Did some quick test, even with // it worked here.
Dumb question: By default Windows machines are setup to hide extensions, are you sure your file is not called “whitelist.txt.txt” instead of “whitelist.txt” ?
Did some quick test, even with // it worked here.
Dumb question: By default Windows machines are setup to hide extensions, are you sure your file is not called “whitelist.txt.txt” instead of “whitelist.txt” ?
Have you tried to connect to the server using the local ip instead of external ip?
Regarding the reasons, well, the FLS version of Conan Exiles had a massive amount of changes done to the networking code, and some of the things that used to not work are now working better, and some of the stuff that used to work, is sometimes not working anymore as expected - but the team is trying to address each of these cases when they happen -
No the server was shut down when I attempted the change (verified again before posting this). Does it need to be running?
Nope, just wanted to double check that, because it happens that the server overwrites changes to ini files from time to time.
On your screenshot it looks like you have both ServerPassword and AdminPassword in the same ini file? That’s not the case, normally the ServerPassword is in Engine.ini and AdminPassword is in ServerSettings.ini - I just checked and they both changed fine for me.
Hello everybody, I’m back from holidays
I see that you’ve been busy (26 messages) including some support from some of you answering questions and issues of others, which makes me quite happy, thanks everybody
I’ve not been in details in all the messages, I’ll address that later, but in the meantime I got a bug fix for you all that happen to get failures updating some recent mods with larger than usual workshop ids!
Yup.
So since I had some of the work already done, I made a quick new version which includes all the latest changes.
DedicatedServerLauncher11001207×663 74.1 KBHere is a small new beta version, nothing incredible, the main change is the addition of tooltips to help people understand what does what in the UI.
Here is what it looks like:
De... Read moreC++, not really a problem to access the page, but internally I’m using CUrl which uses its own internal TLS libraries I believe (need to check that), so that would not work, that being said I can probably explicitly call some of the IE based Win32 functions
Thanks for the exhaustive list of pages, much appreciated.
Read moreBy “We”, do you mean the client machines?
It’s the dedicated server which needs to have TLS 1.2 access to access the FLS backend.
Another thing you can try is to open the “resource monitor” (task manager -> performance -> “o...
Read moreI believe there are still a bunch of fixes coming in, related to multihome and local play on the same machine, other than that, not much I can offer you as solutions unfortunately :-/
Read moreIt looks like the launcher is not managing to save files, did you put it somewhere special, like at the root of your C:\ Drive or something like that, or in a super long path with plenty of spaces and subfolders?
If yes, please give me the full path so I can see if I can provide some better error message, and then try to create a folder somewhere on your drive that has normal read and write access, and put the launcher there an...
Read moreI’m thinking about it, just not sure how to actually test that in code.
I can’t do anything with a partial log like that, try to PM me a full log of your server
Do you get any .dmp file generated and saved in your Saved/Logs folder?
The FLS patch of the game has quite many changes, so it’s possible a bug was introduced there, but normally when a crash happen the crash handler is called, a memory dump is generated and sent to Funcom for analysis and the crash is fixed.
When this particular dialog appears on the other hand, it’s possible the crash handler was not actually called, or that it was called but that something else crashed again, if you have a .dmp file in a subfolder that could help finding the root cause.
Read moreAs I’ve said a number of time, there’s no link between the Dedicated Server Launcher and the game server: It’s just a launcher, it does not do anything magic other that launching and stopping the server in the same way you would do it manually from the command line.
What made the thing fail, as you wrote, is that there was a BEFORE and an AFTER the FLS deployment, and that has nothing to do with ports or configuration in general because nothing of that changed.
What changed...
Read moreI need a bit more details: Are you trying to run the game client and server on the same machine?
For the accessibility ports, you need both the ports to be open (using the correct protocol, usually the simplest is to allow BOTH UDP and TCP), but also all the firewalls (on the machine but also on the router in case there’s one active) allowing access on these ports.
If the port check is red, don’t even bother, that will not work.
Also be aware that some ISP (I know of at least one in the Philipines) are putting multiple customers on the same IP and use some black magic using tricked out ports to give back internet traffic to the right people, on this type of setup it is generally not possible to do port forwarding.
You can run two servers on the same machine without using multihome: You can do that by just specifying different ports for your two servers, like for example 7777,7778,27015 and 25575 for the first one and 7779,7780,27016 and 25576 for the second one.
I personally use Multihome because I have multiple network adapters (with multiple IP’s) on my machine, and this way I can tell which specific card the game should use....
Read moreThere are unfortunately mannnnnyyyy warning and errors in the logs in a normal working Conan, so it’s always difficult to know what causes issues.
One thing you could try (just to eliminate some unknown parameters) is to disable the firewall on your desktop and laptop, see if you can connect: I’ve often seen a badly configured firewall block the return handshake so the connection never properly finishes. If that solves the problem, then try to add exclusions for both the server and client in your firewall.
Normally, all you need to save is the content of the /Saved subfolder, specifically:
In practice, there’s some dependency between the gamedata and the mods, so if you don’t specify the same list of mods, you may end up having data removed from the gamedb, etc… so you should probably also save the content of ConanSandbox/Mods/modlist.txt
And what odd tweaks will I need to make to integrate them for use with this tool?
The simplest way is:
As @drachenfeles said.
The configuration of the tool is stored in the INI files of the game server, there’s no other configuration files to mess up with so if you have 1.0.46 running and want to update, you don’t even have to shut down your server: