Koolio Posted August 31, 2014 Share Posted August 31, 2014 how does the webmap compare to the other mapping tool? Link to comment Share on other sites More sharing options...
Isalof Posted August 31, 2014 Share Posted August 31, 2014 Got it now Alloc, seems like the Deobfuscator release pre0.2.0 didnt give out that type yet. I downloaded the source and then re-ran the deobfuscation, the type was recognized after that^^. Link to comment Share on other sites More sharing options...
Alloc Posted August 31, 2014 Author Share Posted August 31, 2014 I added a small page about how to use the map (and only the map) with an external web server like apache. https://7dtd.illy.bz/wiki/webmap Heh, nice how does the webmap compare to the other mapping tool? Well, Cumu's tool is for offline rendering (e.g. could be run like once a day, requires the game to be shut down to be sure to not kill anything) but is *really* fast at rendering the whole world. The mod aims at rendering live as players walk around so basically you get a map that is never older than 1 second. In return the full map render command is slow as hell but you should never need to run that if you have the live rendering starting from when you start a new save game. Got it now Alloc, seems like the Deobfuscator release pre0.2.0 didnt give out that type yet. I downloaded the source and then re-ran the deobfuscation, the type was recognized after that^^. Oh, yeah, think I forgot to add a release package when updating the ManualDeob-lib, sorry Link to comment Share on other sites More sharing options...
Isalof Posted August 31, 2014 Share Posted August 31, 2014 I added a small page about how to use the map (and only the map) with an external web server like apache. https://7dtd.illy.bz/wiki/webmap Nice one Link to comment Share on other sites More sharing options...
Koolio Posted August 31, 2014 Share Posted August 31, 2014 Well, Cumu's tool is for offline rendering (e.g. could be run like once a day, requires the game to be shut down to be sure to not kill anything) but is *really* fast at rendering the whole world. "The mod aims at rendering live as players walk around" for a second you almost had me willing to switch, but unless it was displaying where those players are on the map in realtime its not really needed. i'll stick with cumu mapping tool, and using building a script to use its player tracking feature, and what you mean not to kill anything.. i have it run once 24hrs and run it manually a few times with the server on and players connected.. it only reads the files ..what could possibly go wrong ..? Link to comment Share on other sites More sharing options...
Alloc Posted August 31, 2014 Author Share Posted August 31, 2014 for a second you almost had me willing to switch, but unless it was displaying where those players are on the map in realtime its not really needed. Well, it's in the first stages of development Of course interaction with the map will come too, like displaying stuff and maybe also controlling some from the map. it only reads the files ..what could possibly go wrong ..? For most time it should not do any harm. But there's a slight chance that the game wants to read one of the files while it's opened by Cumu's tool and that could make the game crash. And what a crashing game would cause can never be completely foreseen Link to comment Share on other sites More sharing options...
KaXaK Posted September 1, 2014 Share Posted September 1, 2014 Hi Alloc, Is there a way to change XX country server? Link to comment Share on other sites More sharing options...
Alloc Posted September 1, 2014 Author Share Posted September 1, 2014 That's because they use hostip.info for providing the country and your IP is not registered there. (See this post) Link to comment Share on other sites More sharing options...
Isalof Posted September 1, 2014 Share Posted September 1, 2014 Ist there any way to extend the give/li commands to include more items? I noticed that f.ex. concrete was missing. And just out of curiosity, any idea when u plan on releasing the new release (with the newest server fixes)? Link to comment Share on other sites More sharing options...
qriff Posted September 1, 2014 Share Posted September 1, 2014 (edited) Is there a way to list admins / mods? My script library is building up nicely but a much needed feature is to retrieve a list of admins and moderators, including ones added via console which to my knowledge are not saved permanently in admins.xml. Edited September 1, 2014 by qriff specifics (see edit history) Link to comment Share on other sites More sharing options...
qriff Posted September 1, 2014 Share Posted September 1, 2014 Is there a way to list admins / mods? My script library is building up nicely but a much needed feature is to retrieve a list of admins and moderators, including ones added via console which to my knowledge are not saved permanently in admins.xml. With a console/telnet command? Where are they stored? Link to comment Share on other sites More sharing options...
