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Alloc

Fun Pimps Staff
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Everything posted by Alloc

  1. @Damocles: Long time since I wrote Java code ... But would it be possible to read out the runtime word size as well as the heap limit setting and a) show it on the UI somewhere and maybe b) give the user a big warning window when not running 64 bit and a heap setting of at least e.g. 6 GiB? Think that would help a lot with those issues
  2. Did you make sure you're running a 64 bit JRE?
  3. Oh stupid me ... Of course it won't properly shutdown for you as the shutdown command is issued to the 7dtd process with the netcat (nc) program and it looks like you don't have that installed. I noticed that before but ignored that as not important right now, but obviously shutdowns won't work without it (that's also the reason why you don't see any mention of "Telnet" connection being established and a console command issued in that log) Thanks for the deco file though, maybe we can find what is causing it to fail
  4. Looks like your decoration.7dt is borked. It's mostly about trees, so shouldn't hurt a lot to just delete it. Though it would be appreciated if you could first upload it somewhere.
  5. Hm, yeah, basically it's not much of an issue, just has to be configurable ... And configuration is something I wanted to wait on til I can provide some generic storage for mods in 7dtd so it's not like it is now with everyone using his own stuff I'll see about some simpler solution for now and get that added, but *most likely* not within the next two weeks.
  6. Either the server did not shut down fast enough (in that case it *could* be an issue if it was not finishing saving data) or it did not properly end all threads (which would only be not so nice behaviour on the server's end that we should get fixed). Would be interesting to see the log of such a terminated session. For more information. Also you can increase the timeout in /etc/7dtd.conf, if it was the first case that should help.
  7. What version of Ubuntu is this? Maybe you need to enable some of the additional packet sources (universe, multiverse).
  8. Hi Damocles, cool program Just a few hints for your doc / folder layout: 1. If you put your additional files that the game does not need (like the genHM.png etc) in a subfolder of the world they won't be transferred over the net in MP games. That would help users with not having to fiddle with the output of your tool 2. WorldGenSeed and WorldGenSize are options relevant for GameWorld=RWG only (as the notes in the serverconfig say). No reason to specify them. The only thing you need at all for a custom world is GameWorld. 3. The example shows overriding the UserDataFolder to find the world. While this is obviously a legitimate approach there's other options too: - Put it under the game's regular UserDataFolder (e.g. %APPDATA%/7DaysToDie/GeneratedWorlds/MyNitroWorld on Windows) - Put it in the save game's own folder (e.g. %APPDATA%/7DaysToDie/SaveGames/MyNitroWorld/MySavegame/World, assuming you use Windows and the default SaveGameFolder) - Put it in a mod (recommended; e.g. <7daysroot>/Mods/MyWorldsMod/Worlds/MyNitroWorld) - Put it in the game's own Worlds folder (not recommended, as this is the most likely place to lose your worlds on updates or similar; e.g. <7daysroot>/Data/Worlds/MyNitroWorld) That's it for now, toying around with a world now Regards, Chris
  9. Yeah, the build id detection is still wonky (thanks Valve for not fixing your issues ). As you did --force should always work, though theoretically if you only run the updateengine once with at least 10min delay in between you *should* also get the proper data. If it's not starting it's *probably* due to the changes in the serverconfig as outlined in the release notes of 17.2. Biggest issue should be the removal of BlockDurabilityModifier and ZombiesRun. Added config stuff should just be ignored as it would stay at the default if not overridden in the config. Will have to update the scripts for this to work again. Mabye I can get to that today or tomorrow.
  10. There's basically two things that make you lose your login status: Your (server facing) IP changes (e.g. by getting a new one assigned from your ISP on a reconnect) or your browser forgets the cookie with the session ID. Of course if the server is restarted you also have to relogin. Doesn't look like there's an issue with the current ones and 17.2.
  11. This mod does not have any hooks. If you're talking about the Linux scripts please use the appropriate thread, you will probably get more help there Currently not without changing and recompiling the mod's code yourself.
  12. @Xenophobed44: Would at least need some logs. @catalysm: Yeah, seems like I forgot to clean up my local folder, but this must've been in for some time now. It was never actually used, iirc I only diffed the map.js file from ecv's version and mine to get his changes for Leaflet 1 in. @ecv: Sorry I had those files in, not sure if those were ever public from your end
  13. That's custom code added by others and giving back seems to be feel bad to some @Others: Suppose your issues are fixed as no one further commented after Curbolt's (probably correct) suggestion of updating?
