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Teach

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Everything posted by Teach

  1. @dunkah Did you copy the ServerGrid folder and 2 JSON files from the Export folder in ServerGridEditor-master to ShooterGame? Within the ServerGrid folder should be 2 images. When you did the Local Export, was the map visible in the Island Editor? it should have some islands as part of the template.
  2. You may need to attempt NAT Loopback workaround: https://forum.sector3studios.com/index.php?threads/workaround-if-you-cannot-join-your-own-dedi-server.4672/
  3. Forgive me for reiterating, but did you try to add your WAN/Internet IP:Port (http://whatismyip.com) as the favorite in steam? Or is that the LAN that disappears in a sec? I kind of got confused on if you attempted that
  4. You can try to add MultiHome as recommended by @Scruck to the launch bat: Also, try adding your external (WAN/Internet) IP:Port into the Steam Server Browser as a favorite
  5. Go into redis-server folder, can you tell us how big is the DB file? How much RAM does the server have?
  6. Adding "MultiHome=<Put Server LAN IP Here>?" to your launch bat may help resolve connecting to LAN servers when "hairpinning" is not possible in some situations. start /high X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=00?ServerAdminPassword=123?MaxPlayers=30?ReservedPlayerSlots=25?QueryPort=57561?Port=5761?MultiHome=192.168.1.9? -log -server -NoBattlEye exit Thank you @Scruck
  7. Connecting via Steam "Servers" browser: With the server running, you can add your external IP:Port as a favorite and connect externally without going through ATLAS' serverlist. ( Your network/router must support "hairpinning" (NAT Loopback) )
  8. I think you mean 1x2? Scalability really comes down to your player count also...what "runs" well idle, may not run the same when people start whacking away at resources and mobs, building stuff etc. I would say that system could safely run a 1x2 or 2x1...then I would expand and monitor the resource usage (mainly CPU). I'm sure you could get a 1x3/3x1 or a 2x2- maybe even "spool up" more grids...but there really isn't enough external data present at the moment for one to definitively say under load what you could manage. Until that time comes, it's going to be trial & error.
  9. Yes, this map is 1 square with about 2-5 islands as a template. Credit goes to @cpjet64 for the map template and bats, and credit to @Scruck for the port forwarding image I borrowed. Each grid requires about 4GB of ram (for shootergame.exe) and "2 cores" of dedicated processing power. I haven't spent much time monitoring redis-server, but from what I can tell you can scale how much RAM it uses through the conf as I explained above...so 4GB + Redis = RAM Usage For spec, I'm running a 1x1 grid on: Intel E8400 8GB Generic DDR-2 Ram (I think) The server and database are currently pretty much maxing out this systems resources, but it "runs" for all said purpose. I would say you would benefit from much stronger processor/ram, but this would be the very bare minimum.
  10. Reserved for future additions if the mods will grant me edit capabilities
  11. Updated 12/30/18 Okay, so I have done my setup from scratch and I'm going to provide a step by step walk-through. I believe this is a good starting point for any new server owner looking to get up and running for the first time, or someone looking to play "Singleplayer" (Note: From my testing, the server needs to interact with Steam bi-directionally even for LAN/SP- some ISP's such as cellular hot-spots or NAT conditions may not work!). While this guide can be applied to all server types, the examples are geared towards a 1x1 grid. This can also be used as a debug process for advanced server owners to test things: _________________________________________________________________________________________________________________________________________________________ Downloads: BAT Files & 1x1 Map Grid Template: https://drive.google.com/open?id=1MQ-8-WTta10p-TbAmnJ3DbfmNsDjaLsD (AtlasSrvBats.zip) ServerGridEditor: https://github.com/GrapeshotGames/ServerGridEditor (Hit "Clone or Download" then "Download Zip") steamcmd: http://media.steampowered.com/installer/steamcmd.zip NOTE: Make sure you update ServerGridEditor when changes are made to the git! Or even better- setup GIT and have it pull updates for you! _________________________________________________________________________________________________________________________________________________________ Server Setup: 0) Create a directory where you will put the server files (Eg. X:\AtlasSrv) 0a) Open "AtlasSrv" and create "steamcmd" and "AtlasTools" 0b) Extract steamcmd.zip into "steamcmd" and run "steamcmd.exe" 1 time to set it up. When the prompt shows "Steam>" with an OK message above you can close this window. "steamcmd" folder should look like this now: 0c) Go back to "AtlasSrv". Open "AtlasSrvBats.zip". Extract the "LAUNCH_ATLAS_00.bat" and "ATLAS STEAMCMD.BAT" to this folder. 