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Improvements for the dedicated server

Yeah, 16.1 requires 12_14_19, 13_15_20 requires A16.2 as stated in the release notes.

Error fetching density mismatch list
That line is not relevant for normal use.

i cant see the map,whats wrong?
Hard to tell with the amount of information given. Most likely though you aren't logged in as level 0 admin on the website *and* didn't change the permissions to accomodate for this if you don't want to / can't login.

 
Yeah, 16.1 requires 12_14_19, 13_15_20 requires A16.2 as stated in the release notes.

That line is not relevant for normal use.

Hard to tell with the amount of information given. Most likely though you aren't logged in as level 0 admin on the website *and* didn't change the permissions to accomodate for this if you don't want to / can't login.
i change it to 2000 but just can see player,not map

 
@alloc - now that A17 Experimental is out, any chance of getting the improvements mods working with it? I tried to use the A16.4 but it got rejected because of the new methods I'm guessing its looking for now "No ModAPI found in mod DLLs"

Seems like TFP are using this going forward now.

 
Rendermap is not working

Code:
2018-11-20T15:24:29 7713.939 INF Executing command 'Rendermap' by ControlPanel
2018-11-20T15:24:29 7713.999 INF Error in RenderMap.Run: System.ArgumentException: An element with the same key already exists in the dictionary.
 at System.Collections.Generic.Dictionary`2[system.String,ThreadManager+ThreadInfo].Add (System.String key, .ThreadInfo value) [0x00000] in <filename unknown>:0 
 at ThreadManager.startThread (System.String _name, .ThreadFunctionDelegate _threadDelegate, .ThreadFunctionDelegate _threadInit, .ThreadFunctionLoopDelegate _threadLoop, .ThreadFunctionEndDelegate _threadEnd, ThreadPriority _threadPriority, System.Object _parameter, .ExitCallbackThread _exitCallback, Boolean _runInMainThread) [0x00000] in <filename unknown>:0 
 at ThreadManager.StartThread (System.String _name, .ThreadFunctionDelegate _threadInit, .ThreadFunctionLoopDelegate _threadLoop, .ThreadFunctionEndDelegate _threadEnd, ThreadPriority _threadPriority, System.Object _parameter, .ExitCallbackThread _exitCallback, Boolean _runInMainThread) [0x00000] in <filename unknown>:0 
 at RegionFileManager..ctor (System.String _loadDirectory, System.String _saveDirectory, Int32 _maxChunksInCache, Boolean _bSaveOnChunkDrop) [0x00000] in <filename unknown>:0 
 at AllocsFixes.MapRendering.MapRendering.RenderFullMap () [0x00000] in <filename unknown>:0 
 at AllocsFixes.CustomCommands.RenderMap.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0
 
Should remove that one ... anyway, just use the game's visitmap command. Unless you really want to just have the webmap render only the parts that you already uncovered anyway. In this case though it only would do you any good if you installed the mod after starting the savegame. So unlikely to be of any help.

 
It appears at least some have a problem with the web map not displaying all the admin options (player location, inventory, logs etc.) I updated to rev 336 but no go. webpermissions.xml and serveradmins.xml set correctly I think:

Level: Web function

2000: web.map

0: webapi.GetAnimalsLocation

0: webapi.GetHostileLocation

0: webapi.Null

0: webapi.GetPlayersOnline

0: webapi.GetPlayersLocation

0: webapi.GetPlayerInventory

0: webapi.GetLandClaims

2000: webapi.getstats

2000: webapi.executeconsolecommand

0: webapi.GetLog

2000: webapi.getwebuiupdates

0: webapi.GetServerInfo

0: webapi.GetPlayerList

2000: webapi.getallowedcommands

0: webapi.GetPlayerInventories

0: webapi.viewallclaims

0: webapi.viewallplayers

Level: SteamID (Player name if online)

0: 765611xxxxxxxxx07

 
Should remove that one ... anyway, just use the game's visitmap command. Unless you really want to just have the webmap render only the parts that you already uncovered anyway. In this case though it only would do you any good if you installed the mod after starting the savegame. So unlikely to be of any help.
what are the arguments for visitmap?

 
Its seems the persistent data isnt persistent anymore. As soon as server boots, data is lost.

Cheers

- - - Updated - - -

what are the arguments for visitmap?
*** Command: visitmap ***

Usage:

1. visitmap <x1> <z1> <x2> <z2> [check]

2. visitmap stop

1. Start visiting the map in the rectangle specified with the two edges defined by

coordinate pairs x1/z1 and x2/z2. If the parameter "check" is added each visited

chunk will be checked for density issues.

2. Stop the current visitmap run.

Cheers

 
It appears at least some have a problem with the web map not displaying all the admin options (player location, inventory, logs etc.) I updated to rev 336 but no go. webpermissions.xml and serveradmins.xml set correctly I think:
I.e. not only you accessing it? And others have issues, you don't? If they don't have permission level 0 they won't be able to see everything as per your permission setup. So all fine.

what are the arguments for visitmap?
There's a help in the console for that specific purpose.

- - - Updated - - -

Its seems the persistent data isnt persistent anymore. As soon as server boots, data is lost.
Basically there's only one real reason: Errors. So any in your log?

 
Basically there's only one real reason: Errors. So any in your log?
That the stange thing. No load or save errors on bin. Settings just default.

You can verify by going on server and leave again while server running. Then on webmap you can see yourself as offline player.

Then reboot server and check offline players. Always 0.

Cheers

-edit- i have exactly the same behaviour with my mod. As i use the same serialization and deserialization code you use

 
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Does GameUtils.GetSaveGameDir () switch context during startup maybe?

Your map files are in /Saves/RWG/CSMM (CSMM is seedname), but persistentdata is in

/Saves/Mevozo Mountains/CSMM -> player and region files are in here too.

My bin is in both dirs :S.

Cheers

My serverconfig with names (dunno if i fukked it up there maybe?):

Code:
<property name="GameWorld" 				value="RWG"/>			<!-- Navezgane, RWG -->
 <property name="WorldGenSeed" 			value="CSMM"/>				<!-- If RWG this seed decides the map to load, if already generated, it will simply load it -->
 <property name="WorldGenSize" 			value="4096"/>				<!-- RWG map size, this is in width and height, this value will modify the seed as well providing a unique map name even if using the same GenSeed -->
 <property name="GameName" 				value="CSMM"/>			<!-- Whatever you want the game name to be THIS CONTROLS THE RANDOM GENERATION SEED -->
-edit- maybe there is no error because the File.Exists on bin returns false on loading it. So it just never gets read and all vars default to their initialisation values?

 
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