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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Looks like a wrong request (file + terminating slash) is sent. Hard to tell why that should happen but this is browser side, not server side.
  2. "webpermission list" and you'll see what's there. Also note that while 2000 means visible to anyone (even without logging in) 1000 means only those that logged in as described on the wiki page
  3. Shouldn't be much of an issue ... easiest way (though hacky) would probably be to set the navbar-width to 0 and content left to 0. Meh, even had a control just for this at one point but deleted it as I moved it over to the nav bar Ok, got it in my backups, attaching file. Rename extension to JS, add it to the index.html and in the map.js where all the controls are created also create this one. Basically two reasons: It requires changes to the game (as e.g. I'm currently storing user data a second time for random access) and also it's easier to update this way whenever I have the time to without requiring a new game build. And a third but less important reason is that those mods can also be seen as examples for the mod interface of the game. leaflet.control.gametime.txt
  4. Nah, both stylesheet and index are important for the new layout. But I try to make things more cleaned up so in future it should also be easier to change the styling
  5. Sorry, don't see the relation to the server fixes here. @All: New version of the mod released. Probably the most notable new features are Steam authentication for the webmap and permissions. So you can now define who's allowed to view what part, including anonymous users or non-admin but logged in users (see release notes and the Integrated Webserver page for more details). Web styling isn't really nice, but it's all work in progress and I had even more and worse colors on my dev stuff to properly build the page More stuff on the page will follow.
  6. Full log? SocketException: Address already in use You set the ServerPort to something that's already in use by another process, at least on TCP.
  7. SteamCMD is known to show a lot of ♥♥♥♥, mostly it doesn't hurt anything though. Of course it *could* also plain fail to download so I'd recommend to delete the engine-folder and run updateeninge again.
  8. 64 bit OS: sure. 64 bit game binaries: nope.
  9. Scripts aren't related to how the server is running, they just start it (besides allowing to set up the config but worst case here would be an outdated option but the log would cleary state this).
  10. It is the same as with other games. If they provide a dedicated server as separate build (and a lot do it that way) it's a different appid (which is given in the link) which can either be installed through Steam -> Tools or through SteamCMD with that ID World etc should be fine.
  11. What Ynd21 said ... it's not about the mod, it's about the game build. Read the link he posted
  12. It's not in atm but it obviously could be done (and is planned for a later version). Already in, just have to clean up a lot of stuff so I can make a proper build
  13. It's also in updateengine, which the instructions say to run (as you won't get any server without ). But yeah, as I said, this is gonna change with the next update that I'm trying to get out before the weekend. Symlinking the Mods folder is a good idea though, no idea why I didn't do that in the first place.
  14. Follow up to the scripts-related parts in the scripts-thread: https://7daystodie.com/forums/showthread.php?11184-Native-Linux-server-(with-management-scripts)&p=291676&viewfull=1#post291676 Yep, the versions of the mods are according to the mod interface definition of the game. The number used on the wiki didn't even update for now as it would have broken the data file again and won't be used in future anymore. Not related to the mod but core game. But I also don't see any reason why one should be able to edit permissions of commands that don't even exist?
  15. Yes and no Currently the updatescripts command updated whatever was in the scripts-archive. And as before A12 the mod was already directly related to a specific server build and before A10 the scripts even *required* the fixes to be installed I bundled it. But if I don't do a new scripts build you currently won't get the new fixes by updating the scripts (which actually does nothing as there is nothing new). Updates to the scripts are listed there: https://7dtd.illy.bz/wiki/Release%20Notes Yep, as above before A12 scripts and server build had to match, those checks are totally useless by now and are already removed from my dev copy of the scripts. Future releases of the scripts also will have no direct relation to the fixes but instead there will be an updatefixes command.
  16. Probably, but haven't looked into this yet. Currently busy (in the time I can allocate to this mod) with updating the web stuff so adding such a command will take some time.
  17. I assume you're talking about the management scripts and not the mod (as the mod doesn't have any update feature). And as the scripts run on Linux there is no issue with updating the mod while a server is running there. On Windows machines on the other hand you can't overwrite files that are currently in use, that's just how Windows works.
  18. Yep, 12.3 changed a method I used ... Fix will be up in a few minutes. /EDIT: Uploaded
  19. Who said you need those files? Just grab the mod as it is and extract it to the server folder. Nothing else to do.
  20. Probably mostly depends on how much other work I have to do today / this weekend Shouldn't be too complex but not sure right now. Again *maybe* this weekend. http://svn.illy.bz/7dtd/binary-improvements/7dtd-server-fixes/src/ChatHookExample.cs From top of main page I.e. you'd currently have to tell me that you would like to have an account (including the user name you want and mail address) and I'll set it up. Not having anything like a simple captcha or manual account activation is probably the biggest annoyance of Trac Though I suppose I could fake account activation ... maybe registration will be back in a few minutes Nope as per the release notes for the A12 version it does not require any update.
  21. Requires adding a new web-api to return the time and then use that api on the js-code.
  22. No idea why that should have changed but I'll have a look whenever I can. Sure, it's there, you can do with it whatever you want It might work to some extent but just don't expect it to be fully working. Some have it crashing right at start, others will "only" have issues with some of the Steam stuff. What do you mean by "upload it"? Custom icons should work fine, as long as they are added as a mod with the itemicons-folder. No need to add those permissions unless you want people with permission level > 0 to access those. Default level is 0 so users with level 0 should be able to use them just fine. Nothing else required since A12. Just the Mods folder in the root of the server folder. Show your log if you can't get it to work. Not sure if I got that completely right ... You're saying you were playing and it never updated the inventory of your character, not even after more than 30s? And even when disconnecting, restarting the server and getting back in the game it did still show an older state of your inventory (also after > 30s)? But when rejoining the next time it started working again? Logs of when something is not working are always required, no idea rigt now what should be causing such behaviour. Good point, will have a look and update appropriately (though this is Linux management scripts and not server fixes ... ). This mod should not influence the game's own functionality in any way. This looks simply like the map bug that some people experience and is reported a lot on the forums. If it was related to the mod there should at least be some hints in the log so you might want to attach it if this happens again.
  23. ? Still wondering if this is actually a good thing or not ... Didn't update the scripts archive. Gotta make those two separate ... No idea right now, gotta dig into the code myself again. Log? As per the last line of the release notes for the A12 version: (ideally no more need to update this mod on game updates though of course bigger changes can still require an update in the mod) I.e. no updates unless something gotta be fixed
  24. Not experienced this myself, but a full log might help me pinpoint the issue (though I do have an idea ). Also "no", you shouldn't change that part, it's false there because it's not supposed to allocate a new player entry there. So does it work now? (You shouldn't need to manually call the rendermap command ever though, unless you had people playing on the server without the mod at the beginning as then there would be discovered stuff that's not written to the map) SteamAuth, planned for a while, didn't get around to add that yet. But for some reason I'm currently really interested in getting this finally in so maybe towards the end of the week Yep, if you look at the folder where the archive is you'll find all the old versions too. Also please stop advertising in every single thread you post especially if it's completely offtopic like in this case. Ah, thanks for the feedback. Will see how this would work out. Still wondering about yellow on deserts but it might be good enough 64 bit Linux is not supported. Great find, thanks, will add this to the next script release. (Also, this thread is about the server mod, not the scripts ) Regards, Chris
  25. Meh, yeah, some people had that before. It's really time to get rid of that authentication method ... Well, shouldn't be that hard to also query the equipment when doing the inv / belt. Just didn't see a need for that so far but I might get on to that at some point. If I got you right you want a map without exploring the areas? If so that's not possible with the current code at all as RWG only generates the world when you move around. In future there might be ways to generate a given area of the world manually but before that's in the game there won't be a mapping feature for undiscovered areas.
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