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Dennis

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Everything posted by Dennis

  1. Please send a screenshot of the script in TCAdmin so I can investigate.
  2. I threw together a quick script for Python that allows your clients to install mods directly from TCAdmin by inputting a URL. import sys sys.path.append(ThisServer.CustomField1) sys.path.append(ThisServer.CustomField2) import clr; clr.AddReference("TCAdmin.SDK") from TCAdmin.SDK.Misc import WebClient; import bs4 import urllib, urlparse, os wc = WebClient(); site = str(ThisService.Variables['umodurl']) split = urlparse.urlsplit(site) filename = str(ThisService.RootDirectory) + '\oxide\\plugins\\' + split.path.split("/")[-1] if ".cs" in site: wc.DownloadFile(site, filename); Script.WriteToConsole('The plugin was downloaded successfully') else: try: wc = WebClient(); html=wc.DownloadData(site); only_copyurl_tags = bs4.SoupStrainer('a', {"class":"btn btn-primary btn-block"}) soup = bs4.BeautifulSoup(html.encode('utf-8'), 'html.parser', parse_only=only_copyurl_tags) for a in soup.find_all('a', href=True)[0:1]: download_link = a['href'] except: Script.WriteToConsole('Couldn\'t parse URL. Please contact support.') modname = download_link.replace('https://umod.org/plugins/', '') try: with open(str(ThisService.RootDirectory) + '\oxide\\plugins\\' + modname, 'wb') as output: output.write(wc.DownloadData(download_link)) except: Script.WriteToConsole('Failed to download\nfile from ' + download_link + '.\nTrying another URL...') try: os.remove(str(ThisService.RootDirectory) + '\oxide\\plugins\\' + modname) filename = str(ThisService.RootDirectory) + '\oxide\\plugins\\' + split.path.split("/")[-1] +'.cs' wc.DownloadFile(site + '.cs', filename) Script.WriteToConsole('The plugin was downloaded successfully') except: Script.WriteToConsole('Couldn\'t download the plugin.\nPlease contact support') A few things to note: - Install Python 2.7 on your server and go to Servers > Custom Fields. In Custom Field 1, input the path to the Python 2.7 library on your server (like C:\Python27\Lib) - Install BeautifulSoup4 on your server and go to Servers > Custom Fields. In Custom Field 2, input the path to the BeautifulSoup4 library on your server (like C:\beautifulsoup4-4.1.0\) - You need to create a variable called 'umodurl'. To avoid cases where your client enters an incorrect URL, use regex validation like so: ^https\:\/\/umod\.org\/plugins\/[a-zA-Z0-9-#]+(.cs)? - Remember to set the script to ask for variables Clients can both enter the URL for the plugin page (eg. https://umod.org/plugins/absolut-gifts) and for the plugin download (eg. https://umod.org/plugins/AbsolutGifts.cs). In some cases the script will fail when the client enters the link for the plugin page, and in this case the script will try to append '.cs' and see if that works.
  3. I had an idea. Try starting the .bat file from TCAdmin (by setting it as the executable file). Should look something like this: C:\Path\To\Exe.exe $ The $ will allow the command line to be added.
  4. Try disabling 'Enable interact with desktop' in the General Settings tab.
  5. That is indeed a beta. You might want to contact TCAdmin and get access to beta updates. If I have the time tomorrow, I'll try and setup a new instance of stable TCAdmin and see if I can reproduce the bug.
  6. Can someone else confirm this on 2.0.124.0? Could be a bug that has been fixed.
  7. That doesn't sound good. Do you log in as a user, go to the file manager, delete a file, have the message shown, and after the message is shown, the file is gone? I'm not able to reproduce that. We're running the latest beta. Which version of TCAdmin are you on?
  8. That would only be possible with a SQL query - but it'll be tricky as you have to change the app_data fields, I think.
  9. You need to create it. All information is listed on this page: https://help.tcadmin.com/MVC_Templates
  10. Could seem like Mono 5 was just installed alongside Mono 2.11.4. It's a long time since I've configured TCAdmin on Linux, but you should be able to configure the path for Mono in one of the configuration files for TCAdmin. You should open /home/tcadmin/Monitor/mono-config and change this line: MONO_FOLDER="/opt/mono-2.11.4" MONO_FOLDER should be pointing to your mono 5 installation directory. If you've installed it using the steps in the documentation, you should be able to find out which folder it's installed in by doing this command: which mono It would give an output like this: [root@server16 ~]# which htop /usr/bin/htop In that example, you should configure MONO_FOLDER to this: MONO_FOLDER="/usr/bin"
  11. Sorry! I thought you were using Windows, but I can see now that it is indeed Linux It does seem like you're running Mono 2.11.4, though (which was required for TCAdmin a long time ago) Are you absolute certain that it's running Mono 5.x?
