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Dennis

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Everything posted by Dennis

  1. Hey, @Uzumi18 and welcome to the forums. To be honest, I haven't been very active the last few months and haven't even heard of Carbon before you mentioned it. I could look into implementing it the same way that I've implemented Oxide. Forced wipes has been a thing in Rust for a long time - but people have still wanted to manually wipe. Is this no longer the case?
  2. Go to the game settings in TCAdmin and select "variables". From here, you should be able to see the host_workshop_collection. Access that variable and check under "Variable settings" if it has a regex.
  3. BattleMetrics query was broken. We don't know how they fixed it - they aren't going to share it.
  4. I've never seen that before. Without more details, it's difficult to troubleshoot. Do you have admin access to the server?
  5. The server query issue is not something TCAdmin can fix. It's an issue with Palworld. All Palworld servers on BattleMetrics are also reporting back as offline. There is no way to make querying work at the moment.
  6. @ottofunhouse that is most definitely a firewall issue.
  7. Make a suggestion to have that as a feature
  8. It is and has been for years (since August 2019, v2.0.133) You can configure TCAdmin to delete scheduled tasks after X days. You can even configure it to only delete tasks with a certain status or on a specific server. Create a new Recurring Task with the action "Delete Scheduled Tasks".
  9. @Ascend Server Solutions version 2.0.190.0 of TCAdmin supports the Palworld query. You need to make sure "Palworld" is selected as the query protocol and that the query port is equal to the game port. You also need to add "-queryport $[ThisService.QueryPort]" to the commandline if it's not already there.
  10. Are you sure the login information for the administrator user is correct?
  11. You should only configure your master in WHMCS. TCAdmin decides where to put the next service. If you disable new services on the server in TCAdmin, no new services should be created on that specific server.
  12. @MisterPrince Steam Workshop doesn't work for all mods at this time. It is only enabled for admins.
  13. You don't ever just download DLLs from random websites. You could end up with a compromised system. You install Direct X instead. Direct X is required by ARK.
  14. @CloudNine We're not able to just add support for EOS. We add support for specific games that use EOS. Palworld, ARK: SA, The Isle, Satisfactory etc. all have their own client ID, client secret, deployment ID and grant methods. We don't know any of the information for Satisfactory.
  15. Can you run the service manually? https://docs.tcadmin.com/using-tcadmin/manage-game-voice-services/troubleshooting-game-voice-services/#running-the-service-manually
  16. Yes, you need the 64-bit DLLs. That's also what the post says
  17. Make sure your services has a query port assigned and that -queryport <QueryPory> is added to the command line.
  18. Can you start the service manually? https://docs.tcadmin.com/using-tcadmin/manage-game-voice-services/troubleshooting-game-voice-services/#running-the-service-manually
  19. It'll also introduce support for ARK: SA. The EOS protocol is not the same for all games. Palworld and ARK: SA uses the EOS matchmaking protocol but they respond different to queries. Edit: Not to mention that each game requires it's own "Deployment ID" which is not publically available (at least officially).
  20. Query protocol for Palworld will be introduced in the next version of TCAdmin. Release is expected later today if everything goes well.
  21. I found a way to get query working. It's hosted on my own domain for now. I'll see what I can do.
  22. Regarding query: I managed to get it working. I have no idea how. I'll need to investigate this some more.
  23. I have no idea how query works. I've tried using opengsq but I'm always told the IP and port does not exist. There must be some way to do it. BattleMetrics found a way.
  24. The issue with the API is that there's no way for us to know if the mod goes in /Pal/Content/Paks, /Pal/Binaries/Win64/Mods or another folder. It's basically guesswork. I have a feeling that .pak files generally need to go to the first folder while all the other mods are basically a UE4SS mod that needs to go to the Mods folder. There's also no way for us to know whether a mod is only client-side. Regarding mods not being installed: I've already let Luis know about this. I have no idea where they end up. If you have any ideas, please let us know.
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