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Posts posted by SylenThunder
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Re-install the mods folder. I had this happen once and apparently I had messed up the files in the 13.6 patch somehow. Killing the server, copying over the Mods folder again and restarting resolved it.
Don't forget to check the console when you start it to make sure Allocs mods load correctly.
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The map is console port +2. So if your console was on 25002, then the map would be on 25004. Check the console port in the server config for your current setup.
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It's working just fine for me.
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Planned for a future release, especially when adding the more playerlist centric stuff. For now there is no easy way without changing the JS code.
Thanks. That's what I figured. I tried looking into the code, but it's way beyond my capabilities.
Definitely not with a client update and also for the server only if there are changes to the server code that break compatibility which again should only happen for major releases. Doesn't hurt to update though whenever there is a new release of the modI have noticed that with my Linux dedi, if I do not re-copy the Mod folder fixes over to the server after I update the engine, it throws an error at startup and they don't function correctly.
Next time it happens I'll post my logs. (Or I may force it later and post it, but I'm at work atm.)
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I find I just have to wait a minute or so for them to load.
Also, you need to re-install the Mod after each client update.
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Alloc i need your help. I want to start A12.5 server and i need you fixes for them, can you help me? I read that i need rev. 250 files.
I went digging through my backups and found I still have rev. 250 (5_7_9), which was the version used in a12.5. You can download the Zip file here. I may have modded the web map background, but I can't recall offhand.
Does anyone know if there is a way to make it center the map on the selected player and keep it centered? I'd like to select a player and have it "track", but it only moves the map when they are at the edge, and they just stay at the edge unless they turn around.
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No worries. Glad you got it figured out.
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stupid database error made me post 20 times >.<
Do you have any mods?
Also, could you upload your config and the full output log?
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@Follo What happens if you use a much lower port, like the default for the control panel?
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@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
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@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
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@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
- - - Updated - - -
@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
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@Follo What happens if you use a much lower port, like the default for the control panel?
Also, did you update the mod files to the A13 version?
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If it's a linux server, you should have "Engine" which is where pretty much everything for the game is. Config folder, 7DaysToDieServer_Data folder, ect.
Inside Engine, you would make a folder called "Mods" and all of the files from inside the server_fixes.tar.gz go inside it. (Make certain you don't get a double mods folder. "Engine/mods/Mods")
If you have that done, then the server fixes should run just fine.
If you're on a Windows system, then it would just be in "7 Days to Die Server\Mods". I'm assuming you're running a Linux dedi since it's hosted though.
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Hi, I was curious if there were any chances of implementing these fixes, in particular the custom spawn point location in one of the next patch releases so I can update it from my dedicated server panel without having to go through what is described here: https://7dtd.illy.bz/wiki/Server%20fixes , not comfortable with playing with my server files like this lol
Updating it is super easy. I don't even use the script anymore. Just download the file and extract it into the /engine/Mods folder. Start server, and it's good to go.
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Hello Alloc.
Just FYI, I'm getting sometimes this error, when I use rendermap command:
2015-08-04T03:40:33 1033.317 INF Error in MapTileCache.SaveTile: System.IO.IOException: Sharing violation on path D:\Games\7DTD\Random Gen\JITA\map\0\-3\-2.png at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int) at System.IO.File.Create (System.String path, Int32 bufferSize) [0x00000] in <filename unknown>:0 at System.IO.File.Create (System.String path) [0x00000] in <filename unknown>:0 at System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) [0x00000] in <filename unknown>:0 at AllocsFixes.FileCache.MapTileCache.SaveTile (Int32 zoomlevel, System.Byte[] content) [0x00000] in <filename unknown>:0 2015-08-04T03:40:33 1033.632 INF RenderMap: 6192/32240 (19%)
Neto
Is anyone online when you run that, because they shouldn't be. Also, you should only run it if you had an existing map when you added the mods, or if you need to refresh it after removing a lot of region files.
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I managed to get it to "refresh" the tiles, but it won't actually reload them. basically it makes the map blink every 60 seconds.
I added the code to map.js at line 128
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hi alloc, how i can retrieve the map?
always have this error:
"An error occured or you do not have any permissions on this WebPanel. Log in with the link on the lower left!"
but ive loged with steam and have the permission 0 on serveradmin.xml
Your webpermissions.xml should look something like this...
<?xml version="1.0" encoding="UTF-8"?><webpermissions> <admintokens> <!-- <token name="adminuser1" token="supersecrettoken" permission_level="0" /> --> </admintokens> <permissions> <!-- <permission module="webapi.executeconsolecommand" permission_level="0" /> --> <permission module="webapi.getplayersonline" permission_level="2000" /> <permission module="webapi.getstats" permission_level="1000" /> <permission module="web.map" permission_level="2000" /> <permission module="webapi.getlandclaims" permission_level="2000" /> </permissions> </webpermissions>
It's not serveradmin, it's a completely different file.
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Drop this into the index.html - between the <head> and </head> to refresh every 10 minutes:
<meta http-equiv="refresh" content="600">
Further usage, and and explanation at https://en.wikipedia.org/wiki/Meta_refresh
Actually, it would be better to use something in the js like we had before where it just reloads the blocks. It's on my "to-tinker-with" list.
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"webpermission list" and you'll see what's there. Also note that while 2000 means visible to anyone (even without logging in) 1000 means only those that logged in as described on the wiki page
Straight answer.....
Here's what I get from my console.
>webpermission list
Defined web function permissions:
Level: Web function
2000: web.map
0: webapi.getlandclaims
0: webapi.getplayersonline
0: webapi.getplayerslocation
0: webapi.getplayersinventory
1000: webapi.getstats
Alloc, the wiki page could really use a lot more detail.
