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ForceTrainer

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Everything posted by ForceTrainer

  1. Nitrado's page on how to setup a server is pretty straight forward and tells you where to upload everything. Definitely check this out: https://wiki.nitrado.net/en/Setting_up_an_Atlas_Nitrado_Server You definitely need to reboot all servers after you upload the JSON file and then destroy all wild dinos (it's in the ShowMyAdminManager console) so that spawns realign to where you have land.
  2. I'm running on a hosted server, so it's all handled by their web interface. I think there are a few guides related to dedicated servers and how to manage the json file uploads, but I haven't read through them.
  3. If it's a floating point issue, then it boils down to space. Floating point numbers have a finite length, and if you use larger numbers (i.e. 840k vs 140k) then you need to use more memory space to the left of the decimal point. This reduces the amount of precision to the right of the decimal point. I don't know how large an unreal unit is in the game world, but if you round too much, it could throw off things like spawns, where objects are in the world, etc. If the precision is high, a rounding error might shift an object a few pixels to the left and be unnoticeable, but if you're rounding higher numbers (say up to a whole number) it could result in things jumping around erratically (just as a simple example). My potential concern was around the water mechanic. It's very different from Ark, actually moves up/down/side-to-side, and it pitches objects accordingly. That's a lot of movement going on, and I could imagine a server getting bogged down when it's trying to manage that in a game world 4-5x the intended size. I'm guessing a private server with 10 people may not cause much stress, but if the devs aren't speccing to run higher than 140k in size, you're entering into uncharted territory.
  4. A few questions since this will help others with using: Are you using a hosted provider (i.e. Nitrado)? If so, which one? If you're hosting your own dedicated server, have you ever had maps working? Are you running all 4 servers for your cluster, or just one? In #7 you said the images inside ServerGrid are 0,0 to 1,1 and WorldMapImage.jpg. If you're referring to the files on your server, then the WorldMapImage.jpg is a potential problem. The main map file should be named MapImg.jpg on your server. It gets renamed to WorldMapImage.jpg when it downloads to your local system. Here's what the files look like on my Nitrado server: If the MapImg.jpg file is named incorrectly, I would recommend fixing that and restarting your server. Also, be sure you're using the latest version of the server grid editor as it will export the map files with proper names, so you don't have to worry about typos or other human errors. Hope this helps!
  5. Look for any islands whose name ends with PVE. Those are end game content islands.
  6. There's a good thread on this topic here. If you want to add a Freeport to a grid that doesn't already have one, you'll probably have to do some manual editing of the JSON file to make sure the spawn regions are appropriately set for each server. My editing has been limited to removing Freeports from a cluster and only have 1, but I would assume adding them to other grids would have the opposite effect.
  7. There are a bunch of islands that end with PVE, and I have a few of them in my cluster. One specific island, Cay_C_EE_PVE is the island that is in the Golden Ruins region on the official server, so my hunch says that's definitely it I did take a trip down there when I was testing out my cluster. It's NASTY. You better come ready for a fight with 50 of your best friends.
  8. Awesome! Our cluster has been running smooth for a week now. The nice part about doing a totally custom map is you control everything, and we're actually finding that with the redesign we could probably be happy on a single server for some time. I did a little write up about the different island variations and I started trying to figure out where different resources spawn, so check out this thread too. I'm not sure how correct it is, but hopefully as people try things we'll learn more.
  9. Do you have ship paths setup, or are they just randomly spawning? I would suggest a dino wipe on all servers you're running to see if that clears them out and then see if they start respawning again at that rate.
  10. I never had luck with renaming the files, but other folks did. A re-upload of the files in the correct format the first time seemed to do the trick.
  11. @Lyr - Just tested in a second zone. Had maps from two different regions, and both were displaying properly. Here's an A2 map working. Unfortunately not sure what issue you're having since everything is working on my cluster
  12. Now that I think of it, I didn't test the treasure maps in the other zones, just the main navigation map. I know that the main map was borked until we rebooted the expansion servers. Did you happen to do that? I'm going to hop in now and see about the treasure maps. The one thing that makes me think things are working properly is my local map cache for the first time has all the files: Are you using a hosted server (i.e. Nitrado) or your own? I tested this to work on a Nitrado server, but haven't done anything with dedicated servers yet, so not sure if there are other issues. @SixxGunZ is rolling a dedicated server and might be more help there if that's your situation.
