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Thread: Native Linux server (with management scripts)

  1. #1051
    Fun Pimps Staff Alloc's Avatar
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    Quote Originally Posted by Mornus View Post
    I had the same problem but i got it to work with some adjustments. Open the config.xml of the instance and change the following:
    Yeah, the instance editor isn't updated yet so needs manual fixes to the config when you use it.

    Quote Originally Posted by Mornus View Post
    3) change <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> into <property name="ServerDisabledNetworkProtocols" value=""/> (you need SteamNetworking at least if you have set a passwrod for your server
    Hm, password should not affect using LiteNetLib. Our testers have been doing this for months. Can you disable SteamNetworking again and create a bug report with a log from both client and server after failed login with password?



    Quote Originally Posted by Hammerofheaven View Post
    I'll be waiting with bated breath for the update to the scripts! I am not all that familiar with steam cmd and I have been pretty spoiled by these in the past.

    I love these scripts by the way! Fantastic work!
    Thanks
    And you can already use the old ones with the new release, just have to fix the config.xml according to Mornus' post above whenever you used the instance editor from the scripts.

  2. #1052
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    The network protocols are what the game client is using to communicate with the server?

    Is there a good/better/best type to use? I am totally lost on this part of the settings and just leave whatever is in place stock.

    Thank you for all of your work on this! 7 Days to Die has been my favorite game for many years and running my own home server for myself and some friends to play on has been fun for quite some time now!

  3. #1053
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    I am using the linux 7dtd server setup from here.. https://7dtd.illy.bz/wiki

    When I use commands..

    sudo 7dtd.sh updateengine --experimental

    or

    sudo 7dtd.sh updateengine --branch -beta

    I just get told that the engine is on the newest build on the selected branch "latest_experimental" (local: 3321792, remote: 3321792) and won't seem to update. I have read the wiki extensively but there seems to be no documentation on these command variables.

    Can anyone help me with the proper command line so I can update my server to the latest_experimental for A17?

    Thanks!

    Grampy

  4. #1054
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    Well looks like i figured out my own problem.

    In looking for why I was having an issue i was looking at the updateengine.sh file when i noticed that there was a --check command. When performing that command it showed me a list of version available for 7 Day to die server and it turns out I seem to be on the latest version of the experimental. However I have no idea how I got on the latest. Puzzling and please disregard this post if you haven't already. user error! =)

    Grampy

  5. #1055
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    Quote Originally Posted by Alloc View Post
    Hm, password should not affect using LiteNetLib. Our testers have been doing this for months. Can you disable SteamNetworking again and create a bug report with a log from both client and server after failed login with password?
    Well i have to admit, that i didn't try it at the time of my post. I have read it in the bug thread of b197.
    But as requested here the logs from client and sever.

    Client complete log: https://pastebin.com/UXx7V77h
    Important lines i think???!!!
    Code:
    2018-11-23T20:08:21 10.213 INF WorldStaticData.Init() needed 2.377s
    2018-11-23T20:08:21 10.475 INF [Steamworks.NET] Login ok.
    2018-11-23T20:08:21 10.779 INF AchievementManager: Received stats and achievements from Steam
    2018-11-23T20:08:24 13.382 INF Started thread ServerBrowserListUpdater
    2018-11-23T20:08:27 16.152 INF Connecting to server 192.168.178.22:25000...
    2018-11-23T20:08:27 16.154 INF NET: LiteNetLib trying to connect to: 192.168.178.22:25000
    2018-11-23T20:08:27 16.160 INF Exited thread ServerBrowserListUpdater
    2018-11-23T20:08:27 16.250 INF NET: LiteNetLib: Connection failed: ConnectionRejected
    2018-11-23T20:08:27 16.251 INF NET: Steam NW trying to connect to: 192.168.178.22:25000
    2018-11-23T20:08:27 16.251 INF [Steamworks.NET] NET: Resolving SteamID for IP 192.168.178.22:25000
    2018-11-23T20:08:27 16.282 INF [Steamworks.NET] NET: Connecting to SteamID XXXXXXXXX 
    2018-11-23T20:08:42 31.318 INF [Steamworks.NET] NET: P2PSessionConnectFail to: XXXXXXXXX - Error: k_EP2PSessionErrorTimeout
    2018-11-23T20:08:42 31.464 ERR [NET] Connection to server failed: Connection timed out
    Server (shows nothing at connection attempt, but here startup log)
    https://pastebin.com/AtKaKrux

  6. #1056
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    Not sure if this was discussed on this thread or not, i didn't search, but it seems that the --check command doesn't report accurately the builds issued by steamCMD. I am not a coder/programmer but looking at the updateengine.sh script the --check seems to generate a file called 7dtd.appinfo in the /tmp/ directory. From that point on it just continues to look at this file it seems. If you delete file/tmp/7dtd.appinfo and then do a --check command again it seems to see the correct information. However I still had to run the --force to get it to update the server.

