Jump to content

Alloc

Fun Pimps Staff
  • Posts

    1,538
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by Alloc

  1. 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.
  2. Done, will be released in a few minutes probably
  3. Nope, that would break other things like FRTs server manager.
  4. 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).
  5. For editing the file manually you have to shutdown the server *first*, then edit the file and start the server again. The server always writes this file on shutdown so it overwrites your changes if you did them prior to shutdown. A short explanation on managing the file by console (Telnet, Control Panel, in game): Console Commands: Managing permissions by commands - Chris
  6. Nope, not yet. For now you could only work around by using sudo and allow that single use to just run commands that start with "7dtd.sh start" (and "kill" respectively) as root. I.e. your control panel would run "sudo 7dtd.sh start <instance>" as the normal user.
  7. Er, where did you get it from up to now? ^^ https://7dtd.illy.bz/wiki/Server%20fixes For the basic setup it's nothing more than what's under "Download" there: download both files, remove the ".patched" from the AC# and then move both to your 7DaysToDie_Data/Managed-folder.
  8. If you want to try it you can always add the --force parameter and it will "update" regardless of a new version Also, fixing the system is also possible by simply deleting the folder /etc/init.d and creating a symlink from /etc/init.d to /etc/rc.d/init.d.
  9. @Markezzz: Log when it runs ok and log with the mod when it does not please. Well, that "original standalone version" is a completely different thing I think I'll just allow a JS file, that way you have most flexibilty for doing your own things The first one should be ok. Also you could update to the just released 185, as it drops the dependency on ControlPanelEnabled and TelnetEnabled altogether. @Test if the port is in use: If it is in use the log will contain an exception saying so. Yeah, kinda. The way I was activating it before Telnet also had to be enabled as otherwise my code wasn't called at all Changed now though. The game ports don't matter as those are UDP whereas Telnet/CP/Web interface are TCP. But obviously they could still conflict with other programs running on the machine as you said. Though the mod would log an exception if that was the case
  10. Nah, not this time You can get the current updatescripts.sh from http://svn.illy.bz/7dtd/scripts/usr/local/lib/7dtd/commands/ and replace your local one. After that you should be fine with running updatescripts in the future.
  11. Please show me a log of normal startup, then with my files and then again after switching back to the orig DLL (without redownloading the folder through Steam or anything).
  12. @bladez: Updated the updatescripts in v.57 so it should work for you. You have to update it once manually though as only subsequent updatescripts-invocations will have that fix. I still have to come up with a solution for the bootstrapper though
  13. No matter what way it would have to reload all (visible) tiles as Leaflet doesn't allow me to reload just a given set of tiles. But at least timer based could be done. You mean like loading another JS file (which normally does not exist) so you could add JS code for markers there?
  14. @bladez: I found the problem. In CentOS /etc/init.d is a symlink and the unpacking operation for the management-scripts overwrites this link with a directory instead of adding the file to the directory that is symlinked (/etc/rc.d/init.d/). So the system can't find any of the scripts afterwards anymore. Will see how I can prevent this from happening.
  15. The mod won't affect anything in your managed folder, must have been something else. Anyway, you're running Alpha 9.2 so you have to get either a 9.2 compatible version of the mod (up to rev 174) or update your server to 9.3.
  16. Heh, that's a new one Could you start the server with the orig file again and show me the log? (Remove passwords)
  17. The correct location would've been: http://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server You shouldn't even have to download the mod yourself, if you do a updatescripts and updateengine you'll have the mod for the current version automatically. If after that it still does not work please send me a full server log (including at least one login attempt). Don't forget to strip the passwords. Currently installing a test environment
  18. I set it to .NET 2 though 3.5 is probably also ok. Sorry, didn't get that question Hm, could you show a log after you tried to access it? Best put it on pastebin or such but remove the passwords in that log!
  19. I'm assuming the 64bit version? Want to have a similar environment for testing ;-)
  20. Those erors don't look like they were related to the scripts at all. Updatescripts doesn't run update-rc.d either. Gonna try a centos install tomorrow (more exactly today after sleeping ;-) ) myself. /EDIT: Which version of centos are you running?
  21. Updatescripts only did that? Do you know if/what part you skipped when installing manually? Actually the only thing that I could imagine having a problem at all is putting the "7dtd" in /etc/bash_completion.d/. It doesn't even try to fiddle with rc-scripts (only copies the new 7dtd.sh to /etc/init.d but doesn't invoke rc-update or anything).
  22. http://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server Hm, that sounds ok. Haven't use VS though so I don't know if it does something weird here.
  23. Yup, that's why it's "item" The game makes a diff here itself, like in creative menu. Currently haven't found a sane way to get that done with blocks. Still on my todo list though.
  24. Hm, no idea how that could happen. Not even sure what exactly happens there Could it be your machine is running out of free memory? Deobfuscated AC#.dll from where? Also please post server fixes related questions in the thread on them. Does help the organization a bit run the updatescripts and updateengine commands and you should be done
  25. Ok, hensley's problem has been figured out ... partly my fault *NOTE*: Webserver is only activated if Telnet is enabled too! Forgot that I had to spin it off that part @Lordicon: I'm home
×
×
  • Create New...