  13. You'll want to take a look in this directory locally on your system: steamapps\common\ATLAS\ShooterGame\Content\Atlas\AtlasCoreBP\HarvestComponents In there you'll see the following directories: In those folders you can see exactly what resources spawn in each category of island. As best I can tell, each one of the islands fits into one of those categories, so it's a matter of decoding the island names. I went through the islands.json file to try and figure out the naming, and I'm working from the following key. It could be wrong, but it's the best I've got, heh. The two letters are the last two letters of the maps: CP / PO = Polar WF / WT / ET = Temperate EE = Equatorial CL / CH = Desert TR / ER / WR = Tropical WU = Tundra When you compare the key to the directories, you can make some assumptions. For example, I would assume ET is East Temperate, but I'm not sure if WF or WT is considered NW Temperate. Looking at the larger 15x15 map I'm inclined to think they're both NW Temperate because on official servers MNT_J_WT_E is in the NW Temperate Freeport region, and the rest of the region is filled with islands ending in WF. On the eastern side of the map, all the islands in the temperate zone at ET, so it seems to make sense.There's a similar approach for tropical. Looking at the 15x15, the NE Tropical has TR and ER islands, but I did spot a lone WF. On the west tropical area, the islands are all WRs. CL and CH are easy now since they're high desert and low desert. With all that logic, here's how I think the island codes map to the categories and thus the resource spawns: 01_NE_Tropical - TR and ER 02_NW_Temperate - WF and WT 03 _E_Temperate - ET 04_W_Tropical - WR 06_W_Tundra - WU 07_Equator - EE 08_Polar - CP and PO 09_C_HighDesert - CH 10_C_LowDesert - CL If anyone has any corrections, please let me know!
  14. @SixxGunZ - I tend to think it's more than the editor was an internal they used to create the maps, and it wasn't intended (at least not yet) to be used by the general populace. There are all kinds of little things wrong with the editor. Just the fact that it would export the cell images by default as PNGs was a perfect example of that, heh. Thankfully the most current version of the executable fixes the export issues. @TheSlayerNL - Two things. 1) Did you reboot after renaming the files and 2) You need to have all players delete the local map cache on their machine. This forces the client to re-download the map files.
  15. Treasure maps shouldn't be blank, so the issue is more than likely due to the cell image files not being named correctly on your server. There are a few options. You can follow the directions here for uploading files if you have done any customization to your server grid or if you stood up the host from scratch yourself. If you are using a hosted service (i.e. Nitrado), then you should be able to rename the CellImg files in atlasmain/ShootGame/ServerGrid to have a .JPG extension instead of a .PNG extension. In either case, after you either upload or rename the files, you need to reboot the server.
  16. I've changed the underlying grid templates without adversely affecting anything... at least as far as I can tell. At this point, unless someone has figured something out, I can't seem to figure out what the grid templates actually do. I did a little testing with the various islands before we finished our custom 2x2, and we placed the same island footprint (i.e. MNT_M_*), but of different types next to one another to see the differences. I found that they are in fact very different, and it appears that the biome of the island along with the resources that spawn on it are built into the island itself. I couldn't see any reason to believe that the grid template mattered. However, I definitely could be wrong. I did spent a bit of time going through the islands.json file that is included in the server grid editor files, and I was able to decipher the coding a bit. I tried to validate as much as I could based on the islands.json contents, and the key I'm using looks like this. The two letters are the last two letters in an island name: CP / PO = Polar WF / WT / ET = Temperate EE = Equatorial CL / CH = Desert TR / ER / WR = Tropical WU = Tundra This does match up with some of the directories I see on the client side, specifically in steamapps\common\ATLAS\ShooterGame\Content\Atlas\AtlasCoreBP\HarvestComponents where they have resource assets listed in folders like C_HighDesert and C_LowDesert. That matches up with seeing CL and CH as desert in the islands.json file. Based on those files, what appears to be most important is a diversity of islands in your cluster for resources. For example, if you only have tropical islands, like the base 2x2 grid, you are limited to only 2 specific types of metal (Cobalt and Copper), three types of thatch (fronds, roots, and rushes), and so on. This makes crafting higher level items you get from flotsam or treasure map spawns impossible in some cases where you might need 3 or 4 different types of a specific resource. If you want the potential to get every resource type, you need to have at minimum 9 different types of islands in your cluster. Now I need to go look at my own cluster to see if I have that variety!
