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Alloc

Fun Pimps Staff
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Posts posted by Alloc

  1. Figured out the webserver wasn't even starting, changed the ports and it works now. My only issue now is that in the settings the control panel port is set for 8082 but the webserver starts on 8084. I've brought this up with the host because I can't get into the remote console, they couldn't figure it out and instead told me the remote console must be a legacy feature that doesn't exist anymore.

    Well, if you configure your server to have the control panel on 8082 then it's obvious the web map is on 8084 (as per the documentation) ;)

    Both the game's control panel and the "Telnet" interface still exist though.

  2. Hello Alloc, would it be possible to add a physics map / log that logs the physics activity on chunks / regions on the map?

    basically count for blocks that transform into block falling in a particular region / chunk and write it down somewhere every few minutes.

    Theoretically probably yes, but I think this could add even more overhead to the performance issues with those events. I'd rather look at why it's so bad on performance in the first place and optimize the code there than spending time adding such thing to the mod / game ;)

     

     

     

    Yes, it is as simple as that. my Linux server is running the game on IP X.

    as you list.. I bring up the address, it loads the map, but won't progress to login successfully.

    Hm, really weird. Tested that same thing here just now and I still can't repro it unfortunately :(

     

     

     

    I am having a problem a problem with the /api/getplayersonline with A16.1 and using versions:

    Ah yeah, that's definitely an A16 issue, will be fixed in an update these days.

  3. Alloc: Is there gonna be a new Server_fixes release?

    Sure, next one will probably be a really minor one though (improving the item spawn commands, hopefully getting all the enemies / animals showing correctly again).

     

     

     

     

    Alloc, Any chance you might add SSH support? Using telnet and sending passwords in clear-text just makes me really nervous

    Nope. For one the only full .NET SSH library I found costs a ton. And it would probably be quite heavy on the engine. Anyway, you're free to add one yourself. Hooking whatever you find up with the game shouldn't be hard, basically just implement the IConsoleServer interface.

     

     

     

     

    I see this in the std.log

     

    2017-07-20T09:07:28 131856.251 INF Web:Static:FileNotFound: "/static/favicon.ico" @ "/home/drack-server/7_days_to_die_1/Mods/Allocs_WebAndMapRendering/webserver/favicon.ico"

    2017-07-20T09:07:33 131861.984 INF Steam certificate error: RemoteCertificateChainErrors

    2017-07-20T09:07:34 131862.942 INF Steam OpenID login from 192.168.1.6:52394 with ID #######<My Steam ID>, permission level 0

    That's all normal, should be fine.

     

    That is when I try to log in over the network (it is on my local network).

    I just tried using my external IP address and it actually worked!

    Hm, that's interesting. Always testing this stuff on my local network only ... Can you give me more details on what you do when it does not work? Is it really just like having the dedi on IP X, you on IP Y, then you enter http://X:8082/ in your browser and the login fails?

     

     

     

     

    I noticed today that the browser map isn't showing icons for spawned wolves and boars. Do you intend to update the browser map to show them?

    See first answer above ;)

     

     

     

     

    Hello (sorry for being new to forums)

    IIRC it's not forbidden to be new here ;)

     

    he downloaded this one last night - and it seems its saving he server config file in A15 format, not A16 format.. which causes issues where the server wont reboot properly or start properly using this tool.. (seems it messes up the settings file)

     

    Also - he uses a UI mod to display food/water level bars next to health/stamnia..

    seems this tool when installed caused a issue where the mod broke?? (im not 100% sure how)

    just that we had to fresh instal the mod, and recopy the backup manually to restore the game - without the tool..

    The mod does not change how the server is set up or anything, there definitely is no such thing as a changed server config file format. Providing a log of when it fails to start with the mod might help figuring out what's going wrong.

    Also, the mod does not have any impact on XML mods, there must be a different issue at hand here.

     

     

     

     

    I have an existing 7dtd server (a16) which is running inside a Docker container (Didstopia's server: https://github.com/Didstopia/7dtd-server) and I would like to install your mods, mainly for the additional admin commands and the automated backups. However the installation tree is quite different than your installation instructions ("root" inside the container runs the game which is installed within /steamcmd/7dtd) and I'm having trouble getting started on where to install the programs/scripts.

    Hm, are you really talking about the server mod or are you referring to the management scripts for Linux? Those two are vastly different things.

     

    The mod does not have any impact on the normal game, it only adds stuff. It really shouldn't give you any problems.

