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Posts posted by Morgrhim
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1 hour ago, Takeru1983 said:Ubuntu 16.04
If i start the Server with ./ShooterGameServer -GridConfig=ServerGrid.json its display this:
It's trying to load the test map, you need to specify Ocean: ./ShooterGameServer Ocean -GridConfig=ServerGrid.json
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14 hours ago, mouseymars said:It's not as easy as removing libcurl4. I would argue that's not even an option.
libcurl4 is necessary for a lot of applications, including the curl command.
I reported this issue almost 4 weeks ago.
I should have clarified: removing libcurl4 is only really an option if the machine is a dedicated hosting box for Atlas. I would definitely not recommend doing this in an environment where other apps will share the OS.
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39 minutes ago, OnlyCrunch said:The servers runs perfect
Mind sharing what distro you're using, including the version?
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13 minutes ago, Thermywix said:Some caveats with this right now. The Atlas server build that steamcmd downloads for Linux does not appear to have a Linux version of Redis bundled. No worries. You can install it (again, in Ubuntu,) with the following:
sudo apt install redis
NOTE: Further configuration of Redis is likely in order to get it to work with the ATLAS server. I haven't had time to get that far yet, so maybe somebody can pick things up from here, if they haven't already.
I would suggest anyone wanting to run this on Linux do two things:
1) If possible, run redis on a separate machine. It's an in-memory database system. While it is highly optimized to have a small footprint, this still means it will be using RAM that your ATLAS server could be utilizing.2) Read the docs at https://redis.io/topics/quickstart on setting up redis. The guide uses *nix as an assumption for OS, so following it shouldn't be too hard. It covers configuring the server and securing it.
3 minutes ago, Thermywix said:FWIW, I've had no problems running things so far with Ubuntu 18.04. Haven't had any libcurl messages or any segmentation faults, or anything else bad so far.
That's odd. The seg fault I'm getting is Ubuntu 18.04. It's also referencing the client appid in the error even though I'm using 1006030 as the appid.
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For anyone getting something similar to the following:
./ShooterGameServer: /usr/lib/x86_64-linux-gnu/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by /usr/atlas/ShooterGame/Binaries/Linux/libaws-cpp-sdk-core.so)
Your linux distro uses libcurl4. You need libcurl3 to run this. You will need to remove libcurl4 (For ubuntu this means removing libcurl4 and libcurl4-openssl-dev), and then install libcurl3. This error will go away once you do that.
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Using the following to install this package:
steamcmd +login anonymous +force_install_dir /usr/atlas +app_update 1006030 validate +quit
I get the following running ShooterGameServer:
Using binned.
4.5.1-0+UE4 7038 3077 408 10
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
Setting breakpad minidump AppID = 834910
Signal 11 caught.
EngineCrashHandler: Signal=11
Segmentation fault (core dumped)It would appear the server is actually being downloaded as a client using AppID 834910 and trying to verify the steam client is running.
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On 12/30/2018 at 5:37 AM, Kaldren021 said:The quest markers for the power stones "works" only for the 15x15 server grid.
Each of these markers points to a "Golden Age Ruin" server.
Each Golden Ruin server has:
- a PVE specific Island
- a PowerStoneIndex in the custom datas of the island
- a "Manual" discovery point related to the power stone
The last power stone seems to be on the "Ghostship" (the one added with a ship path).
The endgame boss is on the ocean (check The Center Maw server on the 15x15 grid) -> Edit server / ExtraSubLevel / EndBossLevel.
I managed to add most the content on my 4x4 server, only need to change the coordinates of the quests markers now.
The hard part is to test if it's really working and if i can get the power stones...
This is incorrect. The quest markers work just fine on unofficial servers. You have to convert the coordinates to a 0,,1 value for the quest JSON, which a lot of people aren't doing. This causes the markers to be off.
Once you have a PVE island, you need to get the X and Y coords in the editor and then do this: (Quest X Value) = EditorXCoord / (Cellsize * Numgrids) where cellsize is your cellsize in Project->Edit and Numgrids is the number of grids you have on that axis. This should return a value between 0 and 1, which is what you need to use in the json for the quest. You also need to make sure the island you're measuring uses the same PowerstoneIndex as the entry in the json, or it will be weird. -
Are you guys talking about the ships of the damned? I keep hearing people refer to "ghost ships", there's only one ghost ship and unless you made a ship path and assigned its blueprint it won't spawn at all. Those little glowy green ships are Ships of the Damned.
