Jump to content

jungleNZ

Member
  • Posts

    417
  • Joined

  • Last visited

  • Days Won

    43

Everything posted by jungleNZ

  1. Yip - windows one attached theisle - Windows.xml
  2. There is no way to grab the modID at present. Has to be input manually. I have tried to tell devs to work only with workshopID but heard nothing back.
  3. Open up the service that you want to gameswitch. Click on 'Service Settings', scroll down just after commandline and check box that is 'Enable game switching'. Go through and highlight the ones (or all) that you allow to switch. Save, should now be available for user to access on their panel.
  4. You can adjust the main save folder to just scspl (remove-copy) (that was my part in checking as I have other folder with localadmin running)

    Its strange about multiadmin as my copy dolder is just base server files , no multiadmin file. When a service is created in user folder it should load up ma and place in that folder and then execute. That is how mine works(ed)

     

     

    1. Jus61

      Jus61

      thanks i will look at it again 

  5. Just recreated new server on my end and all worked fine. Multiadmin loaded in on creation (will also redo if server reinstalled)
  6. Multiadmin should install on creation of server. It then creates folder server which has files. Localadmin (if used) put all into appdata. Will re check it works properly.
  7. Updated. The process of verification is a little tricky but should work if instructions followed. Feel free to add to config etc... Any issues let me know scpsl - Windows.xml
  8. I do, Will send it to you shortly
  9. I have had this on a couple of game setups. Run/start fine using batch file from folder but when run/start through tcadmin server does not start. I was working on a new config last night and saw this in logs. With batch file start: LogSteamShared: Display: Loading Steam SDK 1.51 LogSteamShared: Steam SDK Loaded! LogOnline: OSS: Creating online subsystem instance for: Steam LogOnline: Verbose: STEAM: Steam: Starting SteamWorks. Client [0] Server [1] LogOnline: STEAM: [AppId: 1725560] Game Server API initialized 1 LogOnline: STEAM: Initializing SteamNetworking Layer LogOnline: STEAM: Missing P2PCleanupTimeout key in OnlineSubsystemSteam of DefaultEngine.ini, using default LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogOnline: Verbose: STEAM: Created thread (ID:14680). LogOnline: STEAM: AUTH: Steam Auth Enabled With TCAdmin start: LogSteamShared: Display: Loading Steam SDK 1.51 LogSteamShared: Steam SDK Loaded! LogOnline: OSS: Creating online subsystem instance for: Steam LogOnline: Verbose: STEAM: Steam: Starting SteamWorks. Client [0] Server [1] LogSteamShared: Warning: Steam Dedicated Server API failed to initialize. LogOnline: STEAM: [AppId: 0] Game Server API initialized 0 LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable. LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() LogOnline: Warning: STEAM: Steam API failed to initialize! LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() LogOnline: OSS: Unable to create OnlineSubsystem module Steam LogOnline: OSS: Creating online subsystem instance for: NULL LogOnline: Verbose: OSS: Created thread (ID:12424). LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL] Have tried disabling web console, run as local user etc... but still not reading steam_appid file. -NOSTEAM does not do anything as well. Any ideas or issue with tcadmin framework. Game is Broken Betrayal: steamcmd "C:\Program Files\TCAdmin2\Monitor\Tools\SteamCmd\steamcmd.exe" +force_install_dir "C:\TCAFiles\Games\BrokenBetrayal" +login "anonymous" +app_update 1830410 validate +quit My config attached brokenbetrayal - Windows.xml
  10. Not going to work with tcadmin unless you code things to get mod panel to show thru tcadmin (that is what g-portal have likely done). You also need server and steam open otherwise it will not find satisfactory but then in saying that not sure if you have other server(s) running for sat. that it will work with them. It at present is not suited to tcadmin config. (that is my point of view, some more experience folks might have other ideas)
  11. 32 bit is if you do not have server 2019 upwards. jre64 needs to be adjusted to jre (or jre32). My config should already be set for 32bit. It also has script for workshop mods although you have to manually put in modID in configuration file.
  12. Thanks, yes that works. (found a while afo but just not updated config)
  13. Updated fcke123 config update he posted. Workshop mods works installing id number but not yet modID name Any issues let me know, (credits also again to Dennis for original script(s)) You can use workshop installer but: YOU NEED TO MANUALLY ENTER THE ModID NAME FROM WORKSHOP. Place it in your .ini on Mods= line. Separate with ; if more than 1 mod Workshop ID: 2684285534 Mod ID: SpnCloth <----- And it looks like the beta version only works on server 2019 upwards with the 64 bit version. You need to manually adjust the commandline to win32 and jre64 to jre in the pzserver.bat. PZB - Windows.xml
  14. Just got to check: You are running the experimental version of client? (beta) You are using the steamcmd 1690800 for server files? Run server as is, goto client (experimental), goto server, add server, ip and gamequery port (not port). See if it starts creating rest of server by way of asking for name etc... Let me know what happens.
  15. Here is what my log looks like FactoryGame.log
  16. Users/TCAdmin/Appdata/Local/FactoryGame/Saved.......
  17. Are you using the lastest server branch 1690800? Might shows same error lines but continues to load after it with a lot of loading lines. Just seen they have changed port names, adjusted config attached. see if this works. satisfactory - Windows.xml
  18. He is my one based on latest experimental release. All this does is sets server up and starts it. Console will show log file of server running, connections etc. (Stop/start/restart work) Once server start goto your game (experimetental version/beta) and click server manager. (click hide to show) enter your server IP, enter the queryport (not the gameport), set admin password, then set server name. Keep following prompts. Next create a game session. This will be you save(s). Make sure tick box is ticked. If all goes well you show then have a join button. If it crashes on loadup just reload back into game and all should be good. wiki for server: https://satisfactory.fandom.com/wiki/Dedicated_servers video for exp version: https://www.youtube.com/watch?v=Nn-1s87JJxc Server creates in the appdata location. If you create another server it will save in this location but with port reference. So mutliple servers can be run. Any issuses let me know. satisfactory - Windows.xml
  19. That is latest release (beta experimetnal client), that is one I was working with only to find original client would not connect. Using that now and experimetnal client will work very easily to set server up using tcadmin. Setting game thou is slightly more difficult than normal gameserver as they are doing it through the client which saves game to server. (bit of a backward setup) Should have something later today that works.
  20. Haha, spent half a day setting one up. Couldn't connect and found the latest dedicatedserver files are different from using the game to set server. So I would wait until they update the client to work with the dediServer files. (as well as a couple of other issues it has where it saves etc....)
  21. What's more - it's free. (like most of the configs here, community does not mind putting them together and sharing)
  22. I have adjusted my previous one. This one creates the startserver.bat file that allows launcher to run. (other command exe's do not seem to start server) Only issues are: Message saying error; could not be started shows however server is loading up. The pid shows as 0. The stop button does not actually stop the server. You have to use the STOP icon button I have added. The console is set to show the current log file so you can see what is going on with server. Rough but works. (On first server setup it may require dedigame in saves folder to be removed) (Also if you looking to run more than one server with this then might need to to if stopping one server kills all the servers - if so please let me know) Found that using -batchmode and -nograhpics with dedi exe runs like normal. It start, stops when normal process buttons clicked. Would be nice if the dev's set it that way to start with instead of launcher process. empyrion - Windows.xml
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use