Posts by Toolguy

Possibly, just not sure how the stock ini files are configured these days :slight_smile:

Well, from a game point of view, there is not particular game mode called PVP or PVE-Conflict, it’s just combination of in-game settings on the server that defines if people can hit each other, destroy other people’s building, never/always/or sometimes.

All these elements can be edited in-game from the admin panel, or directly in the server’s ini files.

I’m actually wondering if the official servers configuration parameter files are publicly available somewhere… hmmm

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I’m not sure what you mean by that: The hosted servers and private servers are 100% using the same code, and server optimizations are done all the time, but there’s a limited number of people, and there are the normal bug fixes, exploits tracking and fixing, support for the team that need features added or extended, etc…

Well, the official servers may be free for the players, but they are not free for Funcom, so the more server we can run on the same physical machines, the smaller it costs us in terms of hosting.

A significant amount of work has been spent on optimizing the servers and networking code in general, but the problem is that the number of game features, buildables, map size, etc… has also increased a lot since the game launch.

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Hmm, I thought it was the order in the modlist.txt?

I’ve not checked (it’s my easter break), but I believe I was generating the modlist.txt in the order things were put in my edit field. Should be easy to check, the list of loaded mods appears at the top of the game server log.

Generally speaking, copy-pasting actual complete messages helps doing searches in the code-base.

Just one question: If you go back to 30 ticks, do the messages disappear?

In an ideal world, the machines would have infinite power, and the limitations caused by the speed of light would not exist, in this world keeping the tickrate ultra high would only give positive effects.

In the real world:

  • Your server is not running at 10Ghz
  • The internet path between your server and the client is not running at 1GB/s with 1ms lattency

What that mean is that you are forcing the “game simulation” to run very fast, which mean the server uses much more cpu to process the simulation, and that also mean much more network traffic.

On a fast local network with a very good server and just a few clients, that’s probably fine, but on normal server exposed to the internet, with a bunch of clients dispersed all over, I doubt you could run very many clients at the same time with a high tickrate (you can check that my looking at the server fps, if it stays stable all is fine, if you put ...

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I said it was a side project, I’m still a Funcom employee, but not from the Exiles Team.

I started working on this tool because at Launch time it became quickly apparent that just having official forums would not be good enough since they don’t support mods and custom rules, so it’s kind of official, in the way that there is some minimal support coming with it (me answering this topic when there are questions), but it’s not a proper project with deliveries, QA testing, etc… you (the users) are the QA :slight_smile:

Guess we can’t be more “agile” than that, people made requests, I implemented, I released, got feedback, rince and repeat.

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All Funcom employees have the small white and black flag on their icons, the same as what is on the top left of the forum page.

Well if he says there are legal issues there’s no reason for me to actually contact anyone else I suppose. Never mind. I guess this “conversation” has run its course.

That’s where NDA comes in: “Non Disclosure Agreement”, something you sign, forming a legal bond, if you disclose things under NDA, you get automatically teleported to the 8th level of Hell, forced to review code automatically generated from a StackOverflow crawler bot while having to listen 10 hours loop mixes ranging from “They Are Taking the Hobbits to Isengard” to “Never Gonna Give You Up”.

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Performance wise, there was some issues in the earlier versions, but I believe they have been fixed now, but it’s been a while since I ran the profiler, so you never know!

Regarding the feature set, the tool is not designed to actually configure the gameplay part of the game for the following reasons:

  • This launcher is a side project, I don’t have a lot of time allocated to work on it, and when a complete team is working on tweaks, upgrades, dlcs, etc… that would be very difficult to implement all the elements that need to be edited, and then synchronize with the release date of the games, etc…
  • By only handling the update/launch/monitor part, the tool has a decent chance at being usable for other similar projects, the more I dig in Exiles specific stuff, the hardest it gets :slight_smile:
  • That allows the UI to stay “...
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This is going to be my last answer on the topic :slight_smile:

The “open source unreal” is just (as somebody wrote), the core of what Unreal is, but that does not include any of the following:

  • Any modification made by a company (and trust me on that, if you are going to write anything significantly large, you WILL have to modify parts of the engine heavily)
  • Parts provided by Epic to people who are registered developers for Xbox, PlayStation, etc… that contains integration with the SDKs of these platforms, even us, as developers, have access control on our own internal documentation and wikis to avoid leaking informations to third parties who are not authorized by Sega and Microsoft. Even disclosing that some specific APIs exists would engage the company’s responsibility.
  • Third party code patches from middleware providers, like for example Granite Textures, VWise Sound System, etc… etc…

Regarding being scared about messy code, well, there are very few companies in the world that can spend years of ...

