Seraphin Posted September 11, 2016 Share Posted September 11, 2016 (edited) This also includes native Linux engine files so you do not have to use workarounds like Wine to run 7dtd. Unfortunately these files are 32 Bit only so far but at least they can be run on 64 Bit hosts without any problems. I must admit, I didn't read these 60 pages, so if my question got already taked about, just tell me. If the software is still 32 bit it still can only use 4gb of ram even if the os is 64bit, right? As people tell how important ram is for dedicated servers, why not compiling a 64bit version instead? I was thinking about moving my LAN server from windows to linux, but I wonder if that makes sense then? (Windows version of the dedicated server is 64bit or isn't it too?) Edited September 11, 2016 by Seraphin (see edit history) Link to comment Share on other sites More sharing options...
Alloc Posted September 11, 2016 Author Share Posted September 11, 2016 Windows is indeed 64 bit only, Linux has both by now. (And yes, any 32 bit program can use an absolute maximum of 4 GiB of RAM, no matter the host. In reality it's even a bit less due to stuff that has to be mapped into the programs address space that's not actual "program data") Link to comment Share on other sites More sharing options...
Seraphin Posted September 12, 2016 Share Posted September 12, 2016 Thank you for clarification. :-) Link to comment Share on other sites More sharing options...
BeatKidz Posted September 16, 2016 Share Posted September 16, 2016 (edited) Any way to install Experimental Builds with this script? N/M FOUND IT --experimental. Thanks again all Edited September 16, 2016 by BeatKidz (see edit history) Link to comment Share on other sites More sharing options...
blotavious Posted September 16, 2016 Share Posted September 16, 2016 Any way to install Experimental Builds with this script? Alloc says adding "--experimental" to the "updateengine" command will do the trick. Link to comment Share on other sites More sharing options...
iamzombie Posted September 17, 2016 Share Posted September 17, 2016 (edited) My server w/ latest experimental build keeps exiting (or crashing, logs don't really seem to indicate) I tried a random map and navezgame, no change. Nuked the engine folder, ran another "updateengine --experimental", no change. Missing method NGuiInvGridCreativeMenu::GetAllItems() in assembly /home/sdtd/engine/7DaysToDieServer_Data/Managed/Assembly-CSharp.dll, referenced in assembly /home/sdtd/engine/Mods/Allocs_CommonFunc/7dtd-server-fixes.dll aysToDieServer_Data/Mono/etc' Initialize engine version: 5.3.5p3 (4c1fbb057dc3) Forcing GfxDevice: Null NullGfxDevice: Version: NULL 1.0 [1.0] Renderer: Null Device Vendor: Unity Technologies AudioManager: Using Unknown: NoSound Driver Begin MonoManager ReloadAssembly [..clip.. (all of the "this message is harmless" messages] The referenced script on this Behaviour (Game Object 'AudioMixerManager') is missing! (Filename: Line: 1655) The referenced script on this Behaviour (Game Object 'wdwFocusHealthState') is missing! (Filename: Line: 1655) UnloadTime: 0.940000 ms HDR Render Texture not supported, disabling HDR on reflection probe. (Filename: Line: 257) 2016-09-17T10:10:16 0.040 INF Awake 2016-09-17T10:10:16 0.102 INF Version: Alpha 15 (b78) Compatibility Version: Alpha 15, Build: Linux 64 Bit 2016-09-17T10:10:16 0.102 INF System information: 2016-09-17T10:10:16 0.153 INF OS: Linux 3.13 Ubuntu 14.04 64bit 2016-09-17T10:10:16 0.154 INF CPU: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz (cores: 4) 2016-09-17T10:10:16 0.155 INF RAM: 3950 MB 2016-09-17T10:10:16 0.155 INF GPU: Null Device (128 MB) 2016-09-17T10:10:16 0.155 INF Graphics API: NULL 1.0 [1.0] (shader level 2.0) 2016-09-17T10:10:16 0.166 INF Last played version: Alpha 14.7 2016-09-17T10:10:16 0.167 INF Local UTC offset: -3 hours 2016-09-17T10:10:16 0.168 INF Command line arguments: /home/sdtd/engine/7DaysToDieServer.x86_64 -logfile /home/sdtd/instances/15/logs/2016-09-17_10-10-15_output_log.txt -configfile=/home/sdtd/instances/15/config.xml 2016-09-17T10:10:16 0.173 INF Parsing server configfile: /home/sdtd/instances/15/config.xml 2016-09-17T10:10:16 0.223 ERR Error parsing configfile property 'FriendlyFire': Unknown config option 2016-09-17T10:10:16 0.223 INF Make sure your configfile is updated the current server version! 