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Everything posted by Dennis
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I don't know about your last suggestion. Mods are 3rd party files, and sometimes a mod requires to run a never version of the game server, called Update X. Some games, Minecraft for instance, allows you to run whatever version of the game you'd want to. If the Mod requires you to run the newest Update X, instead of Update Y, and the client doesn't know this, he could potentially break the server and has to reinstall everything.
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CSS is the only thing you can import using the button, but you can load JS through the header.
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Probably due to GLIBC.
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You can't use PHP to edit the theme. Or can you? Is it even coded in PHP?
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It is possible to create a bash script that takes a backup, zips it, moves it to another server and another bash script that will download the backup script and unzips it. That's fairly easy. But, the script is not the best way to do it. The best way would be to have it implemented, allowing for selection of a backup in a dropdown or something like that.
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I actually don't think CoD4 files are available through SteamCMD, but you would be able to download them through Steam, if that's installed on the server
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Go to /home/tcadmin/tcafiles/games/cod4-linux and upload the files.
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You'll have to upload the files for the server to server.
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Cannot use RCON through Scheduled Tasks [Ark Survival Evolved]
Dennis replied to DrunkMunki's topic in Windows Support
Sorry, but has RCon ever worked for ARK in TCAdmin? -
On all the installations of TCAdmin that I've configured, Rust has never been included by default. I did the most recent one a few days ago. There's a Rust config in this thread: http://clientforums.tcadmin.com/showthread.php?t=11950&highlight=Rust
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Have you checked the logs?
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You don't need to change much from the Linux config, except for the executable file.
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Install mods from Steam Workshop using SteamCMD. Can be done using the following command: steamcmd.exe +login anonymous +workshop_download_item 346110 496735411 +quit where 346110 is the AppID (the game ID on Steam), and 496735411 is the ID of the mod.
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Does the code get added to the custom CSS if you inspect?
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Getting ARK Remote to work with TCAdmin, is quite the hassle. We created 5 different scripts just for Windows that allowed us to run ARK Remote without any issues. You need to understand how batch/shell commands work, how Windows work and how TCAdmin works in order to make it work. Linux was by far the most difficult to make work since TCAdmin is using a version of Mono that can't run the .dll file required by ARK Remote.
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I thought I would create this thread to keep all of my suggestions in one place. Add BungeeCord query support - [Added] Add XML query support - [Added] Add support for Bukget - [Added] Allow clients to select version of the plugin from BukGet which should definately be possible with BukGet Specify how much RAM of a node you want to use for game services - useful for games such as Minecraft. TCAdmin should stop creating new services on nodes that don't have enough available RAM. Should be able to specify usable RAM differently for all nodes Make it possible to export the entire English language file for easier editing Specify more than one configuration file in a game template - [Added, you can use variables in the file path] Be able to change all icons when creating a new Theme - [in progress] [Module feature] Allow to specify multiple game ID's for each product Global Custom Scripts that work for all games (eg. scripts that handles the database). You should be able to specify what games the script should work for [Partially added (not able to just select multiple games)] (Actually added now) Allow clients to see name of the TCAdmin Server (Possible with MVC) Redesign of the control panel (MVC introduced new design) [Module feature] Player slot price depending on datacenter Allow clients to choose what emails to receive Install Mods using SteamCMD - Create a button that opens a popup window, that allows user to input ID of the mod [Added in 2.0.130.0] Ability to refresh an open file in the file manager instead of having to reopen it - [Added with the new file manager] Steam WorkShop: Update mods - [Added] Be able to set affinity/priority until specific string appears in logfile/console window Be able to create custom scripts that can only be executed as a Scheduled Task - [Added] Define rcon commands as the Stop command. This is currently available through custom scripts, but would be nice to have as a built-in feature. Collapse update groups by default (same as we can with mods) Allow folders in TCA.Maps to "group" maps when using "Map File List"
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I bought them from GraphicRiver, I think Do other people think that the transparent windows should be replaced with 'full-colored' windows?
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Hi, I'm working on our new theme. It won't be available for download. I'd like to hear your thoughts on my work so far I've mostly added new icons, and only a few hundred lines of CSS code, so there's still plenty to be done. Customized the look of 'Meters', displaying the data Flat, neat icons! Windows-borders are a bit transparent New icons for the File Manager as well! http://i.imgur.com/qP1Ea3C.png A little styling of input fields http://i.imgur.com/DthgJKp.png
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You can also set it in config.
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You need to set a token.
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Hi folks, I contacted Luis some days ago about a problem. I don't know if I can explain this well, but I'm going to try. ARK is a very popular game at the moment. It has server files for both Linux and Windows. One minor problem is that the configuration file for the game server is located in a different place if you host a Linux server than if you host a Windows server. On Windows, the configuration file is located here: ShooterGame\Saved\Config\[b]Windows[/b]Server\GameUserSettings.iniOn Linux, it's located here: ShooterGame\Saved\Config\[b]Linux[/b]Server\GameUserSettings.iniWe've populated the configuration editor for Windows with a f*ck-ton of options for the server, making it easy for the client to configure their server settings. Before, if you wanted to use the Windows ARK config as a template for Configuration Files and Variables, the file path would have been set to ShooterGame\Saved\Config\WindowsServer\GameUserSettings.ini, and the Linux server will only read from ShooterGame\Saved\Config\LinuxServer\GameUserSettings.ini - so that wouldn't work. The only option was to start building the Configuration Editor for Linux from scratch, including all variables. I contacted Luis about adding a feature to allow us to specify a config for both OS's, in case you wanted to use one of the configs as a template like we do. He added the ability to use custom variables in the file path as a solution. Here's how our file path looks like now: ShooterGame\Saved\Config\![OS]Server\GameUserSettings.iniThe 'Linux' or 'Windows' part of the file path has been replaced with a custom variable. Here's the steps you need to follow if you want to use this. Update your Master server to 2.0.97.5 (this is not needed once 2.0.98 is released, since this feature will be included from that update): Linux: /home/tcadmin/Monitor/updatetool 2.0.97.5 Windows: "C:\Program Files\TCAdmin2\Monitor\TCAdminUpdateTool.exe" 2.0.97.5 Go to Server Administration and click 'Update Remotes'. This will update the rest of your servers to the same version as the Master server. Create a variable named OS for you game server. Set the default value to Windows, and check the option to preserve the value. Include the variable in the config file path, like we did here: ShooterGame\Saved\Config\![OS]Server\GameUserSettings.ini Create a python script to be executed on the 'Before Create' event - it should only be for Linux OS:ThisService.Variables["OS"] = "Linux" Done This will NOT change for existing servers. For that, you'll have to do it somewhat manually. Create a new python script with either 'Custom Icon' or 'Custom Action' event. Add this code: ThisService.Variables["OS"] = "Linux"; ThisService.Save();Go to each existing game server and click the button to execute the script and voila! Hope this is somewhat useful to you. I don't know when the next update is going to come, so I figured I might as well share it with you guys.
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The Steam update usually happens on Wednesday. Hotfixes can be posted if serious bugs was included in the Wednesday update (which mean they can update the game after the Wednesday update), and the update can also be delayed - but it's usually on Wednesday. http://blog.counter-strike.net/index.php/category/updates/
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Yes, but you'll only have to do it once a weak.
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You can use TCAdmin to create an update file (which only includes the files that has been changed IIRC), and you can then use the Batch Update tool to import that to all CSGO servers.