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ChromeSDK

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Everything posted by ChromeSDK

  1. Updated the OP with the latest update, v1.5.4 I will always keep the OP updated, but I may be slow in doing so because my memory is terrible. Builds will always be posted first in the discord though. Patch Notes: Fix for Autosaving on exit not functioning properly. I won't say this is 100% working, but it's the most I will be able to do on my side given the program doesn't actually touch the servers, it's still all dependent on Atlas' autosaving on exit code firing off properly, which can be hit or miss, but in my preliminary tests, I was 5 for 5 on not having a slight rollback on exit and reload of entire server like it was happening before. Rollback may still happen on server updates because it seems for some reason the server is programmed to automatically do that? Fix for slight desync on individual grids, this goes hand in hand on the autosaving not functioning at 100% when switching servers, which may have caused desync, which in turn causes problems reconnecting, problems with the map not updating ship locations, problems with characters not loading. Fix for grids not shutting down on switch or on exit because another square has the server loaded up even though it was not turned on. Yes, 1.6 will include that, if you look on the right side of the gif you will see the "Add New Player to Track" button. The tracking will be in a separate window (will also be able to be represented on the map but will be a different color than the servers that are manually turned on). Functionality will still work the same, if you have a server manually turned on, it won't turn off if a tracked player enters and then exits the zone.
  2. Thank you guys for the kind words! Love reading about how it's helping people play a little easier! and @Bastian Auryn It's funny that you phrased it that way! Under the "Contact" menu at the top there is an option that literally says "buy me a coffee"! But its not at all expected or asked for from anyone. Just made this program because this is the way I wanted to play myself!
  3. Glad you are enjoying the tool!! 1. Not to my knowledge, I am not sure how I would be able to get a force save working through the app, unfortunately since it doesn't actually connect to your servers and does everything from the outside to save valuable system resources for you to dedicate to the servers. It saves about every 5 minutes, you can see the last save while playing if you look at your redis window. Also, I think there is an admin command you can run to save? Maybe "cheat saveworld"? I think that's what it is. 2. That too would be a flag you'd have to add to the ini files. I am not sure off the top of my head what it is, but you should be able to find it online somewhere. Not sure if this has been fixed yet or not, but this was a crash caused by Atlas itself, basically if you searched for an unofficial server and typed literally anything into the search box, it would crash the game, this was regardless of hosting your own servers or not. I think it may have been fixed now? Not sure though. A way to get around it would be to add the freeport server with its ip address and query port to your Steam favorites. So after the server is running go to steam, click view, servers, favorites, add a server and type in the info like this 234.234.234:50234 (but obviously use your actual info). Thank you for that!!! I greatly appreciate the support! Yeah, in v2 I am planning on adding those things! Lots of requests for it. EDIT: sorry, for some reason when I clicked on the forum thread it only showed me these as new responses. Didn't see the other conversations until after I posted... I updated the original post with the latest version, v1.5.3 Also, I figured I should post it here too! A quick look at the next bigger update, v1.6. I am removing all restrictions on the number of servers that can be run at once and also allowing you to track more than 1 person at a time!
  4. Sorry! I have been helping people out on discord and reddit since release and I kind of completely forgot that I also posted it here! Now I will attempt to use multiquote and answer some questions!!! As of right now, no, but if enough people want it, I can surely look into what it would take when I do a rewrite of the app. Allowing for multiple hosts is a feature I am looking to add in a big update down the line here. 1 - the needing of steam info is because there really is no way (that is easy and lightweight) to consistently track players, so I do it through the steam server browser. It checks the initial server you are on and once it notices you are gone, it pings the 4 surrounding and when it finds you, it switches and makes that the middle. 2 - I know its a bit convoluted, but after the servers are running if you click on the debug line, it will show you each server's bat file name that is currently running, so you can use that to open the .bat file and look at what port the starting server is, otherwise you can open up the map in the servergrideditor and see which is which. Yeah, technically it would work. It doesn't have to use all the servers. Same goes for the .bat file generation, sure it will generate 225 .bat's but you can just use the ones you need. Editing the json, I am not sure if the ports will exactly line up. I would have to test. But its a functionality that I am looking to add in the future. 1. Only the 5 servers will do the auto switch. the other four you'd have to set manually. 2. right now, technically yes, I mean I guess it would work if you tried less, I just think the ports may not line up. Looking to add this in the future. Yes this is a known issue. I have written about it in the "common issues" section of the instructions. There is really nothing I can do about, it seems to be the way they have set up the treasures, it must trigger something on the server when a map generates for that grid, so if it doesn't find it, it can't generate.