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Ok, could you check this old post, there are some screenshots and explanation, just to check if you are actually using the correct IP/port when trying to connect: Copy Connection Information

Could you make a screenshot of the UI (you can scramble the name/pasword/IP part if you want) so I can see all the parameters you are using for restart, settings, etc…?

Could you also try to click on [?] to force check for updates, and co...

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If you want help, I suggest writing in English so people can read directly without having to use a translation service :slight_smile:

If Google translate is correct, this is supposed to be

hi everyone. Faced a problem. I started my server. It works without mods. I write the id mode the server does not start what is the problem

The list of possible reasons would be very long, what would help to reduce the list would be some additional information:

  • What was the mod id
  • Does the game crashes on startup, or just refuse to start
  • Do you get some error message in the logs, dialog box, etc…

Not appearing on th...

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I think the use of the word “client” is totally misleading in the context.

The “Dedicated Server Launcher”, is a tool, that manages/updates/launches a “(game) server”.

The actual “Conan Exiles” game that people launch, is often called the “Game Client” because a “Client” is designed to connect to a “Server”.

I believe the following of words can be used without too much ambiguity

  • “Server”, “Game Server”, “Exiles Server”, “Server Executable”
  • “Game”, “Client”, “Exiles Client”, “Game Executable”, “Game Program”
  • “Dedicated Server Launcher”, “Server Launcher”, “Launcher Tool”, “Launcher”, “Server Manager”
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Do you get some specific error?
Normally the links are quite reliable (using a CDN with caching).

@lordjehzeus Thanks :slight_smile:
I’ll check the guide, and see how to reformulate the content to make these two sections clearer :slight_smile:

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Nope, I mean, yes, you can talk with me, but I’m not an actual member of the Exiles development team :slight_smile:

From what I read, @eNTi clearly stated from the start that he was talking about the Game Server itself, not the Launcher Tool.

I do believe there was a Linux version of the server internally at some point, but that there was some issues with it.

Regarding why it’s closed source, well, it’s not just the game server, the game server is a special build of the actual game, so releasing the game server source code would be like releasing the entire game source, including a bazillion of things that Funcom would not be legally allowed to release anyway.

Regarding the performance issues, they are not Windows or Linux related, there are people looking at it, that has more to do with the fact Exiles was built on a now quite old version of the Unreal Engine, which did not benefit from all the optimizations introduced by Epic later, so even if you had the source code, I doubt you could find magica...

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Thanks for the update, much appreciated :slight_smile: And yes, stay safe everybody!

Would be interesting to see what kind of performance you get through a VPN, because these things definitely (by necessity) restrict the bandwidth you can normally have.

Normally no.

In theory you could achieve what you want by using a VPN, which basically is a fancy way to pretend that your friends and yourself are on the same local network - virtually over the internet -, but as @deathshand958 asked a few weeks ago, getting that to work can be very difficult, and at best the performance will be sub-optimal.

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I honestly don’t know.

Basically when using a VPN, you are effectively bypassing all the usual networking constraints and instead you have some kind of “virtual mini internet”, like if your friends and yourself where on the same local network.

Now, if you are trying to play on the same machine, you are doubling the problems: Even without VPN that has always been a difficult case, so trying to solve both at the same time seems complicated.

If I was you, I would try to play on a separate machine, not use multihome, just select the Hamachi “virtual network” for the server using the default parameters, ports, etc… for everything.

Then, using a secondary machine, try to connect to your server through the Hamachi VPN and direct connect, and look at the logs to see if there’s a least an attempt at connecting at all, with eventually some error.

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I’ve never tried to play with a VPN, and I don’t know this one in particular, but from a quick search it seems that both the server machine and anyone trying to connecting to it has to have the VPN application running:

So basically the IP to use to connect, would be the IP indicated in the Hamachi client program, I guess.