Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 what is the target .net framework meant to be? I've never used mono so would prefer to stick with VS I set it to .NET 2 though 3.5 is probably also ok. unable to load the webpage where everything is located on? Sorry, didn't get that question when i put game ip and 25022 i get the Control Panel up but not the webserver if i put ip and 25024 Hm, could you show a log after you tried to access it? Best put it on pastebin or such but remove the passwords in that log! Link to comment Share on other sites More sharing options...
Puschpa Posted September 9, 2014 Share Posted September 9, 2014 Since my hoster finally switched to the Dedicated Server Only Build, I applied Alloc's Server Fixes to my rented server /daystodie_data/managed folder (renamed my existing Assembly-CSharp.dll, copied over the 2 files from Alloc, renamed the Assembly-CSharp.patched.dll to the correct file name). When it is done, I can restart the server, but not connect to it. the output_log.txt gives me the following: Initialize engine version: 4.5.3f3 (fca41a4fabea) Forcing GfxDevice: 4 NullGfxDevice: Version: NULL 1.0 [1.0] Renderer: Null Device Vendor: Unity Technologies Begin MonoManager ReloadAssembly Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\UnityEngine.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\libnoise.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\libnoise.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\SteamworksManaged.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\SteamworksManaged.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\NSpeex.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\NSpeex.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\EasyAntiCheat.Client.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\EasyAntiCheat.Client.dll into Unity Child Domain Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\EasyAntiCheat.Server.dll (this message is harmless) Loading X:\7daystodie\7DaysToDie_Data\Managed\EasyAntiCheat.Server.dll into Unity Child Domain - Completed reload, in 1.271 seconds Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\UnityScript.Lang.dll (this message is harmless) Platform assembly: X:\7daystodie\7DaysToDie_Data\Managed\Boo.Lang.dll (this message is harmless) The referenced script on this Behaviour is missing! (Filename: Line: 1633) A script behaviour has a different serialization layout when loading. (Read 24 bytes but expected 28 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1170) The referenced script on this Behaviour is missing! (Filename: Line: 1633) A script behaviour has a different serialization layout when loading. (Read 24 bytes but expected 32 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1170) The referenced script on this Behaviour is missing! (Filename: Line: 1633) A script behaviour has a different serialization layout when loading. (Read 24 bytes but expected 28 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1170) The referenced script on this Behaviour is missing! (Filename: Line: 1633) The referenced script on this Behaviour is missing! (Filename: Line: 1633) The referenced script on this Behaviour is missing! (Filename: Line: 1633) A script behaviour has a different serialization layout when loading. (Read 24 bytes but expected 28 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1170) What is wrong, or what I'm doing wrong? Link to comment Share on other sites More sharing options...
Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 Heh, that's a new one Could you start the server with the orig file again and show me the log? (Remove passwords) Link to comment Share on other sites More sharing options...
Puschpa Posted September 9, 2014 Share Posted September 9, 2014 So, first I only removed the 2 added files and renamed my Assembly-CSharp.dll.OLD back to normal. Restarted the server, nothing, nada, server running, but no connection possible. output_log.txt shhows exactly the same rrors as posted above. So I replaced the whole 7daystodie_data/managed forlder with the one from my local backup, restarted the server and voila, I can connect. Seems some file in the managed folder gets changed/corrupted during starting with the modified files. Since the logfile is too long to post here, I've uploaded it here logfile.txt Link to comment Share on other sites More sharing options...
Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 The mod won't affect anything in your managed folder, must have been something else. Anyway, you're running Alpha 9.2 so you have to get either a 9.2 compatible version of the mod (up to rev 174) or update your server to 9.3. Link to comment Share on other sites More sharing options...
Vaelek Posted September 9, 2014 Share Posted September 9, 2014 Alloc, with the way it's been progressing I assume it will eventually get there but still want to ask, do you have plans of adding either a timer based tile reload or even possibly smarter (auto) reload of only changed tiles in the map? I usually play with it up on a 2nd monitor and it's just a bit of a pain to keep having to switch out of the game to load up newly explored areas. I would also love to see an optional included file, such that custom markers can be added, that would not conflict with svn updates. Thanks for the hard work on all this! Link to comment Share on other sites More sharing options...
Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 ... do you have plans of adding either a timer based tile reload or even possibly smarter (auto) reload of only changed tiles in the map? ... No matter what way it would have to reload all (visible) tiles as Leaflet doesn't allow me to reload just a given set of tiles. But at least timer based could be done. I would also love to see an optional included file, such that custom markers can be added, that would not conflict with svn updates. You mean like loading another JS file (which normally does not exist) so you could add JS code for markers there? Link to comment Share on other sites More sharing options...
Soylent Posted September 9, 2014 Share Posted September 9, 2014 So, first I only removed the 2 added files and renamed my Assembly-CSharp.dll.OLD back to normal. Restarted the server, nothing, nada, server running, but no connection possible. output_log.txt shhows exactly the same rrors as posted above. So I replaced the whole 7daystodie_data/managed forlder with the one from my local backup, restarted the server and voila, I can connect. Seems some file in the managed folder gets changed/corrupted during starting with the modified files. Since the logfile is too long to post here, I've uploaded it here logfile.txt I'm having this same issue. Server was running fine with 9.3 patch. I replaced the DLL's with Alloc's 9.3 version, and the server seems to start but not quite... it says it's running but I can't connect. Since I had backed up the original DLL, I stopped the server and replaced the original DLL. Still the same problem. Only reinstalling the whole game resolves it Link to comment Share on other sites More sharing options...
Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 Please show me a log of normal startup, then with my files and then again after switching back to the orig DLL (without redownloading the folder through Steam or anything). Link to comment Share on other sites More sharing options...
Markezzz Posted September 9, 2014 Share Posted September 9, 2014 I also have issues with rev 181 and the telnetserver. the server constantly crashes and without the fixes all works so far great. Link to comment Share on other sites More sharing options...
Lordicon Posted September 9, 2014 Share Posted September 9, 2014 I had the same issue I believe but I had Alloc come on the server with teamviewer and he showed me that I screwed up and was using the wrong server files, I was using the normal server files instead of the -dedicated but now it all works good once I changed up the server files. Link to comment Share on other sites More sharing options...
ColdStranger Posted September 9, 2014 Share Posted September 9, 2014 need help with this The contents of http://svn.illy.bz/7dtd/binary-improvements/webserver/ must be put in a folder named webserver directly in the game (engine) folder. what would the game engine folder be for me? /****/7daystodie/7DaysToDie_Data /****/7daystodie/Data /****/7daystodie/Saves Link to comment Share on other sites More sharing options...
Lordicon Posted September 9, 2014 Share Posted September 9, 2014 need help with this The contents of http://svn.illy.bz/7dtd/binary-improvements/webserver/ must be put in a folder named webserver directly in the game (engine) folder. what would the game engine folder be for me? /****/7daystodie/7DaysToDie_Data /****/7daystodie/Data /****/7daystodie/Saves It would be this /****/7daystodie/webserver Link to comment Share on other sites More sharing options...
Vaelek Posted September 9, 2014 Share Posted September 9, 2014 No matter what way it would have to reload all (visible) tiles as Leaflet doesn't allow me to reload just a given set of tiles. But at least timer based could be done. Gotcha, even that would be great then. You mean like loading another JS file (which normally does not exist) so you could add JS code for markers there? Exactly. That would give the most flexibility, but even loading an optional csv file to define basic markers would also do the job. I know the original standalone version of the map loaded player markers that way. Link to comment Share on other sites More sharing options...
ColdStranger Posted September 9, 2014 Share Posted September 9, 2014 /****/7daystodie/webserver http://68.232.176.242:25579/ <property name="ControlPanelEnabled" value="true"/> <property name="ControlPanelPort" value="25577"/> <property name="ControlPanelPassword" value="fake123"/> http://68.232.176.242:8082/ <property name="TelnetEnabled" value="True"/> <property name="TelnetPort" value="8080"/> <property name="TelnetPassword" value="fake123"/> neither one of these work Link to comment Share on other sites More sharing options...
Lordicon Posted September 9, 2014 Share Posted September 9, 2014 /****/7daystodie/webserver http://68.232.176.242:25579/ <property name="ControlPanelEnabled" value="true"/> <property name="ControlPanelPort" value="25577"/> <property name="ControlPanelPassword" value="fake123"/> http://68.232.176.242:8082/ <property name="TelnetEnabled" value="True"/> <property name="TelnetPort" value="8080"/> <property name="TelnetPassword" value="fake123"/> neither one of these work Should only be for the ControlPanel one if I am not mistaken, I would check to see if the port 25579 is being used on the system for another program or something. Make sure its not your server connection port as well some people like to make all 3 of their ports on the server close to each other. Link to comment Share on other sites More sharing options...
