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Improvements for the dedicated server

Is there a way to disable map rendering and the webserver portion of Allocs, or at least the +2 control panel port that serves up the live map?
Webpanel only (including the WebAPIs): Delete the webserver subfolder of the mod. If you also want to disable the live rendering remove the whole mod WebAndMapRendering. There's nothing but these two things in it anyway ;)

You can always set the permissions so no one can view anything, eh?
But that would still keep the commands in the list (clutter), keep the server rendering the map tiles (disk space) and keep an additional port open (could be annoying for GSPs as well as being an unnecessary potential overhead when people access that port anyway) ;)

 
Uh, no idea. Haven't heard of that before. Is it even the same locations after completely reloading the page or is it just like you get 7 locations when loading the page and those persist until you reload the page?
Same positions, reloading page has no effect, closing/opening browser has no effect, restarting server has no effect. The same 7 hostiles appear in the same location, whether there are actually 1 hostiles or 50, webmap always shows same 7 in same position. Players and their positions all work fine. This is the 4th map I've run in A15 and the only time I've had this. I should also mention the server is running Valmod Overhaul. At this point, I would have to assume Valmod is the culprit as it is the onlt thing different from the previous 3 vanilla maps I've run with no issues. Not a big deal, just thought there might be a known fix. ;)

***UPDATE***

OK, think I fixed it. In firefox, there's a cache2 folder in C:\Users\USER\AppData\Local\Mozilla\Firefox\Profiles\n1xua6ru.default\. I emptied the entries folder in there and all seems well.

 
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Weird. Do you have a proxy or other cache in between your PC and the server? That's the only thing I could think of ... something caching the JSON data or at least telling your browser there's no changes to those "files".

 
Weird. Do you have a proxy or other cache in between your PC and the server? That's the only thing I could think of ... something caching the JSON data or at least telling your browser there's no changes to those "files".
Shouldn't be. Server and my PC are separate physical boxes getting internet from one modem but each gets it's own IP address from my ISP, have never had issues until now. Server connection is modem<->server NIC, PC connection is modem<->router<->PC NIC. I'm chalking it up to something specific to Firefox so far. As I mentioned previously, I did purge Firerfox's cache through it's Options menu, but it seems it keeps some other caches beyond that. Can confirm after ~24 hours it is still working after the aforementioned fix I found. Thanks Alloc!

 
HI Alloc, is there a way to have the map reveal only the game detail and not the player detail. So All players can view the map but dont see bases/construction and alike?

 
HI Alloc, is there a way to have the map reveal only the game detail and not the player detail. So All players can view the map but dont see bases/construction and alike?
Well, theoretically it would be possible to only show the map as it *originally* was (i.e. without *any* kind onf modifications, no matter if it's digging, zombies destroying houses or whatever) by just rendering each tile once when it's first visited. But that's not implemented and I don't plan to work on this atm. With A16 there'll be a feature in game though which allows prerendering any amount of the map, you could use that and disable the map rendering in the mod afterwards and you'd basically have what you want.

 
Excellent, Am gonna wait then. Thanks. Its been a drawn out process which I had already started. To pull a fresh map from the current seed. Which I intended on running from a different IP using the leaflet map js etc. Then allowing player to see that version from within the website and only having admin access to the latest static index at the server's default. Even how far I got 3 months in was more than enough on this little venture.

Thanks, for that response. Ari

 
Cleaning of Cache and stored data can cause this depending on how you clear browser history and the boxes ticked or not. if you use internet options. or other history cleaner they dont always marry or maybe preserved in one instance and not the other. Which is how a set to differ from browser to browser. Its where the hidden default user folder comes in. or cache2 in your case with Firefox. I come across a similar event with it being stored in the steam overlay browser with Google.

Correct. You did fix it.

TO help a little further and Just to cover angles here. If the same google accounts linked to another browser or device and with most smartphones where backup options are part of the default phone setup and requirements for play store and the like. google servers pull it right through the linked browsers and devices but not instruct a push of data to the PC or Server which it doesn't by default.

Regards, Ari

 
Just a curiosity of mine: Why aren't Alloc's server fixes part of the official dedicated server? Why is a mod instead? Is it because it's still too experimental to be integrated or what? In all my experience it seems solid and never caused any problems Im aware of. So why is it not just integrated into the official dedicated server?

 
Just a curiosity of mine: Why aren't Alloc's server fixes part of the official dedicated server? Why is a mod instead? Is it because it's still too experimental to be integrated or what? In all my experience it seems solid and never caused any problems Im aware of. So why is it not just integrated into the official dedicated server?
Some stuff was already moved over, most of what's not is because it relies on hacks (mostly the data stores) that I wouldn't want in the official code. Most likely at some point it will at least be shipped with the server though, but still having it as a mod has the advantage of allowing to provide updates whenever needed or new features are ready, and also allows to have that stuff as examples for other devs of DLL mods.

 
Loaded up a server to see what all has changed. May be setting my server back up but under a different name soon. Talking to a gaming network now to see if they want to play ball or not. Seems a great deal has changed in my absence. Like a lot of the changes.

Was looking at some of your stuff Alloc and looks like you have been very busy lol.

 
Give me a few days to look over the new game mechanics and how things are working i'll give you a list of things to do ROFL

 
Alloc, I've been trying to figure out how to use an API mod to change a player's skill values/levels (including Wellness value) but have not been successful at getting it to push to the client. Do you know what the proper code would be?

None of these methods seem to work (where _players is the EntityPlayer):

_player.classMaxWellness = 250;

_player.Stats.Wellness.BaseMax = 250;

_player.Stats.Wellness.OriginalMax = 250;

_player.Stats.Wellness.OriginalValue = 250;

_player.Stats.Wellness.Value = 250;

_player.Stats.Wellness.MaxModifier = 0;

_player.Stats.Wellness.ValueModifier = 0;

_player.Stats.IncrementVariable("Wellness",250f);

_player.Stats.IncrementVariable("Wellness", 25f);

_player.Stats.IncrementVariable("Wellness", 2f);

_player.Stats.IncrementVariable("Wellness", 1f);

_player.Stats.SetVariable("Wellness", 250f);

_player.Stats.Wellness.ResetValue();

_player.Stats.Wellness.ResetAll();

_player.Stats.AccumulateWellness(250f);

_player.Stats.AccumulateWellness(25f);

_player.Stats.AccumulateWellness(2f);

_player.Stats.AccumulateWellness(1f);

_player.Stats.Wellness = new Stat(_player,250f,250f);

 
No automatic sync, not even sure if client side changes are synced to the entity on the server. You'll have to look into manual syncing, probably something like sending the PlayerStats netpackage manually.

 
No automatic sync, not even sure if client side changes are synced to the entity on the server. You'll have to look into manual syncing, probably something like sending the PlayerStats netpackage manually.
So there is nothing server-side that causes/triggers any player's skill values to change, it's all client side? There has to be some way for the server to manipulate a player entity's skill values. I'll mess around with trying to manually send the netpackage stuff, though I'm learning all of that from scratch with no knowledge of what's going on behind the scenes there.

Update: It worked to just send a netpackage update from the server, at least for changing a normal skill (Medicine). Hopefully getting wellness to sync will be as easy!!! Thanks alloc!

Update Update: I can get all of the normal skills to update, but still no luck with changing Wellness.

 
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So... the server sends the data that tells the client to change the data (dying, etc), but it's the client that actually changes it?

 
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