  12. You should use .NET 4.5 minimum - it seems like you're running on version 2.0. Read this: https://help.tcadmin.com/MVC_Templates#Requirements
  13. Have you tried running it as a user per service? There's no issue for me when I do that. Try sharing your config, I'll see if I can reproduce the issue.
  14. That seems like a bug. I've never really messed with Space Engineers, but I just found an old config that I created 5 years ago, downloaded the files and installed the server. It still runs just perfectly :-) Have you tried fixing the permissions for the service in TCAdmin?
  15. We also see infinite loading. Opening up developer tools in the browser solves the issue (after a refresh of the page)
  16. Not atm, but it's my understanding that you more or less will be able to. Everything hasn't been moved to MVC yet, so it still loads resources from the old engine.
  17. It's been added to the list
  18. We've had to disable MVC. This update really is beta
  19. I think fjamieson is on to something. You'd have to configure access to C:\steamapps\... if you want the user to execute the script.
  20. You're starting the server with an incorrect version of the config file. You would need something like this: <?xml version="1.0"?> <ServerSettings> <!-- GENERAL SERVER SETTINGS --> <!-- Server representation --> <property name="ServerName" value="My Game Host"/> <!-- Whatever you want the name of the server to be. --> <property name="ServerDescription" value="A 7 Days to Die server"/> <!-- Whatever you want the server description to be, will be shown in the server browser. --> <property name="ServerWebsiteURL" value=""/> <!-- Website URL for the server, will be shown in the serverbrowser as a clickable link --> <property name="ServerPassword" value=""/> <!-- Password to gain entry to the server --> <property name="ServerLoginConfirmationText" value="" /> <!-- If set the user will see the message during joining the server and has to confirm it before continuing. For more complex changes to this window you can change the "serverjoinrulesdialog" window in XUi --> <!-- Networking --> <property name="ServerPort" value="26900"/> <!-- Port you want the server to listen on. --> <property name="ServerVisibility" value="2"/> <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. --> <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly --> <!-- Slots --> <property name="ServerMaxPlayerCount" value="8"/> <!-- Maximum Concurrent Players --> <property name="ServerReservedSlots" value="0"/> <!-- Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level --> <property name="ServerReservedSlotsPermission" value="100"/> <!-- Required permission level to use reserved slots above --> <property name="ServerAdminSlots" value="0"/> <!-- This many admins can still join even if the server has reached MaxPlayerCount --> <property name="ServerAdminSlotsPermission" value="0"/> <!-- Required permission level to use the admin slots above --> <!-- Admin interfaces --> <property name="ControlPanelEnabled" value="false"/> <!-- Enable/Disable the web control panel --> <property name="ControlPanelPort" value="8080"/> <!-- Port of the control panel webpage --> <property name="ControlPanelPassword" value="CHANGEME"/> <!-- Password to gain entry to the control panel --> <property name="TelnetEnabled" value="true"/> <!-- Enable/Disable the telnet --> <property name="TelnetPort" value="8081"/> <!-- Port of the telnet server --> <property name="TelnetPassword" value=""/> <!-- Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface --> <property name="TelnetFailedLoginLimit" value="10"/> <!-- After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface --> <property name="TelnetFailedLoginsBlocktime" value="10"/> <!-- How long will the block persist (in seconds) --> <property name="TerminalWindowEnabled" value="true"/> <!-- Show a terminal window for log output / command input (Windows only) --> <!-- Folder and file locations --> <property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder --> <!-- <property name="UserDataFolder" value="absolute path" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! --> <!-- <property name="SaveGameFolder" value="absolute path" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! --> <!-- Other technical settings --> <property name="EACEnabled" value="true"/> <!-- Enables/Disables EasyAntiCheat --> <property name="HideCommandExecutionLog" value="0"/> <!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything --> <property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <!-- Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m²). Default 131072 means max 32 km² can be uncovered at any time --> <property name="PersistentPlayerProfiles" value="false" /> <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with --> <!-- GAMEPLAY --> <!-- World --> <property name="GameWorld" value="Navezgane"/> <!-- RWG (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with Navezgane) --> <property name="WorldGenSeed" value="asdf"/> <!-- If RWG this is the seed for the generation of the new world. If a world with the resulting name already exists it will simply load it --> <property name="WorldGenSize" value="4096"/> <!-- If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be between 2048 and 16384, though large map sizes will take long to generate / download / load --> <property name="GameName" value="My Game"/> <!-- Whatever you want the game name to be. This affects the save game name as well as the seed used when placing decoration (trees etc) in the world. It does not control the generic layout of the world if creating an RWG world --> <property name="GameMode" value="GameModeSurvival"/> <!