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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. It deobfuscates the AC#.dll prior to modding it.
  2. Currently: . /usr/local/lib/7dtd/common.sh telnetCommand <instancename> "say Hi everyone" By commands in your suggestion you mean the things like "7dtd.sh start"?
  3. Removing all claims of a given player is on my todo list. Just currently very busy in real life
  4. If you have a hosted server your provider has to install it. Depends on your provider if he'll do that, you just have to ask there. Alternatively you can patch the DLL for the client build, but that won't be supported for a long time by the Pimps anyway so your provider would be better of switching to the dedi build right now anyway
  5. So you are running the client build -> the mod won't work as stated multiple times before.
  6. Might have a look at this. But probably not within the next 1.5 weeks. So what? It's nice you found the log, but the interesting part is its content
  7. You are probably not running the dedi build of the game as the server. Check the output_log.txt (with the orig files) for the line "Dedicated server only build". If it's not in there you are running the client build.
  8. Hi Hensley, why don't you just use the tool that already provides this feature? (I assume it's FRT's Server Manager) It would be possible to implement in this mod but somehow I don't feel right about this. Especially as this is misusing the chat while there are no chat-commands yet.
  9. https://www.debian.org/distrib/packages At the bottom you can search for packages including a certain file (more exactly packages that contain a file with its path ending in a given string). Entering the missing header file "sys/syscall.h" there and you got the missing package
  10. You need to install libc6-dev. Wonder why that was installed on all my test environments by default and not for you though ...
  11. Hm, I would have expected it to be instant ... but to be honest I did not check that and did not even think of that (one of the features that's kinda hard to test with just one PC ). Could even be that it only affects players that join after you used that command. Will have to test this and eventually find a way to propagate the change instantly to the clients.
  12. Hm, might be useful I'll see what I can do (shouldn't be too much of a problem)
  13. Grml, wasn't able to edit my post anymore ... (less than a minute to late for that) Just had a quick talk with him: The fixes are for the Windows engine only. They might not be needed for the Linux engine at all anyway
  14. Not sure why it uses that path on your machine at all anyway ... but you should be able to change it with "-logfile somepath/file". Regarding DerPopo's fixes: No reason to do so as long as there's no real crash reports on the Linux side anyway. The one you encountered quite likely is not related to anything he fixed.
  15. Ugh, I never said DerPopo's fixes were included ^^ Regarding the log ... wonder why it does use that path. Are you running the game through the management scripts or some other way?
  16. Hm, do you know on what event that happened? Also, did you use both the AC#.dll and the server-fixes.dll from the same revision (or just used the updatescripts command)? PS: From the log I would say this is not related to anything that DerPopo's fix could help. Looks more like you got some problem with the fixes.
  17. Thanks to HAL9000 the latest rev has a kill command
  18. Thanks I doubt that TFP will do a lot on this though. I actually even doubt they noticed this at all
  19. Glad it works now, but that shouldn't happen in the first place ;-) ... how did you install the stuff? Did you use the bootstrapper? (just so I can fix eventual problems so others don't run into the same trouble)
  20. "7dtd.sh updateengine", it's part of the scripts.
  21. So you did not use the scripts updateengine-command? As that should be doing it automatically so if you were there's got to be some error
  22. Just uploaded rev.103. Primarily added the abbreviation "pm" for "sayplayer" and changed its behavior so people can in fact use this as a PM function. I.e. the receiver does see the message as e.g. "Alloc (PM): hello" if used by a client. If used through Telnet or control panel it will be "Server (PM): hello". Also made the code more resistent to bugs in itself, so if there was something going wrong it at least should not affect the game/server Haven't forgotten about that one, in fact I just created a ticket so I won't at all It's just more work as I have to dig in the assembly again to find out how to do this while I am fairly familiar with the console business by now Regards, Chris
  23. Well, h3llghost is running the dedi build just fine for over a week and so am I on both my server and locally for testing purposes. So this must be a problem on your end like some weird incompatibility or broken files. Without any further information from your side (e.g. logs) I can't do much about it.
  24. Yeah, that one might be handy. Not sure if that would be a deep interaction with the engine so I would have to check that.
  25. Well, sorry, but in this case the discussion is at a dead end anyway: There is no official Linux support so no way to run on Linux without using Wine or figuring out where to get the files required to run natively. It's not about my scripts, you want something that is unrelated -> It does not belong in a thread which is for discussion/help on my scripts. /EDIT: If this was about you having suggestions on how to improve the scripts this would be on-topic (and I would gladly discuss them) but to all I read so far you are only interested in not using them at all so off-topic
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