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Everything posted by Jimmy-CS
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I was wondering if I am interpreting this feature correctly- I would assume that it would launch a Steam update immediately after a server is installed and also verify the files if the verify box is checked under the game config? It is my goal right now to reduce the amount of storage taken up by game template directories... even more-so than compressing them. Due to that, I hoped to store only a few files on the nodes and let Steam take over the heavy lifting and download them upon the server being installed. This would also ensure that the latest version of the files are given to the customer right away. However, it does not appear to be working. For example, a test Rust server is launching without the data folder on an installation during testing and the server fails to launch (obviously). It appears the server is trying to launch without a Steam update and verify taking place. Has anyone else had any experience with this or attempted this method?
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The server will still function fine without it- it's just for ranking purposes. I've just made it a commandline parameter. Personally I think the workshop collection ID is more important than this, but that's just my opinion.
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It ran for about a minute longer this time but ultimately still resulted in a Signal 11 crash.
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In addition to the above mentioned error which happens sporadically, the below one is still being received in SSH when attempting to launch the server with three mods known to be compatible when uploaded via manually, after implementing the script you provided. Using binned. 4.5.1-0+UE4 7038 3077 404 10 (about 15-20 seconds later the second part follows:) [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 346110 LowLevelFatalError [File:E:\build\Live310\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3920] Bad name index -1641380927/41 Signal 11 caught. EngineCrashHandler: Signal=11 I even ran the script you provided (using correct file paths of course), line by line, to ensure that every step was done properly, and that was the error received. I even tried setting the above script to "Before workshop install" just to be safe that no Steam update w/ verify are removing any files needed. @LFA,I greatly appreciate your time that you've spent trying to help rectify this, but it appears my tires are just spinning in the mud ?
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Sounds good.. Wondering if you have any idea about this one? Step: (1 of 1) Error: Could not find file "/home/tcagame/xxxx/97/steamapps/workshop/content/346110/817096835/LinuxNoEditor/Dinos/Bigfoot/Sasquatch_New_Core.uasset.z" Link: http://cp.chicagoservers.co/Interface/TaskScheduler/TaskManager.aspx?taskid=2371 Log Details Downloading file 817096835 from Steam... Executing before Workshop install/update scripts... Downloading Extinction Core from Steam (3351927609/3298765958)... Executing after Workshop install/update scripts... Could not find file "/home/tcagame/xxxx/97/steamapps/workshop/content/346110/817096835/LinuxNoEditor/Dinos/Bigfoot/Sasquatch_New_Core.uasset.z"
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Luis fixed it.. all good now ? You probably broke it if you're trying to do it manually.
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But the Join button was removed ?
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The Linux cpulimit limits the server process' power- I don't see how what the process is actually doing at the time dictates whether or not it is limited. The threads you posted I'm already familiar with and have previously commented on. I am mainly moreso perplexed as to why cpulimit isn't limiting a 7DTD server and suggesting a workaround.
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I'm wondering if anyone else has had the issue of cpulimit not actually limiting CPU power. I have a customer's 7D2D server that is generating a world. The limit is set to 200. So that should grant it full power of 2 cores. The server has 4 physical cores and 8 logical. Yet during the worldgen startup bit, nearly all 8 cores are 98% maxed and other customers are complaining of rubberbanding. I was able to limit its affinity to lock it down, which has been working. However, I prefer to not have to do this for each customer. So far, cpulimit has worked without a hitch as best as I can tell, so I'm not sure if it's going to just be a problem with this server or not. Alternatively, perhaps in a future update, we could have a feature where during provisioning (through whmcs and default_values.php) we can specify a random number of cores for affinity that are pre-checked during provisioning? This feature has actually been on my mind for a while now so I feel it's appropriate to mention now.
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Future of Gameservers not releasing server files
Jimmy-CS replied to CloudNine's topic in General Discussion
I share the same sentiment. Typically, most Steam games offer the server files so it's frustrating that they wouldn't. I think I recall hearing something a while ago that Scum will eventually.. but I forget what source I read that at and whether or not it was even official information. It certainly makes it tough for us hosts. If Rust, ARK, and 7 Days never released their files, I probably wouldn't be in business right now. I'm not aware of any way to petition these companies to make their files open nor do I really want to give them the time of day if they're hesitant to do so. -
Great job so far!
