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Posts posted by Alloc
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I suppose you mean for non-admin users (i.e. including those not logged in to the page) it does not show anyone?
The getplayerslocation and getlandclaims APIs are a bit special as by default they only show the own position / claims (thus nothing for non logged in users as they obviously don't have a position/claim). To view all the webapi.viewallplayers / viewallclaims have to be set for the user. In case you want *everyone* to see *ever* position (claim) you need to set those to 2000.
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Oh, someone reading docs/tickets first finally
As it says this behaviour unfortunately is hardcoded in the web files currently (think only stats.js). You would have to change the calculations there. Buuut ... this will only work if whatever schedule runs is a) static (i.e. no bloodmoon range set) and b) is not offset to zero (e.g. if you had the default bloodmoon frequency of 7 but for some reason the next one would be on 76 or 78 instead of 77 it would break). For you it should work if the next one is really on day 80 for a frequency of 10. Would only need to change line 41 of stats.js to a proper calc, something like "(10 - gametime.days) % 10".
The real fix is to actually query the correct data from the server which is what the ticket is for but had not gotten around to that one yet unfortunately. Would not even be hard to implement but mostly forgot about it
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No idea where you are looking for links, but the link to the webpage is in the first post and working
Also I did never write any PowerShell scripts, are you referring to my Linux shell scripts? That would be over here: https://community.7daystodie.com/topic/92-native-linux-server-with-management-scripts/
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Pushed an update yesterday (same version numbers, only JS files changed). I had this working before but forgot to bundle the updated web files with the release
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Haven't had much time to update my mods yet so made sure they just work for now. APIs will be extended later on to return both IDs where applicable.
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No bug, game uses those IDs now by default.
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Of course the server needs to be able to make *outgoing* connections, for EOS (as the log shows) that would be HTTPS, i.e. port 443 TCP. It does look like the port is not the issue but rather some issue with the SSL cert validation. This might be going through the hosts (root) certificate chain which would indicate an issue with the system's root certs. Or some kind of (transparent) proxy in between that kills the cert. In that case trying to connect to the named domain with MS Edge might show if there's an issue with the cert itself as your system sees it.
/EDIT:
Actually it looks like it's indeed your Windows installation missing the root CAs which should be fixed with Windows updates according to other resources on the internet.
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Of course it will be at least maintained (hopefully extended somewhat ). At some point most of it will probably move to the core game, with just minor parts staying as a mod to show how to do some stuff in mods.
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Would need more details on the setup. Are you talking about an Apache reverse proxy in front of the webmaps? If so that should work just fine, that's my regular setup too with SSL. What's the exact error? No connection to the page at all? Only the map not showing?
For reference, this is my current Apache proxy config (different host than the game server, so 10.0.0.70 is the game server's internal IP):
<VirtualHost *:443> ServerName map.example.com RequestHeader set X-Forwarded-Proto "https" ProxyPass /.well-known ! ProxyPass / http://10.0.0.70:8082/ retry=0 ProxyPassReverse / http://10.0.0.70:8082/ SSLEngine on SSLCertificateFile /etc/letsencrypt/live/example.com/fullchain.pem SSLCertificateKeyFile /etc/letsencrypt/live/example.com/privkey.pem BrowserMatch "MSIE [2-6]" \ nokeepalive ssl-unclean-shutdown \ downgrade-1.0 force-response-1.0 BrowserMatch "MSIE [17-9]" ssl-unclean-shutdown </VirtualHost>
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8 hours ago, Guppycur said:
Loot containers are now referenced by names and not ids. Hard coded UI parts being in xml. Logging issues regarding xml patches are fixed. Support to load mods to the clients natively.
...or so I'm told. 😃 ( Thanks Chiko!)
Yeah, that's basically what was in the Stream. Logging isn't "fixed" in any way though but extended
Also obviously that's not all of it, but I didn't want to list everything, even more so as I wasn't around and couldn't have answered anything or explained myself. Suppose the only bigger change that I forgot was XUi binding formulas.
Anyway, everything will be in the changelog, but don't expect anything bigger other than what's listed here.
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Sorry, I was no longer subscribed to this one either (since the forum update most likely)
On 1/18/2021 at 6:19 PM, Cadamier said:When I run the web panel map - does it mean that I have to reload the mod when there isn't controls on the right side for enemies, animals and players online, players off line? Cause I've reloaded it 5 times already lol
When you see the web page at all (ie. background etc) and don't have any controls for the map showing it means you don't have permissions to access it. So either you are not logged in to the map, or you are and have not set your permission level to 0 or you want anyone without logging in to see the stuff but have not set that access level (2000) in the webpermissions.
