Guppycur Posted August 9, 2017 Share Posted August 9, 2017 Is there a special thread for the webmap? I haven't found one. For the webmap i'd have two suggestions: 1) Would it be possible to set Waypoints on the webmap, visible to all other viewers? Check map.guppycur.com, if that's what you're looking for, let me know and I will get you the code. Link to comment Share on other sites More sharing options...
LewZephyr Posted August 10, 2017 Share Posted August 10, 2017 Not sure if there is some feature available in this tool for this, so I'll just give it a run and see what sticks. We have completely destroyed a couple of POI's near our base. But, when we get a certain distance away they still show up as a distant POI. is there some command that can be ran to make that region file re-calculate the distant POI view? Its a little weird walking along and the building just totally disappears. Thanks for your time and assistance. Link to comment Share on other sites More sharing options...
SylenThunder Posted August 10, 2017 Share Posted August 10, 2017 Not sure if there is some feature available in this tool for this, so I'll just give it a run and see what sticks. We have completely destroyed a couple of POI's near our base. But, when we get a certain distance away they still show up as a distant POI. is there some command that can be ran to make that region file re-calculate the distant POI view? Its a little weird walking along and the building just totally disappears. Thanks for your time and assistance. When it re-calculates, it will run it based on the RWG settings, and will draw the POI's in again anyway. Distant POI only generates when the server initially starts and it generates the map. You can delete a region file from the POI data, but it would just re-generate the same thing, not what is actually on the map now. (Have tried this and can confirm.) 1 Link to comment Share on other sites More sharing options...
Liesel Weppen Posted August 10, 2017 Share Posted August 10, 2017 Check map.guppycur.com, if that's what you're looking for, let me know and I will get you the code. Looks good. How does it work? Link to comment Share on other sites More sharing options...
Devidian Posted August 10, 2017 Share Posted August 10, 2017 Technically yes, but not sure if that's going to happen. This whole thing is still targeted as an administration interface, end-user support by permission levels is just a minor additional feature of it Will put it on my list though, as soon as there's a DB (wouldn't really work properly without one after all) in the backend I'll think about it again. While you are speaking about DB, i just tried some days ago to add MongoDB driver for C# into a testing mod, this so far worked (connecting) but also worked not (query/insert) because the driver itself needed some things from mscorlib.dll that are not included in the current games mscorlib. I also tried older driver versions but all seem to request stuff not existing in mscorlib 2.0.0.0 So my Question is: is there any way to get this missing Classes/Methods from System.* into another dll? Last time i did C# was @ university several years ago. I tried to copy some of the missing methods from the current mono repo into my mod but it always requests those from mscorlib. Link to comment Share on other sites More sharing options...
LewZephyr Posted August 10, 2017 Share Posted August 10, 2017 When it re-calculates, it will run it based on the RWG settings, and will draw the POI's in again anyway. Distant POI only generates when the server initially starts and it generates the map. You can delete a region file from the POI data, but it would just re-generate the same thing, not what is actually on the map now. (Have tried this and can confirm.) Yeah deleting the region file would reset our base as well, so not a solution. I had thought this might be the case... little disappointing, but eh it s what it is. Thanks for sharing your experience / knowledge. Link to comment Share on other sites More sharing options...
Alloc Posted August 11, 2017 Author Share Posted August 11, 2017 So my Question is: is there any way to get this missing Classes/Methods from System.* into another dll? Nope, as far as I'm aware references in .NET referring to things of other libraries do so by exactly specifying what assembly they belong to (optionally even with version numbers and then even those would have to match). Link to comment Share on other sites More sharing options...
SylenThunder Posted August 11, 2017 Share Posted August 11, 2017 (edited) Yeah deleting the region file would reset our base as well, so not a solution. I had thought this might be the case... little disappointing, but eh it s what it is. Thanks for sharing your experience / knowledge. Not the usual region file that your base is in, but the distant POI region file. It's in a different folder. I can't look it up atm though because I'm at work. ---update--- \instance\HubCellData I believe that is the folder that has the data for the distant POI. I'm not 100% sure though. I do know that if I wipe parts of it, the server re-generates the data on the next startup though. It does not do this with the region files. Which makes me think that the "generate world/chunks" when you first start the server isn't generating the actual RWG world, but just the distant POI display. Edited August 11, 2017 by SylenThunder (see edit history) Link to comment Share on other sites More sharing options...