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Yes sir! Fresh server install then Steam update & validate, only with Structures+ and the same result.
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So after further testing and investigation, some smaller minor mods appear to be working fine- but other, typically larger mods over a few MB, are triggering a crash. I have tried multiple mods over 20MB as well which always prevent the server from starting, however, some mods that are 0.0127 MB are also crashing the server. Perhaps it's some type of file corruption that's occurring but that's only a best guess as of now. I am testing different types because I am aware that conflicting mods are possible, but even mods like Structures+ which are one of the most prominent, when loaded by itself, still crashes. No further leads to investigate at this time... ?
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ARK Steam Workshop "Error - No module named struct"
Jimmy-CS replied to Kingdomity's topic in Linux Support
About four threads down and you would have found an identical thread: -
Hi All, I'm wondering if anyone has ran into the following issue. I've gotten the Steam Workshop downloader for ARK working and all of the files appear in order. However, as soon as one mod is loaded the server crashes with the following (I'm on CentOS 7 so I'm not sure what's up with the Windows file path): Using binned. 4.5.1-0+UE4 7038 3077 404 10 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 346110 LowLevelFatalError [File:F:\build\trunk\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3920] Bad name index 1778199802/120 Signal 11 caught. EngineCrashHandler: Signal=11 Segmentation fault After the mod is downloaded, the mods folder looks like this: All appears well and the GameUserSettings.ini file contains ActiveMods=731604991 as it should. I have located no other logs that would indicate any other errors aside from the console message posted above. After scouring many other forums and the ARK wiki, I am unable to find a solution that doesn't include additional scripts since I want to keep this process as simple as possible. If anyone has any suggestions that would be greatly appreciated!
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Good to go, thanks!
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Thanks for the quick reply! Structures Plus and Pugnacia Dinos installed successfully. The Volcano and every other one we and our customer have tried so far are throwing errors.
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Hi all, Looking to sort the cause of the following error. The file downloads and WindowsNoEditor folder appears but not LinuxNoEditor. I am on CentOS 7. Error: Could not find a part of the path '/home/tcagame/customer/75/steamapps/workshop/content/346110/715028562/LinuxNoEditor'. Link: http://cp.chicagoservers.co/Interface/TaskScheduler/TaskManager.aspx?taskid=1737 Log Details Downloading file 715028562 from Steam... Executing before Workshop install/update scripts... Downloading The Volcano from Steam (1902435969/1902435969)... Executing after Workshop install/update scripts... Could not find a part of the path '/home/tcagame/customer/75/steamapps/workshop/content/346110/715028562/LinuxNoEditor'.
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Their WHMCS was just updated too... perhaps the main site will be next? Great to see visual improvements.
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[2.0.142.0] File manager saying all files are read only
Jimmy-CS replied to Aeioyoo's topic in Resolved Bugs
Can the solution be posted? I'm having to manually change config file permissions pretty frequently as of now. Update: Per LFA, anyone else having this issue should relaunch the update again (same one) from within the control panel. -
This next update keeps getting juicier and juicier...
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I think it would be a good idea to implement per-server bypasses in regards to the server monitor (in my case slot detection). I have a customer who hosts a Rust server which is 150 slots and on a wipe day there can be 30-40 people in the queue to join. For some reason TCAdmin detects an increased player count of current plus the queue (150 active + 40 in queue) as the current slot count and stops the server, as per the configuration in server monitor. While I closely monitor this server for performance to begin with, and fully trust the server owner's integrity of not allowing additional slots, Rust is a game where you can change the slot count on the fly once the server is running and it is not restricted to just command line parameters. So as of now, I have slot detection for all of Rust disabled so not to cause disturbance to this high profile community.. I would like other servers to be monitored, though. Just not this one. I didn't see a way to do this so far so I think it's a valid suggestion.
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I second this. For example, picking X amount of random cores that the server will run on for x minutes, until it detects it's online, or what have you. One of our nodes is a 12-core hyperthreaded server which shows 96-99% CPU usage on all cores until that rust server is started. Sure, it doesn't take but a minute to generate a world on that server, but it sucks the life out of it for that timeframe.
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Try using full paths and remove cd resources.
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Ah, yes.. the good ole "Let's roll the dice and see what happens" business plan approach!