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Dennis

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Everything posted by Dennis

  1. It's been added to the list
  2. We've had to disable MVC. This update really is beta
  3. 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.
  4. 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>
  5. 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
  6. See you in a few weeks while i go do nothing else but use this. Seems like the Custom.css is loaded in a script tag. Is this intentional? I can't get any custom CSS working. Also seems like a lot of the content is loaded through an iframe, and the custom CSS doesn't have any effect anything in the iframe.
  7. That could pose an issue if the hostname has any spaces.
  8. I can only assume you're talking about 7 Days to Die. Please read this: https://clientforums.tcadmin.com/showthread.php?t=12913 Make sure the game and query port are now the same.
  9. Have you tried deactivating any firewalls to make sure it's not a firewall issue?
  10. I don't think it's possible to rename any user. If you really need to rename it, you could try to change the username directly from the MySQL database. I'd suggest you'd just delete it and create a new account.
  11. Dennis

    Heat

    If you want to change the executable file, you can do so under "Files & Directories"-tab in the game's settings. See more here: https://help.tcadmin.com/Files_%26_Directories Please note that the path to the executable file must be relative to the root directory of the game server.
  12. It can be a lot of things. Start the service manually and see if it crashes: https://help.tcadmin.com/Troubleshooting_Game_and_Voice_Services#Troubleshooting_.28Linux.29 Also monitor whether or not TCAdmin can actually send quieries to the server. This can be done by accessing the 'Current Activity & Stats' interface.
  13. If you use the configuration editor, you can setup a variable. Add this variable to the editor as a checkbox. Enter this in the 'On' field: { "hour": 18, "day": 29, "Type": "P", "Minutes": 15 }, Leave the Off value blank. It will be incorrectly formatted, but that shouldn't mean anything. Use this as your template for the file: { "sessions": [ ![MyVariable] { "hour": 18, "day": 29, "Type": "Q", "Minutes": 15 }, { "hour": 18, "day": 29, "Type": "R", "Minutes": 15 } ] }
  14. Are you building the config using the Configuration Editor?
  15. That is correct, although the folder by default would be /home/tcadmin/tcafiles/games/. In this path, the game files would be divided into Windows and Linux folders (Linux would be prefixed with -linux), but this can always be changed.
  16. Unfortunately, yes - for a lot of stuff. uMod does however always keep the latest update on this URL: https://umod.org/games/rust/download Use that as the source file.
  17. Add the Oxide/uMod update under 'Updates'.
  18. Nope - that's why they should be updated ;-) I think everything in App_Themes will be overwritten when TCAdmin updates IIRC :-) Remember to run 'Update existing services' ;-)
  19. Extract them to TCAdmin2\ControlPanel\User_Themes\1\<theme_id>\Images\ControlPanel\MenuIcons\GameHosting and update the button icons' URLs - that's the correct way to use images :-) You shouldn't disable query failure detection. Just extend the time between each query :-)
  20. Dennis

    Rust

    They should work. Could you try posting a screenshot of the issue?
  21. I meant that ECF quoted me on one of the previous pages Resouce Manager is built by the XenForo team and works wonderfully.
  22. I'm pretty sure you even quoted my reply where I mentioned it
  23. Switch to Windows. We've run the control panel from Linux servers for years, and we had multiple crashes each week along with random 502 errors. 2 weeks ago, we decided to switch to Windows. We've not had a single crash, a single error in the control panel, and everything loads at least 10 times faster. It's so damn smooth!
  24. I hardly doubt it. It's not only the design but also the code that's getting an update. :-)
  25. WOOOOOOOOOO! Any way to become an early tester?
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