  5. But when you turn 90, will you automatically get a quest pointing you to it? Or will that need a map update in the servergrideditor from grapeshot with the quest? Even if its working, that's fine, I just don't want to have to randomly guess which golden age has it.
  6. @Stopitshere1 Thanks for the feedback! There will be a lot more configuration in v2 of the app. This one was originally made just for my use case and as I added more and more to it, I realized other people would benefit and by then it was too late to start changing things. I am going to rewrite it from scratch for v2. Also, I made a separate release thread linked below: I did it with the thought that I could just close this one up to avoid confusion, but now I don't see a way to close this topic Could maybe a mod or something close this one?
  7. Hello! I think my program is finally ready for public consumption. Thank you for waiting! Its still not even close to perfect and probably has a few bugs. Let's just call it an alpha release for now. Original video: Autoswitching feature: As a refresher this is the program that will dynamically help you open and close servers on the fly so you can play privately on the full official map, with just average hardware. If you can run at least 1 server, this will work, allowing people to even run it on the same computer they are playing on. Main bullet point features: * easily update the ports and ip address across all 225 grids on your map. No more needing to tediously update everything individually on the ServerGridEdior. * Automatically generate all 225 .bat files to start each of the servers * Open and close the server you are on plus the 4 surrounding you (automatically even), any 4 individual servers on the map, or a combination of the two, control up to 9 servers at a time. If your computer can handle more than 1 server, even better! If it can handle 5 grids the program will even track your location and dynamically open all the grids around you so you won't even have to look at the program while playing! A bunch has been added since I lasted showed off the program. Now I include steamcmd and a one click sever setup button as well as an update server function. I also added a redis server on and off switch, so it really now is a one stop shop for nearly everything. It even saves all your settings/locations on close so you don't have to remember anything. The only extra thing you'll need is the servergrideditor from grapeshot. I also wrote out an insanely indepth instruction list, included in the download to hopefully walk anyone, no matter what comfort level, through setting everything up. My apologies, apparently Windows doesn't like the website I setup to download and is blocking everything, so I have to use something stupid like dropbox... Link will also be in the discord server if this stops working. v1.5.4 changelog: Fix for Autosaving on exit not functioning properly. I won't say this is 100% working, but it's the most I will be able to do on my side given the program doesn't actually touch the servers, it's still all dependent on Atlas' autosaving on exit code firing off properly, which can be hit or miss, but in my preliminary tests, I was 5 for 5 on not having a slight rollback on exit and reload of entire server like it was happening before. Rollback may still happen on server updates because it seems for some reason the server is programmed to automatically do that? Fix for slight desync on individual grids, this goes hand in hand on the autosaving not functioning at 100% when switching servers, which may have caused desync, which in turn causes problems reconnecting, problems with the map not updating ship locations, problems with characters not loading. Fix for grids not shutting down on switch or on exit because another square has the server loaded up even though it was not turned on. NEWEST VERSION: http://dl.dropboxusercontent.com/s/jp37x0kras14x8j/ASCv1.5.4.zip OLD VERSION: http://dl.dropboxusercontent.com/s/lbei9x5t99gaggl/ASCv1.5.zip If you run into any issues/need help on the setup, feel free to join the discord here: www.discord.gg/YHGWPyd Discord is also where future updates will be posted until I can figure out why Windows hates my website. ****If you are trying to add this to an existing server, please backup everything before you do... I doubt there will be issues, but you need to be safe, and I haven't actually testing doing that.
  8. So yeah, I got the first implementation of automatic server switching down. This will probably be the same way it will work in the release version. I know there are plenty of other ways to do it, and my number one priority after I get the app out in the first place will be to find an extremely lightweight solution for automatic single server switching, for the solo players. All the other suggestions for larger groups and tracking everyone on the server are good, but in the end this is running on the same pc as the servers so we don't want to take too many resources trying to track 25 different people and constantly turning servers on and off because they moved closer to a different server (whether or not they have the intention of switching servers). I'm not saying I won't look into other things as well, just I don't want to get in too deep before I even get the app out in its first release, doing what was initially promised. As for testers, I sent out invites randomly to about 10 different people who asked. I wanted to keep the test group small, but honestly, if you are just looking to get your hands on the app, its not that crazy and probably won't have many problems in testing. I am really thinking the lag time between the test and full release to everyone will be about a week. Testing should start sometime this weekend. Its less about the time it takes to make and fix the app, and more about me having the freetime to do these things.
