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ChromeSDK

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Posts 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.

     

    12 hours ago, Ian-C said:

    Hi @ChromeSDK, Loving your app, it's just excellent for managing a small cluster running the full 15x15 map.  I'm also looking forward to the new version pictured above but i have one question, in the current version I am able to lock one server on by activating it using one of the side grids 6-9 and if the tracked player moves out of the area the locked server stays on. Will there be an option or way of achieving the same result with the new 15x15 grid layout? The purpose for this is so one group can go and gather resources of a distant isle while leaving a second group or individual at the main base constructing, It would not be possible with my hardware to maintain two 5 server grids tracking the two separate groups but running 6 servers is possible.

    The gif shows you clicking on servers to activate them but i can't see anything regarding locking on home servers or individual servers. Maybe you could include a right click context menu that allows you to lock a server on, so a left click will activate a server and then right click to lock the server on so if a tracked player leaves the area the locked server will remain on. I don't know if you have already considered this issue but from the gif image i can't see any option or way of achieving a locked server but this is just a suggestion of a way it could be achieved.

    Thanks again for such a  excellent app, it's pure genius.

    Ian

    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. On 1/20/2019 at 6:06 PM, Bastian Auryn said:

    I am loving this tool!  I got it up and running in less than an hour by following your instructions.  I did have a few questions...

    1) Is there a way to force a server save prior to shutting down the servers to prevent rollback?

    2) How do I make it start in PvE mode?

    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.

    On 1/20/2019 at 7:37 PM, icehawk1965 said:

    Hopefully someone on here can help me. I have opened all the ports on my router and windows fire wall.

    when I run the program the server starts and then I get this after its running .

    I have not been able to find my server on the list let as well.

     

    Fatal error!

     

    VERSION: 15.1
    UnknownModule!UnknownFunction (0x0000025ac5b85940) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a2aefbf) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a2b671a) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a94a987) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a2b3d8d) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a2b085e) + 0 bytes [UnknownFile:0]
    steamclient64.dll!UnknownFunction (0x00007ffb6a74a4fa) + 0 bytes [UnknownFile:0]
    steam_api64.dll!UnknownFunction (0x0000000072f856c4) + 0 bytes [UnknownFile:0]
    AtlasGame.exe!FOnlineAsyncTaskManagerSteam::OnlineTick() (0x00007ff7b6d1d449) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\online\onlinesubsystemsteam\private\onlineasynctaskmanagersteam.cpp:130]
    AtlasGame.exe!FOnlineAsyncTaskManager::Run() (0x00007ff7b5bebb1a) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\online\onlinesubsystem\private\onlineasynctaskmanager.cpp:61]
    AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff7b57035b6) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
    AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7b5703488) + 8 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
    KERNEL32.DLL!UnknownFunction (0x00007ffbc9533034) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffbc9963691) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffbc9963691) + 0 bytes [UnknownFile:0]

    Crash in runnable thread OnlineAsyncTaskThreadSteam

    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).

     

    On 1/21/2019 at 1:53 PM, Reese said:

    Hi.

    @ChromeSDK You are a GENIUS ! and for that i've buied you a coffee.

    For the future of your app can you add something like a default game.ini and a default gameusersetting.ini ?

    Because at the moment when i launch a server for the first time i have to shut it down to give it the same config than the other one and then turn it ON again before to switch on it. 

    I know that i could add the default game.ini with servergrid editor but not the gameusersetting... and with a good editor it take me quite the same time to edit one or two file 🙂 

    Thanks !

     

    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!

     

     

    incBjbx.gif

    • Like 3

  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!!!

     

     

    On 1/17/2019 at 4:29 PM, arzosah said:

     

    Do you have any plan on making a Linux version of this tool?

    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.

     

    On 1/17/2019 at 7:31 PM, Evident said:

    Do you plan to make a version that can be used for large servers? Would be great if I could have like 5 dedicated machines all talking with this software and spinning up servers only as needed, would be great for a small server that wants a big map and might want to grow over time into a large server.

     

    Keep it up!

    Allowing for multiple hosts is a feature I am looking to add in a big update down the line here.

     

    On 1/17/2019 at 8:00 PM, Malecos said:

    This is amazing - I did get it up and running in about 1/2 hour. I'm using internal IP only on my local network. Did a few test runs between grids using admin cheats and all is working as expected. I'm running a i5 3.4ghz (4cpu) dedicated server with 16 gb ram. Running 5 servers I'm at 12.9gb ram and 47% CPU with the line below added to the defaultengine.ini (before the initial launch of the server).

