Zilla Posted June 11, 2017 Share Posted June 11, 2017 (edited) Just some a16 Experimental Updates.... The script does not create the following items in the config file. <property name="BedrollDeadZoneSize" value="15"/> <property name="BloodMoonEnemyCount" value="8" /> <property name="HideCommandExecutionLog" value="0"/> <property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <property name="ServerAdminSlots" value="0"/> <property name="ServerAdminSlotsPermission" value="0"/> <property name="ServerDisabledNetworkProtocols" value="UNET"/> <property name="ServerReservedSlots" value="0"/> <property name="ServerReservedSlotsPermission" value="100"/> The following line is removed. <property name="EnemySenseMemory" value="60"/> Also, just a general note on changes... Default server port has been 26900 for ages, but script still uses 25000. LandClaim Size default is now 41. I think the script uses either 30 or 7. I can never remember. Almost forgot, EnemySenseMemory will prevent your server from starting. OOh, found another one. EnemySpawnMode is not 0-5 or whatever it was. It's True or False. Again, incorrect input will prevent it from starting. Yep, can confirm. server starts and runs fine now. Edited June 11, 2017 by Zilla (see edit history) Link to comment Share on other sites More sharing options...
OMGzBananas Posted June 11, 2017 Share Posted June 11, 2017 I've been using this script for a while now and it's worked well, but at this point it should probably be forked onto github or somewhere where we can all collaboratively keep it more up to date. I'm not even sure what changes need to be done to get this up to a16. Also, there were some major changes this alpha to things like max number of zombies, and this script still uses the "50%-200%" sort of system. Link to comment Share on other sites More sharing options...
Alloc Posted June 19, 2017 Author Share Posted June 19, 2017 Just some a16 Experimental Updates.... .... Thanks Sylen Was aware of those changes (of course, some even came from my side ), just had more critical stuff to work on. I'll try to finally get the scripts updated these days. Link to comment Share on other sites More sharing options...
Alloc Posted June 23, 2017 Author Share Posted June 23, 2017 Updated config editor for A16. Link to comment Share on other sites More sharing options...
dom Posted June 24, 2017 Share Posted June 24, 2017 @Alloc: I'v set up a linux server on the experimental branch A16 b119 and your server tools work great. But what about the server fixes? I dit not test them because the release notes are from 2017-01-03 and they say nothing about A16. Do they work? Link to comment Share on other sites More sharing options...
Alloc Posted June 25, 2017 Author Share Posted June 25, 2017 They should. Link to comment Share on other sites More sharing options...
OregonGunslinger Posted June 28, 2017 Share Posted June 28, 2017 (edited) ipv6 issue? First of all, thanks for all of the work it took (and still takes) providing this great set of tools. This is my first time using the server scripts and for the most part, all went well once I got a handle on the config file changes that were keeping the server from running. I'm still seeing one issue that I don't think is harming anything, but shich is annoying. When running 7dtd.sh status <instance>, I get something like this: Status: Running Open ports: 26900 (tcp) 26900 (udp) 26901 (udp) 26902 (udp) 8080 (tcp) 8081 (tcp) 8082 (tcp) (udp6) /usr/local/lib/7dtd/common.sh: line 201: 24947 Killed nc 127.0.0.1 $TEL_PORT 0<&3 It also shows up in 7dtd.sh instance list: Instance name | Running | Players | Port ---------------------+----------+---------+------ /usr/local/lib/7dtd/common.sh: line 201: 3420 Killed nc 127.0.0.1 $TEL_PORT 0<&3 <instance> | yes | 0/ 4 | 26900 It looks like it has to do with ipv6 but I have that turned off in the kernel on this system. Any ideas? <edit> CentOS 7, Dell PE1950, 8 Cores, 24GB RAM 7dtd Branch latest_experimental </edit> Edited June 28, 2017 by OregonGunslinger (see edit history) Link to comment Share on other sites More sharing options...
dom Posted June 28, 2017 Share Posted June 28, 2017 They should. I can confirm that they work with A16 B119. By the way, the webserver and the map rendering are awesome! Link to comment Share on other sites More sharing options...