0d) Right-Click "ATLAS STEAMCMD.bat" and click Edit. Replace the contents of this file with (Change "X:\AtlasSrv" in both entries with the directory you are using): start /wait /high X:\AtlasSrv\steamcmd\steamcmd.exe ^ +login anonymous ^ +force_install_dir X:\AtlasSrv\ ^ +app_update 1006030 validate ^ +quit 0e) Save & Close. Run "ATLAS STEAMCMD.bat. You may be prompted with firewall permissions, you must "Allow Access". (This process will take some time) 1) Your Atlas server directory should look like this upon completion: Congrats! Your server files are now downloaded and on the latest version. You can use ATLAS STEAMCMD.bat at any time to validate and upgrade the server. Now onto the map! _________________________________________________________________________________________________________________________________________________________ Map: 1) Extract "ServerGrid1x1" folder from "AtlasSrvBats.zip" to the "AtlasTools" folder 2) Extract the ServerGridEditor zip to the "AtlasTools" folder. Open "ServerGridEditor.exe" within the "SeverGridEditor-master" folder 2a) Open the "Island Editor" (ServerGridEditor.exe), "Open project" and navigate to the ServerGrid.json file we extracted into "AtlasTools" 2b) Click "Project > Create" in the top left. Copy the "Atlas ID" and CANCEL. 3) Click "Project > Edit": 4) Paste the "Atlas ID" you have on your clipboard into the "Atlas ID" of this window. 5) Change "Friendly Name" to your Server Name. Change "Atlas Password" if you want a password on the server (This will be needed to keep people out for singleplayer!) 6) Click "Edit" at the bottom. 7) Ctrl+Left Click on the map: 7a) Set "Name" to what you want for name of your Freeport (Grid) 7b) Set "IP" to your Server external IP (whatismyip.com). Server internal IP (192.168.x.x) can be used, but this will disable public access! 7c) Hit "Save" at the bottom (You can make more changes later but in first-time situation, it's nominally best to use default settings). 7d) Back in Island Editor (ServerGridEditor), Click Export > Local Export ALL. Click ok to the default location. Popup should say "Success". 7e) Click Project > Save. Navigate to the "AtlasTools" folder, create a new folder "Live project", use the file name "ServerGrid" and "Save". (This way you can edit more later and keep the template untouched!) 7f) Close Island Editor. Open "AtlasTools/ServerGridEditor-master/Export/" folder. Cut/Copy the "ServerGrid" folder and 2 JSON files: 7g) Navigate to "AtlasSrv/ShooterGame" and paste: 7h) So close! Navigate back to "AtlasSrv" and Right-Click "LAUNCH_ATLAS_00.bat" and Edit. Replace the contents with (Replacing "X:\AtlasSrv" with your directory, and "SeamlessIP" with External IP) start /high X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=00?ServerAdminPassword=123?MaxPlayers=30?ReservedPlayerSlots=25?QueryPort=57561?Port=5761?SeamlessIP=1.2.3.4 -log -server -NoBattlEye exit @Firedragon's Command line if the above does not work for you: 7i) Save & Close. Navigate to "AtlasTools/redis-server". Run "redis-server_start.bat". Wait for the command line to say ready to accept connections. 7j) Configure port forwarding with these ports on your router. Change the IP to match the one you put on the Map file: 7k) The moment you've been waiting for; Navigate back to "AtlasSrv" and Run "LAUNCH_ATLAS_00.bat". When the command prompt displays how many cores it is running on, your server is up! OPTIONALS redis-server: redis-server.conf has options to change your database password and how much RAM (maxmemory in the conf) the database will use in bytes. I personally set the maxmemory to 1GB (1073741824) for my 1x1 testbed. I don't play often locally so I dont know the impact other than a possible crash if the DB runs out of memory (redis does require a pagefile, so I think it will start writing to the disk if it runs out of memory? not 100%) . The DB file is saved on the disk in the same folder so you can track it's size over time and adjust accordingly. I'm not sure on the specifics, but I would say it's safe to keep the max memory 2.5x higher than the database size AT MINIMUM (to account things like the database copying itself and swap space). For sake of argument me playing by myself without doing much the database was about 90MB, so 