Prisma501 Posted August 20, 2017 Share Posted August 20, 2017 Hello Alloc, I was wondering. is there any particular reason for introducing the use of steamworks? it seems a bit overkill having it for only pm. Its not part of the game as far as i can see. Does the dedi gonna need steamworks installed? Or am i missing something here? Cheers Link to comment Share on other sites More sharing options...
Alloc Posted August 20, 2017 Author Share Posted August 20, 2017 Huh? No idea what you're talking about... the game's been using Steamworks (i.e. the Steam API) since as far back as I can remember. Possibly not right from the first versions of the game on Steam but certainly at least since like A6. So what are you referring here? ^^ Link to comment Share on other sites More sharing options...
Prisma501 Posted August 20, 2017 Share Posted August 20, 2017 Huh? No idea what you're talking about... the game's been using Steamworks (i.e. the Steam API) since as far back as I can remember. Possibly not right from the first versions of the game on Steam but certainly at least since like A6. So what are you referring here? ^^ Oh lol. Forget i asked. I redownloaded source and totally missed a broken reference to firstpass.dll. In your privatemessageconnection.cs there was a using SteamWorks; which i never saw there before and broke so i thought it was something new. But its part of the firstpass.dll and after repairing the reference all was good. Mah bad. Cheers Link to comment Share on other sites More sharing options...
StompyNZ Posted August 21, 2017 Share Posted August 21, 2017 Not the usual region file that your base is in, but the distant POI region file. It's in a different folder. I can't look it up atm though because I'm at work. ---update--- \instance\HubCellData I believe that is the folder that has the data for the distant POI. I'm not 100% sure though. I do know that if I wipe parts of it, the server re-generates the data on the next startup though. It does not do this with the region files. Which makes me think that the "generate world/chunks" when you first start the server isn't generating the actual RWG world, but just the distant POI display. That is correct. The .hcd files store all the biome, road, sockets, prefabs, etc info. The regions hold the data for exactly which blocks are where, and only gets generated when each chunk is first loaded. Link to comment Share on other sites More sharing options...
djkrose Posted August 21, 2017 Share Posted August 21, 2017 That brings me to a question: When someone heavily modifies or just completely wipes a prefab, the distant POI doesn't match with the actual blocks anymore. For example people are often letting the broadcasting tower collapse. From far away you still see the tower, when getting closer, it disappears. -- Is there a way (existing or moddable) to regenerate the distant POI based on the current structure? If so, can the server trigger that or must the client remove it's local hub cell data cache itself? Would be cool to have like a command "update-distant-poi" to regenerate all that... djk Link to comment Share on other sites More sharing options...
Prisma501 Posted August 22, 2017 Share Posted August 22, 2017 (edited) That brings me to a question: When someone heavily modifies or just completely wipes a prefab, the distant POI doesn't match with the actual blocks anymore. For example people are often letting the broadcasting tower collapse. From far away you still see the tower, when getting closer, it disappears. -- Is there a way (existing or moddable) to regenerate the distant POI based on the current structure? If so, can the server trigger that or must the client remove it's local hub cell data cache itself? Would be cool to have like a command "update-distant-poi" to regenerate all that... djk Quick investigation: On RWG the hubcelldata is generated and sent to the client by NetPackageHubCellData by the BaseRWGDataLoader class. You could try fiddle around with the RWG hubcell data objects (like a conversion of realworld data to RWG data) and resend them to the clients. Cheers Edited August 22, 2017 by Prisma501 (see edit history) Link to comment Share on other sites More sharing options...
staalelor Posted August 25, 2017 Share Posted August 25, 2017 (edited) Alloc: Regarding the openid login for access to the Integrated Webserver. I want to use apache as proxy, but I also want to use SSL (https). The problem is after login, the (https://steamcommunity.com/openid/login)-url contains openid.return_to=http+host instead of openid.return_to=https+host. I use both: ProxyPreserveHost On RequestHeader set X-Forwarded-Proto "https" It's working without SSL. Any ideas? not working: <VirtualHost *:443> ServerName day7.domain.com SSLEngine on SSLCertificateFile /etc/letsencrypt/live/day7.domain.com/cert.pem SSLCertificateKeyFile /etc/letsencrypt/live/day7.domain.com/privkey.pem SSLCertificateChainFile /etc/letsencrypt/live/day7.domain.com/chain.pem DocumentRoot /var/www/html ProxyPreserveHost On RequestHeader set X-Forwarded-Proto "https" ProxyPass /robots.txt ! ProxyPass /.well-known/acme-challenge/ ! ProxyPass / http://localhost:8082/ ProxyPassReverse / http://localhost:8082/ #LogLevel info ssl:warn ErrorLog ${APACHE_LOG_DIR}/day7_error.log CustomLog ${APACHE_LOG_DIR}/day7_access.log combined </VirtualHost> working: <VirtualHost *:80> Servername day7.domain.com DocumentRoot /var/www/html ProxyPreserveHost On ProxyPass /robots.txt ! ProxyPass / http://localhost:8082/ ProxyPassReverse / http://localhost:8082/ ErrorLog ${APACHE_LOG_DIR}/day7_error.log CustomLog ${APACHE_LOG_DIR}/day7_access.log combined </VirtualHost> Edited August 25, 2017 by staalelor (see edit history) Link to comment Share on other sites More sharing options...
