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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Hm, the log looks ok. Nothing out of the ordinary in there. That you can not connect with Telnet on 25000 is normal as the game ports are UDP and Telnet tries to make a TCP connection. "7dtd.sh status <instance>" should show you which ports are really opened when the server is running (it should show at least 25000, 25001, 25002 each UDP).
  2. Just tested it again on a Windows machine ... dedicated server build from tools menu, added the two DLLs and it just worked. Don't know atm what it could be that's going wrong there.
  3. Don't know why it should and at least I suppose I don't affect this The messages don't seem to be really bad. By minimap you mean the ingame one? Could you make a screenshot? Haven't heard of anything like that before. Well, if it's about real crashes (i.e. process died) you could simply add a cron entry with "7dtd.sh start <instance>". If the instance is running anyway it won't do anything and if not it starts it. Obviously doesn't work if the process is still running but the server isn't doing what it should.
  4. Are you sure you got the latest mod files (i.e. rev 194 or later)? Old files won't work with the latest hotfix release. Log? (symptoms may be the same but often the reason is not the same )
  5. Hm, looks like an error another guy had with the current update. Please delete the whole Managed folder and have steam verify the integrity of the local files (which will make it redownload managed), then put the mod in there agan.
  6. Hm, yeah, that should be good Should be safe, mod is updated.
  7. That looks like you try to use the client build as dedicated server. You should use the dedicated server build (can be found in tools in steam). Hm, will think about it Handled in IRC
  8. Probably not, but as it's not my code I can't tell for sure No problem shown in the log. Probably something in the core game that triggers on rare occasions but hard to find without any errors in the log Passing on: let's just say "kinda" Passing more information to the log in that aspect makes sense, I will see what's possible there. The "disconnected after" should be normal, if it is not shown that is more of an error So I do not know why you get disconnected at those times. I would assume it's an client issue, not a server one, as this message can only be shown if the server receives a "disconnect"-package from the client (which would not be there if the server kicked you IIRC). Well, for one it would probably allow more players on the server Not sure if it would affect anything else. Doing so is a matter of having the steamworks integration for 64 bit which currently is not possible. Hope that changes in the really near future though.
  9. Blocks shouldn't be available at all. Right now it's an item thing only (i.e. no blocks, only items). Hope to change that in the future but no proper solution so far. Erm, to simplify: You mean a file stating what is allowed and what not with "give"?
  10. Nope, I won't upload copyrighted material. We can try to figure out what exactly is wrong with your setup tomorrow. (Or you might do as cynexit said: Install with the scripts instead of using steamcmd manually)
  11. Sounds like something is blocking access. Are you running with a hosting provider? If so they probably block access to that port with a firewall. You can ask them if they open it for you (but I know that at least one already said no to another user but I think a lot of them are quite helpful ). Sure, basically the way I remove the keystones right now would work with every kind of block. Not a top prio atm though (Gotta get everything that's in there right now really stable so I can extend on that)
  12. Hm, ok, weird. Right now no idea and I don't really have any free time today. I'll get back to you tomorrow. Unfortunately that's not in the log
  13. Did you fiddle with the instance folder manually? Looks like the permissions are wrong. If there's no data in yet (i.e. you started a new save) I would recommend deleting the "Random Gen" folder in the instance, make sure the instance folder itself has correct permissions (sdtd.sdtd) and then start it again.
  14. Logging in user 'neojayserver' to Steam Public...Logged in OK Waiting for license info...OK ERROR! Failed to install app '294420' (No subscription) You logged in with an account that does not own 7dtd.
  15. That's planned (Probably even with some kind of permission control for different parts of the interface)
  16. Yeah, especially if you access the files from another process that is bound to happen. I will be adding a way to prevent this from happening for the integrated webserver but there's almost no way to prevent that if you access from another application. (Right now it also happens with original files) Also this does not really hurt anything, the worst thing that could happen is that the tiles aren't updated correctly at that moment Green = active, red = inactive (i.e. not protecting the area any more) /EDIT: Too slow ...
  17. Hm, gotta figure out a way to stop the mod from accessing the same file multiple times at once first, after that I might add a public map.
  18. Hm, just checked again: there's really no change between those revs that should have any (and even less a negative) impact on the performance. Also nothing changed at all regarding the web part. Maybe just some coincidence with the rest of the engine? Yaaaay
  19. Hey, stop that, those updates are meant to improve stability and performance, not make it worse ... What do you mean by "can't open the map"? Webmap? The logs don't say anything about my stuff so I wonder if it's really related to the mod.
  20. Yeah, I know, and I'm grateful for that I wouldn't mind looking at his solution. I won't promise to change anything soon though (primarily because of the aforementioned issues with rolling out such an update with the current update system). Well, 2 GiB RAM in total is a bit scarce though it could work. I would assume for 4 players it should be fine. CPU depends on what it actually is and if the cores are shared with other virtual machines on the same host or not. Two cores should be ok for 4 players if they are neither shared nor to old (i.e. too low power). There's lots of things people want to see, doesn't make it any better at interoperability if I change existing stuff to something completely different. Not sure if that was on purpose but you might want to show a little bit more respect to others... Yeah, might have been a "bit" less stable in the new multithreaded design (especially when creating/closing new connections very often), should hopefully be stable now again.
  21. The problem is less a matter of how much work rewriting it is but how to roll out an update so that people won't have to complain about stuff not working etc Also there aren't any *serious* security issues (the game runs as non-root anyway) but the hooks right now so it's just not top priority for myself.
  22. Done, will be released in a few minutes probably
  23. Nope, that would break other things like FRTs server manager.
  24. Nope, you just can't edit the file while the server is running. But it will keep the contents of the file as it loaded it at startup and whatever you did by console commands (admin, ban, etc).
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