1GB RAM allocation should be plenty of breathing room for the forseen future. If you change your password in the redis-conf (for added security), you must also update your passwords in the map file under Project > Edit (You can see the old password "foobared" in one of the images above. These should reflect your conf file). AtlasSrvBats.zip also comes with an undocumented, but included "LAUNCH ATLAS ALL.bat". This file can be placed in "X:AtlasSrv" (Your server's root directory with the other bats) and be used to start redis-server and server/s in one shot. It is currently setup to launch redis-server and the first grid server. Additional grids can be launched by un-commenting (removing the #) from the corresponding lines, and making a copy of "LAUNCH_ATLAS_00.bat" for each additional grid (LAUNCH_ATLAS_01.bat, etc), and editing their launch strings accordingly (Correct X/Y, ports, etc). TROUBLESHOOTING Still can't connect to server after following guide? There are many different networking situations based on individual setup and ISP that no 1 guide can account for all. Most issues connecting beyond following this guide come from user error, improper hardware configuration (PC/Router/Modem), or Local/ISP NAT restrictions (Some net providers and most cellular hot-spot providers, see CGN https://en.wikipedia.org/wiki/Carrier-grade_NAT). Some users have reported finding "NAT Acceleration" or similar options in their routers and disabling them has allowed them to connect. Double-check port settings on router and for Windows Firewall IN & OUT. Sometimes 1 digit missing or out of place is the simplest error. Make sure your launch bat parameters and map file details match your port settings in your router & firewall. Check within router (and modem, if accessible) for options to allow "Open" NAT (Sometimes set to secure by default) Make sure there is no "NAT Acceleration" taking place If you router has no buried NAT features, you can attempt this workaround: A NAT Loopback workaround method for some newer routers and ISP modem/router combos that do not support NAT Loopback: https://forum.sector3studios.com/index.php?threads/workaround-if-you-cannot-join-your-own-dedi-server.4672/ You -CANNOT- ever connect directly to the internal IP of the server. You must connect from your External IP (forming a hairpin): If your client PC IP is 192.168.1.2 and your server PC IP is 192.168.1.3 You share a WAN/Internet IP (whatismyip.com) that you use to connect as if you were an external client: 192.168.1.2 -> WAN IP -> 192.168.1.3 steam://connect/WAN IP:Port (Replace WAN IP and Port with corresponding numbers) 192.168.1.2 -> 192.168.1.3 direct connect will never resolve (UNABLE TO QUERY INVITE) with current method used by Grapeshot to force steam usage. If all else fails, like some cellular mobile hotspots, your ISP may be using a CGN (Carrier-Grade NAT). You can read more on CGN here: https://en.wikipedia.org/wiki/Carrier-grade_NAT If you have a CGN'd IP from your ISP, you will not be able to host a server until things can be run completely local, or your ISP can move you to an IP pool that is not governed by their CGN implementation. As a very last resort, if your dedicated server is online and visible to others, but you cannot connect to your own local server, and the NAT Loopback fix does not work- Consider using a VPN like Windscribe (free 10/20GB month with tweet/voucher promo). http://windscribe.com - You want to use the VPN on the PC you are playing on, NOT the server. Doing this will give you a virtual hairpin where you can connect to your own external IP. If you are playing on the same computer as the server, you will need to use a VPN program that is application specific (Proxifier), and point it towards AtlasGame.exe. This way, the VPN becomes your hairpin back to your external/WAN IP only for ATLAS, while the server continues to do it's thing unaffected by the VPN. UPDATES 12/30/18 - Updated download links, cleaned up guide to reflect changes Good luck , Sailors! -Teach
