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Spillvert.no

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Posts posted by Spillvert.no

  1. We have 10x test servers running at the moment. The CPU usage when there are 4+ players on a server is just absurd. If you try to limit the CPU usage with TCA CPU Limit or affinity , the server may notify the players of "High Server Load".

    Let's hope they can sort this. At this point a server for this game will need to be priced really high to cover the costs.

  2. Absolutely this can be fixed for the pre-built packs and versions you provide in TCA.

    However, in real life it is not that easy to enforce this fix when users are able to upload and run any version of MC and older pre-built modpacks. And the Updates does not allow for custom commandlines so it needs to be scripted for every update.

    The panel needs to know what version the server is on and apply the correct startup variable. If the wrong command is used (ex: -Dlog4j2.formatMsgNoLookups=true on a 1.16 server) it will fail to start.

  3. On 10/30/2021 at 9:06 AM, jungleNZ said:

    Users/TCAdmin/Appdata/Local/FactoryGame/Saved.......

     

    Has anyone had any luck overriding this with a commandline parameter? The official dedi wiki does not contain any info on this atm.

  4. 9 hours ago, LFA said:

    I think this is a bug with the grid. If you click on the refresh button it will load the values.

    Yes it will, but all values has reverted to defaults. And even if you try to save one of the default values, the saved settings are also reverted.

    I did not try this outside MVC as there was no time to debug this on the production platform.

  5. 14 hours ago, LFA said:

    A bug in 2.0.160.17 was not waiting after sending ctrl+c. This is fixed in 2.0.160.18. If you already updated to 2.0.160.17 update again to 2.0.160.18

     

      

    Yes you need to update to 2.0.160.18

    After updating to 160.18, all our games lost their default variables https://gyazo.com/ca6396328d8a7777348e868b2d355813

    Re-adding the default variables reverts to disabled after settings are saved. And all settings done to them reverts to zero.

    So yeah, the update basically broke most games' commandline parameters on our platform.

    Trying to revert back to 160.0 now.

    Update: Rolling the master back to 160.0 solved the issue for us. All default command line parameters (and their default values, descriptions, regex etc.) was fortunately not lost.

  6. 3 minutes ago, Sukkerpups said:

    Are the wipes happening on fresh servers?

    Both fresh and "old" servers with worlds created several days ago, where the worlds will get wiped with the nightly scheduled server-restart. These worlds and the uptime of the game server are well north of the 30 min mark.

    5 minutes ago, Sukkerpups said:

    I'm guessing host companies are using scripts and codes to automatically backup world files, so the customer can download/upload and pick the biggest file when a wipe like this occur, and to prevent at least some of the "random" wipes. This might be a solution for you as well.

    We do have automated scripts that create a compressed copy of the worlds folder on a regular basis. However, some clients complain that if they restore this working backup, the same thing (wipe) happens on the next restart. And then we go full circle.

    We all know that this is a early access indie game in it's second week. Let's just hope they prioritize to patch this soon as all we do now is putting out fires 24/7. 

  7. Still getting massive amounts of tickets regarding world wipes on stop/restart. Running a few hundred Valheim-servers across a mix of Xeon and Ryzen nodes.

    Plenty of free memory and disk space on our machines.
    However, this game is still badly optimized and hogs our CPUs real bad, even when its supposed to be paused (when empty). Been racking new machines since friday to keep up.

    Our commandline looks like this:

    -nographics -batchmode -name "$[HostName]" -port $[Service.GamePort] -world "![World]" -password "$[PrivatePassword]" -savedir $[Service.RootDirectory]

    We do allow our customers to name their worlds whatever they like. We have however not seen the problem more often with worlds that have custom names compared to worlds named "world" or "dedicated"

    We have set the Stop Delay for this game to 15s to give it plenty of time for a gracefull shutdown. However, this has not eliminated the problem. All our nodes are Windows-based.

    A typical telltale sign when this bug occurs is that a world .db-file drops in size, from e.g. 17 MB to 1 MB. When this happens, the only solution is to restore from a previous backup.

  8. Anyone else seeing a issue where changes to the commandline parameters on a server is not read by the server?

    The initial settings will be used, but if trying to change worldname / servername on a server that has gone full cycle, the server will still start with the old name and worldname. 

    E.g You are staring a brand new server with parameters: 

    -name "MyServer1" -world "MyServer1"

    Then stop the server and change the startup parameters to:

    -name "MyServer2" -world "MyServer2"

    After the server has started, it still runs the world MyServer1 (no MyServer2 world file is even created) and the name is still MyServer1 ?

    If running the server from a bat file, however, and make the same changes to that bat file - the changes are read every time.

    I fail to see the logic here.

  9. 2 hours ago, markmorris1 said:

    No you can add a environment var to Windows too. A quick google, this has been confirmed to work. I will try around 6PM tonight, im at work right now. If you get it working, please share.

