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SylenThunder

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Everything posted by SylenThunder

  1. A clean install should have updated the LGSM server config. I'll have to take a look into that if it doesn't print the new config. Good to hear you got it running.
  2. Just FYI, You want LiteNetLib enabled. You may wish to disable SteamNetworking if you have proper forwarding though. Disabling LiteNetLib will negatively impact the server's network performance. Also that config file is missing a lot of required options. Ensure that you are using a current a20 server config.
  3. This time it's throwing an index out of range error. Verify that the config file doesn't have any rogue characters in it.
  4. This is covered in some detail in the Pinned thread. First follow the section on excluding your client from security software, since that is most likely the problem. Then if that doesn't resolve it, follow the information on Lag.
  5. https://monovm.com/blog/port-forwarding-on-mikrotik/ You will need to forward the full range. Protocol TCP Port 26900 and for Protocol UDP ports 26900-26903. This is the search I used. https://search.brave.com/search?q=mikrotik+port+forwarding&source=web
  6. Ok first issue... CPU: Common KVM processor This may not meet required spec. Hard to say with such limited information. Virtualization should give more information than that. Some of those mods will require more from the core system, and it's extremely questionable as to what the core system actually is. It might be more helpful if the owner was the one providing information as well. Second Issue One of the mods has an error. 2021-12-29T18:32:22 29.196 WRN XML patch for "items.xml" from mod "RobelotoStackMoreItems_extra" did not apply: <set xpath="/items/item[@name='ammoCrossbowBoltFlaming']/property[@name='Stacknumber']/@value" (line 12 at pos 3) Third Issue Max allowed players is five times that which is supported, and double the max tested stable on recommended hardware. We're not sure if it even meets minimum hardware currently. Fourth Issue This is why you're seeing the problems you are seeing, and is likely a direct result of #1 and #3. Server FPS is in the single digits most of the time. It should be above 25FPS at a minimum, and ideal numbers for a20 is 40-50 FPS.
  7. The vehicle needs to be in your inventory to add a mod. Not placed on the ground. The screen you will get there is the same as when doing a weapon or tool mod.
  8. Nuke all the folders in Generated Worlds. Make certain you have cleared all the save data. Verify the files a couple of times. Then try making a world using a brand new seed that you have not tried previously. On that hardware I estimate that it should take probably 30 minutes to generate an 8k map.
  9. This isn't an a20 issue. This has been an issue for forever because of how the game functions. So much so that it's even described in detail with recovery methods in the pinned Support FAQ thread that you might have glanced at before starting a new thread. So you've chosen to fail before even starting. That's great. Good for you buddy. I'm done with people like yourself being self-righteous @%$#s that can't be bothered to do even the bare minimum research before posting. Maybe you should go shove your frustration in a hole and do some actual research before flaming everything in a thread. If you had instead spent 5 minutes poking around the PINNED threads literally at the top of the forum for the very purpose of assisting you with common issues, you would have had a fix already. Instead you're just sitting here being a slob with your head up your ass. Or maybe learn how to make backups. It's not hard. There is literally tons of free software out there.
  10. Not a bug, and is described in detail in a thread just a few days ago. Before reporting a bug, you need to at least do some background checking to see if it is actually a bug, instead of just assuming it is because the game did something you didn't like.