2016-09-17T10:10:16 0.223 INF Startup aborted due to the given error in server configfile 2016-09-17T10:10:16 0.224 INF Dedicated server only build 2016-09-17T10:10:16 0.228 INF Starting PlayerInputManager... 2016-09-17T10:10:16 0.246 INF InControl (version 1.6.4 build 8510) 2016-09-17T10:10:16 0.398 INF Starting UserProfileManager... 2016-09-17T10:10:16 0.400 WRN ApplyAllowControllerOption, sets: 3 2016-09-17T10:10:17 0.688 INF Texture quality is set to 3 2016-09-17T10:10:17 0.730 INF NET: InitCallbacks 2016-09-17T10:10:17 0.733 INF [MODS] Start loading 2016-09-17T10:10:17 0.738 INF [MODS] Trying to load from Allocs_CommandExtensions Non platform assembly: /home/sdtd/engine/Mods/Allocs_CommandExtensions/AllocsCommands.dll (this message is harmless) 2016-09-17T10:10:17 0.756 INF [MODS] Loaded Mod: Allocs command extensions (4) 2016-09-17T10:10:17 0.756 INF [MODS] Trying to load from Allocs_CommonFunc Non platform assembly: /home/sdtd/engine/Mods/Allocs_CommonFunc/7dtd-server-fixes.dll (this message is harmless) 2016-09-17T10:10:17 0.756 INF [MODS] Found ModAPI, creating instance 2016-09-17T10:10:17 0.756 INF [MODS] Loaded Mod: Allocs server fixes (4) 2016-09-17T10:10:17 0.756 INF [MODS] Trying to load from Allocs_WebAndMapRendering Non platform assembly: /home/sdtd/engine/Mods/Allocs_WebAndMapRendering/MapRendering.dll (this message is harmless) 2016-09-17T10:10:17 0.757 INF [MODS] Found ModAPI, creating instance 2016-09-17T10:10:17 0.757 INF [MODS] Loaded Mod: Allocs MapRendering and Webinterface (4) 2016-09-17T10:10:17 0.757 INF [MODS] Loading done 2016-09-17T10:10:17 0.768 INF Loading permissions file at '/home/sdtd/.local/share/7DaysToDie/Saves/serveradmin.xml' 2016-09-17T10:10:17 0.793 INF Loading permissions file done. 2016-09-17T10:10:17 0.825 WRN Command with name "teleportplayer" already loaded, not loading from class TeleportPlayer 2016-09-17T10:10:17 0.825 WRN Command with name "exportitemicons" already loaded, not loading from class ExportItemIcons UMA Overlay loading took 936 ms (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) UMA Slot loading took 5 ms (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WARNING: Shader Unsupported: 'Suimono/effect_refractDroplets' - Setting to default shader. WARNING: Shader Unsupported: 'Suimono/effect_refractionViewDepth' - Setting to default shader. WARNING: Shader Unsupported: 'Code/GoggleEyed' - Setting to default shader. 2016-09-17T10:10:26 10.502 INF WorldStaticData.Init() needed 8.347s Platform assembly: /home/sdtd/engine/7DaysToDieServer_Data/Managed/System.Configuration.dll (this message is harmless) 2016-09-17T10:10:27 10.665 INF Started Telnet on 8081 2016-09-17T10:10:27 10.671 INF Error in StateManager.Awake: System.MissingMethodException: Method not found: 'NGuiInvGridCreativeMenu.GetAllItems'. at AllocsFixes.StateManager.Awake () [0x00000] in <filename unknown>:0 2016-09-17T10:10:27 10.673 ERR GetInt: InvalidCastException FavoriteServersList 2016-09-17T10:10:27 10.673 INF Webserver not started (ControlPanelPort not within 1-65534) 2016-09-17T10:10:27 10.673 INF Awake done 2016-09-17T10:10:27 11.492 INF Atlas reset took 174 ms 2016-09-17T10:10:27 11.493 INF Atlas load took 812 ms Anyone have any ideas? *EDIT* Didn't even notice the line in there about the friendly fire option. Removed it and it seems to be working now. Edited September 17, 2016 by iamzombie fixed (see edit history) Link to comment Share on other sites More sharing options...
