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Posts posted by Alloc
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Saw this in his output
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Also I do not see any of the commands spam that you normally see of lpe, and gt. But I guess that could be only if you run FRT?
This exception doesn't matter in this regard. And yeah, gt and lpe are issued by FRT's SM for management purposes.
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Yeah, it doesn't even say it wants to start the webserver ... Could you show us a screenshot of the game folder?
/EDIT: Eh, why doesn't it say anything about the mod being loaded?
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Any chance of stopping time when no players are connected with this?
Might be possible, depending on how the server works in that aspect. Nothing I wanted to look right now though
there is no patchers.xmlHm, yeah, I think it's not really documented. For a starting point get the current release of the Deobfuscator and there you'll find an patchers.xml for the current modules.
Have a 1 question about WEBSERVER. It is not workingI assume you restarted the server after putting the folder in? What's the content of the log?
Try using another port other then 8080 which is normally a web server port, ...Won't matter as long as cpport+2 is not used
Is it planned on LiveMap also be able to remove the Keystones?Yup, as that's an administrative task
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Same as it always has been: Press "z" or whatever you bound the menu to
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So could you give an example how a console command would be executed on the user "[XXX] some name" because it doesn't work plainly [XXX] some name or with quotes "[XXX] some name", nor stripped of spaces "[XXX]somename" or escaped "\[XXX\]\ some\ name" or "[XXX]\ some\ name" or a combination of them.
Currently I have to strip the playername from the chat message of special chars, then do the same for the lpe playernames and finally compare them with each other. And finally use the resulting lpe entid or steamid.
Well, yeah, for chat message hooks this is probably the way it is right now ... Currently no way around, sorry.
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you should change the wiki to have "/home/sdtd/engine/webserver".. it is afteral the default install path isn't it
For the Linux stuff: Yeah. But the mod isn't for the Linux server but for any server.
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The AC# only has to be replaced when you change something that is called by one of the hooks added by the patcher.
Those errors look similar to what you get when running the server AC# on a client build ... but as you patch your AC# yourself that shouldn't be the problem.
Sorry, but I can't debug custom builds, but I will upload the latest code soon™
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The first one seems to be caused by a player having no playername ... which looks like it's resulting in not kicking him even though EAC should do so
Second one: You must have done something wrong when compiling or patching the assembly. That only happens when AC# has a method reference to a method in the fixes.dll that does not exist. So e.g. you may have copied the new AC# but forgot the new fixes or the other way round or something like that.
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Hehe, ok
Did you see my edit to my last post?
Well then I don't know what could go wrong unless you didn't restart your server but as you said you did that shouldn't be the problem either
The XML looks fine, the mod is loaded, permissions are set ...
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Are you sure you edited the right file?
You could try the following: In game use "cp add version 1". This will set the permission level for "version" to 1. After that shut down your server. If you now look at the admins.xml it should say that version has a perm level of 1. If it does not you are looking at the wrong XML. If it does says so you got the right XML and you did something wrong (e.g. actually did not restart the server, or edited the XML before stopping the server (it will overwrite your changes)).
/EDIT:
Also if you want your admins to be able to execute everythnig anyway you could just set them to level 0. With the fixes this means they can execute any command even if it was not explicitly given in the XML (see second bullet point).
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The user is me and i can use the original commands from the server just not any of the new ones, I had the same problem with the original commands but it fixed it self when 9.2 came out.[ATTACH]4399[/ATTACH]
So you can for example use "dm" ingame just fine and you can use eg "version" through Control Panel / Telnet but you can't use it ingame?
Did you restart your server after editing the admins.xml?
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A request : command(s) to sweep-delete all item entities and/or all ai entities.
Hm, this sounds like a really good suggestion. I won't do it though ;P
This is going to deep into the workings of the engine, too much can go wrong and it will also probably affect a lot of places that are changing often. And probably one of the biggest problems: I couldn't even reproduce the problem in order to test whatever I do. I really think that is one of the major engine isues TFP will have to fix themselves.
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The log won't help in this case as you said the commands do work in one place. So the commands themselves are fine. It must be something about the permissions. Does your user actually have the permission to use commands at all?
If you want you can send me your admins.xml so I can take a look (in that case also send me the SteamID you want to be able to use the commands with).
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/home/sdtd/instances/Zone/Random Gen/[28D618]English, [6096D8]PVE,[FFFFFF] Public/webserver/
thats where I have (svn) webserver files..right place? or not?
