Toolguy

Toolguy



18 Aug

Comment
    Toolguy on Forums - Thread - Direct

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” ?


13 Aug

Comment
    Toolguy on Forums - Thread - Direct

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 -


10 Aug

Comment
    Toolguy on Forums - Thread - Direct

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.

Comment
    Toolguy on Forums - Thread - Direct

Hello everybody, I’m back from holidays :grimacing:

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 :slight_smile:

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!

1.1.1 (10 august 2020)

  • Fixed a problem involving mod ids larger than 2147483648 (2^31) caused by the use of a “int” variable instead of “uint64”
    ...
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17 Jul

Comment
    Toolguy on Forums - Thread - Direct

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 KB
...
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14 Jul

Comment
    Toolguy on Forums - Thread - Direct

Here 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.

1.0.49 (14 july 2020)

  • Clicking on the game server path on the top now opens an explorer window to the location of the executable
  • Added some tooltips on the various UI elements to make it easier to learn the UI (can be enable/disabled in the Preferences menu)
    Dedicated Server Launcher 1.0.49

Here is what it looks like:

De... Read more

13 Jul

Comment
    Toolguy on Forums - Thread - Direct

C++, 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 :slight_smile:

Thanks for the exhaustive list of pages, much appreciated.

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10 Jul

Comment
    Toolguy on Forums - Thread - Direct

By “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...

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09 Jul

Comment
    Toolguy on Forums - Thread - Direct

I 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 :-/

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Comment
    Toolguy on Forums - Thread - Direct

It 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...

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07 Jul

Comment
    Toolguy on Forums - Thread - Direct

I’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

Comment
    Toolguy on Forums - Thread - Direct

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.

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06 Jul

Comment
    Toolguy on Forums - Thread - Direct

Can you check the same thing I suggested @bloodred and check in your server logs if you have this error line:

LogFuncomLiveServices:Error: VerifyIdentity Failed: Request Timeout or null response

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Comment
    Toolguy on Forums - Thread - Direct

As 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...

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03 Jul

Comment
    Toolguy on Forums - Thread - Direct

I 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.

Comment
    Toolguy on Forums - Thread - Direct

If you are a server admin, you should probably join the Admins United Discord because all these things have been discussed there for the last week.

See here: ...

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02 Jul

Comment
    Toolguy on Forums - Thread - Direct

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....

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30 Jun

Comment
    Toolguy on Forums - Thread - Direct

There 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.

Comment
    Toolguy on Forums - Thread - Direct

Normally, all you need to save is the content of the /Saved subfolder, specifically:

  • The ‘game.db’ that contains the actual state of the game
  • All the .ini files stored in /Saved/Config

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:

  • Download and save the Dedicated Server Launcher Executab...
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29 Jun

Comment
    Toolguy on Forums - Thread - Direct

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:

  • download the new executable and put it where the previous 1.0.46 was (don’t even have to remove 1.0.46, so you can easily go back to...
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