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This section is for unofficial dedicated servers hosted by the community. Asking about official server fixes here probably won't get you an answer.
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6 minutes ago, ChromeSDK said:You definitely don't need 2 cores per instance. I am running a 3x3 with an 8700k (6 cores for 9 instances) and 32gb of ram perfectly smooth. My CPU usage on the server doesn't ever go above 90% and my ram usage is hardly over 80% at max load. No lag spikes, stuttering, etc. for anyone.
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).
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Eh, I wrote a powershell script. Make changes in one file, push it to all servers
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5 hours ago, Wilddogsgamer said:You could change your .ini files before you start uploading the server, so it is just copying the files over, instead of going into them.
This does not help when changes are needed after all the grids are up and running. I have a solution now. I wrote a tool to push updated inis to all my servers at once.
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There is nowhere near enough information here for anyone to help you:
1) Where do you have steamcmd installed?
2) Where are you running the steamcmd command from?
3) What are the contents of the bat file you're using to run steamcmd? -
1 minute ago, Starbuck said:You say you are running a 9x9, doesnt it require 2 cores per map ? And are they all 81 maps 1400000 tiles ?
ThanksYes. I have a total of 264 cores and 3TB RAM to allocate. I'm running 8vCPUs per VM, and 24GB RAM for 4 instances, 57 VMs total. And yes, they are all 1400000.
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When you export the ServerGrid.json and ServerGrid.ServerOnly.json both go as-is in all servers. You can host more than one grid on a host as long as you have the resources (roughly 2 cores and 4GB RAM per instance). I am running a 9x9 with 4 grids/tiles/shards on one machine each, for a total of 21 hosts.
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@mrma That error looks like you are using the small 2x2 project and didn't remove the erroneous ship paths that are way outside the grid.
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34 minutes ago, DragonKing said:Can you help point me to where I find info on this info? I see the redis server but just by going through the directories. Is there something somewhere that mentions everything that needs to be configured/setup for the atlas server to run? Thanks!
For redis you need to start it and make sure your cluster is pointing to the right internal IP and port in the project settings in the Server Grid Editor. Ideally, don't run the one that comes with the server, set one up on its own machine/VM using the newest package from redis.io and configure it using their quick start. That decouples your resource usage between game nodes and the database.
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Have you set up and run your redis database? And do you have the ServerGrid.Serveronly.json file ion the ShooterGame folder?
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They need a more centralized place for stuff like this. I am about to spin up 225 grids (Still setting p my infrastructure to make it easier on life and play with being able to spin grids up on demand), and having to change this on every one if I wanted to is not the greatest option. I can set it up in Notepad++ and then copy/paste, sure, but that's still 255 times I have to take care of the same thing. It is like... the worst violation of DRY for coding.
Edit: I'm not saying they should necessarily change the way it's done now, as people are used to it from ARK, but we need an alternative for large grids that allows the servers involved to pull from one central place.
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I've never seen bottles or flotsam on a server, official or not.
EDIT: I saw some when streamers were playing before EA released finally, but not since.
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2 minutes ago, cpspok said:Nice write up. As a heads up, in the Server Grid Editor, if you uncheck to show disco zones, island names, and server info at the bottom before exporting images, your in-game map won't have all the clutter
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Vous pouvez exécuter plusieurs grilles en tant qu'instance du logiciel serveur sur le même serveur physique. Le nombre que vous pouvez exécuter à un moment donné dépend des ressources. Pour exécuter la totalité de la carte ATLAS, non, vous ne pouvez pas l'exécuter sur un serveur dédié, et probablement jamais. Cela équivaudrait à avoir besoin de 510 cœurs de processeur et de 1 To de mémoire sur une machine.
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OK, I see Jat said the anon depo was up... what is the appid?
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Both of you are right. You can use a square from the official map, in which case you need two things:
1) Use the map editor to either add a freeport or just choose a freeport.
2) Count the islands on the live map viewer for that grid.
OR, and this would be more advisable, do as Kreliz said and make your own. Then you can add the freeport island and as many other islands as you want to the grid (within reason)
Linux Servers
in Dedicated Server and Developer Tools Discussion
Posted
The post I made that you quoted and changed your startup to was meant specifically for the person I quoted. I modified his startup line to include the correct map. Because he hadn't specified Ocean his server was trying to start the test map.