Toolguy

Toolguy



18 May

Comment
    Toolguy on Forums - Thread - Direct

Assuming no bug, the auto-update should only apply to the mod you reference using the mod id.

If you put the full path to one of your mod files, it will be added to the modlist.txt, in the order you’ve put it, but it should normally be skipped by the auto-update process.

If that does not work, then it’s a bug and I need to fix it.

And yes, SteamCMD… IKR… sorry!

Comment
    Toolguy on Forums - Thread - Direct

Maybe try to install “process explorer” (or something equivalent) and let it running on the side, so when you notice your machine starting to suffer, you can see which process is starting to eat at your cpu, memory or disk.

I’m not sure if you are running IE “out of the box”, but these days, running a web browser without ad-blockers or java script catchers is a sure way to end up running some nasty scripts in the background.

Myself, while trying to find some very old version of some unsupported middleware library, I ended up on a website that had been hijacked trying to serve webpages full of bitcoin mining scripts: Just for the fun I try to run one in a sandboxed environment, and the entire machine collapsed until I killed the web browser :slight_smile:

Comment
    Toolguy on Forums - Thread - Direct

Sorry, I should have been more explicit: It’s the client information I’m caring about, since that’s the client system that freezes, not the server.

What are the chances of a network card going bad?

Actually, at work we had to install (good: Intel) network cards on most of our machines than used built in motherboard Ethernet because we were using so much network traffic with our distributed builds, client-server connection, steam downloads and uploads, etc… that it was starting to impact build times and sometimes even the ability of moving the mouse because of the high cpu us...

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16 May

Comment
    Toolguy on Forums - Thread - Direct

Good :slight_smile:

(And yes, it looks weird, but there’s an actual technical explanation, there’s a quick fix for it, but there’s also a proper fix that I’d like to do instead…)

Comment
    Toolguy on Forums - Thread - Direct

Were you trying to set the number of players to 40? If yes, try 39 or 41 instead.
It’s a known bug, just did not have the time to publish a fix for it :slight_smile:

Comment
    Toolguy on Forums - Thread - Direct

I don’t have enough elements to give a fair assessment, but to me it sounds like an hardware or operating system issue.

Before digging more in things that could be t...

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13 May

Comment
    Toolguy on Forums - Thread - Direct

Ok, so after discussing with my honorable colleagues, their answer is that basically the client never received the “handshake” from the server, most probably because of a firewall issue.

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11 May

Comment
    Toolguy on Forums - Thread - Direct

In the server logs, do you see at least the attempt at connecting, and eventually some error message explaining the problem?


10 May

Comment
    Toolguy on Forums - Thread - Direct

For video games it’s more a case of ease of development: The system/network part of Linux is pretty standardized and reliable, but the audio/video/drivers part is not, which makes developing the game client on Linux quite of a challenge, so naturally teams use Windows to develop.

Our previous tech (Dreamworld), used on Anarchy Online, Age of Conan, The Secret World, Lego Minifigures Online, … was relying on Linux servers, so it’s not that we don’t want, it’s more a case of Exiles being the first large project Funcom worked on using the Unreal Engine, and in the list of challenges to overcom...

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09 May

Comment
    Toolguy on Forums - Thread - Direct

It’s a Wiki, so I guess technically you could edit the page to fix the error, or add some line/warning/message pointing to where you found the repositories to use.

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Comment
    Toolguy on Forums - Thread - Direct

As far as I know, it’s some diagnostic message that started to appear in the server logs a few versions ago, I signaled it, but I was told that did not indicate any particular problem.

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08 May


06 May

Comment
    Toolguy on Forums - Thread - Direct

I’m not sure that would bring any real perceptible difference in term of performance, but the Windows Server versions are designed to not reboot the machine at the worse possible time, so if you want a stable installation that could be a real benefit :slight_smile:

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02 May

Comment
    Toolguy on Forums - Thread - Direct

We don’t really know why, but it looks like steam does not always add new servers to the list, or put them so far down the list that they never appear. Generally speaking, it seems that the more often a server appear to be running, on the same machine, with the same name, and on the same ip… the more chance it will appear in the list.

In any case, that does not impact the Direct Connect, we found out that the easiest way to deal wit...

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30 Apr

Comment
    Toolguy on Forums - Thread - Direct

Ok, that’s a good start.

If you resize the log output of the Dedicated Server Launcher so you can see the log very well, if you try to connect to the server, do you see anything happening on the server at all? Can you see the logging happening, and do you see any error reported by the server (mod errors, time out message, network problem, etc…).

Is it a VM on your own network, or in some hosting center somewhere else?

If it’s somewhere else, from your client machine, can you try to check the network stability by running a continuous ping for a few minutes, example:

> ping /t you.server.ip.here

Pinging 195.110.28.64 with 32 bytes of data:
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
(...)
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: bytes=32 time=1ms TTL=127
Reply from 195.110.28.64: byt...
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Comment
    Toolguy on Forums - Thread - Direct

I see that there was some references to this particular error in some other thread:

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29 Apr

Comment
    Toolguy on Forums - Thread - Direct

I checked the code, there’s no hardcoded limit in the password (as far as I can see), would you mind message me the actual password (since you can’t use it!) so I can try to see what actually happens?

I vaguely remember that someone had that...

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27 Apr

Comment
    Toolguy on Forums - Thread - Direct

There was actually a feature request for that, using some other command instead of the “broadcast” one, if you have more details (like which RCon command to use when pippi is installed) I guess I could add an alternative option.


26 Apr

Comment
    Toolguy on Forums - Thread - Direct

Not sure, I did not work the RCon thing on the game side, the 19 characters, did you only use letters and numbers, or did you also used some special characters, chinese or russian characters, accentuated letters, etc… ?

Comment
    Toolguy on Forums - Thread - Direct

Maybe it’s a problem with the password.
Could you try with a very simple password that only uses ASCII/ANSI characters (like western A-Z/a-z letters) to see if that works?