max2go Posted September 28, 2016 Share Posted September 28, 2016 7d night not working correctly... (A15 pre) Thank you for your hook-script; however: 1. sOut="$(telnetCommand $1 "lkp $3")" would return me an empty time; I removed the $3 (thus, that part of the string I have now is "lkp") and that fixed it. 2. I (and all other players) always get "6 days until next 7day horde.", regardless of the day. Any idea for a fix? I'm running latest A15 (beta), perhaps that has changed the lkp command not accepting a parameter, and also messes up the calc of the horde night? Also a bit of a P.S.: Do you / others have any other scripts to share? I'm working right now on the implementation of custom commands (such as: "/admin help me!", which would send an email to me with this text and the player's steam64id and at that time in-game name; this is still a WIP but when done, I'll post it here). Or is there a website with collection of those? Thanks Alloc, zigstum and everyone else for your hard work and participation! Thanks for the tips Alloc, I got it working But I have another question: Is it possible to chain the telnet commands together? EG: telnetCommand $1 "sayplayer player \"message1\""; "sayplayer player \"message 2\""; etc... To avoid spamming the telnet connection for consecutive 'say commands'. For anyone else that wants to use it, it displays welcome message, users playtime, days until next 7 day horde. It goes into the 'playerConnect' hooks folder. It uses PM to avoid global spam. #!/bin/bash . /usr/local/lib/7dtd/common.sh ###Strindex - http://stackoverflow.com/questions/5031764 strindex() { x="${1%%$2*}" [[ $x = $1 ]] && echo -1 || echo ${#x} } ###Get current day### #get telent 'gt' response sGT="$(telnetCommand $1 "gt")" #extract day string sData=$(echo "$sGT" | egrep -o '^Day [0-9]{1,}') #divide by 7, get remainder iDay=$( expr ${sData:4} % 7) #build seven day message sSDMsg="There are [00FF00]$iDay days[-] until next 7day horde." ###Get player details### sOut="$(telnetCommand $1 "lkp $3")" #Find the desired string beginning iPlNmStrt=$(strindex "$sOut" "1. $3,") #Find the desired string end. iPlNmEnd=$(strindex "$sOut" "Total of ") #Calculate length iOutStrLen=$(expr $iPlNmEnd - $iPlNmStrt) #Grab the string. sLKPStr="${sOut:$iPlNmStrt:$iOutStrLen-2}" ###Get string parts into array OIFS=$IFS; #store existing sep IFS="," #Change the separator to comma aLkpArr=($sLKPStr) #serialise IFS=$OIFS #return to default sep ###Playtime. vPlTme="${aLkpArr[5]}" sPlTme="${vPlTme:10:-2}" ###Build mesages sMsg1="Welcome [00FF00]$3[-]!" sMsg2="Playtime: [00FF00]$sPlTme mins[-]" sMsg4="7 Nights 2 Live is an EU based PVE server. \ No Player killing or Griefing is allowed. \ Server Map: [FFFF00]http://7n2l.com[-]" ###Send messages telnetCommand $1 "sayplayer $3 \"$sMsg1\"" telnetCommand $1 "sayplayer $3 \"$sMsg2\"" telnetCommand $1 "sayplayer $3 \"$sSDMsg\"" telnetCommand $1 "sayplayer $3 \"$sMsg4\"" - - - Updated - - - What setup do you have? Can you add a cron job? How do you start your server normally? Need to know setup before can give advice. Link to comment Share on other sites More sharing options...
iLLNESS Posted December 15, 2016 Share Posted December 15, 2016 (edited) UPDATE 2: I'm an idiot. I had the script in the library folder and not the base game folder. Works now Are hooks still working? I have tried a few examples in this thread, and resorted to the example from the wiki. Inside /usr/local/lib/7dtd/hooks/playerConnect after chmod +x: #!/bin/bash . /usr/local/lib/7dtd/common.sh telnetCommand $1 "sayplayer $4 \"Hello $3.\"" It does not do anything on player connect. Running the script manually results in: failed to load external entity "/home/sdtd/instances/sayplayer/config.xml" failed to load external entity "/home/sdtd/instances/sayplayer/config.xml" failed to load external entity "/home/sdtd/instances/sayplayer/config.xml" Telnet not enabled. Telnet is enabled in the instance configuration, but is passworded. UPDATE: seems as though the hook is not pulling the instance name like it should. telnetCommand $1 just sets the instance name as the first word in the " ". I assume this should not be the case? Edited December 15, 2016 by iLLNESS (see edit history) Link to comment Share on other sites More sharing options...
