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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Nope, don't copy anything. The webserver will access the map files from the save folder and the static files from the "webserver" folder. The favicons are still ok and the others look ok too ... Did you check that the files are really in the place given in the error? You could try to use the "run" dialog from windows (Win+R) and paste the complete path of one of the files there and it should load it in an editor.
  2. Yeah, the map files are different for each save so they are saved within the save. But the common static webserver-files don't have to be in each save so they go to the games folder.
  3. @Lordicon: That error shows the URL relative to the host, it's not about the file path on the filesystem As the index.html etc are found the "webserver" folder itself is in the right place. @Xyloscent: Just uploaded a new rev which also shows from where it tried to load the files on your disk so that could give a hint.
  4. Well, if I'm right that's already about 50% of your "real" map This indeed looks like it just can't find the required files. Windows or Linux?
  5. As the Telnet interface is part of the engine you can't "keep it open" during a restart. So for now it really resolves to using a login on the machine and issue the command to (stop & ) start the server. If you want to allow that for non-root you might consider going with a sudoers entry that only allows running "7dtd.sh start" (and optionally "7dtd.sh stop" if you want to shutdown from within the console).
  6. Yeah, when I started on that one I thought it would be possible to trigger for one client only ... Didn't turn out to work But at least that way one can only enable it for a short time when it's needed so most people won't even notice it Won't take that long for most of it ... I would assume that at least the last 90k will be done within seconds so it would be at ~7/20 =~ 35%
  7. You would have to delete the proper region files. It shouldn't help much though as you probably only viewed little parts of the map. It won't take longer just for having a wide map, it only takes time for the chunks that were actually visited. So the real question is how much was visited at all The status indication won't give you any time estimation as it can have some x-coords done rather quickly while for others it may take a while, depending on how many chunks in Z direction were visited for the current X coord. Everyone, can't be changed atm ... tried to get it to work but that would require bigger rewrites of some stuff
  8. Yup, it should create everythig automatically. But I did not yet create an updated scripts bundle, so unless you manually added the DLLs it won't be in there Created a new bundle now with the current DLLs. If it still does not work check the logs for errors.
  9. Uh, yeah .. forgot to mention that Implementing a basic authorization right now. Username is "admin", password is the same as for control panel. Ooookay, was just going to ask how the heck you got a map that big Actually the coordinates in in game dimensions are minPos and maxPos, so it's -11472/-10352 to 100112/100160 ^^ Hadn't thought about that possibility. Just uploaded a new version that disables rendering of an overview image file if the map is larger than 10k*10k. That should allow you to use "rendermap".
  10. @Lordicon: Different partitions for engine vs save folder work fine for me. Think the error must be deeper inside Could you get the newly uploaded DLL and try running RM again? It will print a line in the log starting with "RenderMap: " and a lot of numbers after that. Please paste that line here.
  11. Did you check if the port is listening? Did you check the output_log.txt if it says "Started Webserver on XXXX"? Also, as a first guess, did you add the webserver-folder from SVN to your engine folder? Hm, never thought about this ... will check if that's the problem
  12. Disable: Just do not put the "webserver" folder in your 7dtd folder and it won't be started at all. Port: It's always ControlPanelPort+2 so if you do not set ControlPanelPort to 78 it won't be 80 (by default it would be 8082 as ControlPanelPort's default value is 8080) Hm, that's weird ... looks like everything is working but the actual delivery of the map tiles. Anything in the log when you try to load the page? Do you have the webserver port public so that I might look at (if so send me the data in a PM)?
  13. Heh, thanks for the detailed report (and even a fix to it ). 7dtd is doing some bad stuff, especially at startup when it opens lots of files. And in one of the server fixes releases I even increased that problem (I think that's the one still shipped with the scripts) I will release a new package in the next hours which hopefully also eliminates the problem for now.
  14. Hi guys, just wanted to keep you up to date on the latest bigger additions: The mod now renders the map to tiles as players visit places (live). This allows to view a full map of everything that any player has ever seen by using e.g. Leaflet. I also added a command "rendermap" which does initial rendering if you don't want to start a new map PLEASE READ THE INFORMATION ON THE WIKI BEFORE USING THIS COMMAND!!! I also added a first version of the web administration interface. For now it merely shows the map but it's also setting the foundation for adding further capabilities. If you want to enable it make sure ControlPanelEnabled is set to true and put the folder webserver/ in the root of your 7dtd server installation. The new web interface will listen on controlpanelport+2. Note that for now there's no authorization (but you also can't do any harm other than viewing the server's map ). Example page Regards, Chris
  15. Hm, tell TFP about that Buff (and "debuff") are official commands introduced in 9.0, so should not be affected by the mod or the Linux stuff
  16. Those "Fallback handler" errors are normal and can be ignored. It must be something else
  17. Haven't worked with systemd myself either. But for generic debugging purposes: Did you check if there were new logs after that unit was run? E.g. stdout.log updated, output_log.txt updated? If so what's the content?
  18. Yeah, you're right, unban isn't in there ... Added to my todo list ,)
  19. That's a problem of the manager then. Looks like FRT requires a specific version of the mod (or parses the version in a wrong way to allow for newer versions).
  20. Don't get what you want to tell me with that (fake) quote. Regarding FRTs manager not detecting the mod you will have to ask him, I don't know how he's detecting the mod. But you can make sure it's not your server causing the problem by running one of the added commands (e.g. "version") by a manual Telnet or Control panel connection.
  21. I wish I was But unfortunately not, so there's currently no way for me to have anything integrated in the official build
  22. Could you describe in a bit more detail what you mean? The game already supports add/remove for the banlist so I'm not quite sure what you want (Listing seems reasonable though, have been annoyed by not being able to look at the current list of admins during my tests ...)
  23. Nope, haven't heard anything either. He's probably just busy.
  24. Nope, nothing out of my head ... Maybe logs could help though.
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