-
Content Count
91 -
Joined
-
Last visited
Posts posted by Buccaneers
-
-
i saw the name of ships in the redis db (entityinfo namespace), maybe u could change it there.
-
We had a server crash and on the map file (ocean.atlas) a single ship disappeared?!!! But on the live-map and also in the ingame map of the player, he still can see his ship (and even the bed). I figured out that this is because in the redis the entity is still there:
bukanier.org:0>HGETALL entityinfo:2920139020 1) "EntityID" 2) "2920139020" 3) "ParentEntityID" 4) "0" 5) "EntityType" 6) "Ship" 7) "ShipType" 8) "Brigantine" 9) "EntityName" 10) "Black Betty III" 11) "EntityClass" 12) "BrigantineShipBuildingTest_BP_C" 13) "TribeID" 14) "1518232720" 15) "ServerXRelativeLocation" 16) "0.115346" 17) "ServerYRelativeLocation" 18) "0.142410" 19) "ServerId" 20) "65538" 21) "NextAllowedUseTime" 22) "0" 23) "bInLandClaimedFlagRange" 24) "False"
Can I delete this key e.g. DEL entityinfo:2920139020 or do I have to check for something else?
I guess maybe if some other entity has the ParentEntityID (e.g. a bed on those ship). But anything else?
-
Jetzt mit etwas Deco Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1677521039 und Karte sieht so aus
http://map.bukanier.org (live map).
-
6 minutes ago, Firedragon said:Testweise hatte ich sogar alle .ini's entfernt welche die Konfigurationen der Zonen enthält die ich gemacht
habe und mit minimalistischer ShooterGameServer.exe startline den Server gestartet was nicht geholfen hat.(Ich habe ein riesiges Ballancing eingebracht mit das spielen angenehmer wird und die PVE etc. nicht op sind.)
Ich hatte z.B. X=0.5 und Y=0.75, erst nach ändern auf 0.500000 und 0.750000 ist der Glitch verschwunden.
.. aber schon nur beim QuestEntries, richtig? (Finde ich interessant, wie ein Questline dieses beinflusst)
-
Wo siehst Du das? Beim Quest Generator?
QuoteIm Rahmen dessen habe ich mir @Kyrium 's Tool angesehen und einen Fehler festgestellt. Die Positionsangaben müssen
X.XXXXXX einhalten, ansonsten kann es zu Glitches im Server führen. z.B. Das Meer hängt in der Bewegungsanimation.Beim Quest sehe ich sowas (X=0.5,Y=0.166667), müssten diese somit immer 6 stellig sein?
-
Thanks @JetFox for the feedback, hope you can update this tool soon and also bring the redis backup :-). But FIRST nice vacation...
-
what?! does this tool contains a bitcoin miner or what ?I found nothing, please send him more details, thx! -
has @JetFox really quit working on this or is this just another gossip?
it a great tool, rigth! but it would be better if we could get the sourcecode...
-
hmm, why not make a full standalone install of redis (running as a service) and use different db entry in the serverconfig.json? just an idea, not tested!!!
-
Yo Ho Seeräuber und Freibeuter! Willkommen auf Piraten & Bukaniere! Das ist ein kleiner aber feiner PVE Server für Seeräuber, Freibeuter und Piraten. Auf der Webseite https://www.bukanier.org sammeln wir einfach mal alles wo ein Jolly Roger gesichtet wird, Singen ein paar Lieder und trinken etwas Rum! Der Server hat folgende Haupteinstellungen:
- 3.5x Harvesting, 3x Taming
- Reduzierten Hunger/Durst (25-50%)
- 3x3 Grid mit vier Karten (mit PVE Inseln) , Livekarte ist verfügbar!
- Standort: DE (Nürnberg) für CH, DE und AUT
Wir wollen ein familienfreundlichen Server sein. Weitere Informationen zum Server und Regeln auf unserer Webseite https://www.bukanier.org/de/server
-
does ur mode-update honor the way that it only restart first a single instance, download the mod(s) and after this is done the other server restarts (otherwise I believe it could happen that the parallel downloads (from the different instances) of mods into the same server/directory can coz corrupted files).
thx
-
any news? i do have the same problem. but i can test too much, coz im live with my server.
i had once an error because i copied the names from a website and they had utf8 chars. I couldnt see them until i changed the file from utf8 to ansi/iso ....
