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Improvements for the dedicated server

li * gives me:

Code:
    ...
   ...
   wrenchSchematic
   wroughtIronFenceSheet
   yuccaFibers
Listed 1588 matching items.
my version:

Code:
Game version: Alpha 14.6 (b26) Compatibility Version: Alpha 14.6
Mod Allocs command extensions: 8
Mod Allocs server fixes: 11
Mod Allocs MapRendering and Webinterface: 13
Mod Coppis command additions: 1
Mod Server Tools: 3.2
 
That's weird, I'm on the latest 8_11_14_1... no idea what would be wrong. It wouldn't be a permissions issue (I don't think?) as I'm running these commands on the telnet connection.

Doing a match works, just not listing all for me.

Code:
listitems wrench
2016-05-21T13:34:38 76346.575 INF Executing command 'listitems wrench' by Telnet from 127.0.0.1:56710
   wrench
   wrenchSchematic
Listed 2 matching items.
 
It seems that the '*' glob isn't being expanded. It's doing a literal search for the asterisk character, hence no matches. I don't know what would cause this, I suppose it could be client side (the telnet console is quoting the asterisk) or server side (the receiving machine is not expanding the asterisk). I'd test the local machine with a terminal/cmd and see if file globbing is working: (ls /*) or windows equivalent (DIR C:\*)?

I didn't know there was a later webinterface version, will look into it.

 
It seems that the '*' glob isn't being expanded. It's doing a literal search for the asterisk character, hence no matches. I don't know what would cause this, I suppose it could be client side (the telnet console is quoting the asterisk) or server side (the receiving machine is not expanding the asterisk). I'd test the local machine with a terminal/cmd and see if file globbing is working: (ls /*) or windows equivalent (DIR C:\*)?I didn't know there was a later webinterface version, will look into it.

Yeah, wildcards are working just fine. I tried your suggestion (Windows) to test and I can do a directory wildcard search just fine.

So... still not sure. But thank you for helping!

 
Please run the version command to check the versions. I'm quite sure you actually don't run the latest commands update ;)

 
PS: Actually running "version" doesn't necessarily give the correct information either, as the XML might have been replaced whereas the DLL might not if it was opened during the update. In this specific case running "help showinventory" might be the better one as it will either contain "[tag]" at the end of the command line (new one) or not (old mod).

 
PS: Actually running "version" doesn't necessarily give the correct information either, as the XML might have been replaced whereas the DLL might not if it was opened during the update. In this specific case running "help showinventory" might be the better one as it will either contain "[tag]" at the end of the command line (new one) or not (old mod).
That was it Alloc! Thank you for the help! I have no idea why the files didn't overwrite correctly (as I made sure the server was shutdown), but... I can accept I did something wrong. ;) It works as expected now. Thanks again @zigstum and @Alloc!

 
One bug and one request.

Bug: The command tooglechatcommandhide is misspelled and should be togglechatcommandhide.

Request: When a player that is muted attempts to chat, please list the entire string as it would have been, but with a prefix that it was muted. Right now, there is no player name associated with the chat text, and I could use that information. =)

Thanks again!

 
Thanks, missed that one when importing Coppi's stuff :)

When a player that is muted attempts to chat, please list the entire string as it would have been, but with a prefix that it was muted. Right now, there is no player name associated with the chat text, and I could use that information.
Not sure what you mean. Currently there is no output whatsoever on chat from a muted player. You mean add a line to the log? Can you give an example of what you mean? :)

 
Thanks, missed that one when importing Coppi's stuff :)

Not sure what you mean. Currently there is no output whatsoever on chat from a muted player. You mean add a line to the log? Can you give an example of what you mean? :)
Sure, as an example I typed the command "!hello" and this is displayed in the console:

2016-05-21 16:44:01 1793.410 INF GameMessage handled by mod: !hello

It's good that it isn't in the chat as it shouldn't be, but I'd like to be able to tell WHO sent that message like any other chat message that is displayed in the console. So something like:

2016-05-21 16:44:01 1793.410 INF GameMessage handled by mod [MUTED]: 'Trekkan': !hello

That way I could parse out who sent it via telnet, etc.

Thanks much!

 
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Hm, yeah, I think this had been this way before ... This is part of the game though, fix will only go in A15 probably. Also can only give the mod's name, like "CoppisAdditions" in this case.

On another note, does anyone have a highly frequented server where the known players list ("lkp" or online+offline players together) are really high? Like > 200?

 
On another note, does anyone have a highly frequented server where the known players list ("lkp" or online+offline players together) are really high? Like > 200?
Yes, I have this. I did a txt dump from my old server which had just shy of 1000 entries.

 
Would you mind providing me your AllocsPersistentData.bin file for new feature testing? (internal only, nobody but me would see it ;) )

 
You're the best thank you!

are you able to add server restart? :)

If you can add *safe zone auto spawn for new players* :p hehe

 
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You're the best thank you!
are you able to add server restart? :)

If you can add *safe zone auto spawn for new players* :p hehe
1. If you are running on linux, it is easy to make a server restart script that runs via cron.

2. If you are using allocs scripts (not the fixes), you can make a hook on playerConnect that will check if it is a new player to the server (check minutes total using LKP command), sleep a few seconds (to let the player really connect) and then TP him to a pre-designate safe area.

If you need help with either of these things, I can give you some pointers.

 
Has anyone gotten spawnscouts to work? Every time I try it, it says the command was accepted (basically) by returning

Code:
2016-05-24T14:37:44 3010.285 INF Executing command 'spawnscouts' by Telnet from 127.0.0.1:34235
However, no scouts are ever spawned.

Also, i've found that spawnhorde does work, but it doesn't seem to always work. Sometimes a horde will spawn, sometimes, not.

 
Hrm, yeah, that might be the reason why Coppi had his own implementation (I think the one you're calling is from the core game as it isn't overridden by the mod).

 
Quick question about Coppi's Additions. My server had a minor issue and several players lost their profiles. I figured it would be an easy fix I just give them XP and use the givexp command to pump their skills back to their old levels. After adding the givexp command to the admin file and using it, it's saying it's giving XP but they are not receiving any improvements to their skills. Is that feature working properly or am I doing something wrong?

 
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