  11. The player has the connection issue to the EOS servers. Looks like the service is enabled and functioning just fine. No errors about needing C++ redis. I do find two parts of the log interesting though. First we have 2022-01-03T22:28:48 1.564 INF [Platform] Initializing EOS 2022-01-03T22:28:49 2.205 INF [EOS] Initialize: Success This is where we would usually see the error about it not being able to initialize because it's missing the redis. However just a little bit later after loading the base data and server admin... 2022-01-03T22:28:55 8.159 WRN [EOS] [LogEOSAnalytics - Warning] EOS SDK Analytics disabled for route [1]. What disabled it? What is route [1]? Afterwards it seems to connect, but then looses connection. 2022-01-03T22:28:56 9.249 INF [EOS] Login 2022-01-03T22:28:57 9.848 INF [GSM] Skipping me 2022-01-03T22:28:57 10.373 INF [EOS] Login succeeded, PUID: 0002cee7263b47c0a67432725ff78ca2 2022-01-03T22:29:47 60.096 INF [GSM] GameSparks Disconnected 2022-01-03T22:29:47 60.694 WRN [EOS] [LogEOSMessaging - Warning] Lost connection to Stomp on 'wss://api.epicgames.dev/notifications/v1/30b9e9e5f58b4f4e82930b3bef76d9e1/connect' () - will attempt to reconnect after 5.4 seconds. LocalUserId=[000...ca2] 2022-01-03T22:29:53 66.211 ERR [EOS] [LogEOSMessaging - Error] Failed to connect to Stomp! Could not initialize connection 2022-01-03T22:29:56 68.815 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: invalid HTTP response code received. URL: https://api.epicgames.dev/telemetry/data/datarouter/api/v1/public/data?SessionID=%7B43DB53E8-43CB-EC6A-B569-BA9E59E4CD89%7D&AppID=EOSSDK.PhaseRelease.ReleaseBuild&AppVersion=1.14.1-18059966%20-%20%2B%2BEOSSDK%2BRelease-1.14.1-CL-18059966&UserID=&AppEnvironment=Production&UploadType=sdkevents, HTTP code: 0, content length: 0, actual payload size: 0 2022-01-03T22:29:56 68.816 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: request failed, libcurl error: 6 (Couldn't resolve host name) 2022-01-03T22:29:56 68.816 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: libcurl info message cache 0 (Found bundle for host api.epicgames.dev: 0x27c15a436e0 [can pipeline]) 2022-01-03T22:29:56 68.816 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: libcurl info message cache 1 (Hostname in DNS cache was stale, zapped) 2022-01-03T22:29:56 68.816 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: libcurl info message cache 2 (Could not resolve host: api.epicgames.dev) 2022-01-03T22:29:56 68.816 WRN [EOS] [LogHttp - Warning] 0000027BE0846A40: libcurl info message cache 3 (Closing connection 1) I can only assume that this is a firewall or security software issue with the connection to the EOS server being blocked. I have not ret received enough information from those that keep having the issue after properly allowing it to determine a cause. My guess would be that it is still being blocked. In most cases though, allowing the firewall passthrough, excluding from antivirus and antimalware, and possibly whitelisting the EOS URL resolves the error. I don't know what effect the client not being able to reach EOS has on playing with the server.
  12. Yes, that's entirely how it is intended. That's why they switched to using gamestages for difficulty instead of basing it on what day it is. It levels the playing field for new people joining servers that have been running for a while.
  13. Yes. Because the spawns for the horde are based entirely on what your gamestage is. The only effect the day count has on it is when then event occurs.
  14. As far as I am aware, this is in the client code. It's not something you will be able to edit easily. Well I look at it this way. In a survival game with tower defense mechanics, you simply don't build a sprawling base for fighting from. The default zone is 41x41 with the LCB in the center. I usually build my central base area no larger than 23x23, and then the outer area is for defense mechanics. Or I might have something large and nice, and then a separate base for fighting the horde from.
  15. LCB does not block anything other than POI sleeper spawns. Bloodmoon zombies can spawn within 30 meters from your lateral position. The direction they come from will change during the night. Sounds like it's functioning as expected.
  16. Just be aware that by doing so, you have likely ruined the save. Probably would have been safer to nuke the main.ttp files, but neither is a good choice. Day count hasn't meant anything for several years now. If people are daunted by the count, they might want to spend some time doing research on why it doesn't matter.
  17. Only issue I see is the drone spam. I think if you have players collect their drones, shut off the server, and then delete the drone files, that should take care of it.
  18. Sounds like a sync issue. Instructions on posting logs are Pinned. If Pastebin doesn't work, use Justpaste.it. Or you can just host the file on Google or something.
  19. Sounds unusual. Ours is sitting higher than it was on a19. With a19 we saw it maxing out at 40FPS, and our average was in the mid 30's. While it was running, it mostly used about 6 cores. In a20 server FPS is topping out at 50, and normal running is 42-45FPS. The server is also using all 24 cores available to some extent. We're bare metal with a pair of x5675's and 96GB RAM.
  20. There is no option with the dedicated server generation to use the sliders that are available in the client. You make the map on your PC, and then upload it to the server. Most hosts allow this.
  21. ERR [EOS] Native library or one of its dependencies not found (e.g. no Microsoft Visual C Redistributables 2022)
  22. You need to use an Alpha 20 config file for Alpha 20. If it doesn't have all the options, you will have issues. You also have old mods installed.
  23. it's called a heatmap. Activity generates "heat", and when you build up enough of it, it attracts a scout. If the scout finds something it calls a horde.
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