Nope, that's the instnace folder, the game folder in your case is /home/sdtd/engine/ so there you should create that new folder with all the files
I would totally be happy with a way to change offline inventory ..the dupe works by a player disconnecting after doing some inventory clicking anyway, so playerDisconnect hook could have some use, to check there inventory and clean things up for themWe'll see what's coming up, but probably not the really close future. Problem is I do not want to access the save files as that could crash the server (when it wants to load files I have currently opened for writing). And crashing the server is something that I would never dare to do as long as I can prevent it
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Can't do ... the scripts just parse the log, the log does not give anything else than player name.
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Ah ok thx, I will have to wait then^^.
Well, you could just change that mdv0005 to Send and it should compile for now
Could you add a way to do teleportplayer <entid|playername|steamid> <entid|playername|steamid> ?Yeah, will do that.
btw is it possible to manipulate player inventory?Inventory is client sided, so you could only change it for offline players (or intercept the first transmissions when they get online). So basically: no
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I'm still trying to convince you... my intention is not to change behaviour but make it more informative without overflowing the chat. Maybe a configuration option to enable "advanced" features. I intend to publish the scripts as soon as they feal reasonably working and safe with relation to changes.
Still it would require external things (that may even be Linux only if it's scripts) that won't be available to every user of the mod. So unless it is an option (and I don't have an options system yet
) that won't come.
Could you make the si command return players name in the Bag for player <put actual playername. And same with... Bagpack for <player>Yup, changed in next release.
also I still not got this api working the control panel is on, what steps am I missing exactlyDid you download the webserver files to your game folder? See "Activation" here.
(Please show me the contents of your game folder and the log if it still does not work)
Im trying to compile the newest sources again Alloc. Same procedure as last time (deobfuscated, got the SteamWorks and Unity dll from my server).This time Im getting an Error in the Teleport command, line 53 (position attribute not found for EntityPlayer) and line 58 (PackageQueue couldnt find method mmdv0005). I also tried compiling the newest deobfuscator sources and deobfuscating the dll with that instead of the Release, didnt work though. Any ideas?
"position": That's been just added in the latest Deob code, I just uploaded the source 6h ago (but no release so far). PackageQueue hast a "Send" method instead of a "mdv0005" after using the current Deob, but I think I did not yet upload the updated mod source for that part
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1.What is good to add there it is lpe stats easy accesible, similar like ingame table when presing tab.
Planned for the future, the map was just a start to have something working at all
2. What i can also ask to add if you have time on it - this kind of tool http://crafting.7dtd.pl/ in the web server. More and more custom items and recipes added so people should be able to see non standart recipes especialy recipes in forge or firepit because you can't see them until you have ingredients.Even though that would be possible you shouldn't see this whole web thing as a user interface. Its primary purpose is for admins to have some tool independent and easy control over the server. If you want to present a custom recipes file that can be done with a simple frontent like that you linked to running on an arbitrary webserver
3. To more event rpg type events need not only "give" command that is very nice but "take". F.e. if you can make shop plugin available to the game etc. I have many ideas about that.Sounds like an interesting idea though that's probably more fit for a mod which does handle the whole job of the shop or such thing as you will probably have more interaction anyway. Also I just can not affect the inventory atm. as it is client sided
Thanks for your kind words, this thing will definitely be further improved a lot in the future
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https://7dtd.illy.bz/wiki/Console%20Commands
They only work for single player as they always affect the local player (in a dedi environment the server does not have a "local player"
) and only take the buffname as argument. I think it was models_8 or 10 where buffs are defined.
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Well, it would be possible with the mod. But I do not really feel like going that way
Especially as the mod is meant to not change the behaviour of the game at all (and it would also affect users that don't run the scripts so they wouldn't have a direct way to add replacement output).
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Well, there really are no extra steps
But most importantly you got it to work
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Ugh, yeah ... that was because of the disabling before
Fixing, upload in a few minutes
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Same way as described in what you quoted: Add an empty file named "protect" to the "webserver" folder ^^
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Improvements for the dedicated server
in Tools
Posted
Already uploaded![;)](https://community.7daystodie.com/applications/core/interface/js/spacer.png)
/EDIT:
@Hensley: This all looks right, the only thing that still bothers me is no entry in the log about starting the mod. But as you have to update the mod now anyway for a9.3 maybe this will help.