Dennis Posted February 11, 2016 Share Posted February 11, 2016 I thought I would create this thread to keep all of my suggestions in one place. Add BungeeCord query support - [Added] Add XML query support - [Added] Add support for Bukget - [Added] Allow clients to select version of the plugin from BukGet which should definately be possible with BukGet Specify how much RAM of a node you want to use for game services - useful for games such as Minecraft. TCAdmin should stop creating new services on nodes that don't have enough available RAM. Should be able to specify usable RAM differently for all nodes Make it possible to export the entire English language file for easier editing Specify more than one configuration file in a game template - [Added, you can use variables in the file path] Be able to change all icons when creating a new Theme - [in progress] [Module feature] Allow to specify multiple game ID's for each product Global Custom Scripts that work for all games (eg. scripts that handles the database). You should be able to specify what games the script should work for [Partially added (not able to just select multiple games)] (Actually added now) Allow clients to see name of the TCAdmin Server (Possible with MVC) Redesign of the control panel (MVC introduced new design) [Module feature] Player slot price depending on datacenter Allow clients to choose what emails to receive Install Mods using SteamCMD - Create a button that opens a popup window, that allows user to input ID of the mod [Added in 2.0.130.0] Ability to refresh an open file in the file manager instead of having to reopen it - [Added with the new file manager] Steam WorkShop: Update mods - [Added] Be able to set affinity/priority until specific string appears in logfile/console window Be able to create custom scripts that can only be executed as a Scheduled Task - [Added] Define rcon commands as the Stop command. This is currently available through custom scripts, but would be nice to have as a built-in feature. Collapse update groups by default (same as we can with mods) Allow folders in TCA.Maps to "group" maps when using "Map File List" Link to comment Share on other sites More sharing options...
Dennis Posted February 17, 2016 Author Share Posted February 17, 2016 Install mods from Steam Workshop using SteamCMD. Can be done using the following command: steamcmd.exe +login anonymous +workshop_download_item 346110 496735411 +quit where 346110 is the AppID (the game ID on Steam), and 496735411 is the ID of the mod. Link to comment Share on other sites More sharing options...
Dennis Posted August 16, 2017 Author Share Posted August 16, 2017 Nice to see that global scripts and variables have been added. Link to comment Share on other sites More sharing options...
Dennis Posted January 3, 2019 Author Share Posted January 3, 2019 Server-hierarchy added. Explained: For most games, we want TCAdmin to grab the installation files for a specific game from the Master server. However, some games take up so much space that it takes a very long time to transfer an extract these files. Some files we'd like to have locally and just have them moved, while most other games are downloaded and extracted from the Master server. If TCAdmin sees the files locally, it should use them instead of downloading them from another source. Link to comment Share on other sites More sharing options...
ECF Posted January 3, 2019 Share Posted January 3, 2019 Dennis, That is exactly how TCAdmin works. If a copy of the file is found loaclly it will use that file instead of going back to the master to download it. The only time the sfotware will go back to the master for its files is if the files on the master have changed. Meaning they were updated, something was added etc... Link to comment Share on other sites More sharing options...
Dennis Posted January 4, 2019 Author Share Posted January 4, 2019 Ah, that's great to hear! So, when setting up a new game service, TCAdmin looks for the newest (last modified) files? Link to comment Share on other sites More sharing options...
Dennis Posted January 4, 2019 Author Share Posted January 4, 2019 Hmm, I can't get that working. I've created the files just now on the local server, but TCAdmin keeps trying to get the files from the master (which it's configured to). Is anything specific needed to make this work? Link to comment Share on other sites More sharing options...
ECF Posted January 5, 2019 Share Posted January 5, 2019 If you go into the settings for that server and then click the Game and Voice Settings tab at the top of the page, there is an option called "Get Files From:". Change that to "Local Storage" from the pull down menu and check the box marked "Keep a local copy of downloaded files". Then Save This will grab files locally if they exist. It also will grab files remotely if they do not exist and save them locally until it sees any changes from the remote files to the local ones. I would suggest using zip or rar compressed files so if the local files need to be updated from the remote, the transfer will be faster. Link to comment Share on other sites More sharing options...
Dennis Posted June 8, 2019 Author Share Posted June 8, 2019 The ability to update mods from the Steam Workshop. Should be enough with an 'Update' button that downloads the latest files from the workshop. Link to comment Share on other sites More sharing options...
Dennis Posted December 18, 2019 Author Share Posted December 18, 2019 For how a couple of game servers now Work (*cough* Rust *Cough*), it would be great if we could set priority and affinity for a specific game service until a specific point (eg. when "Server startup complete" is output to a specific log file). Rust uses 100% of ALL cores when generating the world and building navmesh. It affects other services and causes lag. Link to comment Share on other sites More sharing options...
Jimmy-CS Posted December 19, 2019 Share Posted December 19, 2019 For how a couple of game servers now Work (*cough* Rust *Cough*), it would be great if we could set priority and affinity for a specific game service until a specific point (eg. when "Server startup complete" is output to a specific log file). Rust uses 100% of ALL cores when generating the world and building navmesh. It affects other services and causes lag. 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. Link to comment Share on other sites More sharing options...
