
Ragonz
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Everything posted by Ragonz
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installing onto Centos stream 9 runs into No Match for argument: mono-complete No match found for argument: mono-basic No match found for argument: xsp Error: unable to find a match: mono-complete mono-basic xsp [ERROR] mono installation failed. No rush as I was just playing with centos 9 as a dev machine
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A suggestion for the new MVC workshop A selection of views, condensed (like the old ASPX one), expanded (the current MVC one) and a list. We have some customers who very much dislike the new MVC workshop.
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In the game template untick "Get service name from hostname"
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[Feature Request] Add "Download from Url" to File Manager
Ragonz replied to TwistedZB's topic in Feature and Module Ideas
Yea thats not what the file manager is for, if you have mods that are popular add them to the mod manager so people can install them in one click You could probably do what you want using scripts wget + variable for users to enter web url's but allowing people to download whatever they want straight to your servers is a huge security risk (TCAdmin does not do antivirus) -
[Feature Request] Add "Download from Url" to File Manager
Ragonz replied to TwistedZB's topic in Feature and Module Ideas
So the file manager is for users to look at their gameserver files/edit them/download them, the file manager is not somthing you would use to download files from anything other than the gameserver. If the files you want to download are mods to the game, you can download other files by using the mod system in tcadmin https://help.tcadmin.com/Mods -
you can force to log already, just add -logfile $[Service.RootDirectory]valheim_server_Data\output_log.txt Has anyone encountered servers just wiping progress on stop/restart? I know there is a bug in the game currently but are there any other causes? just want to do due dilligence.
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yep fixed, cheers
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Annoyingly I can no longer edit the original post New addition - Config editor "Restores" (ie. A way a client can go back to a prior version of their config file after they have inevitably messed it up)
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we won't be using MVC until more has been converted to it and out testing instances work better than what we have currently but we are looking forward to plugins.
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New addition: Ability to copy custom commandlines so that users with complex commandlines can copy a previously made one then make edits to it rather than having to re-create their settings in a new custom commandline.
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New Addition: Ability to delete multiple mods at the same time rather than having to go into each one and delete individually. (also tie deletion permissions into new granular system)
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This game is a pain in the [insert word here] I engineered a method to start/stop redis based on pid rather than the sensible way of just renaming it. Redis comes with Atlas files from steamcmd, yes create a script that runs before start to start up redis with your config file (use a different config name than the standard as it will be overwritten by steam) then use a after stop script to kill redis.
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So pleased they finally got this sorted, only took 8 months of badgering them via email
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billing api to enable/suspend virtual server
Ragonz replied to Dark-Raptor's topic in Windows Support
give it a billing ID in tcadmin then just use the normal API's to disable a billing ID? -
New Additions: Granular permissions so we can pick who has access to what Rule detection direct messages, set tcadmin to put a message to the user as a "must be viewed" message within tcadmin rather than an email
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Description: Delete long file names Script Engine: Batch Event: Before Deleted RMDIR /S /Q "%ThisService_RootDirectory%Engine\Binaries\ThirdParty\SteamCMD RMDIR /S /Q "%ThisService_RootDirectory%ShooterGame\Content\Mods EDIT* not sure why the forums are adding in spaces, ignore those
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Put this at the top of the game.ini file [/script/shootergame.shootergamemode] stopped it wiping on reboot for us
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at which point we would un-hide the game port in the game config files, but until that happens it would still be useful.
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New addition: A button in which we can hide the game port from the user control panel when the game needs the game port and query port but the game port is not needed by customers at all (IE. Ark/Conan)
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Game should be massive.
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I think he means he wants the master to only be a master. If so it depends on how many users will be logging in, how many remotes you have
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Rust is doing my head in since the last update. It refuses to work as a limited user or even system on some servers but works ok on others but all our servers are installed from an image so are identical.
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That is a good point however there is already a method to select what version of a game the mod requires to run on. If the new version of the mod requires a newer version of the game we would create another mod So lets say the mod is called Pingperfect Pingperfect v1 requires version 5 of the game An update comes out for it that requires version 6 of the game, we would create another mod called Pingperfect v2 that is restricted to version 6 of the game. That would negate the problem you have mentioned whilst still providing the functionality for games that dont have versions like Minecraft
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A method of informing users that there is an update available for a mod they use. - This is obviously already in for steam workshop mods but what about manually added mods? For example The game panel can already work out that there are new base files when installing then will download them from the content server, what about that for mods. Mod 1 imported 20/02/2016 - game panel knows this Mod 1 files updated 27/02/2016 - game panel 'sees' the changed file date and send a game panel message to anyone with the mod installed that matches the original imported date
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2015-12-09 15:18:28.005: Cannot start new world - scenario not found (null)/(null) This is a misleading error, check for errors further up in the log which will give you actual cause