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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Wasn't yet meant to be a fully official feature of the mod so I didn't document it yet on the wiki You can get the files on SVN one by one here: SVN Or download the folder as a tar.gz archive here: Download archive Just make sure that you end up with ...\<7dtd-folder>\webserver\index.html etc. Also you have to have the control panel enabled. You should then be able to access the map on http://<yourIpOrDomain>:<port of control panel + 2>/ You have to send the command to the Telnet port and wait for its output and then parse that output.
  2. Well, the time in the logfile-name is the time you started the instance. So this won't change unless you restart the instance. The content should be just fine anyway.
  3. Yup, Skype would be fine. Done now. Sorry for the inconvenience
  4. Well, if you use the instance editor it tells you about this No need to restart, hooks are read when an event is occuring. The former one. You get the instance name passed as parameter so if you want to have different actions you can check based on this param.
  5. Well then ... https://7dtd.illy.bz/wiki/Dedicated%20Server%20Build Tell your hoster to migrate to the dedi build already
  6. That happens when releasing testing stuff ... It's not an error or anything bad, just an information for me that I got to implement something later on. Will remove it and upload a new release.
  7. I think most at least switch your install if you ask them to. Also you can point hosters there: https://7dtd.illy.bz/wiki/Dedicated%20Server%20Build A hoster that won't switch at all is really a bad one because as you can read there the client won't be supported forever anyway
  8. Do you have a static IP that you connect from? If you only wanted connections to Telnet to be allowed from the server itself (i.e. scripts or when you want to access remote through e.g. SSH tunnel or VPN) you could just remove the password. That way the server will only listen on the loopback device. current_output.log Oh, and the "fallback handler" lines don't matter. And I think the other errors were because the player was disconnected right after connecting.
  9. Could you send me the full log? GamePrefs/GameStats in log: At least the latter seem not to represent the correct values from the config when they are written to the log. Just ignore them If you want to check if your values are loaded correctly you might run "gg", it will show you the current values for each setting.
  10. Re:Ping: You can just use "listplayersextended" (lpe) to get the ping. I think that's better than passing more and more stuff in hooks. Yeah, Telnet does use a different encoding ... But the hooks should receive the correct name as it's read from the log and that should be fine.
  11. Did you ever successfully run a version of the mod before on that server? Could you please remove the mod, start the server and check if the log contains "Dedicated server only build"?
  12. But you read the stackoverflow answer? You can do stuff like 5-59/20 which would be 5, 25, 45. If you use different starting values for each instance you'll get different times within the hour (That way you can even be sure that at no time they overlap whereas with some weird intervals like 43 over the whole day two events could occur at the same time if they reach a common multiple ) Nope, not for the short term. It's the way the engine tells the clients about the server settings.
  13. That's nice =) Thanks for posting this so others can use it too =) But could it be you're missing a "say " in your telnet->exec line? No way for such value, but you can do things like "every 20 minutes": */20 * * * * ... See here for more details (first answer is a really good one ): Run Cron job every N minutes plus offset
  14. Hum ... that. is. weird. ... Which version are you running? I.e. revision you downloaded or just run "version" in the console. Anyway, has nothing to do with the generated files, that's either a problem with how I access chunks or with the chunks themselves ... Probably the former one That chunk management business is really annoying Also could you send me your save folder so I can try to reproduce that problem locally? You could leave out the player files of course
  15. Ignore those "corrupted files" messages. They were ok. Also without more information (like a full log) I can't do much about it. Of course you can blank out stuff like passwords and also send it on a private channel (PM, mail, ...).
  16. Hum ... that. is. weird. ... Which version are you running? I.e. revision you downloaded or just run "version" in the console. Anyway, has nothing to do with the generated files, that's either a problem with how I access chunks or with the chunks themselves ... Probably the former one That chunk management business is really annoying
  17. Oh, yeah, forgot to add that one to versioning when commiting last time Done
  18. I will find a way to get public access to the map as an option
  19. Could probably include an optional public access to the map if that's desired. Always thought one wouldn't want each user to see the full map as this can also be used to find other bases etc
  20. Log contents? Nope, as that will be extended to be an admin interface you wouldn't want it to be publicly accessible
  21. It will be rendered as people walk around. So on a new savegame you won't have to run rendermap at all
  22. Heh, ok, glad it works (and wasn't my fault ;D ). It's just because there is none. For further information on what a favicon is at all: http://en.wikipedia.org/wiki/Favicon If you set ControlPanelPort to 80 then it would be: http://127.0.0.1:82/
  23. Heh, no prob ^^ Really weird that is ... I do not see any reason atm why that should fail, especially as the other files are served correctly. (Also the forum is giving me a really hard time right now )
  24. If you want to point your (extenral) webpage to this point it to http://<yourIpOrDomain>:<controlpanelport+2>/. If you point it to any file that won't do you any good.
  25. Nothing is generated there. The webserver-folder has to be created manually with the contents of the folder in SVN ( http://svn.illy.bz/7dtd/binary-improvements/webserver/ , you can also use a SVN client to get that folder checked out). That folder will then be accessed through HTTP with the "/static/" prefix, i.e. "/static/index.html" will be mapped to your local file "<game>/webserver/index.html". So only tasks for installing: Add the mod, create the "webserver" folder in the game folder with the contents from SVN and you are done
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