Toolguy

Toolguy



12 Apr

Comment
    Toolguy on Forums - Thread - Direct

The simplest is just to copy the existing setup.

You could just create a second folders somewhere else and do a complete copy of the first server, complete with a second copy of DedicatedServerLauncherXxxx.exe at the top.

Before launching the second one, make sure to change the Server name, and the backup locations so they don’t overwrite, but that’s about it. If you are not going to run both at the same time, they can use the same ports.

Comment
    Toolguy on Forums - Thread - Direct

Ok, let’s try two variants:

  • Remove the “s” from https, to see if just using plain http solves the problem
  • remove the “-o changelog_mod_1695473408.html” part to see if that removes the “curl(3) failed to convert -o to ACE”
Comment
    Toolguy on Forums - Thread - Direct

By default the game client uses the same port as the server, so basically the first application you start will “steal” the ports, and the other one will not be able to use them.

Some people have been able to run a client and a server on the same machine, but not everybody has been able to replicate it, it seems to involve using custom ports for the server, use of the MULT...

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    Toolguy on Forums - Thread - Direct

Some googling seem to indicate the IPV6 maybe causing issues, could you see if you can disable IPV6 on your server?

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    Toolguy on Forums - Thread - Direct

Not seeing the server in the steam or ingame browser is a common occurrence, but if everything is green, then when you start the server after a minute or so (the time it loads everything), it should be possible to direct connect.

What error do you get in the game when you try, and do you see any attempt at connecting in the log section of the launcher?

Bonus question: Are you trying to run the game client on the same machine as you are running the ser...

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Comment
    Toolguy on Forums - Thread - Direct

Damn, for comparison, here is what I get:

curl.png1317×420 3.84 KB

I wonder why you get these errors, and mostly, why does it work after the first error.

Comment
    Toolguy on Forums - Thread - Direct

Just need to know if you consistently get the same type of error, or if it’s more or less random, and if it sometime works.

Comment
    Toolguy on Forums - Thread - Direct

Technically the -o changelog_mod_1695473408.html was the output :wink:

Did you really get this output, with first a null download, then a curl error, then the actual file correctly stored?

% Total    % Received % Xferd  Average Speed   Time    Time     Time  Current                        
                               Dload  Upload   Total   Spent    Left  Speed
  0     0    0     0    0     0      0      0 --:--:-- --:--:-- --:--:--     0
  curl: (6) Could not resolve host: changelog_mod_1695473408.html
100 38543  100 38543    0     0...
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Comment
    Toolguy on Forums - Thread - Direct

Hard to answer that, but normally the fetch is done on a normal HTTP port, using LibcURL, maybe you could try to fetch the page using “curl” on your server and see if that works?

Could you try to download the latest version of cURL at ...

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Comment
    Toolguy on Forums - Thread - Direct

You can PM me your DxDiag, not sure if I will find something, but does not hurt trying :slight_smile:


11 Apr

Comment
    Toolguy on Forums - Thread - Direct

I’ve no idea really :thinking:

Obviously the code in the server could be fixed to not do a resolution check if it’s the server running, but since it’s been happening now and then on other UE4 games, maybe some people found solutions to the issue.

The most puzzling is: Why is it happening now and not before!

Did you get any graphic drivers updates? Have you tried changing the desktop resolution maybe?

Comment
    Toolguy on Forums - Thread - Direct

Nothing to do with the launcher, it’s something deep inside the Unreal code, there are people who’ve been reporting the same issue on Rust and Ark for quite many years, but it does not seem to always happen.

Now, why would this code be running on a server, I’m not sure, but basically the code checks if you are running at least in 640x480, and if not displays the message and quit.

Obviously your screenshot is in more than 640x480, so I guess it’s very random :-/

Maybe try to reboot the machi...

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Comment
    Toolguy on Forums - Thread - Direct

Actually, your screenshot is VERY interesting: It’s full of [FAIL] (except of the server itself).

So basically it looks like the steam query itself is not working at all, it can’t retrieve the actual update.

My code basically does that:

For each of the mods:

GetWorkshopItemLastUpdateTime(modId, title, steamLastVersionTime, installedTime);
if (steamLastVersionTime.IsNotValid()) -> show [FAIL]

and the function that fetches the data does something like that:

dw::URLLoader urlwrapper;
urlwrapper.SetConnectionTimeout(15);
urlwrapper.SetCooki...

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Comment
    Toolguy on Forums - Thread - Direct

The information is stored in

[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Run]

normally there should be one key per Server Launcher install, with the following format:

“DedicatedServerLauncher_MD5OfTheInstallFolderPath” = “c:\wherever\youveput\the\program\dedicatedserverlauncher1012.exe”

If you move the installation, you may have to disable/enable the launch option so it can regenerate a key that points to the correct location, but ...

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Comment
    Toolguy on Forums - Thread - Direct

Hi,
regarding the fact the UI only resizes vertically, it’s a choice: Doing a UI that dynamically move things around when resized (like some web browsers) is far from trivial, ...

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10 Apr

Comment
    Toolguy on Forums - Thread - Direct

Ok, I added that to the todo list, but that may take some time until I can afford to work on it, the mod update task took much longer than originally anticipated!

Ok, I added that to the todo list, but that may take some time until I can afford to work on it, the mod update task took much longer than originally anticipated!

:wink:


08 Apr

Comment
    Toolguy on Forums - Thread - Direct

It’s what I meant: Two completely separate folders, each with its own instance of the Dedicate Server Launcher :slight_smile:

Comment
    Toolguy on Forums - Thread - Direct

As long as you have one launcher/install per server, yes that should not be a problem.

Obviously you need to:

  • have enough memory and disk i/o to accommodate the two (or more) servers
  • all the new ports need to be forwarded on the router as well

but that’s about it, you can even use the same webhook for discord (using the bot name to distinguish messages)

Comment
    Toolguy on Forums - Thread - Direct

Ok, so 1.0.35 is now the official version, I updated the screenshot and added a few notes about the mod updates in the section of the documentation.

Since I spent quite a lot of time on this feature, I will probably be working on other things for a while, but I still plan to add some things now and then (like splitting the player chat information), but that’s probably not going to happen very soon.


07 Apr

Comment
    Toolguy on Forums - Thread - Direct

So, I guess I can promote this version to be the new “Official” :slight_smile:

Thanks guys!