Alloc Posted September 1, 2014 Author Share Posted September 1, 2014 Ist there any way to extend the give/li commands to include more items? I noticed that f.ex. concrete was missing. Sure there is but I did not find out yet how to spawn blocks (currently it's items only, that's why e.g. no keystones or concrete). And just out of curiosity, any idea when u plan on releasing the new release (with the newest server fixes)? Probably later tonight Is there a way to list admins / mods? Not yet. With a console/telnet command? Where are they stored? admins.xml, but only on shutdown (and only read on startup). Link to comment Share on other sites More sharing options...
Isalof Posted September 1, 2014 Share Posted September 1, 2014 Hehe ok, thanks for the info Link to comment Share on other sites More sharing options...
Isalof Posted September 2, 2014 Share Posted September 2, 2014 I noticed quite a lot of log-output in the output.log ;D in the following format: 2014.09.02 19:30:48: Add Dirty: -14, -33 Any idea what this could be? Seems like 80% or so of the log consists of this. Link to comment Share on other sites More sharing options...
Alloc Posted September 2, 2014 Author Share Posted September 2, 2014 Uh, yeah, sorry, should have removed that output for releases Nothing to worry about, that's actually when the rendering works fine Link to comment Share on other sites More sharing options...
Koolio Posted September 3, 2014 Share Posted September 3, 2014 "Scripts are already at the newest version (v.51)." How does that version number correspond to anything listed here: https://7dtd.illy.bz/wiki/Server%20fixes#rev.1590.91.5359.26222 or is there another page where changelogs are listed for it? trying to get rev. 147 (0.91.5355.36217) for the si steamid seems like v.51 does not have it yet? Link to comment Share on other sites More sharing options...
Alloc Posted September 3, 2014 Author Share Posted September 3, 2014 Release notes for the scripts show you whenever I package a new version of the mod with them. Those say v.51 contain the mod version 0.91.5356.41724, which (by looking at the release notes for the fixes) is some build between rev.147 (0.91.5355.36217) and rev. 154 (0.91.5358.38435) (so not much changed in respect to 147). EDIT: "With steamid also players that are currently not online can be checked " means that you can view them if they have been online since this version was installed as I still have to store what they had in their inventory. Link to comment Share on other sites More sharing options...
Koolio Posted September 3, 2014 Share Posted September 3, 2014 (edited) -nvm I found this https://7dtd.illy.bz/wiki/Release%20Notes still.. the v.51 I have does not have si with working steamid support... Edited September 3, 2014 by Koolio (see edit history) Link to comment Share on other sites More sharing options...
Alloc Posted September 3, 2014 Author Share Posted September 3, 2014 Did you try it with a player that's online at that moment to make sure it's really about steam id not working? Link to comment Share on other sites More sharing options...
Koolio Posted September 3, 2014 Share Posted September 3, 2014 I see now... so it does work after they have connected and disconnected since I have updated to v.51 (I hadn't actually connected to the server since updating the scripts today and was wondering why it not work but if they are actually online and I use the si <steamid> it just shows there inventory from the last time they connected.. but si with actual username gets current online inventory... anyway to just have steamid work in both cases. Link to comment Share on other sites More sharing options...
Alloc Posted September 3, 2014 Author Share Posted September 3, 2014 SI with SteamID *should* work in both cases already. Link to comment Share on other sites More sharing options...
Koolio Posted September 3, 2014 Share Posted September 3, 2014 it doesn't though, the steamid only works for the offline case.. if that same player is online and you use the si <steamid> it just gives you the inventory from when they last disconnected Link to comment Share on other sites More sharing options...
Alloc Posted September 3, 2014 Author Share Posted September 3, 2014 Nah, it works just fine. You probably just didn't wait for 30sec after the inventory was changed by the player (the server only receives the players inventory every 30s). Link to comment Share on other sites More sharing options...
Isalof Posted September 3, 2014 Share Posted September 3, 2014 I can confirm that si with steamid works on an online player and does show the current inventory. Is there any way I can add more debug output or something to check why my server is crashing? It crashes daily and sometimes multiple times a day, would be nice if I could figure out why . Link to comment Share on other sites More sharing options...
Alloc Posted September 3, 2014 Author Share Posted September 3, 2014 Don't think so. Nothing in the logs so far? EDIT: Do you have many players on it? Did you monitor memory usage? Could be that it's just crashing because of OOM or something like that. Link to comment Share on other sites More sharing options...
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