-
the memory depends also, how many Islands u have on a server. in my case with 6 Islands with pve I use around 4.5gb max per grid (and we do not have a lot if buildings, yet). maybe 6gb per grid is max for future. so, for a 3x3 i would say 64gb is ok, but 48gb is a bit low....(my windows server with 3x3, use now around 32-35gb total memory of 64gb), but i like to have some reserves...
about cpu, some say 2 core per grid, but it also depends the total player.. and ghz if u cores. i have with 4-5 player in one grid maybe 6-10% usage (but i have only a "slow" 2.3ghz, 15 cores).
in my opinion 2x3 ok, but 3x3 not. but maybe some other sysadmin have more expirence.
-
ok, my usecase would be that i can move a single island around the map and all the structured too. but that is not possible.
-
you could move the Island with strucrures, ships on it? in short whar u need to do in redis?
-
What is the difference between those values? I use them like this for now:
- StructurePreventResourceRadiusMultiplier=0.5
- ResourceNoReplenishRadiusStructures=0.2
We take 75m for 1.0, that means 0.5 = 37.5m and 0.2 = 15m OR what I believe, it means 75m * 0.5 * 0.2 = 7.5m, or what?
(same question was asked for ark too https://steamcommunity.com/app/346110/discussions/0/357287304429696543)
-
my crashes are not happend again. i guess it was related to access the server (Rdp) with a small resolution...
Update: 13. Feb 2019, Crash happeb again:
+ System
- Provider
[ Name] .NET Runtime
- EventID 1026[ Qualifiers] 0
Level 2
Task 0
Keywords 0x80000000000000
- TimeCreated[ SystemTime] 2019-02-13T08:30:18.515657500Z
EventRecordID 30034
Channel Application
Computer wintermute
Security
- EventData
Application: AtlasUpdater.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.NullReferenceException at SteamKit2.CallbackManager+<>c__DisplayClass10_0.<Handle>b__0(SteamKit2.Internal.CallbackBase) at System.Collections.Generic.List`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].FindAll(System.Predicate`1<System.__Canon>) at SteamKit2.CallbackManager.Handle(SteamKit2.ICallbackMsg) at SteamKit2.CallbackManager.RunWaitCallbacks(System.TimeSpan) at ARKUpdater.Classes.SteamKit.RunThread() at ARKUpdater.Classes.SteamKit+<>c__DisplayClass11_0.<SpawnThread>b__0() at System.Threading.ThreadHelper.ThreadStart_Context(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()
-
Genau, dieser Trigger scheint irgendwie vom Spiel nicht mehr ausgelöst zu werden. Da der restliche Ablauf komplett von A-Z (bis zum Kraken) funktioniert.
Kann es irgendwie an den Koordinaten liegen? Ich nutze bei der jetzigen Karten den "automatischen" hier https://github.com/DefualtCoder/ServerGridEditorWIP, muss vielleicht da nochmals alles manuell nachrechnen...
-
Also ich hatte ein ähnliches Problem, ich konnte zwar alle Monster besiegen und die Powerstones habe ich auch erhalten und am Ende konnte ich auch den Kraken erscheinen lassen - ABER die ExplorerNote habe ich nicht mehr erhalten?!
Unterschied zu meiner Einstellung ist, dass bei mir die Koordinaten vom "The Blue Power Stone" automatisch auf die mitte der jeweilige Karte zentriert wurden ( "worldX": 700000.0, "worldY": 2100000.0,) und bei Dir nicht. Das ist bei mir automatisch passiert als ich bIsManuallyPlaced auf JA im Editor gesetzt habe.
Aber ansonsten habe ich auch das Problem, dass ich die Explorer Notes nicht mehr erhalte...
