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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. SI with SteamID *should* work in both cases already.
  2. Did you try it with a player that's online at that moment to make sure it's really about steam id not working?
  3. Release notes for the scripts show you whenever I package a new version of the mod with them. Those say v.51 contain the mod version 0.91.5356.41724, which (by looking at the release notes for the fixes) is some build between rev.147 (0.91.5355.36217) and rev. 154 (0.91.5358.38435) (so not much changed in respect to 147). EDIT: "With steamid also players that are currently not online can be checked " means that you can view them if they have been online since this version was installed as I still have to store what they had in their inventory.
  4. Uh, yeah, sorry, should have removed that output for releases Nothing to worry about, that's actually when the rendering works fine
  5. That's planned as the HTTP classes that I provided by .NET don't allow me to have both authorized and public access on a single port (at least not the way I want it ). But for now there's not so much in it and even the player display is mostly for evaluating different things
  6. Just added player location markers to the map (don't forget to update the webserver files too if you want to use it). @Lordicon: You didn't reply to my PM at all so I can't help you
  7. Sure there is but I did not find out yet how to spawn blocks (currently it's items only, that's why e.g. no keystones or concrete). Probably later tonight Not yet. admins.xml, but only on shutdown (and only read on startup).
  8. That's because they use hostip.info for providing the country and your IP is not registered there. (See this post)
  9. Hm, that's strange. What tool do you use to connect to telnet?
  10. Do you have any special (i.e. non 0-9, a-z, A-Z, _, -) characters in your password? (At least I just could not reproduce it with PW set to "123" )
  11. Well, it's in the first stages of development Of course interaction with the map will come too, like displaying stuff and maybe also controlling some from the map. For most time it should not do any harm. But there's a slight chance that the game wants to read one of the files while it's opened by Cumu's tool and that could make the game crash. And what a crashing game would cause can never be completely foreseen
  12. Heh, nice Well, Cumu's tool is for offline rendering (e.g. could be run like once a day, requires the game to be shut down to be sure to not kill anything) but is *really* fast at rendering the whole world. The mod aims at rendering live as players walk around so basically you get a map that is never older than 1 second. In return the full map render command is slow as hell but you should never need to run that if you have the live rendering starting from when you start a new save game. Oh, yeah, think I forgot to add a release package when updating the ManualDeob-lib, sorry
  13. You really should switch to a proper compiler Hm, then it should be there. I can compile it too Have never had this happen. The "savin playerdata" is when a connected player's inventory is stored for showinventory (so every 30 sec per player or on player disconnect). Well, yeah, this command accepts only either player name or entity id (this won't change on a single server running one save game but will change on a new save or server). There will be a more flexible way of managing players added by this mod later on.
  14. As long as you got it sorted out Just updated the webserver-files. Now you can also see what the corresponding region files are for every location. My server is updated so you can look at it here: http://7dtd_admin.illy.bz/ Regards, Chris
  15. Hm, just read the .NET doc on structs ... you don't have to explicitly initialize it with new or anything but it looks like it's preferred to do so (x and y are written first in all cases so it does not matter for execution but it seems your compiler does not like it anyway). Added default initializers. Please tell me if that fixed your errors. Does it not compile or is it just highlighting or something around these lines missing in the editor? E.g. MonoDevelop sometimes chokes on the types but the compiler still compiles fine as it actually is there (Assuming you ran the deobfuscator on the input AC#.dll, but without almost nothing would work )
  16. On a plain installation without specifying where the log should go it should be in <gamefolder>/7DaysToDie_Data/output_log.txt . Did you make sure to install the dedicated server build? Ugh, sometimes the error handling is really bad in 7dtd
  17. WTF? ^^ Have seen a lot of errors before it's the first time I ever saw an endless loop of NREs in GM.Update ... Sorry, only idea right now would be that you don't run have the dedicated server build but as you said you were running it before so that can't be the reason Hopefully I will come up with an idea tomorrow (it's 4am here so I gotta go to bed now ). -Chris
  18. Could you paste the full log? The error in GameManager.Update looks like there's something wrong outside of the mod as I do not touch that method
  19. But you did run the fixes successully before? Or is this your first attempt to use them?
  20. What do you mean by "server will not connect"? You can not connect to the server with the game client? You can not connect with Telnet? The server does not connect to Steam for server listing?
  21. Just started a bit of documentation, not much to find but at least it should contain the important information for now https://7dtd.illy.bz/wiki/Integrated%20Webserver
  22. Hm, ok, if you don't even have any problems other than that we might as well just ignore this for now Could you give me the exact error output (i.e. including file/line number). I do not get that error so I don't know where and why that should happen. Will be an option in the future. For now you could just edit the stop-script and put any value you like (though remember that when updating the changes will be overwritten). Nope, currently not. It would require either to get the unknown commands to be printed ("harder" to intercept though) or one actual command that does just print the given parameters to the log so you could read them. Don't really think that's the best thing to do though. Did you check if the commands show up in the current_commandExecution.log? If they do I suppose it's something wrong with your hooks. If they do not it might be either the server or the scripts, but at least with a quick test over here it worked fine
  23. Do you have control panel enabled? Do what does the log contain? Yup, that's what jimmyh and I are currently talking about too (And a lot of refs before) I'll write a short documentation later on, don't want to repeat this over and over again Hm, where do you get it? Console? Does the stuff work besides the error? I.e. server running, logs get filled, especially the logs/current_*.log?
  24. Could be for security reasons. Not sure if Valve would like it if a game just publicly announced the steamids as you could watch who's playing. Not sure what you're talking about exactly. There's the tool to render the map offline written by cumu: http://7daystodie.com/forums/showthread.php?14947-Export-discovered-map-to-png And the server fixes also render the map live while people visit the world.
  25. None, when connecting to Telnet you communicate over that connection in both directions. You send commands and on the same connection you will receive the result.
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