On 1/24/2021 at 11:18 PM, Dead Meat said:I've downloaded most recent Allocs update. I've gone to both http://174.85.38.115:8082 and http://174.85.38.115:8082/static/index.html but the result for me is just a blank white page. This generates the following log:
Do you still have this issue?
On 5/5/2021 at 8:13 AM, Szynsz said:Hello,
There is possible to add see traders on webmap? I don't see that option in webpermission.xml
Might add that in the future but it's currently not supported with the vanilla map.
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Sorry, was not aware I was no longer following this thread until today ... Probably from the last forum update
On 2/23/2021 at 10:59 PM, Sigil_Thane said:I'm reposting this from a thread that was more based on performance, but I may get a better response here:
...I'm running on Kubuntu 21.04 (Early Adopter)
Yeah, running dedi + your client separately might help with performance vs running a listen server from the game (assuming the system has good enough specs in terms of cores + especially RAM, which seems to be the case for you).
On 9/24/2021 at 9:04 PM, Nathrak said:I may have missed this somewhere somehow, but I am trying to have 2 instances running at the same time on my machine, one with 7 day bloodmoon and one with a daily bloodmoon. I can't seem to find where i can set the daily instance to 1day though. I know I can do this with a local game on my computer, but I was wanting to run both instances on my server that is using Alloc's linux installation scripts.
Just edit the config.xml for that one instance to say BloodMoonFrequency=1. I don't see what the issue would be without further info
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EAC has supported Linux for years for native games like 7days. No reason to update anything for just that. Only lazy devs that don't care about anything but Windows were an issue here
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Your accusations are false.
When giving such a statement you should at least make sure that's correct.
On the site it is written that it is made from Coppi mod.Never claimed it was not, but I suppose the line you're referring to can be interpreted that way:
The code is highly based on other peoples work. So far I know of at least Coppi's mod and mine, parts of it just copied 100%. Not even mentioning it.That highlighted part was basically going together, didn't think about that when I was writing that line. The fact that it's based on Coppi's was from the web site, as I don't know Coppi's mod by heart. Only thing I was trying to make the statement about 100% copy and no mention was mine, because I know that code and have seen it being used in there.
That whole point is still mostly a follow up on the first one:
I haven't checked in detail, but while I don't think it actually violates any license basing your whole work on a lot of other open source code and then saying "you may not even look at mine" (not even talking about reusing / modifying here) is an ass moveThe thing is: You get a lot from the community, not only in knowledge, but also in actual work spent, and then you just take that but all your stuff is then suddenly so much more worth than anything else done so far (including the base game btw...) that no one is allowed to even look at it? If every modder here was this protective of his own work there would be nothing at all because everyone would have to start from scratch as there's no information to learn with. That's my major gripe with that "I am allowed to completely copy stuff but others might not even take a look for ideas or anything" attitude.
The performances are the same with or without CPM, ie bad.The performance of the vanilla code isn't impacted of course, but running obfuscated code is still unnecessarily slower, so any place where vanilla code executes part of the mod is slower. Was just giving one of the reasons obfuscation is bad practice here.
Do you really think he has bad intentions when hiding his code?Well, as you said yourself, there's no payment involved in this mod. So not a commercial product. So what reasons could he have (even more so even stating he won't even disclose the reasons)? Of course it could just be the above mentioned attitude of not wanting others to learn anything from his code, could also just be to hide the fact how much is copied (not saying it is a lot, just saying it could be a motivation!), but as well could be bad intentions. The thing is: No one can know if there's anything bad without quite some work involved reading through that obfuscated code. And that's what I was warning about: Running obfuscated code on your servers, where it's *very* unlikely anyone checked what it does.
This modder works FREE for a whole community of admins for whom the management of a server is highly improved because the game does not have these functionalities.There's a lot of others who do the same, also for free. Never seen anyone hide what they do though.
Actually one outcome of this thing I can take away for me is that I'll see if we enforce a rule about not allowing obfuscated code to be advertised/shared on this forum or workshop later on at all ...
Also, if there's more you want to say, please make a thread for it, we captured Catalysm's thread for long enough now. Feel free to @mention me if you do make a thread and actually want me to read it.