Alloc Posted December 15, 2016 Author Share Posted December 15, 2016 Wrong location: They have to go to SDTD_BASE/hooks/<name of hook>/<any name>.sh for global hooks that apply to all instances SDTD_BASE/instances/<name of instance>/hooks/<name of hook>/<any name>.sh for local hooks for a single instance SDTD_BASE is whatever is set in /etc/7dtd.conf, by default /home/sdtd. When you were running it manually you probably also didn't pass in an instance name, that's why it took the "sayplayer" as parameter 1. Link to comment Share on other sites More sharing options...
seanzy13 Posted January 18, 2017 Share Posted January 18, 2017 Having some issues trying to set this up on Centos7. I get the same errors trying to do a full manual install and using the automated scripts. Upon trying to download steamcmd and install the game I get a never ending loop of update, restart, update, restart. [root@localhost start-stop-daemon]# 7dtd.sh updateengine find: ‘/home/sdtd/engine’: No such file or directory Local buildid: 0 Continue? (yn) y Updating... Redirecting stderr to '/root/Steam/logs/stderr.txt' Looks like steam didn't shutdown cleanly, scheduling immediate update check ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". [ 0%] Checking for available update... [ 0%] Download Complete. [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [ 0%] Download Complete. [----] Extracting package... [----] Extracting package... [----] Extracting package... [----] Installing update... [----] Cleaning up... [----] Failed to remove temporary unzip folder, continuing anyway [----] Update complete, launching... Redirecting stderr to '/root/Steam/logs/stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". Goes on and on continuously until I interrupt it. Happens both with the fully automatic script and when trying to do a manual install. Any ideas? Link to comment Share on other sites More sharing options...
SeeJayEmm Posted January 18, 2017 Share Posted January 18, 2017 Integrated Web Server + mod_proxy breaks Steam Login I was hoping someone could point me in the right direction. I'm using apache to Proxy the internal web server as per https://7dtd.illy.bz/wiki/Integrated%20Webserver#apacheandmod_proxy. Works great except for 1 thing, the URL that steam attempts to redirect me to after logging in includes the port of the integrated web server. Has anyone else encountered this and/or found a quick way to strip the port number from the request? I realize I can manually edit the url in my browser to complete the login process but, I'm looking for a way to do this automatically. Link to comment Share on other sites More sharing options...
Alloc Posted January 18, 2017 Author Share Posted January 18, 2017 ... Upon trying to download steamcmd and install the game I get a never ending loop of update, restart, update, restart. ... Sorry, no idea, that's a SteamCMD internal issue. It's often a bit picky for different reasons. Maybe a full partition? Works great except for 1 thing, the URL that steam attempts to redirect me to after logging in includes the port of the integrated web server. Werid, works just fine for me. The only I reason I could see is that Apache is rewriting the Host header of the request as that's used when redirecting to Steam's OpenID (and back). Link to comment Share on other sites More sharing options...
SeeJayEmm Posted January 20, 2017 Share Posted January 20, 2017 Weird, works just fine for me. The only I reason I could see is that Apache is rewriting the Host header of the request as that's used when redirecting to Steam's OpenID (and back). Huh. I wonder if there's a piece I'm missing. Are you doing anything with mod_rewrite that's not detailed on the Wiki? Link to comment Share on other sites More sharing options...
Alloc Posted January 20, 2017 Author Share Posted January 20, 2017 Huh. I wonder if there's a piece I'm missing. Are you doing anything with mod_rewrite that's not detailed on the Wiki? Well, my exact VHost definition looks like this: <VirtualHost *:80> ServerName 7dtd_admin.illy.bz ProxyPass / http://10.0.0.70:8082/ retry=0 ProxyPassReverse / http://10.0.0.70:8082/ </VirtualHost> So basically the same as on the wiki. If you don't have any custom header processing directives in there I wonder what it could be. As I said it really just uses the Host header of the request (SessionHandler.cs lines 54 and following)... When it has redirected you to Steam's login page, what is the URL of that page which should contain the OpenID parameters? Interesting parts here would be openid.realm and openid.return_to. Link to comment Share on other sites More sharing options...
seanzy13 Posted January 21, 2017 Share Posted January 21, 2017 Sorry, no idea, that's a SteamCMD internal issue. It's often a bit picky for different reasons. Maybe a full partition? Partition wasn't full or anything, it was a fresh install. Never did end up figuring it out. Nothing I did seemed to fix it. I switched over to Ubuntu and haven't had any issues so far. Link to comment Share on other sites More sharing options...