  12. FOR 1x1 LAN SETUPS: Okay, so I have done my setup from scratch and I'm going to provide a step by step walk-through. I believe this is a good starting point for any new server owner looking to get up and running for the first time, or someone looking to play "Singleplayer" (Note: From my testing, the server needs to interact with Steam bi-directionally even for LAN/SP- some ISP's such as cellular hot-spots may not work!). While this guide can be applied to all server types, the examples are geared towards a 1x1 grid on a LAN. This can also be used as a debug process for advanced server owners to test things: _________________________________________________________________________________________________________________________________________________________ Downloads: BAT Files & Map Grid Templates: https://www.dropbox.com/sh/7u5bi22q0fmdcdg/AABbaC3q4gw15Ft16pdDS-Woa?dl=0 (You will need LAUNCH_ATLAS_00.bat, ATLAS STEAMCMD.bat, and ServerGrid1x1.rar) ServerGridEditor: https://github.com/GrapeshotGames/ServerGridEditor (Hit "Clone or Download" then "Download Zip") steamcmd: http://media.steampowered.com/installer/steamcmd.zip _________________________________________________________________________________________________________________________________________________________ Server Setup: 0) Create a directory where you will put the server files (Eg. X:\AtlasSrv) 0a) Open "AtlasSrv" and create "steamcmd" and "AtlasTools" 0b) Extract steamcmd.zip into "steamcmd" and run "steamcmd.exe" 1 time to set it up. When the prompt shows "Steam>" with an OK message above you can close this window. "steamcmd" folder should look like this now: 0c) Go back to "AtlasSrv". Copy the "LAUNCH_ATLAS_00.bat" and "ATLAS STEAMCMD.BAT" to this folder. 0d) Right-Click "ATLAS STEAMCMD.bat" and click Edit. Replace the contents of this file with (Change "X:\AtlasSrv" in both entries with the directory you are using): start /wait /high X:\AtlasSrv\steamcmd\steamcmd.exe ^ +login anonymous ^ +force_install_dir X:\AtlasSrv\ ^ +app_update 1006030 validate ^ +quit 0e) Save & Close. Run "ATLAS STEAMCMD.bat. You may be prompted with firewall permissions, you must "Allow Access". (This process will take some time) 1) Your Atlas server directory should look like this upon completion: Congrats! Your server files are now downloaded and on the latest version. You can use ATLAS STEAMCMD.bat at any time to validate and upgrade the server. Now onto the map! _________________________________________________________________________________________________________________________________________________________ Map: 1) Extract "ServerGrid1x1.rar" to the "AtlasTools" folder 2) Extract the ServerGridEditor zip to the "AtlasTools" folder. Open "ServerGridEditor.exe" within the "SeverGridEditor-master" folder twice 2a) In the first ServerGridEditor, "Open project" and navigate to the ServerGrid.json file we extracted into "Atlas Tools" 2b) In the second ServerGridEditor, "Create project". Copy the "Atlas ID" and close this copy of the program 3) In the first ServerGridEditor, Click "Project > Edit" in the top left.: 4) Paste the "Atlas ID" you have on your clipboard into the "Atlas ID" of this window. 5) Change "Friendly Name" to your Server Name 6) Click "Edit" at the bottom. 7) Ctrl+Left Click on the map: 7a) Set "Name" to what you want for name of your Freeport (Grid) 7b) Set "IP" to your Server internal IP (192.168.x.x) 7c) Hit "Save" at the bottom (You can make more changes later but in first-time situation, it's nominally best to use default settings). 7d) Back in Island Editor (ServerGridEditor), Click Export > Local Export. Click ok to the default location. Popup should say "Success". 7c) Click Export > Map Image. Navigate to the "AtlasTools/ServerGridEditor-master/Export/ServerGrid" folder and use the file name "MapIMG" (no quotes) and "Save". 7d) Click Export > Cell Image. You should already be in the "ServerGrid" folder. If not, navigate to it, use the file name "CellIMG" (no quotes) and "Save". 7e) Click Project > Save. Navigate to the "AtlasTools" folder, use the file name "LANMap" and "Save". (This way you can edit more later) 7f) Close Island Editor. Open "AtlasTools/ServerGridEditor-master/Export/" folder. Cut/Copy the "ServerGrid" folder and 2 JSON files: 7g) Navigate to "AtlasSrv/ShooterGame" and paste: 7h) So close! Navigate back to "AtlasSrv" and Right-Click "LAUNCH_ATLAS_00.bat" and Edit. Replace the contents with (Replacing "X:\AtlasSrv" with your directory): start /high X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=00?ServerAdminPassword=123?MaxPlayers=30?ReservedPlayerSlots=25?QueryPort=57561?Port=5761? -log -server -NoBattlEye exit 7i) Save & Close. Navigate to "AtlasTools/redis-server". Run "redis-server_start.bat". Wait for the command line to say ready to accept connections. 