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bobross

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  1. Something appears to be not quite right about the serveradmin.xml file and/or the way its being read. I managed to get mine set up (through the web console) so that the map is available without a login, and the Console and Settings options don't appear unless you're logged into an admin account. I then copied the serveradmin.xml file over to the directory for my second server, I see the second server reloading serveradmin.xml correctly. I am able to login (this is a brand-new server being stood up, no players have logged in, so I know it parsed the file since I can use the same login as the first server), but beyond being able to login and seeing a Map after logging in, none of the other changes work. Specifically, no public map, and Console/Settings are still visible. The output of `webpermission list` on Server 1 shows the altered web.map and webapi.Command settings, but shows nothing changed on Server 2. As a matter of curiosity, I restarted both servers and it DID pick up the updated config information on both servers from the serveradmin.xml file on restart. For those having problems getting public map set up and hiding the Console/Settings options, your best bet is to either issue the commands in game (`webpermission add web.map global 2000` and `webpermission add webapi.Command global 100` (change the 100 to whatever you want)), through the Web console interface, or through Telnet. I also had several issues related to formatting trying to edit the XML file directly, so that didn't help much either.
  2. Quick question - I couldn't tell from the mod itself. Is this a continuous horde-sized wave, or similar to the A16 post-horde trickle? Either one could work, I just want to prepare people on my server before I put it in. Thanks!
  3. @KhaineGB is it possible that the problem is here? Since it's a dedicated server, there is no LocalPlayer - everyone is remote. If it's possible, you could probably test it with a co-op game to see if co-op players are able to damage limbs. <requirement name="IsLocalPlayer"/>
  4. The whole point of padded armor is no movement penalty and no noise penalty. One of the guys we play with sticks with padded way into the game explicitly because there's no penalties on it and it still reduces crits a bit.
  5. While that looks different to mine, you're not using LGSM for this are you? Their server watchdog was seeing that the server wasn't "up" during worldgen and thinking it'd locked up and restarting the server in the middle of the generation process. took me a while to spot it in the logs because things were a bit confused.
  6. Just wanted to chip in on the subject of Twitch Integration from a slightly unusual viewpoint. I am not a streamer, I have no intentions of being a streamer, and - in general - I don't quite "get" why people like to stream. What I am, is an IT professional who gets a huge kick out of running servers for my friends and playing with them on said servers. Several of my friends are streamers. Hands down some of the absolute best fun we have had in this game is when we're on with a streamer friend and her viewers start trying to harass us to death with all the various spawn options. It's hilariously fun for everyone playing, not just the streamer and their audience. It's definitely well worth the amount of effort that went into it, and I'm glad more is coming. When we switched to another game for a stream, it was actually kind of boring.
  7. I sincerely doubt you'd have a problem with a headless server. Before my upgrade, I was running two instances (granted, as docker containers, but still) on a Ryzen 5 1600AF with 64GB of RAM. At no point did I ever see the CPU load, even with 6-7 players on each server, exceed 15%. Usually it was around 3-5% per instance. Memory usage was usually right around 4GB per instance; maybe spiking up to 6 or 7GB but I doubt it. Now, that's as I said, in Docker containers and on Linux. Right now with nobody playing I'm sitting at 4GB of RAM and 0.7% of CPU. I have no idea what you might run into on a Windows platform, but really, you're not likely to have issues with that hardware for a long, long time. EDIT: Yes, my numbers are A19 and he was asking about A20. The point is, CPU usage for a server is MAYBE 1-2% on A19 for a similar generation CPU. Nothing I've seen or heard indicates A20 is 50-100 times harder on CPU usage for servers, and while it does use 4GB of RAM, I doubt the game will increase RAM usage by a factor of 6.
  8. I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen. I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.
  9. For the backpack buttons, I'm assuming that for them to run on a server and the players to actually see the buttons, they need it installed locally, yes?
  10. So, suddenly the map IS working for me, after ignoring the browser tab for four hours and then refreshing. No restarts on the server.
  11. Alloc, I'm not sure if I'm doing something wrong here or not, but we're not seeing the map generate at all on our dedicated server. I go and load it up in a browser, and I can see trackers for all players, animals (if I look closely) and hostiles, but there's no actual map drawn. I just updated to the latest fixes to see if that made a difference, and it did not. I will state that I did put an old webpermissions.xml into the folder, but that was after loading the unaltered one first. The older one was to see if it made a difference. EDIT: In the process of making sure player info and log still work, I see this in the log (and yes they all work except map): 2019-10-08T16:49:36 2074.202 INF Error in Web.HandleRequest(): System.NullReferenceException: Object reference not set to an instance of an object at System.Net.HttpConnection.get_RemoteEndPoint () [0x00000] in <c9226b2f33b7421e85bb391f94075e49>:0 at System.Net.HttpListenerRequest.get_RemoteEndPoint () [0x0000b] in <c9226b2f33b7421e85bb391f94075e49>:0 at AllocsFixes.NetConnections.Servers.Web.Web.DoAuthentication (System.Net.HttpListenerRequest _req, AllocsFixes.NetConnections.Servers.Web.WebConnection& _con) [0x0003b] in <563c14ed088347ba9435fd8ab8c282fe>:0 at AllocsFixes.NetConnections.Servers.Web.Web.HandleRequest (System.IAsyncResult _result) [0x00073] in <563c14ed088347ba9435fd8ab8c282fe>:0 Not sure if that actually has any relevance to the issue, but figured I'd include it. Timestamp coincided with the access to the web page originally, rather than checking logs/players.
  12. Grabbed it and poking. The only thing I'm concerned with - since I can't see the A18 serverconfig.xml yet - is the default difficulty. I know Madmole said it was turned down to Adventurer, but the script is still defaulting to Nomad (2). Not sure if it's that Adventurer is now (2), or if it should be adjusted before A18 rips a lot of peoples' faces off.
  13. Yeah, that's about what I expected (with the password). No worries on the scripts, part of my problem was I didn't know where the devil the default serverconfig.xml was - I hadn't used it in ages. Grabbing that will be solid enough, but appreciate the response!
  14. Right, will take a look at that then. The script's teasing, saying there's an update for latest_experimental, downloading it, and not apparently installing it too, but I'm going to guess that's got more to do with it not being actually released than the script itself. Thanks!
  15. No they wouldn't, but I also prefer to use `7dtd.sh instances create` for my config file, which is almost certainly going to generate a not-quite-right config. (Just the "drop on death/drop on quit" change to line them both up with each other would cause a potential issue.) I mostly just want to make sure that none of the config file changes are drastic enough to break something.
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