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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. Thanks for the kind words =) 1. Yeah, that should be possible. 2. I will add a way to access those that have been saved, i.e. those players that were online during the current runtime of the server. That won't allow you to access inventories of players that were only online before the server was last restarted though.
  2. Sorry, looks like I committed the wrong DLL ... should be ok now. @Koolio: Those "errors" on corrupted files seem to be quite "normal". Had them often before and never had any problems
  3. Sorry, looks like I committed the wrong DLL ... should be ok now.
  4. Updated for A9.1, nothing tested though (busy atm)
  5. Updated for A9.1, nothing tested though (busy atm)
  6. Erm, yeah, this would explain it ... you probably didn't use the dedicated server build then but the normal client build. That won't work But downloading the dedi build somewhere else and then upload it to engine will work. Still sounds weird ... logs?
  7. That's really weird ... The only things I can think of right now is doing forced updates on both engine and scripts: 7dtd.sh updatescripts --force 7dtd.sh updateengine --force But I don't think that will help. Will try to come up with better ideas though Uhm, how did you create that config? "Random Gen" is the GameWorld, GameName can be anything. You put it just the other way round
  8. Glad it works. Should have noticed earlier that you are running 10.04. The XMLStarlet shipped in U10.04 is just too old to have the XML stuff in the scripts working. Regarding using your existing save: Should be fine, but the destination is /home/sdtd/instances/<name>/<World Name>
  9. Ugh, this looks weird ... looks like it can't find the classes of the server fixes. Could you run "7dtd.sh updatescripts" and check if that helps? I think that's ok, the bootstrapper just isn't aware of that new part ... Gotta rework that one anyway Just to make sure everything is up to date please run both "7dtd.sh updatescripts" and "7dtd.sh updateengine". Also paste the log (by default this should be in /home/sdtd/instance/mainworld/log/current_output.log) to pastebin.com and post the link here. You might want to blank the passwords in the log where the server prints all the GamePrefs (just search the log for "password").
  10. Questions regarding FRTs manager should be posted in his thread But as you already noticed it's not only about login/logout but also live information like player position.
  11. By "admin" you mean a game client that has admin permissions? Wouldn't know of any reason one should get disconnected for using commands. Also I have used SI quite a lot without getting disconnected (in 8.8 though the code does not seem to have changed in that aspect). Yup, FRTs manager uses LPE and GT (afair in a 5 second interval). And I'm printing executed commands for logging purposes. Can't see a good way around this for now Console commands are always the same for every type of connection, i.e. Control panel, Telnet and in-game. Yep, that's what I meant ... might be feasible to add a more generic command to drop any item. Didn't look into this subject though and don't know when I'll find the time to do so. It's on my todo list though.
  12. You can ignore those, I get those messages all the time too... just warnings But what's the rest of the log?
  13. Just download the two DLLs, strip the ".patched" part from the Assembly-CSharp.patched.dll and put both in the 7dtd/7DaysToDie_Data/Managed folder (overwriting the AC#.dll with the new one). @Koolio: By drop in front of the player I meant one might be able to achieve that by code. That should at least be easier as adding something directly to a players inventory.
  14. Might be an idea for the future, right now it's not there Also I'm not sure if that's currently easily possible at all as the inventory is managed by the client and not the server. Would probably have to read the inventory from client, modify it and send it back, if the client code allows that at all. Could be easier to drop the given item in front of the player though.
  15. Log from client and server? Well, even though the files currently require to have .sh extension you can use them for PHP by just placing the php-shebang in the first line as you said. PHP doesn't care for the extension. Having a fixed extension was to make sure that no backups are executed (e.g. joe creates <origName>~ backups). (See http://php.net/manual/en/features.commandline.usage.php, Example #1) As you said you could not easily use the telnetCommand function (or any other provided by the scripts) but well, as long as I don't write everything in PHP (which obviously won't happen as that language isn't made for the given tasks ) there's no way around that if you want to use the functions. But you should be able to relatively easily set up a connection to the Telnet port with the PHP sockets stuff.
  16. I think this would be unfair to all the other really good mods/tools
  17. Weird that the start at boot time works ... the output you got there is the regular one. Also note that Unity ships its own version of Mono so it's not affected by whatever version you install on your system. Still hope there's a real solution for this.
  18. Hmz, edit time has just passed... /EDIT2: Seems to be a common problem with Unity+Linux (and even plain Mono). If you google for "linux unity mono sigsegv" you'll get quite a bunch of results. Did not quickly find any proper solution though
  19. Argh, of course it does not happen now ... even after starting about 10 times Could you check if any of the system logs (syslog, messages, ...) contains any notice about that crash? /EDIT: Ok, next try after posting this it did crash Nothing relevant in the sys logs though, so it really is just the information in that output. And that is quite scarce
  20. Ok, in the latest release the "removelandprotection" command also removes the actual claim blocks. This also means you instnatly get the effect of the removed block on all clients without relogging. And you can also remove all blocks of a given player (should make things easer when cleaning up after a hacker ) BIG THANKS to HAL, who pointed me to the code for actually changing blocks
  21. Did you relogin after using RLP? That's one of the limitations so far ... the updated LP block list is only sent to clients when they connect, so you have to log out and back in after using RLP to get the change work for yourself. I hope to have that fixed by tomorrow
  22. Unfortunately right now I'm out of ideas. Gotta leave for now but I'll try to get that error back on my machine and see if I can find any more details on what is going wrong.
  23. @LordofWar: You really got the stacktrace and the other log output in the same single output_log.txt? That's weird. And the output ends after "0.040 Game mode: GameModeSurvivalMP"? You did not cut it off there? I had the stacktrace sometimes when running on my local test machine (never on my real server). But when it happened it did not output any other stuff at all as it crashed instantly. Also trying to start a second or at most a third time always solved this, you might do so to as a first try. This is what "updateengine" will have shown you when you ran it: And at the end of the update: So you probably did not update the scripts afterwards (updatescripts)
  24. Log file location isn't affected, it's the normal output_log.txt
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