    [/script/onlinesubsystemutils.ipnetdriver]
    NetServerMaxTickRate=15

    A few things that had me stumped:

    --You need to add your Steam username and select the tracking check box.

    --Running on a local network, I need to know the box IP address and port of the starting server. The starting server port is a bit annoying so it would be amazing if the port could be displayed in the server controller boxes. To run on a local network I need to generate a new "Favorite" in the Steam server list. Only reason I run lan is that I have some kind of blocking port problem with my router (likely because I am actually running a wireless network). I'll do some tests connecting a server directly to my gateway over the weekend.

    Anyway - just amazing and thank you for this.

     

    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.

    On 1/17/2019 at 10:32 PM, qqjp said:

    Thank you so much. You are the one who makes your dreams come true. Some questions: Can it work on fewer grids, such as 9x9, 81 grids? Can you edit all grid files like game. ini at the same time?

    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.

    On 1/18/2019 at 1:28 AM, qqjp said:

    Some questions:

    1. Are the four grids on the right at four corners? They can't follow the switch.

    2. Can only be applied to 225 grids?

    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.

    5 minutes ago, qqjp said:

    For advanced treasure maps, if the grid is not online, the treasure map will not appear, and you will find an empty bottle.

    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. 5 hours ago, Buccaneers said:

    No its not needed to add to the quest. just be sure, that a power stone is correct configured. It looks like this:

     

     

    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?

     

     

     

    • Like 1

  7. 8 minutes ago, AntonyVW said:

    Question. I want to run the server from a separate PC to the one I'm playing on. Which of the 2 PC's does your software need to be on? Ie do I need a screen/keyboard/mouse attached to the server PC to use the ui?

    It needs to be on the server pc. I just use teamviewer to control it from my main pc since its a super lightweight program and free.


  8. 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.

    • Like 14
    • Thanks 6

  9.  

    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.

    • Thanks 1

  10. 16 hours ago, Dunning said:

    This is really great. I must admit when I read "dynamically changing which are open and closed based on where you are located" I thought you were reading the server and grabbing the players grid coordinates somehow and programmatically opened/closed servers when your coordinates got close to the borders. This is miles better than what I've come up with for my 225 setup.  

    You should also consider adding a ini config writer so you can add custom game.ini, gameusersettings.ini and engine.ini settings to all 225 folders. I've previously written my own little program to do this:

    https://pastebin.com/RFY4jmn9

    Not sure if you wrote your program in C#,  but feel free to use anything in that. It probably won't help much cause I've hard coded it for my usage scenarios, but it still may prove useful so why not share it I guess.

     

     

    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.

    • Like 1

  11. 10 minutes ago, qqjp said:

    I have a question: "If you turn the server tickrate down especially" what does it mean? How to do it? 

    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.


  12. 7 minutes ago, qqjp said:

    That's great! Where will the tool and updates you made be released?

    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.


  13. 5 hours ago, TheSlayerNL said:

    I actually run a 2x2 grid on my home PC, it has 32gb of ram and i7 5930k. I notice it does eat tons of ram at first boot but as I boot up Atlas on the same PC, windows Memory Management kicks in and it reduces the Ram Use per server from 4-7gb down to like 0.5-2gb per server. It runs great and I am happy I got it working for a few friends to play with 🙂

    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.

    • Sad 1

  14. @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.


  15. 4 minutes ago, digitus78 said:

    I havnt seen a complete list.  They have changed the way some of the mechanics and admin commands work.  Lots of new stuff to sort through test to see if it works.  Still trying to work on finding out how to override ship experience works.

    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.


  16. 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?


  17. 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. 

    • Thanks 1

  18. 2 hours ago, digitus78 said:

    Just like ark you just have to know the classes.  The numbers at the end are the lvl you want.

    This is for tamed crew members

    Female crew

    AdminCheat GMSummon "HumanNPC_BP_Crew_Female_C" 150

    Male

    AdminCheat GMSummon "HumanNPC_BP_Crew_Male_C" 150

     

    Enjoy

     

     

    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?


  19. 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.


  20. 1 minute ago, Morgrhim said:

    How many people do you have on your server at any given time? Also, your CPU has hyperthreading, meaning the PC sees 12 logical cores, not 6. My measurements are based on a 7x7 grid with an average of 60 people on at any given time (testers from before I went live).

    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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