Island:
{ "name": "Mnt_X_WR_PVE", "id": 1473, "spawnerOverrides": {}, "minTreasureQuality": -1.0, "maxTreasureQuality": -1.0, "useNpcVolumesForTreasures": false, "useLevelBoundsForTreasures": true, "prioritizeVolumesForTreasures": false, "islandTreasureBottleSupplyCrateOverrides": "", "finalNPCLevelMultiplier": 0.5, "instanceTreasureQualityMultiplier": 1.2, "instanceTreasureQualityAddition": 2.5, "IslandInstanceCustomDatas1": "PowerStoneIndex", "IslandInstanceCustomDatas2": "1", "worldX": 270697.031, "worldY": 3941259.0, "rotation": 180.155029 },
Power Stone:
{ "name": "The Blue Stone of Power", "sizeX": 0.0, "sizeY": 0.0, "sizeZ": 0.0, "id": 1576, "xp": 40.0, "bIsManuallyPlaced": true, "ManualVolumeName": "PowerStone2", "explorerNoteIndex": 22, "allowSea": false, "worldX": 700000.0, "worldY": 2100000.0, "rotation": 0.0 },
-
I got daily crashes after a few hours working...
Faulting application name: AtlasUpdater.exe, version: 2.0.3.0, time stamp: 0x5c4c97a3 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x055ea289 Faulting process id: 0x1b14 Faulting application start time: 0x01d4be6be94441a7 Faulting application path: C:\atlas\AtlasUpdater\AtlasUpdater.exe Faulting module path: unknown Report Id: 82eedbe2-9636-4f4b-8840-fec5f67c13e5 Faulting package full name: Faulting package-relative application ID:
Application: AtlasUpdater.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.NullReferenceException at SteamKit2.CallbackManager+<>c__DisplayClass10_0.<Handle>b__0(SteamKit2.Internal.CallbackBase) at System.Collections.Generic.List`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].FindAll(System.Predicate`1<System.__Canon>) at SteamKit2.CallbackManager.Handle(SteamKit2.ICallbackMsg) at SteamKit2.CallbackManager.RunWaitCallbacks(System.TimeSpan) at ARKUpdater.Classes.SteamKit.RunThread() at ARKUpdater.Classes.SteamKit+<>c__DisplayClass11_0.<SpawnThread>b__0() at System.Threading.ThreadHelper.ThreadStart_Context(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()
-
Good question! I had the same problems and was first thinkging about a 9x1 grid. But after trying a bit I was not happy with the result. I would favor a 8x2 map, but my serer can only handls I guess around 9 maps for now - and on some point I think , its enough to honor mostly the biomes, also add all the PVE islands and still not have more than 6-7 islands per grid (I try to stay below 4MB without any player structures). But sure on my map you can reach the Polar Zone from Equator and Trop (here is my now working MapViewer http://map.bukanier.org/)
-
The AtlasMapViewer works pretty nice together with the AtlasTerritoryMap.
I saw in the config and also on the website itself an nice feature, where I could execute some commands on the server via the MapViewer (look here the config: https://github.com/GrapeshotGames/AtlasMapViewer/blob/master/Src/config.json#L7).
I couldn't test it yet, but is this already working and how can I limit those commands only for certain users? I mean I didn't found any access control elements (e.g. username/password). Any information on this topic?
-
Hi @JetFox I love ur tool, thanks for u work!!!
I would like to see those two official tools integrated into our atlas prozess manager:
1. Atlas Territory Map https://github.com/GrapeshotGames/AtlasTerritoryMap
2. Atlas Map Viewer https://github.com/GrapeshotGames/AtlasMapViewer
They both seems to me a must have when you run ur own server. What you think?
-
I plan to migrate my server 2x2 server away from nitrado to an own server and would like to migrate the ships, structures and the playerstats. Problem seems that copying the mapfiles (*.atlas) are not enough, I do also need to migrate the redis database and I'm not sure if a) I will get the redis dump from nitrado and b) if its compatible with the new server.
Does anybody has done this successfully or should I just stop wasting my time, because its not possible?
Update, Nitrado said:
Unfortunately, this possibility does not yet exist. I apologise for the inconvenience.
so, I was trying to just copy the atlas files, but got some problem with the new map then. I got disconnected after transfering to an other map, etcetera. maybe need more testing. but does anybody got migrate a server just with the map files 100% running?
- 1
- 1
Merging Two Seperate Nitrado servers
in Dedicated Server and Developer Tools Discussion
Posted
its not possible, because u would need to have access to the redis db and u dont get it from nitrado. even if u would it would be not easy to merge them together.
u can use both server in the same cluster, but u need a fresh start and upload the json map to both server, etceteta https://wiki.nitrado.net/en/Setting_up_an_Atlas_Nitrado_Server