     

    The management scripts on the other hand are meant to take control over the management (i.e. updates, instances, starting/stopping etc) of the server. Not meant as an addition to an already fully set up environment like that Docker thing. I don't think it would be easy to get my scripts running with that environment without changing a lot of the interna, at least a bunch of paths and stuff in the different scripts.

     

     

     

     

    My map isn't in sync with the server. We've just started a new game, Day 1 at 7:20am and the server map shows Day 12 at 22:10pm. How do I fix this? Have the game and the server fixes on the latest releases and only use a basic UI mod in the game.

    I don't see how this would be possible at all. Are you sure you're looking at the right map and not maybe a different server instance running on the same host?

     

     

     

     

     

    getting this every time i restart server, i am running the whole mod. i think one part is botman doing commands in telnet before server is fully up partly, other part looks like the map render

     

    2017-07-22T07:12:02 31.558 EXC An element with the same key already exists in the dictionary.
    ArgumentException: An element with the same key already exists in the dictionary.
     at System.Collections.Generic.Dictionary`2[system.String,System.Byte[]].Add (System.String key, System.Byte[] value) [0x00000] in <filename unknown>:0 
     at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.AddIcon (System.String _name, UnityEngine.Texture2D _tex, System.Collections.Generic.Dictionary`2 _tintedIcons) [0x00000] in <filename unknown>:0 
     at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.LoadIcons () [0x00000] in <filename unknown>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler:LoadIcons()
    MapRendering.API:GameStartDone()
    ModManager:GameStartDone()
    IH:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

    the server comes up and everything seems to be running fine after tho

    Only seeing that same error reported a bunch of times here. Are you running any item/block mods? Or any folder in the Mods folder contains an ItemIcons folder? If either, can you send me the stuff so I can try to replicate the issue on my end?

  4. Actually rendermap won't do anything different than what you get anyway: Only the visited areas of the map will get shown (it's meant for if you add the mod after the save has already been played on for a while.

     

    Use A16 vanilla's visitmap command.

  5. I noticed my map and admins files weren't loading. After reviewing the log, I notice the config files are being loaded from /home/sdtd/.local/share/7DaysToDie/Saves/

     

    Did this change in Alpha 16? is there a way to configure where these files are loaded from? I tried to specify the full path in the config.xml, but it still tried to find the file in .local.

     

    Debian 8.

    Wonder how this is related to the mod :(

     

    Anyway, nothing changed and in my tests it still works just fine.

  6. I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119.

    Not related to this thread at all ... but anyway, there's no issue, it's just that the tickrate (=FPS) target lock code works better now than pre A16, meaning the targeted 20 ticks per second should now properly be achieved instead of running faster at times.

     

     

    Another interesting anomaly:

     

    [root@ds1 sdtd]# 7dtd.sh instances list

    Instance name | Running | Players | Port

    ---------------------+----------+---------+------

    Instance1 | yes | 8/26910 | 0

    Instance2 | yes | 8/26920 | 0

    Instance3 | yes | 0/ 8 | 26900

     

    Number of players output in the first two instances.

    Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that.

  7. Well, if you log in again you will get a new session, that's ok. That should also happen if you were to relogin on the working server, it's just that you normally wouldn't do that ;)

    The interesting part here is that the browser does indeed seem to send the session cookie with the requests, so that's fine too. No idea currently what would cause your issue :(

  8. Have you checked if your browser accepts the session id cookie for the page? That's the only thing I can imagine where it could fail. If the game runs it shouldn't have any other external dependencies that would break something like that.

  9. @all: Regarding the animals: I'll have a look when we get closer to A16 stable, currently just too busy with fixing stuff etc ;)

     

     

    Permissions and everything work. The console shows the OpenID getting passed

    "2017-06-18T10:40:07 99.985 INF Steam OpenID login from 71.xx.xx.xx:55594 with ID 76561197986258927, permission level 0"

     

    But the web page on 8082 returns "Not logged in." after the OpenID transaction.

     

    Anyone else experienced this?

    I don't see why it would fail if it says that you got the permission level assigned correctly. *Unless* you have cookies turned off that is ;)

     

     

    Edit: I've noticed the error INF Steam certificate error: RemoteCertificateChainErrors, which appears to be coming from the steamcommunity.com response.

    Is there a certificate I need to update on Debian to make it work? the ca-certificates package is already up to date.

    No, the error is "normal" as it simply can't validate the certificate chain.

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