  17. One point of clarification from @SixxGunZ, @NodOff, and a few others. The directions above are necessary when running a custom grid of any sort. I completely re-designed my 2x2 grid for our cluster, so it was necessary to get updated map images onto all the servers. However, one issue we ran into before we went fully custom was the lack of map images on expansions servers, and that can be fixed by uploading the map files to your expansion servers. You can either copy the files from your main server's atlasmain/ShooterGame/ServerGrid folder to the appropriate folder on the expansion server, or you can generate the files via the Server Grid Editor. The editor does come with the JSON file for the standard 2x2 setup.
  18. @SixxGunZ - The main reason I wrote that post and the need for the upload is I'm running a fully custom 2x2 grid, so I had to export all new map files. Are you running the stock 2x2 setup on your server? I'm interested to know if the base 2x2 setup on the Nitrado servers is built into the Steam dedicated server download.
  19. I took some of the elements from that post and re-wrote a full guide. As @NodOff noted, if you're using a custom grid, it's necessary to upload new version of the maps after your finish architecting your world. The guide can be found here.
  20. The full server is a 15x15 grid, so it's actually 225 servers (gasp). Get 225 of your closest friends together, pitch in a server each, and you're good to go!
  21. We've been having this issue repeatedly. We were updated to 7.8 last night on Nitrado and the dying seems to have stopped when zoning. However, we're still having issues with getting booted because the server password isn't passed while zoning, so players have to log back in directly to the server to which they traveled. The one reason I think this may have been completely solved is we often fly around to test region zoning, map issues, etc., and when zoning while flying we found that while we were still booted because of the server password, when we logged into the destination map, we spawned in the air. While we immediately started falling, it looks like the servers are now transferring your toon's X/Y/Z coordinates appropriately when you move through the border.
  22. @SixxGunZ - I just wrote a full guide here. This should help with your question and get you rolling. It took me a few days to get all this sorted, but we've got all our maps working now!
  23. I've been having issues on my 2x2 cluster with the map working under various circumstances. We went through a series of progressions of things working and not working, and it looks like we have an overall fix for map issues on our private server. Maps are now working in all instances including the main map, zoomed in maps, treasure maps, and maps on clustered servers. One caveat is we are using Nitrado hosted servers, so YMMV depending on your setup. Thanks to a few different threads on this, including @Wardster's thread that led to the final solution for our cluster problem. A bit of this is a rehash of the post here, and I wanted to give proper credit. Exporting Your Maps Download the latest version of the Server Grid Editor from Github here. The latest version will export all map files with the appropriate names, reducing the potential for errors and typos. When your grid is all set, turn off any layers you don't want to show up since anything you see will be exported. I personally prefer "Show lines" and "Water Tile Background" only to be checked. I found that having the lines helps players visualize the server boundaries and understand where they are in the cluster. You can edit this file as well in Photoshop or any other editor if you want to add your own logos, server region numbers, etc. Run Export --> Export Just Map Image and Export --> Export: Just Cell Images. These two commands will generate your map files. Uploading Files to Server - Primary Server On your primary server, delete any files that exist in atlasmain/ShooterGame/ServerGrid. Upload your new map files to that directory. REBOOT THE SERVER. This is very important. If you do not reboot the server the cell image files will not render properly and your regular map won't work past a certain zoom level and your treasure maps will be blank. If you had existing files, they may show the old images instead of the new ones. Have all players delete the local map cache on their systems here: steamapps\common\ATLAS\ShooterGame\Saved\MapImagesCache. They can safely delete all folders if they are playing on multiple servers as the maps will be re-downloaded if they don't exist. This is necessary to ensure your updated map image is downloaded properly. Uploading Files to Server - Expansion Servers **Please note these steps have only been tested on Nitrado expansion servers. Testing and reporting on success on clustered servers through other providers and/or privately hosted setups would be great! On all of your expansion servers, create the folder atlasexp/ShooterGame/ServerGrid. Upload your new map files to that directory. REBOOT THE SERVER. This is for the same reasons as the primary server. Copying files to all of the clustered servers is definitely a manual workaround, but even if you're running a 3x3 it's only a few minutes of work. Hopefully this directly will be set to synchronize as part of a future update and/or batch job as part of server maintenance by Nitrado or other hosting providers. Hope this helps! This was a head scratcher for a few days, and I wanted to share what we learned with everyone.
  24. Yep. I should've been more explicit, thanks cpspok. I deleted all the files under ShooterGame/ServerGrid and re-uploaded all the map files (MapImg and CellImgs).
  25. Not on my server right now, but check in ShowMyAdminManager. There is a GiveEXP command or something similar.
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