Have you left the karma value to zero, or have you put something there?
I have no idea how the Karma thing works, but if you look at my screenshots you’ll see that I have the value 60.
@Yipman@Sarius2009@drachenfeles
So, I’ve been digging a bit, and it looks like most of the problems are caused by the server rewriting ini files on shutdown, overwriting any change done while the server is running.
Also that at some point the default number of players on the server code changed from 30 to 40, but my tool still uses 30 as a default, which gives us something interesting: If you write 40 a...
Q: Can this tool be used to manage Xbox or PS4 servers?
A: We are unfortunately not allowed by game console publishers to release server executable to the public. (I guess they probably fear that they could be hacked and allow people to play online without having the right subscription level.)
I just tried, and the same thing happened to me.
Guess the fix I had found is not working anymore, will have to check with the game team why it happens again
You are using the Dedicated Server Launcher 1.0.38
When you start the server you have 40 on the player count
When the server is running and accepts players, it still shows 40 in the UI of the tool
what do you actually mean by “restart the server”? Does it only happen when you manually push the restart button or delayed restart, or does it also happen when the automatic restart happens?
when does the “reset to 30” happens? Immediately when the shutdown happens, just on startup, when SteamCMD is running, when the server starts, later, …...
It does indeed send out the messages in game… assuming you have enabled RCon.
If you do, then most of the broadcast messages are sent to the game (as well as on Discord if it is enabled)
Possibly the information is somewhere in the logs for the client and the server.
There could be multiple reason, but the main one is to know if the server actually detects the connection attempt and just reject it. Normally with the current moding system you need to have the exact same mods on the client and the server, at the exact same version.
The way that works is that the server compares the list of mods the client has, and if it does not match it displays a mod compatibility error while returning the list of mods that need to be updated, then the client disconnects, updates the mods, restarts and tries to join again.
I would be fine with that, if there was a (documented?) way of just getting plain old ISO timestamps in UTC format. I should not have to use some heuristics to figure out if the month is before or after, and if the year is present or not, without even mentioning the time format
Well, knowing that this feature finally works is good enough for me, I’ll be able to enjoy the easter break feeling lighter.
I think the server 2012 system date format defaults to that so maybe the results are in whatever the system’s date format is setup in Windows?
But that’s the thing: This whole thing is suppose to ignore whatever you have setup in windows, it’s doing a direct HTTP query to the valve server, the actual date of things is actually written by Valve in the html file. I’m half wondering if they are not doing some geolocation to force the text format to some specific display depending of where the query comes from… that ...
You can easily eliminate one variable of your equation by temporarily closing the Dedicated Server Launcher after your server started (you can restart it after, it will just continue from where it was.
If the performance issue continues with the DSL shutdown, you know it’s not in cause.
I see that you’ve done some ping and tracert, which is what I would have suggested, so that’s good.
What I would do is to run the windows Resource Monitor (you can access it from the Task Manager -> Performance Tab -> Open resource monitor) and look at what appears on the top (when...
Ha, ok, I knew of the DSL page, but since it was not updated I thought you spoke of another one, I never noticed there was the version updated on the “upcoming” page
(I’ve not updated the Beta on the page, mostly because .36 and .37 are identical to .35 in term of feature, all they have are more log spam, so if .35 work for people there’s no reason to use the two betas)
I actually realized that the name of the mods was displayed, which meas that the html file IS loaded… but since there is no error mentioning the “Update:” tag missing, it probably has something to do with the format of the string.
I did a quick check, I also do get the two new error messages, but I was able to connect using the direct connect string from my secondary machine, but I noticed that it took wayyyy longer than usual before the join happened (I was stuck on the Joining message box for almost 3 minutes before it got in)
All I’m saying is that you just need two installations side by side, you either run one or the other, each one is independent of the other, but if you do not want to start from scratch on your own server you can just start with a copy of the first one, but then you just continue with it.