SeeJayEmm Posted January 23, 2017 Share Posted January 23, 2017 Well, my exact VHost definition looks like this: So basically the same as on the wiki. If you don't have any custom header processing directives in there I wonder what it could be. As I said it really just uses the Host header of the request (SessionHandler.cs lines 54 and following)... When it has redirected you to Steam's login page, what is the URL of that page which should contain the OpenID parameters? Interesting parts here would be openid.realm and openid.return_to. I don't want to bog you down too much. Maybe something is off with my apache config I haven't figured out. My vhost was pretty much a clone of yours except a different hostname/port (I've tried several variants). Right now I have it set to localhost:25812 and that's what gets passed to steam. I have tried with the public hostname in there too but that still passes along the port number. https://steamcommunity.com/openid/login?openid.ns=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0&openid.mode=checkid_setup&openid.return_to=http%3A%2F%2Flocalhost%3A25182%2Fsession%2Fverify&openid.realm=http%3A%2F%2Flocalhost%3A25182&openid.identity=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0%2Fidentifier_select&openid.claimed_id=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0%2Fidentifier_select Link to comment Share on other sites More sharing options...
Alloc Posted January 23, 2017 Author Share Posted January 23, 2017 Aaaaah, I think this one is missing (it's set globally in my Apache as I do a lot of reverse proxying so that's why I missed it before): ProxyPreserveHost On Link to comment Share on other sites More sharing options...
SeeJayEmm Posted January 25, 2017 Share Posted January 25, 2017 Aaaaah, I think this one is missing (it's set globally in my Apache as I do a lot of reverse proxying so that's why I missed it before): ProxyPreserveHost On That did it. Thanks! Link to comment Share on other sites More sharing options...
Hovel Posted January 26, 2017 Share Posted January 26, 2017 specific questions Great set of scripts to easily setup dedicated server. I'm still a bit new to linux (ubuntu), but I got this working pretty fast. Still I do have some questions. I wish this forum had a search in thread option. Can you import a save game from a non-dedicated server (hosted by a player)? If so, how would I do that. I used the auto-script to install alloc server tools. This included the addition of a new user "7dtd" to my ubuntu server. Does anyone know what the password is of the user? The wiki explains perfectly fine how to make backups, but how to I run/use a backup? Also when I kill an instances, can you edit the instance without losing the map/game progress? Also I was wondering what happens if there are no players in the server. Does time freezes? I googled this, but found different answers. Most where about older versions of 7DTD, stating that server never pause. Many question deserve many thanks in advance Link to comment Share on other sites More sharing options...
Alloc Posted January 26, 2017 Author Share Posted January 26, 2017 I wish this forum had a search in thread option. Like the "Search Thread" button above? Can you import a save game from a non-dedicated server (hosted by a player)? If so, how would I do that. Sure, just copy the save game contents from your computer to the instance folder. Structure is the same, just look at how your local folders are compared to the instance folders and you should get it. Just note that you obviously also have to match the instance config to the settings the game had before. I used the auto-script to install alloc server tools. This included the addition of a new user "7dtd" to my ubuntu server. Does anyone know what the password is of the user? No password set, as it's marked as a system account. The wiki explains perfectly fine how to make backups, but how to I run/use a backup? Copy it back over to where the files were (instances). It's just files and folders from instances, nothing more. Also when I kill an instances, can you edit the instance without losing the map/game progress? As long as you don't change the game name (in that case you'd have to also rename the save folder) or the world (obviously ... switching world means different saves). Also I was wondering what happens if there are no players in the server. Does time freezes? I googled this, but found different answers. Most where about older versions of 7DTD, stating that server never pause. Has been changed in A10 I think. Anyway, no players -> no time advancing atm. Link to comment Share on other sites More sharing options...