  14. Sorry for the delay. If you set up the server with my Linux scripts it should work just fine. I'd recommend not installing them manually though but through 7dtd.sh updatefixes. That should get it done right. Either way, for more help we'd need more info, like a directory listing and a server startup log.
  15. If you tried directly without any proxy involved it should work just fine. The web page uses the HOST header from the HTTP request to figure out where to redirect to and that won't be changed by e.g. NAT routers. A reverse proxy on the other hand could send a new HOST header as part of its request. I assume that's what nginx does by default. Apache has a "ProxyPreserveHost" directive for this that will fix it, nginx most likely has a similar directive.
  16. So I assume for other players (i.e. externals to your network) you do port forwarding through your router? Or do you use a reverse proxy like Apache? At what point exactly do they see the internal IP? On Steam's OpenID login page and when returning from there they get redirected to your "http://<your local ip/port>/session/verify"?
  17. If running on Linux also make sure the case on the XML is correct, it needs to be ModInfo.xml.
  18. Just released v111, which should work fine with A17. Still thinking about removing the instance editor, it's a pain in the ass to keep updated and also makes it incompatible with different versions of the game (e.g. when switching back to A16 now). Sorry for the long delay, was kinda bad timing on the A17 release for me
  19. The default (disabling SteamNetworking) is good to go (that's why it is default ) for typical dedicated servers. LiteNetLib typically performs better than SteamNetworking. The only reason to use SteamNetworking would be if your server is behind a NAT router and you don't want to / can't open the required ports. Though in that case outside people will still only be able to connect to your server once someone connected locally and the others are on this persons friends list. The second command is wrong, it would be "--branch latest_experimental". Though your first version is preferred for switching exp/stable branches. Adding "--force" always makes sure to update to whatever Steam provides, even if update detection fails for some unknown reason. Update detection checks are only performed every 10 minutes, so if you run e.g. "7dtd.sh updateengine --check" just before a new build is put live on Steam and then another time after a new build is live within 10 minutes from the first execution you'll still get the old data. Unfortunately SteamCMD has some bugs here that this timeout stuff tries to work around. I assume you always tried to connect by IP and not from the server list. In that case there was a bug in the server that did not show you the password prompt when you tried to login with an invalid / no password and thus it looked like it failed for some unknown reason. This should be fixed in the latest experimental build last night.
  20. So, is this still an issue for you? Yeah, rendermap is currently not working. Wondering though what your reasons for using it even are. This was basically only meant for the very first round as people back then added the mod way after starting a save game. This command does not give you any advantage if you run the mod from the start of a new savegame. As I said this must be an issue on your end. What OS are you running? If Linux, what distribution? Thanks, fixed You mean the amount of zoom levels (i.e. zooming further out)? Or zooming further in, even though there's no more detailed pixel data available (it would only scale the 1m per pixel image data)? That requires a change to the JS files: map.js line 83, changing the condition to "zoom > mapinfo.maxzoom - 3" and the value 10 to 0 should do it. You mean the player markers? This would be map.js line 285, change the timeout from 4000 to whatever you need. This can heavily increase traffic and thus inflict performance overhead on the server though, especially with public servers. Can make both this and the clustering as a setting on top of the file but it will stay a JS file change. With latest mod and latest A17 build? New saves, no old player data or anything like that? Any content mods on the server? Should have only been an issue in the first experimental, the cause should have been fixed since the second public build. If the map itself works this is on CBSM's end so unfortunately nothing I can help with. What else than putting it in the notes would you like me to do? I don't see how this would be done without cluttering the whole page. Also, as ecv stated ... I expect people who run *servers* to read notes There's a section "Old releases" in the "Downloads" section on the page that links to all builds that I uploaded so far. There's nothing like a ""Telnet"-service" in the 7dtd server. It's just a part of the code that handles the TCP sockets for the net console. If there's an issue with that code it needs to be found and fixed, because otherwise it won't even be detectable. But obviously I need some good data, preferrably some repro case, to find that one
  21. Are you looking at the correct directory? I.e. saves/<worldname>/<gamename>, not saves/rwg/<gamename>?
  22. Should work with the latest patch now.
  23. Ok, think I know what it is, will have to do some fixes
  24. Shouldn't matter but you're back two versions by now That is weird though, it clearly states you're allowed to access all modules when asking the server ( http://7days.the-craftsmen.com:25003/userstatus ), still not showing stuff. Are you sure you have all my files without modifications to them?
  25. Fixed the path issues, using the GameStartDone event in stead of GameAwake results in safe to use paths.
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