7j) Configure port forwarding with these ports on your router. Change the IP to match the one you put on the Map file: 7k) The moment you've been waiting for; Navigate back to "AtlasSrv" and Run "LAUNCH_ATLAS_00.bat". When the command prompt displays how many cores it is running on, your server is up! OPTIONALS redis-server: redis-server.conf has options to change your database password and how much RAM (maxmemory in the conf) the database will use in bytes. I personally set the maxmemory to 1GB (1073741824) for my 1x1 testbed. I don't play often locally so I dont know the impact other than a possible crash if the DB runs out of memory (redis does require a pagefile, so I think it will start writing to the disk if it runs out of memory? not 100%) . The DB file is saved on the disk in the same folder so you can track it's size over time and adjust accordingly. I'm not sure on the specifics, but I would say it's safe to keep the max memory 2.5x higher than the database size AT MINIMUM (to account things like the database copying itself and swap space). For sake of argument me playing by myself without doing much the database was about 90MB, so 1GB RAM allocation should be plenty of breathing room for the forseen future. If you change your password in the redis-conf (for added security), you must also update your passwords in the map file under Project > Edit (You can see the old password "foobared" in one of the images above. These should reflect your conf file). Good luck sailors! -Teach
  13. Yes, my screenshots on the prior page show the server running with LAN addresses
  14. I guess everyone has their way of saying "Well, you told me"....cause like, you been wrong at every angle bruh, and I've proved it with facts and sources- so I guess continue to be mad rather than own up to being served.
  15. That's different from stating "lawless zones that do not have "any" resources". Not arguing it can't be due to cheating, just leaving open the plausibility that it may not Not everyone is cheating.
  16. Could it be possible that there are no resources because they were all used on the shipyards you're seeing?
  17. You mean the files that Wildcard gave to everyone to run their unofficial servers? There is also a dropbox hosted by one of our members that supplies an almost turnkey solution: https://www.dropbox.com/sh/7u5bi22q0fmdcdg/AABbaC3q4gw15Ft16pdDS-Woa?dl=0 I wouldn't go as far as genius, but thank you.
  18. You can rent an un-managed VPS without the tiered pricing nonsense . Each grid though takes about 4GB of ram, and about "2 cores" worth of dedicated processing power. a 15x15 private server would be costly (And frankly, a waste in a Private server environment) regardless of the avenue you take- but you can definitely mitigate the cost doing it on your own.
  19. My stance wasn't to negate the fact the duping needs to be addressed, because it is being addressed. The method used to obtain creative/god was patched. I don't know if the server transition dupe was patched, but if they patched out creative/god modes, I'm sure they will tackle the transition leak as well. I was merely making the point that in alpha stages, the state of the economy isn't as much of a priority as stability. The economy will be wiped when the servers get wiped, and those Chinese galleons will no longer exist. The fact they still have them sucks, but you have to consider the amount of time and damage control it would take to specifically find dupes/offenders and remove them. I don't see Wildcard wasting their time on petty actions against peoples artificially-inflated progress when we are due for wipes -anyway-. To wipe the servers 4 days in, with the community as anxious and defensive as it is about their ability to play, could be a disastrous PR move on their part which is what they are more than likely trying to avoid until it is a necessary action (Major patch, etc). In reality, Wildcard is probably analyzing the mid-late game data they are receiving from the artificial progression just to see if everything is "working"
  20. And to think my reddit account has maybe 4 posts in it's lifetime... Happy Holidays, bro!
  21. So they ran around in godmode, claimed a bunch of land, duped a bunch of ships.... ...and it was patched. So...you're here complaining why? Because they still have the stuff in an Alpha that will be wiped anyway? ...still not computing exactly the problem? I honestly believe they (Wildcard) would have a bigger uproar than yours if they wiped right now as many people (as yourself) really can't grasp that this isn't a live environment- but for some reason people are committing to it like it is, and finding themselves sorely disappointed (Such as yourself). So yeah, level 4 Joe-Schmo really doesn't care about your gripes with the Chinese dupe nation; all they care about is their basic raft and bed being taken from them. Wildcard will wipe when Wildcard is ready.
  22. @Fervid If you'd like- we could take this to discord/teamviewer and I could help you look over your setup. Feel free to PM me, my inbox is open
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