    Just thought I would post this for FYI. If its a know issue or not an issue then I apologize for the post in advance. =)

    Grampy

  7. #1057
    Scavenger morggin's Avatar
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    [UPDATED April 2019] I am now using Alloc's build for my servers. So I'm updating this with as a reference to anyone that want's to run it without Alloc's fixes included.

    [OLD Method Dec 2018: My Setup Prior to switching over to Alloc's build]

    This is just a basic quick set of shell scripts I created to quickly get the A17 builds running without much fuss and also puts the output log into a tmux session with a tail -f command. So you can activly see the console log as it runs and generates the world files. I did this because i wanted a quick and dirty way to get the A17 builds up and running without fooling around with to many config files for LGSM.

    I use TMUX to do this

    Install tmux with ...
    Code:
    sudo apt-get install tmux
    I realize this stuff is very rough but it's something I just threw together quickly. This update script adds the -beta operand to pull down the A17 experimental build.

    update.sh
    Code:
    steamcmd +login anonymous +force_install_dir /home/sduser/sdtdservers +app_update 294420 -beta latest_experimental -validate +exit
    Make sure to create the "Log" directory and update the location of SDTDLog before you start the server. first run may generate an error due to the server not having a log file to copy yet but subsequent runs will work as the log file will be generated/moved/linked to the current running log.

    sdtdserver.sh
    Code:
    #!/bin/bash
    
    SDTDData="/home/sduser/sdtdservers/7DaysToDieServer_Data"
    SDTDLog="/home/sduser/sdtdservers/Log"
    
    for f in $SDTDData/output_log*.txt; do mv $f $SDTDLog; done
    rm $SDTDLog/output-atrum.log
    
    tmux new -d -s sdtdserver "./startserver.sh -configfile=atrum.xml"
    sleep 2
    
    ln -s $SDTDData/output_log*.txt $SDTDLog/output-atrum.log
    
    tmux new -d -s sdtdloger "/usr/bin/tail -F $SDTDLog/output-atrum.log"
    you can call the output log using ./monitor

    monitor.sh
    Code:
    tmux attach -t sdtdloger
    can kill the server and monitor sessions using ./killserver.sh

    killserver.sh

    Code:
    tmux kill-session -t sdtdserver
    tmux kill-session -t sdtdloger
    make sure to chmod 755 the 4 files.

    Code:
    chmod 755 update.sh
    chmod 755 sdtdserver.sh
    chmod 755 monitor.sh
    chmod 755 killserver.sh
    to update the server issue ./update.sh
    to start the server (after editing your custom config file) issue ./sdtdserver.sh
    to watch the log issue ./monitor.sh
    to kill the server and the log watching session issue ./killserver.sh

    while your in the monitor session you can press CTRL B followed by Left Shift " to break the screen in half at the horizon. This puts you at a console prompt in the lower window to do other things with. Often i will start an htop session in the lower window so i can see processor utilization and memory usage on 7DaysToDiesServer.x86_64.

    NOTE: CTRL B followed by Left Shift % (while in the montior session) breaks the screen into two vertical sessions.
    Last edited by morggin; 04-14-2019 at 11:28 PM.

  8. #1058
    Fun Pimps Staff Alloc's Avatar
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    Quote Originally Posted by utp216 View Post
    The network protocols are what the game client is using to communicate with the server?
    Is there a good/better/best type to use? I am totally lost on this part of the settings and just leave whatever is in place stock.
    The default (disabling SteamNetworking) is good to go (that's why it is default ) for typical dedicated servers. LiteNetLib typically performs better than SteamNetworking. The only reason to use SteamNetworking would be if your server is behind a NAT router and you don't want to / can't open the required ports. Though in that case outside people will still only be able to connect to your server once someone connected locally and the others are on this persons friends list.



