently getplayersonline/offline aren't even used in the frontend, all three have different content etc. Gotta get cleaned up and then maybe add parameters to control what is to be retrieved instead of getting all at once (e.g. select whether it should show online, offline, both, show banned etc).
  25. What would those be supposed to do?
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