Hovel Posted January 31, 2017 Share Posted January 31, 2017 Like the "Search Thread" button above? Sure, just copy the save game contents from your computer to the instance folder. Structure is the same, just look at how your local folders are compared to the instance folders and you should get it. Just note that you obviously also have to match the instance config to the settings the game had before. No password set, as it's marked as a system account. Copy it back over to where the files were (instances). It's just files and folders from instances, nothing more. As long as you don't change the game name (in that case you'd have to also rename the save folder) or the world (obviously ... switching world means different saves). Has been changed in A10 I think. Anyway, no players -> no time advancing atm. Thanks for you quick reply! I still can't find the "Search Thread" button, seriously been looking for 10 minutes at this page. Aside this blindness issue, I was struggling to understand the permissions for the webserver map. It figured out how to modify the webserver permissions, but the discription on your wiki isn't clear to me. Probably more my fault that yours. I've put my permission list below. Correct me if I'm wrong: level 2000 is public (no-steam login), level 1000 only steam loging, level 0 nobody? level 1 admin? what's between 1000 and 1? Is this link to the admin permision in admin.xml of the instance? Defined web function permissions: Level: Web function 2000: web.map 0: webapi.getanimalslocation 0: webapi.gethostilelocation 0: webapi.null 1000: webapi.getplayersonline 2000: webapi.getplayerslocation 0: webapi.getplayerinventory 0: webapi.getlandclaims 1: webapi.getstats 0: webapi.executeconsolecommand 0: webapi.getlog 2000: webapi.getwebuiupdates 0: webapi.getserverinfo 2000: webapi.getplayerlist 2000: webapi.getallowedcommands 0: webapi.viewallclaims 1000: webapi.viewallplayers Link to comment Share on other sites More sharing options...
Alloc Posted January 31, 2017 Author Share Posted January 31, 2017 I still can't find the "Search Thread" button, seriously been looking for 10 minutes at this page. Weird... supposed to be next to "Thread tools" and "Display". Correct me if I'm wrong: level 2000 is public (no-steam login), level 1000 only steam loging Exactly, that's the defaults. level 0 nobody? level 1 admin? what's between 1000 and 1? Anything sub 1000 is non-default and has to be set by yourself. It's whatever level you assign to a user, with no predefined meaning. Though 0 is typically used for the owner / super-admin as by default all commands (and web features) can be accessed with that level. You could still define permissions with negative value though so even a level 0 user wouldn't be able to access them. Then again you could assign a negative level to a user too ... In the end the only *predefined things* are the default levels for users (1000 for logged in, no matter if in game or through the web panel), 2000 for non-logged in (web only of course) and the default levels for commands (all 0 by default but a few ones that aren't dangerous at all like the help command with 1000 by default). Is this link to the admin permision in admin.xml of the instance? Yes, that's where the user levels come from for both commands and the web panel. Link to comment Share on other sites More sharing options...
elanio9999 Posted February 7, 2017 Share Posted February 7, 2017 (edited) Just moved from hosted server to Dedi server and installed ubuntu 16.04, placed your 7dtd setup file - server works fine - but people cant see it in servers list and when they trying to connect via ip it shows them that server isnt responding. Logs showing server is under 64bits... After couple of times restarting game -people can join only by ip...but even then most of them need to try 5 - 20 times to get in. Most players when they trying to join and get reject - they do not appear on logs at all. And after approx 8 hours server simply went down. Any ideas? Edited February 8, 2017 by elanio9999 (see edit history) Link to comment Share on other sites More sharing options...
SylenThunder Posted February 8, 2017 Share Posted February 8, 2017 You have to open the ports in the firewall for people to connect, and for it to be seen. (I'm assuming that you set it to show up on the server list.) )Command is "ufw allow port#". Then restart ufw afterwards. As for the server shutting down after 8 hours, we'd need more information and a log. Link to comment Share on other sites More sharing options...
elanio9999 Posted February 8, 2017 Share Posted February 8, 2017 You have to open the ports in the firewall for people to connect, and for it to be seen. (I'm assuming that you set it to show up on the server list.) )Command is "ufw allow port#". Then restart ufw afterwards. As for the server shutting down after 8 hours, we'd need more information and a log. Thx buddy! WIll have look this evening how server will act - and then will text back Link to comment Share on other sites More sharing options...
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