Alloc Posted June 29, 2017 Author Share Posted June 29, 2017 ... When running 7dtd.sh status <instance>, I get something like this: ... /usr/local/lib/7dtd/common.sh: line 201: 24947 Killed nc 127.0.0.1 $TEL_PORT 0<&3 I'll have a look. What locale is your system set to? Link to comment Share on other sites More sharing options...
OregonGunslinger Posted June 29, 2017 Share Posted June 29, 2017 I'll have a look. What locale is your system set to? [ds1 sdtd]# locale LANG=en_US.UTF-8 LC_CTYPE="en_US.UTF-8" LC_NUMERIC="en_US.UTF-8" LC_TIME="en_US.UTF-8" LC_COLLATE="en_US.UTF-8" LC_MONETARY="en_US.UTF-8" LC_MESSAGES="en_US.UTF-8" LC_PAPER="en_US.UTF-8" LC_NAME="en_US.UTF-8" LC_ADDRESS="en_US.UTF-8" LC_TELEPHONE="en_US.UTF-8" LC_MEASUREMENT="en_US.UTF-8" LC_IDENTIFICATION="en_US.UTF-8" LC_ALL= Link to comment Share on other sites More sharing options...
Alloc Posted June 29, 2017 Author Share Posted June 29, 2017 That message should be gone now. Link to comment Share on other sites More sharing options...
OregonGunslinger Posted June 29, 2017 Share Posted June 29, 2017 That message should be gone now. Perfecto Thanks for the quick response and a great set of management scripts. Link to comment Share on other sites More sharing options...
Azrael907 Posted June 29, 2017 Share Posted June 29, 2017 Debian Framerate Loss Hello, I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119. Thanks Server Info: OS: Debian 8 Intel Core i7-4790K 4c/8t 4.0 GHz/4.4 GHz RAM: 32 GB DDR3 1333 MHz Disks: 2 x 240 GB SSD Link to comment Share on other sites More sharing options...
OregonGunslinger Posted June 29, 2017 Share Posted June 29, 2017 Another interesting anomaly: [root@ds1 sdtd]# 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ Instance1 | yes | 8/26910 | 0 Instance2 | yes | 8/26920 | 0 Instance3 | yes | 0/ 8 | 26900 Number of players output in the first two instances. Link to comment Share on other sites More sharing options...
LHammonds Posted June 30, 2017 Share Posted June 30, 2017 Another interesting anomaly: [root@ds1 sdtd]# 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ Instance1 | yes | 8/26910 | 0 Instance2 | yes | 8/26920 | 0 Instance3 | yes | 0/ 8 | 26900 Number of players output in the first two instances. I'm running version 106 (2016-12-08) of the scripts and the output shows the player count correctly. I then did the updatescripts: 7dtd.sh updatescripts A newer version of the scripts is available. Local: v.106 Available: v.108 Continue? (yn) y Updating... Update done. Note: This updated only script files. If the global config file /etc/7dtd.conf contains changes for the newer version or there were new files added to the user folder /home/sdtd those changes have not been applied! Now my instances are not showing up and cannot start the servers because it does not recognize the instance names anymore. I checked the /etc/7dtd.conf and it seems I need to re-edit the following values which got reset to default: export SDTD_BASE=/home/sdtd export SDTD_BACKUP_ROOT=/home/sdtd/backup Once I got the scripts to see the correct location and backup targets, I could then start the instances. Here is what it looks like with the instance command when they are offline and then online (but with no users connected) Instances not started: 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ hamcraft | no | -/ 8 | 28000 nav | no | -/ 8 | 28010 valmod | no | -/ 8 | 28020 2 of 3 instances started: 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ hamcraft | yes | 8/28000 | 0 nav | yes | 8/28010 | 0 valmod | no | -/ 8 | 28020 Thanks, LHammonds Link to comment Share on other sites More sharing options...