-- GameModeSurvival --> <!-- Difficulty --> <property name="GameDifficulty" value="2"/> <!-- 0 - 5, 0=easiest, 5=hardest --> <property name="BlockDamagePlayer" value="100" /> <!-- How much damage do players to blocks (percentage in whole numbers) --> <property name="BlockDamageAI" value="100" /> <!-- How much damage do AIs to blocks (percentage in whole numbers) --> <property name="BlockDamageAIBM" value="100" /> <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) --> <property name="XPMultiplier" value="100" /> <!-- XP gain multiplier (percentage in whole numbers) --> <property name="PlayerSafeZoneLevel" value="5" /> <!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned --> <property name="PlayerSafeZoneHours" value="5" /> <!-- Hours in world time this safe zone exists --> <!-- --> <property name="BuildCreate" value="false" /> <!-- cheat mode on/off --> <property name="DayNightLength" value="60" /> <!-- real time minutes per in game day: 60 minutes --> <property name="DayLightLength" value="18" /> <!-- in game hours the sun shines per day: 18 hours day light per in game day --> <property name="DropOnDeath" value="0" /> <!-- 0 = everything, 1 = toolbelt only, 2 = backpack only, 3 = delete all --> <property name="DropOnQuit" value="0" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only --> <property name="BedrollDeadZoneSize" value="15"/> <!-- Size of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. --> <!-- Performance related --> <property name="MaxSpawnedZombies" value="60"/> <!-- Making this number too large (more than about 80) may cause servers to run at poor framerates which will effect lag and play quality for clients. --> <property name="MaxSpawnedAnimals" value="50"/> <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. --> <!-- Zombie settings --> <property name="EnemySpawnMode" value="true" /> <!-- Enable/Disable enemy spawning --> <property name="EnemyDifficulty" value="0" /> <!-- 0 = Normal, 1 = Feral --> <property name="ZombieMove" value="0" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieMoveNight" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieFeralMove" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieBMMove" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="BloodMoonFrequency" value="7" /> <!-- What frequency (in days) should a blood moon take place --> <property name="BloodMoonRange" value="0" /> <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency --> <property name="BloodMoonWarning" value="8" /> <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show. --> <property name="BloodMoonEnemyCount" value="8" /> <!-- The number of zombies spawned during blood moons per player. --> <!-- Loot --> <property name="LootAbundance" value="100" /> <!-- percentage in whole numbers --> <property name="LootRespawnDays" value="30" /> <!-- days in whole numbers --> <property name="AirDropFrequency" value="72"/> <!-- How often airdrop occur in game-hours, 0 == never --> <property name="AirDropMarker" value="false"/> <!-- Sets if a marker is added to map/compass for air drops. --> <!-- Multiplayer --> <property name="PartySharedKillRange" value="100"/> <!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. --> <property name="PlayerKillingMode" value="3" /> <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) --> <!-- Land claim options --> <property name="LandClaimCount" value="1"/> <!-- Maximum allowed land claims per player. --> <property name="LandClaimSize" value="41"/> <!-- Size in blocks that is protected by a keystone --> <property name="LandClaimDeadZone" value="30"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) --> <property name="LandClaimExpiryTime" value="3"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected --> <property name="LandClaimDecayMode" value="0"/> <!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. --> <property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x --> <!-- There are several game settings that you cannot change when starting a new game. You can use console commands to change at least some of them ingame. setgamepref BedrollDeadZoneSize 30 --> </ServerSettings>
  21. I thought it would be a good idea to gather all known issues about the new TCAdmin update in one place. Here's what I've gathered so far: Custom CSS doesn't load correctly. It's being placed in a script tag Custom CSS has no effect on iframes (grids, console, 'Action'-page and more) Images for Custom Links refuse to load - it doesn't even seem like there's any HTML added Custom images doesn't load on Interface/Base/GeneralSettings (this is also loaded in an iframe, it seems) You can't copy text on the /Service/Home/ page- makes it a bit difficult sharing connection info Some custom .cshtml files doesn't load (Console.cshtml) - perhaps again because it's an iframe? Colors from 'Theme options' aren't loaded Links from WHMCS no longer work (not in client area nor admin) even though the module has been updated File Manager Editor doesn't go full height Lack of navigation - if you go to the 'Mod' section of a game, there's no way to navigate to the game's main page (without using your browsers 'Back' button). This is not only the case for the Mod section, but a lot of other things Going to a link that existed prior to switching to MVC displays an error - should perhaps just redirect to the front page Major issues in Chrome where the panel will display incorrectly and log you out all the time The 'System' user that creates themes is a hyperlink and will throw an exception due to non existant user. The theme would be repeated inside itself. See this: https://imgur.com/a/D0rowzg
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