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Ragonz

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Posts posted by Ragonz

  1. 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

  2. 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.

  3. 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.

  4. Also I figured out what causes this error. It actually is some of the mods make the file paths too long when deleting the server. I will have to script a delete script to possibly delete the mods before the server gets deleted.

     

    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

  5. 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.

  6. 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.

     

    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

  7. 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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