  9. You know, its ironic that you mentioned that. I actually just cracked the question on how I would do it all automatically. Unfortunately, I am not sure how I would grab the players coordinates to do it that way. But if you are using the 5 servers cluster in the app, the app will now automatically move through the grids with you with zero input from you, because I have now figured out how to track which server you are on.
  10. as for this, on a fresh server you can go to your defaultengine.ini and add this to the bottom: [/script/onlinesubsystemutils.ipnetdriver] NetServerMaxTickRate=15 or if you are adding it to a server already set up and going, you can go into each "saved" folder for each server you have setup and add it to each of the engine.ini files.
  11. Well for now I am just going to distribute it individually to the people wanting it right now to test it. But next week when I am fully comfortable releasing it, I will have something much more formal set up and I will post about it here. Right now I just wanted to put this out there and gauge how many people were interested so I know how much time I should devote to the project.
  12. Separate release thread over here: Sorry, I made that thread with the intention on closing this one, unfortunately, I don't see a way of doing that.
  13. Any fix for this that you guys found? I am getting the same thing now.
  14. Yeah, I run a 3x3 with an 8700k and 32gb of ram and I am very happy with the results for my friends and I.
  15. @digitus78 Thank you for the write up! I now am going through the folders and see it all. That was quite a good start you gave me! All the examples were great. Now only if there was a way to spawn in a fully decked out ship, rather than the ones "ssf schooner" spawn in, but replacing all the other pieces will be a lot easier now than before when I was spawning in just the materials and making things for the stuff I couldn't figure out like the cannons and gunports. We've had a couple glitches that made us lose entire boats when traveling server to server, this will for sure make people less worried, knowing I can replace anything lost super quick.
  16. So what exactly do you have to look through to find the names? For example, in this thread you answered with "HumanNPC_BP_Crew_Female_C" Where did you find the name of this? There are tons of items and stuff that I am trying to spawn into my server and I am attempting with just trial and error and I feel like there is a better way to be doing it. Like I have tried 1000 different combos trying to spawn in cannons, planks and gunports for a schooner, but I haven't yet figured out what their name is to spawn it in.
  17. So in the chunk of code that I copied from the 15x15 template to use on my own map, the x,y coordinates for the power stone map marker are like X=0.166667,Y=0.366667, though when I mouse over an island that is in grid 0,0 on my custom map, I get x,y coordinates of X=250842.82564653 Y=916874.234345. How do you get proper coordinates for the islands you are placing the power stones at to use on the map?
  18. This happens when the template you are using or custom map you made has its spawn rate set too low. Open the map in the map editor, make sure "show ship paths" is checked on the bottom, then control click on one of the circles along the merchant ship paths and change the "AutoSpawnEveryUTCInterval" to something over 500 or so (this relates to seconds). You have to do this for each of the separate routes.
  19. Out of curiosity, what kind of specs are you running to get the 15x15 going?
  20. Is there a list of all the classes somewhere? Everywhere I've seen it's very incomplete. Or is there atleast a guide or something to how to find them within the game files?
  21. So two questions I guess! First, I got a bug where we tried to cross from A3 to A2 in our server (had done it many many times prior to this with no issue) and we all got disconnected and upon loading back in, it acted as if we died but the boat was missing from the spawn screen. After spawning on our base instead, the boat appeared to be stuck in limbo because it seemed the servers desynced. If you were in A2 the boat would show in A3, if you moved to A3 to get the boat, it would then disappear from the map all together. Its the second time I have personally experienced this (the other time was on a different server). Both times now, we have completely lost the boat, and after all that work it kind of sucks. Is there a way to fix this if it happens again? Second question, how do you roll back the servers? So I assumed all I had to do was go into the server folder in the "saved" folders and change each server's backup with the time we wanted to restore to "ocean.atlas" (of course after backing up the old ocean.atlas). I did this and it was just problem after problem, I spawned on the boat and there were 3 of me sleeping in the bed, when I crossed from A3 to A2 one of us jumped from the boat into our base on the other side of the A2, while the rest of us stayed in the boat and sailed along like normal. So I ended up just shutting down and calling it quits for the night.
  22. I know that, I thought you meant you needed 2 physical cores per system, so I was just commenting on that in case someone with a consumer high end intel processor (from before the current gen, not sure how those perform since they no longer have hyperthreading) thought they couldn't handle it. I only have about 10-15 people on, but from what I have seen, most people hosting their own are having smallish servers like this, so the recommendations, for the most part, don't need to be so high.
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