LFA Posted December 20, 2019 Share Posted December 20, 2019 For how a couple of game servers now Work (*cough* Rust *Cough*), it would be great if we could set priority and affinity for a specific game service until a specific point (eg. when "Server startup complete" is output to a specific log file). Rust uses 100% of ALL cores when generating the world and building navmesh. It affects other services and causes lag. The default RUST config has custom scripts that sets priority to idle for 5 minutes. It needs some more work to change affinity and read the log file. Link to comment Share on other sites More sharing options...
Dennis Posted December 21, 2019 Author Share Posted December 21, 2019 I've seen that script, but it would be nice if there was a way to do it without having to script your way out of it. You'd just have a tickbox that says something like "Only assign x amount of cores on startup", then the name of the log file and what lines to look for. When that checkbox is ticked, it would always start on the specified (perhaps random?) cores. Link to comment Share on other sites More sharing options...
LFA Posted December 23, 2019 Share Posted December 23, 2019 I'll see about adding more options to "start on CPU0". Link to comment Share on other sites More sharing options...
Dennis Posted February 18, 2020 Author Share Posted February 18, 2020 New idea: Would be great if we could create scripts that could only be executed as Scheduled Tasks. I've created a custom script for Rust that will wipe the server, but only on the first Thursday every month. There's really no point in having this as a custom icon/action or anything else Link to comment Share on other sites More sharing options...
Dennis Posted March 6, 2020 Author Share Posted March 6, 2020 Would be nice if we were able to send rcon commands as the Stop command. I can see why this might be an issue since TCAdmin needs to know the rcon password, so it can't be set manually in a text editor. It has to be set through the command line or a configuration editor so TCAdmin knows the value. Currently, it can be done using a custom script: import clr; import System; clr.AddReference("TCAdmin.GameHosting.SDK") from TCAdmin.GameHosting.SDK import rconClient from TCAdmin.GameHosting.SDK import RCONGameType rconclient=rconClient() rconclient.GameType = RCONGameType.UnityTelnet rconclient.Server = ThisService_IpAddress rconclient.Port = ThisService_RConPort rconclient.Send(None, None, ThisService_RConPassword, "shutdown") rconclient.ReadResponse() if rconclient.ResposeText == None : Script.WriteToConsole("No response") else: Script.WriteToConsole(rconclient.ResposeText) Credit goes to @LFA for the script. The above script works for 7 Days to Die with the UnityTelnet protocol. It will send "shutdown" to the server if executed on the "Before Stopped" event. 1 Link to comment Share on other sites More sharing options...
LFA Posted March 8, 2020 Share Posted March 8, 2020 On 2/18/2020 at 1:04 PM, DennisHermannsen said: New idea: Would be great if we could create scripts that could only be executed as Scheduled Tasks. I've created a custom script for Rust that will wipe the server, but only on the first Thursday every month. There's really no point in having this as a custom icon/action or anything else This is included in 2.0.142.6 1 Link to comment Share on other sites More sharing options...
Dennis Posted March 8, 2020 Author Share Posted March 8, 2020 Perfect, thanks! Seems to work just fine. Link to comment Share on other sites More sharing options...
fcke123 Posted March 21, 2020 Share Posted March 21, 2020 For the change in url of the forum u need to modify again the linksto work! haha Link to comment Share on other sites More sharing options...
Dennis Posted March 21, 2020 Author Share Posted March 21, 2020 The only issue with adding the new, correct links, is that threads seem to have gotten new IDs when the forums were migrated. I can't find the specific threads, unfortunately. Link to comment Share on other sites More sharing options...
Dennis Posted March 25, 2020 Author Share Posted March 25, 2020 New addition: Collapse update groups by default (same as we can with mods) We're offering various kinds of updates for Minecraft (vanilla, Spigot, Craftbukkit, Snapshots), and the list of updates is long. Spigot updates are placed last on the long list, which means the client has to scroll a long way. 1 Link to comment Share on other sites More sharing options...
Dennis Posted April 2, 2020 Author Share Posted April 2, 2020 Allow folders in TCA.Maps to "group" maps when using "Map File List" Let's say you want to provide 3 different map packs for clients: Surf Tier 1-2 Surf Tier 3-4 Surf Tier 5-7 This can be done right now by archiving all files into a .zip or .rar file but this forces the user to install every single map. If we could create folders inside TCA.Maps, we could group these maps without having to create an archive. Here's an example: TCA.Maps\Surf_Tier_1-2\ surf_map1.bsp surf_map2.bsp surf_map3.bsp When setting up the Map Pack in TCAdmin, specify "Map file list" as the type and input "Surf_Tier_1-2\*.bsp" in the "File Extensions" field. The client would then be able to select the map pack and specify what maps he would like to install. These maps should be copied to csgo\maps (and not csgo\maps\Surf_Tier_1-2\). Link to comment Share on other sites More sharing options...
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