Thanks for the update, how is the performance through the VPN?
Thanks for the update, how is the performance through the VPN?
Possibly, just not sure how the stock ini files are configured these days
Well, from a game point of view, there is not particular game mode called PVP or PVE-Conflict, it’s just combination of in-game settings on the server that defines if people can hit each other, destroy other people’s building, never/always/or sometimes.
All these elements can be edited in-game from the admin panel, or directly in the server’s ini files.
I’m actually wondering if the official servers configuration parameter files are publicly available somewhere… hmmm
I’m not sure what you mean by that: The hosted servers and private servers are 100% using the same code, and server optimizations are done all the time, but there’s a limited number of people, and there are the normal bug fixes, exploits tracking and fixing, support for the team that need features added or extended, etc…
Well, the official servers may be free for the players, but they are not free for Funcom, so the more server we can run on the same physical machines, the smaller it costs us in terms of hosting.
A significant amount of work has been spent on optimizing the servers and networking code in general, but the problem is that the number of game features, buildables, map size, etc… has also increased a lot sin...
Read moreHmm, I thought it was the order in the modlist.txt?
I’ve not checked (it’s my easter break), but I believe I was generating the modlist.txt in the order things were put in my edit field. Should be easy to check, the list of loaded mods appears at the top of the game server log.
Generally speaking, copy-pasting actual complete messages helps doing searches in the code-base.
Just one question: If you go back to 30 ticks, do the messages disappear?
In an ideal world, the machines would have infinite power, and the limitations caused by the speed of light would not exist, in this world keeping the tickrate ultra high would only give positive effects.
In the real world:
What that mean is that you are forcing the “game simulation” to run very fast, which mean the server uses much more cpu to process the simulation, and that also mean much more network traffic.
On a fast local network with a very good server and just a few clients, that’s probably fine, but on normal server expose...
Read moreI said it was a side project, I’m still a Funcom employee, but not from the Exiles Team.
I started working on this tool because at Launch time it became quickly apparent that just having official forums would not be good enough since they don’t support mods and custom rules, so it’s kind of official, in the way that there is some minimal support coming with it (me answering this topic when there are questions), but it’s not a proper project with deliveries, QA testing, etc… you (the users) are the QA
Guess we can’t be more “agile” than that, people made requests, I implemented, I released, got feedback, rince and repeat.
All Funcom employees have the small white and black flag on their icons, the same as what is on the top left of the forum page.
Well if he says there are legal issues there’s no reason for me to actually contact anyone else I suppose. Never mind. I guess this “conversation” has run its course.
That’s where NDA comes in: “Non Disclosure Agreement”, something you sign, forming a legal bond, if you disclose things under NDA, you get automatically teleported to the 8th level of Hell, forced to review code automatically generated from a StackOverflow crawler bot while having to listen 10 hours loop mixes ranging from “They Are Taking the Hobbits to Isengard” to “Never Gonna Give You Up”.
Performance wise, there was some issues in the earlier versions, but I believe they have been fixed now, but it’s been a while since I ran the profiler, so you never know!
Regarding the feature set, the tool is not designed to actually configure the gameplay part of the game for the following reasons:
This is going to be my last answer on the topic
The “open source unreal” is just (as somebody wrote), the core of what Unreal is, but that does not include any of the following:
If you want help, I suggest writing in English so people can read directly without having to use a translation service
If Google translate is correct, this is supposed to be
hi everyone. Faced a problem. I started my server. It works without mods. I write the id mode the server does not start what is the problem
The list of possible reasons would be very long, what would help to reduce the list would be some additional information:
I think the use of the word “client” is totally misleading in the context.
The “Dedicated Server Launcher”, is a tool, that manages/updates/launches a “(game) server”.
The actual “Conan Exiles” game that people launch, is often called the “Game Client” because a “Client” is designed to connect to a “Server”.
I believe the following of words can be used without too much ambiguity
Do you get some specific error?
Normally the links are quite reliable (using a CDN with caching).
@lordjehzeus Thanks
I’ll check the guide, and see how to reformulate the content to make these two sections clearer
Nope, I mean, yes, you can talk with me, but I’m not an actual member of the Exiles development team
From what I read, @eNTi clearly stated from the start that he was talking about the Game Server itself, not the Launcher Tool.
I do believe there was a Linux version of the server internally at some point, but that there was some issues with it.
Regarding why it’s closed source, well, it’s not just the game server, the game server is a special build of the actual game, so releasing the game server source code would be like releasing the entire game source, including a bazillion of things that Funcom would not be legally allowed to...
Read moreThanks for the update, much appreciated And yes, stay safe everybody!
Would be interesting to see what kind of performance you get through a VPN, because these things definitely (by necessity) restrict the bandwidth you can normally have.
Normally no.
In theory you could achieve what you want by using a VPN, which basically is a fancy way to pretend that your friends and yourself are on the same local network - virtually over the internet -, but as @deathshand958 asked a few weeks ago, getting that to work can be very difficult, and at best the performance will be sub-optimal.
I honestly don’t know.
Basically when using a VPN, you are effectively bypassing all the usual networking constraints and instead you have some kind of “virtual mini internet”, like if your friends and yourself where on the same local network.
Now, if you are trying to play on the same machine, you are doubling the problems: Even without VPN that has always been a difficult case, so trying to solve both at the same time seems complicated.
If I was you, I would try to play on a separate machine, not use multihome, just select the Hamachi “virtual network” for the server using the default parameters, ports, etc… for everything.
Then, using a secondary machine, try to connect to your server through the Hamachi VPN and direct connect, and look at the logs to see if there’s a least an attempt at connecting at all, with eventually some error.