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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. 0.113.5586.28926 should fix the last remaining class load exceptions.
  2. At least this one should only affect that single mod (map + web) Going to check what's wrong at that part. - - - Updated - - - Release notes of 11.3: Quotes on parameters.
  3. Should be all fixed now. Accidentally put the wrong AC#.dll in the archive (thanks DerPopo for noticing that ).
  4. NotImplementedException: The requested feature is not implemented. Make sure you got the latest release with the web mod being version 2. 2015-04-18T14:27:20 9.392 ERR Exception in PersistentContainer.Load Delete AllocsPersistentData.bin 2015-04-18T14:27:20 9.300 ERR Error registering commands 2015-04-18T14:27:20 9.302 EXC The classes in the module cannot be loaded. Hm, didn't happen when I tested but I'm going to give it another checkup.
  5. stdout.log and if it does create one the output_log*.txt from the time you tried to start it, both in the instance's "log"-subfolder.
  6. That alone won't do it, there's a lot more to change. As I said the easier route would be to "just" edit the start-script to look for a different location of the engine and then copy the engine to each of these locations. Nope, that's quite a bunch of overhead that won't apply to a lot of people. You would basically create multiple copies of the ~2 GiB server files. (Things like these will probably come when the game has better modding support)
  7. Not with the scripts as they are as you would have to create two completely independent engine folders. But if you modify the start-script to point to an instanced-path for the engine and create those folders manually this should work.
  8. As the log message says pass -configfile=yourconfig.xml to the script.
  9. Nope, unfortunately they're still on to it, got three spam registrations already. Gotta stick to manual registration
  10. Should be possible But it states how you can get one But I'll reenable registration, maybe spammers have lost interest in trying as it was disabled for some time now.
  11. 2015-04-11T23:58:07 0.073 INF No server config file loaded ("-configfile=somefile.xml" not given or could not be loaded)
  12. Gotta look into that later. If you have an account on the tracker a ticket might help me not forget this
  13. Inventory is client side, you can't control it from server side code. Was the claim block on a currently loaded chunk? I.e. it can't remove the *actual block* if the chunk isn't loaded on the server. In that case it can only remove the association to a player, but at least this part should work. (And it should no longer be shown in the list after that).
  14. The console/stdout.log won't show any more than this if it's starting normally. The output_log should contain more info though. https://7dtd.illy.bz/wiki/Logs Either the server doesn't completely start up or you have at least the ServerPort on TCP blocked. LP is a core command, it's not added by the mo Good idea. Will have to adapt the bootstrapper too but in the end a few people might like this
  15. Sounds like an issue with what they install for you and I can't do anything about that. You'll have to get lowlatency to figure that out. I would assume they use an outdated version of the mod.
  16. Why you? That wasn't on a quote of any of your posts?! ^^ Could be fixed in the latest mod, but it mostly depends on Steam providing that information quickly enough. Looks "fine". Ignore any problems from SteamCMD as long as it says "Success!..."
  17. So you got the Mods/AllocsWebInterface folder with the DLL and the webserver subfolder? If that server is accessible from the internet and you don't mind giving me the connection data (PM) I could check if there's something going wrong on the web content. Also you could post your server's log. Yeah, got that reported already, have to figure out why it doesn't work right. (I assume you are talking about player teleporting to another player though?)
  18. Those are not real commands but stuff that's added a layer above the actual game commands by FRT's SM. But they are most likely using teleport so yes, they won't work. You don't need the webserver folder in root anymore, it's included in the WebInterface mod Really? It's even being talked about in the post prior to yours Going to upload a new build in the next minutes which fixes teleport.
  19. Just extract the archive as is to your server folder, it will put all files where they belong (unless you have it create a subfolder for the extracted archive first). TFP don't make me work, this is still a spare time project and I also support it in my spare time. If I get asked stuff that's answered on the documentation again and again that's really frustrating because it costs my time to basically read it for others. Yep, but that's the core game (or more exactly external code). I can't change that but we will be looking into if/how this could possibly be fixed on our end. But I fear I know the answer to that already Other than the teleport issue there's been no reports on anything not working. It's just Steam giving that IP, and that's not a security issue It's only annoying because you can't block IPs that way
  20. Documentation states how to enable, go the other way round and you got it disabled... Not sure what you're talking about, if you want to know about the changes: RTFM Release notes didn't say anything about teleport so there's been no change. Wrong thread. Won't help to have every second post in this thread stating this. Sorry if this sounds a rude but most of the questions in here could be solved by looking at the documentation. Instead I have to spend my free easter weekend in here answering that instead of spending the time with my gf ....
  21. No A11 changes besides restructuring code. And it's quite unlikely that it will improve anything stability/performance related (besides the obvious "Telnet" improvement).
  22. As long as it works now and you learned a lesson about reading documentation I'm happy
  23. Please re-read the big red text on the wiki-page for the fixes and compare it to this: "C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\"
  24. Check your log (or even better post it to pastebin), there's clearly something wonky on your config.
  25. Code is updated, you just have to build it yourself as there's no release done. Also, depending on what you want to do you don't have to deob yourself, you can add stuff that doesn't need any extra deob to the standard deob'd stuff and does not rely on additional game hooks with the new mod API in the fixes. As Lordicon already stated it's likely a problem on FRTs side of things. The Telnet part hasn't been touched in a while and is still working as before. - - - Updated - - - Wiki had been updated prior to release: Extract the archive to your game folder. And yes, it does contain a Mods folder ,)
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