    We won't be taking this route as we will be waiting for the commandline parameter to set the world path, but please share your results after testing 🙂

  10. 43 minutes ago, markmorris1 said:

    You said you spoken to dev, but just being on discord to ask the question and you can change the path. Using environment var XDG_CONFIG_HOME.

     

    I guess this only applies to Linux environments?

  11. 1 hour ago, Devour9784 said:

    I just finished speaking with them, it looks like we're gonna end up with a command line parameter to set the local directory for worlds instead of appdata.

    mk4h1.png

    Got the same response. Will update this thread as soon as I know more. Hope you will do the same 😉

  12. So wait. No way to override the world save path in the command line for this title? Only fix is to link from appdata to the server root dir as of right now?

    Edit: Checking with devs...

  13. Problem:

    Unable to find matching text with the browsers built-in search function (CTRL+F) when viewing a large config file like this in the new MVC text editor: https://gyazo.com/ca6ebd7c4c1a6112d7202af3c352cfb0

    The search tool (CTRL+F) will only be able to find matching text based on what it is seeing on screen. It will not match text further down or up in the file, that only is visible when scrolling.

    The issue re-produced:

    GIF -> https://gyazo.com/e8e21d81d423eb2023cb1f1fc20c2e5d

    Same behaviour on major browsers like Chrome and Firefox.

    Temp workaround:

    Copy the contents to a local notepad and search there.

    Suggested fix:

    If this is due to limitations in the browsers, maybe adding a search field to the MVC text editor would be a good solution.

  14. CS:GO server (app 740) update issues, logging in as anonymous. Update fails, server complaining to be out of date after update. Also happens after verify.

     

    Anyone else having problems right now? Currently investigating issues on our own platform, but would be nice to know if anyone else is experiencing the same:

     

    Connecting anonymously to Steam Public...Logged in OK
    Waiting for user info...
    OK
    Success! App '740' already up to date.
    @ShutdownOnFailedCommand 1
    "@ShutdownOnFailedCommand" = "1"
    @NoPromptForPassword *****
    "@NoPromptForPassword *****
    force_install_dir ""
    app_update 740 
    exit

  15. got several game copies, but dont know what to do...

     

    The config is always same for every instance. Its in "my games" and all game instances are trying to use exactly same config as for first game instance. Any help?

     

    Don't even bother to try this in a shared environment. The server files you get when you buy a copy is not the same as a official GSP would get, hence the "non commercial version" text in the lower right corner of the FM game panel.

     

    It is hardcoded to save at "My documents".

  16. With all the test i have done all you need to do is change the query port to put up another server. 10 servers running off one box with out a prob so far. Once i have fin tweeking my config i will upload it here for all to use.

    They will show up in the browser etc. But having the same/default query-port (?Port=) on all servers running on the same IPv4 will get you in trouble once people are trying to connect to the different servers..

     

     

    What's the average RAM load for you lot?

    I have never seen an ARK server consume more than 5.0 GB RAM, even with 10 players online. CPU however ... :~

  17. I understand. My current setup is not based on this XML either, but the port-part is as I pasted above.

     

    With the snip you pasted, what port do you use when you are polling the server from HLSW or steam server list "favorites" ? The Port= or QueryPort= ? Im guessing it is the QueryPort, that actually is your QueryPort... Or else something is really fishy here ...

  18. Hi Dennis,

     

    well, whatever you throw behind this variable: ?QueryPort= , will be the port that you need to connect to in order to play on the server. You don't want a uneven number as that port, so thats why it's the game port (27015 +10) in my book.

  19. In the case of using this in you command line:

    ?Port=$[service.QueryPort]?QueryPort=$[service.GamePort]

     

    with the result of the command line being this:

    ?Port=27016?QueryPort=27015

     

    ... you will actually be connecting to the server with port 27015, not 27016.

     

    If you add the server to HLSW (using the port 27015), you will see that it lists as this:

    123.123.123.123:27016:27015

    (where the query port is first, and the game port is second).

     

    If you leave out the "?Port=" variable in your command line, you will see it as this:

    123.123.123.123:7777:27015

     

    so my answer is yes. Seems like the "QueryPort" is the actual game port that you connect to.

  20. Hi there,

     

    the commandline parameter "Query Port" is really the game port that you connect to, and the parameter "Port" is the query port. If you dont use the parameter "Port" in the command line, your server will default to 7777, and with multiple servers on the same IPv4, they will all connect you to the first one on that IP.

     

    Use this in the command line:

    ?Port=$[service.QueryPort]?QueryPort=$[service.GamePort]

     

    Set Game port in the games IP/Port config to 27015 and query port to 27016, and you`re good to go.

     

    I have tested this on our testbench, and I dont see any need for MultiHome parameter, unless you have several IPv4's on the same machine.

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