Markezzz Posted September 9, 2014 Share Posted September 9, 2014 Sorry Alloc, but crashed again with serverfixes rev 183. Link to comment Share on other sites More sharing options...
ColdStranger Posted September 9, 2014 Share Posted September 9, 2014 Should only be for the ControlPanel one if I am not mistaken, I would check to see if the port 25579 is being used on the system for another program or something. Make sure its not your server connection port as well some people like to make all 3 of their ports on the server close to each other. its a dedicated server, how am i able to check? Link to comment Share on other sites More sharing options...
Alloc Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) @Markezzz: Log when it runs ok and log with the mod when it does not please. Exactly. That would give the most flexibility, but even loading an optional csv file to define basic markers would also do the job. I know the original standalone version of the map loaded player markers that way. Well, that "original standalone version" is a completely different thing I think I'll just allow a JS file, that way you have most flexibilty for doing your own things http://68.232.176.242:25579/ <property name="ControlPanelEnabled" value="true"/> <property name="ControlPanelPort" value="25577"/> <property name="ControlPanelPassword" value="fake123"/> The first one should be ok. Also you could update to the just released 185, as it drops the dependency on ControlPanelEnabled and TelnetEnabled altogether. @Test if the port is in use: If it is in use the log will contain an exception saying so. Should only be for the ControlPanel one if I am not mistaken, I would check to see if the port 25579 is being used on the system for another program or something. Make sure its not your server connection port as well some people like to make all 3 of their ports on the server close to each other. Yeah, kinda. The way I was activating it before Telnet also had to be enabled as otherwise my code wasn't called at all Changed now though. The game ports don't matter as those are UDP whereas Telnet/CP/Web interface are TCP. But obviously they could still conflict with other programs running on the machine as you said. Though the mod would log an exception if that was the case Edited September 9, 2014 by Alloc (see edit history) Link to comment Share on other sites More sharing options...
Lordicon Posted September 9, 2014 Share Posted September 9, 2014 Yeah, kinda. The way I was activating it before Telnet also had to be enabled as otherwise my code wasn't called at all Changed now though. The game ports don't matter as those are UDP whereas Telnet/CP/Web interface are TCP. But obviously they could still conflict with other programs running on the machine as you said. Though the mod would log an exception if that was the case Yea I had an issue with ports once I was using port 36122 for the control panel and had port 36124 already in use by different software running so when I went to http://ip:36124 nothing would come up because the port was already in use, I since changed the ports around and now it works. Link to comment Share on other sites More sharing options...
boilingmetal Posted September 9, 2014 Share Posted September 9, 2014 the model_2 block can not be given to player, and please give us a unban command Link to comment Share on other sites More sharing options...
ColdStranger Posted September 10, 2014 Share Posted September 10, 2014 The first one should be ok. Also you could update to the just released 185, as it drops the dependency on ControlPanelEnabled and TelnetEnabled altogether. @Test if the port is in use: If it is in use the log will contain an exception saying so. can you show me where to download and detailed instructions for installing? Link to comment Share on other sites More sharing options...
Alloc Posted September 10, 2014 Author Share Posted September 10, 2014 can you show me where to download and detailed instructions for installing? Er, where did you get it from up to now? ^^ https://7dtd.illy.bz/wiki/Server%20fixes For the basic setup it's nothing more than what's under "Download" there: download both files, remove the ".patched" from the AC# and then move both to your 7DaysToDie_Data/Managed-folder. Link to comment Share on other sites More sharing options...
Lordicon Posted September 10, 2014 Share Posted September 10, 2014 can you show me where to download and detailed instructions for installing? Always use the same link to get the newest revisions, Alloc never makes us go on a easter egg hunt every new release is obtained from the same links. Link to comment Share on other sites More sharing options...
ColdStranger Posted September 10, 2014 Share Posted September 10, 2014 Er, where did you get it from up to now? ^^ https://7dtd.illy.bz/wiki/Server%20fixes For the basic setup it's nothing more than what's under "Download" there: download both files, remove the ".patched" from the AC# and then move both to your 7DaysToDie_Data/Managed-folder. https://7dtd.illy.bz/wiki/Integrated%20Webserver Link to comment Share on other sites More sharing options...
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