Posts by Toolguy

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.

Read more
Forum Streamline Icon: https://streamlinehq.com

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”.

Read more

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 “...
Read more
Forum Streamline Icon: https://streamlinehq.com

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 ...

Read more

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...

Read more

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...

Read more
Forum Streamline Icon: https://streamlinehq.com

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”
Read more

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:

Read more
Forum Streamline Icon: https://streamlinehq.com

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...

Read more

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.

Read more

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.

Read more

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.

When @loudwater asked about the 64 cores issues, I did look at the code and noticed that there was actually an issue where the launcher would fail to reapply the affinity mask on the Server process after it restarted the game server, so I took the opportunity to fix that and extend the UI to expose all the 64 supported core/threads. I don’t have such a machine around, so I was not able to test if that did actually work, so I you will have to test yourself!

1.0.45 (10 March 2020)

  • Extended the CPU/Core list to 0-63 instead of 0-31
  • Fixed a bug where the affinity mask would not be reapplied after the server was restarted
    Dedicated Server Launcher 1.0.45
DedicatedServerLauncher1045 DedicatedServerLauncher10451207×663 99 KB
The UI is starting to look even more like the control panel of a nuclear power plant, but hey, sometimes it’s what we have to do.

Good, good.

I have in my “todo” notes somewhere “add code to make th...

Read more

When people are connected and playing, this is just between the game server and the client.

The actual connection procedure on the other hand is much more complicated, involves some bi-directional handshakes, and possibly some Steam API accesses to check the credentials of the player, etc…

When you manage to get it running again, please make sure to quit the Dedicated Server Launcher to make sure it’s not the reason of the issue.

Thanks!

Read more

Just to eliminate an unknown parameter: Could you quit the DedicatedServerLauncher as soon as the server is started, just to see if it’s the server itself getting fubar, or if it’s somewhat related to the presence of the launcher being present and running.

Also, could you provide some information about your server configuration (operating system, processor model, amount of memory, internet line speed, and possibly the type/brand/model of network connection (wifi, dedicated ethernet card, motherboard card, …). Some low cost network adapters happen to work ok when doing light networking but then completely fail when the network load increases, sometimes just updating the network drivers help, sometimes you need to install a proper network card, but it’s kind of hard to diagnose remotely :slight_smile:

Read more

If the port testing does not show green, it means it’s not going to work.

Is it the first time you are trying this type of thing, or have you already managed for some other games?

I’m asking, because there are some internet provider on which it is not possible to do port forwarding without paying extra: Their router support the feature, but the ISP infrastructure gives the same IP to multiple customers, using some internal trickery that makes it impossible for games (or software in general, like webservers) to be hosted on user’s machines. (we had some player from the Philippines having such an issue a few months ago)

Read more

Ok, I’ll try to see if I can find some time in my schedule to squeeze out a new version with the support for 64 cores :slight_smile:

Just to reiterate. To utilize multiple instances (servers) you need to launch the launcher for each instance? Basically a folder for each instance?

Yup, one folder for each instance, each one with its own launcher program, managing its own game server install.

Read more

I thought the CPU Affinity on the right already supported 32 cores/cpu machines?
Is it not working?

Or do you mean I should expose 64 entries in the CPU Affinity UI:
cpu affinity
(I’d have to remove the “CPU” word if I want to keep the UI at the same size)

If that’s what you mean, it’s doable, but I’ve no machine available to test if that would work, so you would have to be the tester for it (Basically the code is just calling GetProcessAffinityMask and SetProcessAffinityMask under the hood).

Also, it would be a nice addition if you add a tab for separate servers being hosted.

Sorry, but that will not happen: A part of the original design was to have the thing simple: One server is managed by one launcher, that makes it easy to test new versions, problems with one server don’t cause issues with another, etc…

Basically the core target of the tool was not the power users, but the people who were struggling getting their own servers up...

Read more

Glad you figured out (and for the ones wondering, you basically need to run one server launcher for each server), and thanks for the thanks :slight_smile:

I guess I need first to ask the game programmers if they can add an additional log entry when a player/character leaves, else the launcher will keep reporting players that have already left.

Read more