OregonGunslinger Posted June 30, 2017 Share Posted June 30, 2017 In my case, the formatting also seems correct when the instances are not running. [ds1 sdtd]# 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ Instance1 | no | -/ 8 | 26910 Instance2 | no | -/ 8 | 26920 Instance3 | no | -/ 8 | 26900 Link to comment Share on other sites More sharing options...
Alloc Posted July 2, 2017 Author Share Posted July 2, 2017 I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119. Not related to this thread at all ... but anyway, there's no issue, it's just that the tickrate (=FPS) target lock code works better now than pre A16, meaning the targeted 20 ticks per second should now properly be achieved instead of running faster at times. Another interesting anomaly: [root@ds1 sdtd]# 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ Instance1 | yes | 8/26910 | 0 Instance2 | yes | 8/26920 | 0 Instance3 | yes | 0/ 8 | 26900 Number of players output in the first two instances. Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that. Link to comment Share on other sites More sharing options...
SylenThunder Posted July 2, 2017 Share Posted July 2, 2017 ...Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that. The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly. Link to comment Share on other sites More sharing options...
OregonGunslinger Posted July 2, 2017 Share Posted July 2, 2017 The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly. Doesn't seem to be the case here: [ds1 sdtd]# 7dtd.sh instances list Instance name | Running | Players | Port ---------------------+----------+---------+------ Instance1 | yes | 8/26910 | 0 Instance2 | yes | 0/ 8 | 26920 Instance3 | yes | 0/ 8 | 26900 [ds1 sdtd]# uptime 16:26:54 up 2 days, 1:47, 2 users, load average: 1.13, 1.05, 1.16 Instances were started within minutes of the last reboot. Link to comment Share on other sites More sharing options...
BigBug Posted July 13, 2017 Share Posted July 13, 2017 Hello, How to update linux server from 15.2 to 16 version? I have launched steamcmd and then run "app_update 251570". Steamcmd updated instalation. But when i run server it shows 15.2 version. Thank you. Link to comment Share on other sites More sharing options...
Alloc Posted July 13, 2017 Author Share Posted July 13, 2017 Don't forget to add the "validate" flag to the command. Link to comment Share on other sites More sharing options...
SylenThunder Posted July 13, 2017 Share Posted July 13, 2017 Going to do some testing with Ubuntu 17.04 and see how it goes. Link to comment Share on other sites More sharing options...
dom Posted July 16, 2017 Share Posted July 16, 2017 Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored. Link to comment Share on other sites More sharing options...
SylenThunder Posted July 16, 2017 Share Posted July 16, 2017 Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored. You would need to do a manual install in a separate folder. Possibly run as a separate user also so you can identify which process is which later if needed. - - - Updated - - - Going to do some testing with Ubuntu 17.04 and see how it goes. So far everything is peachy except for this one error in stop.sh Trying to gracefully shutdown.../usr/local/lib/7dtd/commands/stop.sh: line 49: warning: command substitution: ignored null byte in input Waiting for server to shut down... 1/5 2/5 Done As near as I can tell, they are still shutting down like they should. I've compared files and setups with my 16.04 server, and there is no difference in the script. Link to comment Share on other sites More sharing options...
SylenThunder Posted July 16, 2017 Share Posted July 16, 2017 Oh, and another thing I've been noticing since a16... I get this error in the log of whatever server isn't the first one to start.... 2017-07-16T10:09:54 1.099 INF Failed to register the log file writer: Sharing violation on path /home/sdtd/engine/sdtd.log2017-07-16T10:09:54 1.102 INF 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) [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) at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool,System.Text.Encoding) at SdtdLog.Init () [0x00000] in <filename unknown>:0 UMA Overlay loading took 1185 ms I did go through and checked the a15 logs, and don't see this happening. Link to comment Share on other sites More sharing options...
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