    Quote Originally Posted by Grampybones View Post
    I am using the linux 7dtd server setup from here.. https://7dtd.illy.bz/wiki

    When I use commands..

    sudo 7dtd.sh updateengine --experimental
    or
    sudo 7dtd.sh updateengine --branch -beta

    I just get told that the engine is on the newest build on the selected branch "latest_experimental" (local: 3321792, remote: 3321792) and won't seem to update. I have read the wiki extensively but there seems to be no documentation on these command variables.
    The second command is wrong, it would be "--branch latest_experimental". Though your first version is preferred for switching exp/stable branches. Adding "--force" always makes sure to update to whatever Steam provides, even if update detection fails for some unknown reason. Update detection checks are only performed every 10 minutes, so if you run e.g. "7dtd.sh updateengine --check" just before a new build is put live on Steam and then another time after a new build is live within 10 minutes from the first execution you'll still get the old data. Unfortunately SteamCMD has some bugs here that this timeout stuff tries to work around.



    Quote Originally Posted by Mornus View Post
    Well i have to admit, that i didn't try it at the time of my post. I have read it in the bug thread of b197.
    But as requested here the logs from client and sever.
    I assume you always tried to connect by IP and not from the server list. In that case there was a bug in the server that did not show you the password prompt when you tried to login with an invalid / no password and thus it looked like it failed for some unknown reason. This should be fixed in the latest experimental build last night.

  9. #1059
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    FWIW, the latest script (v.110)doesn't seem to be compatible with A17, specifically the GameMode and GameWorld settings. If you're having issues with random gen on A17 using Alloc's scripts, check those settings.

    https://7daystodie.com/forums/showth...with-RandomGen

  10. #1060
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    [QUOTE=Alloc;874814]Yeah, the instance editor isn't updated yet so needs manual fixes to the config when you use it.


    Any time frame on when the new update scripts will be available for all the config changes that were made for A17? My version is still v110. Just curious.

    Grampy

  11. #1061
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    I just updated my linux based dedicated server to A17 and was wondering if there are new or changed property names for the config file that reflect the new settings available in game. For example. You can now control how zombies move during the day, night, when feral and during bloodmoon.

  12. #1062
    Fun Pimps Staff Alloc's Avatar
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    Just released v111, which should work fine with A17. Still thinking about removing the instance editor, it's a pain in the ass to keep updated and also makes it incompatible with different versions of the game (e.g. when switching back to A16 now).

    Sorry for the long delay, was kinda bad timing on the A17 release for me

  13. #1063
    Hunter Catalysm's Avatar
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    Hey Alloc

    Don't know if I'm doing something wrong or if this is a bug but I have some weird behaviour. I had a server on A17.1 b9 and tried updating to the latest stable version.



    Then I tried with the --force parameter, it downloaded some stuff from steam and now I get this message.

    Engine is already at the newest build on the selected branch "public" (local: 3579269, remote: 3472022)

    After this the server refused to boot up but that's most likely because I didn't wipe/change any configs after updating.
    Attached Images Attached Images

  14. #1064
    Fun Pimps Staff Alloc's Avatar
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    Yeah, the build id detection is still wonky (thanks Valve for not fixing your issues ). As you did --force should always work, though theoretically if you only run the updateengine once with at least 10min delay in between you *should* also get the proper data.

    If it's not starting it's *probably* due to the changes in the serverconfig as outlined in the release notes of 17.2. Biggest issue should be the removal of BlockDurabilityModifier and ZombiesRun. Added config stuff should just be ignored as it would stay at the default if not overridden in the config. Will have to update the scripts for this to work again. Mabye I can get to that today or tomorrow.

  15. #1065
    Hunter Catalysm's Avatar
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    Quote Originally Posted by Alloc View Post
    Yeah, the build id detection is still wonky (thanks Valve for not fixing your issues ). As you did --force should always work, though theoretically if you only run the updateengine once with at least 10min delay in between you *should* also get the proper data.

    If it's not starting it's *probably* due to the changes in the serverconfig as outlined in the release notes of 17.2. Biggest issue should be the removal of BlockDurabilityModifier and ZombiesRun. Added config stuff should just be ignored as it would stay at the default if not overridden in the config. Will have to update the scripts for this to work again. Mabye I can get to that today or tomorrow.
    Yeah the configfile was indeed the problem . Got everything working again now, just wanted to report this because I wasn't sure if you were aware of it already.

    Thanks!

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