StompyNZ Posted August 25, 2017 Share Posted August 25, 2017 probably need to change this and recompile the dll in Web.cs // TODO: Read from config isSslRedirected = false; Link to comment Share on other sites More sharing options...
Alloc Posted August 26, 2017 Author Share Posted August 26, 2017 Sorry, hadn't been forwarding in some time, thought I already had that in Will put out a new build later / tomorrow that reads that header. Link to comment Share on other sites More sharing options...
staalelor Posted August 27, 2017 Share Posted August 27, 2017 Excellent ! rev. 311 (14_16_22) (2017-08-26) WebMap updated to v22: Added X-Forwarded-Proto use when forwarding from a proxy with SSL enabled Testet and working. Thank you :-) Link to comment Share on other sites More sharing options...
Dr. Eisenpimmel Posted September 2, 2017 Share Posted September 2, 2017 (edited) I am using a dual monitor setup - one where the game is running and one where the livemap is displayed. While doing so, I came across some stuff with your live map: Issues: - Map view border will not update with new size when resizing browser window. I.E. from maximized to fullscreen (F11). The map will be displayed with black borders. - When you hide the left navigation panel, one row of tiles coming from the right side won't be loaded properly on moving. Already loaded tiles will be shown properly when rearranging map. - Last options (like show players, enemies, animals or the reload tiles timer) will be lost when you hit the update button (F5). Maybe set a (session) cookie where the options will be saved? - Some animals will be displayed as enemy: Boars, Snakes, Bears, ZomBears, Wolves, etc. - this is very irritating especially when hunting. Improvement: - Center map on selected player, keep map centered on selected player. (maybe optional via checkbox) Actually the selected player will just barely be kept inside the map view while traveling above the view border. - Possibility to assign special icons to each NPC type via stylesheet. Actually there are only the 2 icons for enemies and wildlife. Edited September 2, 2017 by Dr. Eisenpimmel (see edit history) Link to comment Share on other sites More sharing options...
Dugory Posted September 4, 2017 Share Posted September 4, 2017 Ahoy Alloc, Can you please add a command "uptime" which shows the server runtime like Linux has? -- Dug Link to comment Share on other sites More sharing options...
Alloc Posted September 4, 2017 Author Share Posted September 4, 2017 Have you looked at "mem"? Link to comment Share on other sites More sharing options...
Dugory Posted September 4, 2017 Share Posted September 4, 2017 I have, but there's too much other stuff I rather not see. Also, I don't know the impact of "mem", but it looks "heavy" on the load. As in it mostly takes about a second or two to respond. Link to comment Share on other sites More sharing options...
Prisma501 Posted September 5, 2017 Share Posted September 5, 2017 I have, but there's too much other stuff I rather not see. Also, I don't know the impact of "mem", but it looks "heavy" on the load. As in it mostly takes about a second or two to respond. If and until alloc does include, you can use this little standalone uptime mod. It only contains the "uptime" command. https://1drv.ms/u/s!AvzZsIAN_6-w9TDUtqtXtQyFlyMU Cheers 1 Link to comment Share on other sites More sharing options...
AndyofBorg Posted September 5, 2017 Share Posted September 5, 2017 Compatible with valmod? I used to run this mod and really loved it. Now I am running a server with Valmod overhaul installed. Can I install this as well? Is there a special procedure to follow to use both? I apologize, but I have tried a lot of digging and I am struggling to find the answer. I'm sure it's stupid and obvious, but I swear I've tried and I can't find it... Link to comment Share on other sites More sharing options...
The Lorax Posted September 6, 2017 Share Posted September 6, 2017 This is compatible with all mods, As it doesn't change gameplay. Its adds more admin tools and some extra features like rendermap for hosting a map online. Link to comment Share on other sites More sharing options...
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