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Just so there's no unnecessary confusion here: I was only talking about CPM!
CSMM seems like a great project!
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I never thought I would ever do this ... but:
I strongly advise against using CPM!
As for why:
- I haven't checked in detail, but while I don't think it actually violates any license basing your whole work on a lot of other open source code and then saying "you may not even look at mine" (not even talking about reusing / modifying here) is an ass move
- The code is highly based on other peoples work. So far I know of at least Coppi's mod and mine, parts of it just copied 100%. Not even mentioning it.
- It's closed source and furthermore even obfuscated binary
- negatively impacting performance
- even worse it makes it hard to verify what it is doing. Remember that any code you load into your game can do anything on the system within the limits of the user permissions the game runs on
- even obfuscated all third party code it heavily relies on (like the whole LiteDB, Harmony, Coppi's and my code)
[*]It's not an encouraging behaviour for a modding *community*
- negatively impacting performance
As I said, (probably) nothing "illegal", just something that I don't like to see happening in our community and something I would be very worried about as a server admin.
10 - I haven't checked in detail, but while I don't think it actually violates any license basing your whole work on a lot of other open source code and then saying "you may not even look at mine" (not even talking about reusing / modifying here) is an ass move
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Using the script configured steamcmd.sh produced the following: ...
First of all you should not run SteamCMD yourself if using my scripts, that is bound to cause ♥♥♥♥ups in the end
Anyway, SteamCMD throwing weird assertions isn't *that* uncommon, most of them can be ignored. The only thing that really matters if it updates properly in the end.
7dtd.sh script still didn't work, ...Would need more output from when it runs, not just the above snippet as it's not directly related to the actual update process.
Sounds like you found a workaround for yourself though, so glad it works
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Should automatically be found in the default installation directory. If not it's most likely just not installed
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Looks like you're missing the package libc6-dev on your system.
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You won't find any information on restoring, after all that's just plain file handling
What I meant with proper way is making sure file permissions are correct after restoring stuff and making sure to grab the correct files in the first place (and put them in the correct place of the save of course).
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Nope, if i generate a world the dedicated server saves the raw world in the path i wrote.
No, that's only if you have a very non-standard server configuration. Blazha is correct in that by default they go to %appdata%/7DaysToDie/GeneratedWorlds.
If i copy the nitrogen files to this path it works also.Yes, not recommended though.
The files generated out of this, so the actual chunks, goto %appdata%\Roaming\7 days to die\SavesYes, that's save data, not worlds, and that of course goes to the saves folder
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I was hoping that restoring the instance direcotry from 7dtd/backup would restore the world but apparently that is not the case. I restored from 24 hours ago but the damage is still there. Is the world data stored in the instance or in /sdtd/engine/Data/Worlds ?
As Sylen said the actual game save data is part of instances/<gamename>/..., enginge/data/worlds is only serving the base world. If you (properly!) restored some of that data and it did not fix those changes then the hack was done earlier than you though.
Also make sure to stop the server first before replacing save files.
could it be that I'm restoring data but not cleaning the game cache on my local client that's why I'm still seeing the destroyed places?No, the only thing cached on clients is the uncovered mini map view, nothing else.
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Only files directly in the folder, not from subfolders. That's why I was suggesting moving them to a subfolder
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Just used NitroGen for 18.1 again. Still think it would be cool if you would put the additional files that the game doesn't read in a subfolder of the output folder (like "previews" or something like that) as that would not make clients download those files without any work put on the server admins. Pretty sure a lot of people forget to remove them first (or don't know which ones they can delete) and thus cause additional download time for clients connecting the first time
Other than that still a great tool, wonder when I'll run into the first crack.
On the worlds itself:
- Maybe it would be a nice addition to have an option to restrict cracks to desert/wastelands, as I don't feel like cracks in a forest environment are any kind of realistic (yeah, in a zombie game ... )
- I'd like an option for the world to be randomly rotated, i.e. north/south for desert/snow is cool, but if the whole thing was rotated randomly later on you would at least not always immediately know where to go for those biomes
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Native Linux server (with management scripts)
in Multiplayer
Posted
Sorry for the delayed response.
Basicalyl there's nothing special about restoring: Copy the folder of the save from the backup to the original location. Either overwriting files or even better delete the active version first to make sure all files will be in a consistent state of the backup. Afterwards only fix up ownership (default: "chown -R sdtd.sdtd <savefolder>").