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Never mind... I got it........... it was HTTP not HTTPS.
Sorry to waste your time man, I really tried to do this on my own before I asked for help.
Hey, no problem. Glad you figured it out. =)
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I've tried that and I made a mistake, I do have 8082 port forwarded, from 8080-8082. Sorry about that.
When I click connect on 8082 it doesn't do anything, as well as any other address. The only time I get those error messages spammed are when I click reload on https://10.0.0.9:8081. I don't understand, it seems it's trying to connect on other ports. Maybe 8082 wasn't forwarded the first time I did it, so it keeps trying other ports, because now it's in the 49300 range and keeps going up when I click reload even though 8082 is typed in the box after my subnet mask.
Could you post the server log? The image you posted previously is barely legible, and the log will tell us if there's anything going wrong, along with your settings.
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I'm having an issue getting the map to work. It used to, but it's been a while and I really want it to work again so I figured it's time to actually troubleshoot.
I'm running dedicated server using the realtek manager as well as Alloc's fixes. Ports 26900-26950, 8080-8081, and 30000-30003 are forwarded correctly. I've entered the command "rendermap" and waited for it to reach 100%, but nothing loaded when it finished. I believe it's a connection issue, or something is typed wrong somewhere. The attached image is what is deplayed in the server manager when I click "reload" under the mapping tab, and in that address bar I have "https://10.0.0.9:80801"
[ATTACH=CONFIG]9815[/ATTACH]
If you're using 8080 for console, and 8081 for telnet, your map is on 8082. It's always going to be console +2.
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I found that the giveself command does not work, nor does the weather command. I will grab the exact errors tonight. This did not work on either version of 12 for reference (12 or 12.1).
Those commands don't work on dedicated servers
I'm running the Linux dedi with two RandomGen MP servers and giveself works fine as long as you set the permissions for it. I haven't tried the weather yet, mainly because there hasn't been a need to. We get quite a bit of it.
Must have the following in your admins.xml
<permission cmd="giveself" permission_level="1" /> <permission cmd="giveselfxp" permission_level="1" />
Then your admins and mods can use the command.
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Alloc, there seem to be some odd things going on with teleporting after 12.1. For example, "lp" doesn't update for about 5-10 seconds after the teleport, showing the player at the previous location (even though the player can already see the new area).
I'm also experiencing other odd behaviors that I have not been able to duplicate reliably. Players getting teleported to completely different coordinates than specified in the command, and unusually long delays before the chunk loads (causing people to fall through world). I've tested it on a fresh map for 12.1 and I'm having the same issues.
It's taking forever to load the chunks again, or something similar. Every time I set coords, they end up falling forever and having to use the teleport twice. Either that or I set up a landing pad of Hay and raise the teleport point by 20-30 meters.
It's causing an issue with the /home command from the server manager as well, although that seems to be double-edged. There's the issue loading the chunks, and when using /sethome, it's like it sets the altitude 2-4m below where you actually are.
Also, at the quote of me saying "Does this mean it's possible? " was in response to you saying that 64-bit isn't "supported" on the Linux dedi. I was asking if it was possible to use 64-bit even if it's not technically supported. I might be interested in poking around with that if it is.
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64 bit Linux is not supported.
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Does this mean it's possible?
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Alloc,
Sorry if this has been answered but I did not see it any where. Since you are on the Staff now, why do your "fixes" come out as a mod instead of just rolling with the dedicated server release?
He's stated recently that this is "a spare time project". It's not something he gets paid to maintain. The update will come when it comes.
Until then, either stay on 11.2, or run without the mod.
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Why do they push updates on Friday evenings?
Usually they try to avoid it.
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HOW TO REPORT AN ISSUE ---- Please Read Before Creating New Threads ----
in General Support
Posted · Edited by SylenThunder (see edit history)
NOTE: If you have a PC Bug Report, or are a Console player, you are in the wrong section!
Howdy folks,
If you're reading this, you're probably thinking about starting a thread for help with an issue. This post is intended for you to understand what we need in order to assist you properly, and how you can give it to us.
Threads created without the information outlined in this post are not likely to get you a good resolution. (Most likely you will simply be re-directed to this thread to get instruction on posting the information we need to help you.)
Also note, some of this posts content is blatantly copied from Alloc's sticky in the Bug Report forum.
Generic Stuff
First of all if you are having a problem running the game on Windows make sure to try out the "Launch without AntiCheat" (EAC) option and see if that fixes your problem. If it does still continue with the reporting process but indicate that your problem seems to be related to running the game with the AntiCheat.
Also make sure to get answers to the following question before posting if the problem is related to an in-game aspect:
Basic Rules for Posts
Log Files
Depending on where you were experiencing a problem, please provide either the log from the client, the server, or both.
The logs typically reside in these locations:
Before A20.4 the logs were in the client folder. <gamefolder>/7DaysToDie_Data/output_log.txt
Windows client as dedicated started through startdedicated.bat
Windows dedicated server
Windows dedicated server started through startdedicated.bat
MacOS
Linux client calling the executable manually
Linux client using the default start scripts (or through Steam)
Linux dedicated server calling the executable manually
Linux dedicated server using the default start scripts (or through Steam)
Linux dedicated server with management scripts
Please find the appropriate file, open it, copy everything. Then go to http://pastebin.com, paste all the text in there, click Submit and then post the link in the thread itself. If the log content is too big to be pasted on pastebin.com, try https://justpaste.it/ or attach the log file to the thread.
Please, make sure you read the stuff above and provide as much information as possible in your thread. This makes life easier for everyone, and makes it much more likely for you to get the help you need.
Regards,
SylenThunder