Posts by Toolguy

It’s all in the main game log, and there are multiple possibly lines to parse:

LogNet: Join request: /Game/Maps/Startup?S (…)
LogNet: Join succeeded: Toolguy
ConanSandbox:Display: Character ID 3 has name Toolguy and guild ID 0.

that being said, I realize that there is no clear “player has left” entry in the log, other than the ones from the BattlEye module, maybe we shoyld add that, else it’s going to be hard to know when player left :slight_smile:

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That’s indeed what I needed, and from that I can tell you that you are trying to run the Normal (Live) Conan Exiles Client (Revision (#196231/23625)) with the Test Live version of the Server (Code Version: 202855/23931 (testlive branch)) instead of the Default branch (Code Version: 196231/23625 (default branch)).

So, either play with the Test Live version of the game client, or change the Server Settings on the top left to “Use the Default branch (Stable Release)” instead of "Use TestLive branch (Bleeding Edge)

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Indeed: I’ve managed to help some people to do it, I’ve managed to do it on my home machine, but I’ve never managed to do it on my main work machine. The one where I develop the actual tool.

There are so many things that can go wrong, between the network drivers, the firewalls, the router, …

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I’ve never actually encountered this issue, but apparently it has happened now and then since Conan Exiles was launched, and apparently the suggested solution seem to be (unfortunately) the good old “have you tried turning it off and on again?”

If that does not work, could you provide the client version number as well as the server version number (the two numbers on the top of the launcher UI on the left of the server executable path)?

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I had no problem running two, three or four servers on the same machine, as long as they had correctly set-up ports.

Have you tried disabling the firewall to see if that helps, have you looked at the game server logs to see if there was some messages showing that there was at least some attempts at connecting? (using Direct Connect. Don’t trust the steam list of the server browser: It’s not because the server does not appear on the list that it is not up and running)

The path is indicated on the top of the UI: Server 196231/23625 (Path\Of\The\Server\Win64\ConanSandbox-Win64-Test.exe)

You can also access it by clicking on one of the blue buttons to open the windows explorer on the settings or logs, move up to levels, then go down into the Binaries folder.

[/Script/Engine.GameSession]
MaxPlayers=36

[RconPlugin]
RconEnabled=True
RconPort=27104
RconPassword=StupidPassword!
RconMaxKarma=60

[/script/engine.gamenetworkmanager]
TotalNetBandwidth=4000001
MaxDynamicBandwidth=100001
MinDynamicBandwidth=40001

I’m not sure why it’s not working for you, I did modify my Game.ini and Engine.ini, tried with and without the launcher and in both cases the data stayed there.

Are you using some fancy text editor that puts weird characters, or some values out of range that the server rejects?

Unrelated question, The launcher seems to suck up a L...

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Do you have a list of the settings you are trying to write and in which files/sections exactly?

Normally the launcher ignores (and leaves there) any setting it does not know about, but obviously it could be buggy :slight_smile:

That being said, the game server itself is known to rewrite the ini files and remove what it does not like, so one thing you could try (just to make sure) is to launch the server with the launcher, just to make sure it’s fully updated, etc… then shutdown the server, quit the server launcher, modify the ini files, and then manually (without the launcher) start the game server again, and when the server is running, check if your changes are still in the ini file, then cleanly quit the server, and check again.

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The server machine, is it a clean machine, with minimum amount of software installed, or is it like an older machine you refurbished, with old installs of other games, skype, gaming software, etc…?

Can you try to run (on the server) NETSTAT or TCPView (https://docs.microsoft.com/en-us/sysinternals/downloads/tcpview) to see if there are anything around that uses the network, reserved some ports, etc…

Could you try disabling the firewall on both machines see if that helps?
If that does help, then it means your firewall rules are having issues, and basically the “handshake” does not complete: one machine sends a message, the other says “ok, I got it”, the first one send back something, if any of these messages fails to reach the other, then the negotiation never finishes and the connection attempt fails.

Whaou, weird!

Could you give me what are the current delay values and messages you are using now, and what you were using before?

Weird, that’s supposed to be using the same code path.
Which version are you using, and which values have you setup for the three restart delays?

Could it be somewhat related to the password reset bug somebody was mentioning a few weeks ago?

Have you tried configuring a Discord Webhook, and click on the link directly in Discord, see if that does work or fail the same way?

If you setup RCon (Remote Console) or/and Discord, you will get messages sent to indicate that the server will restart (Warning Messages), but nothing specifically about that it’s because of an update.

Is that important?

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No, there’s no API, but if you need to restart every three hours, you can just play with the “Automatic Restart” options in the center of the UI, with for example “Restarts per day” set to 8 (24 hours divided by 3 hours = 8 restarts).

Which type of API were you thinking of?

The Dedicated Server Launcher is managing the installation and update of the actual server itself, making sure to run SteamCMD to get the updates, etc…

If the launcher does not see the server, it probably means something wrong happens with the SteamCMD install… or were you trying to somewhat add the Dedicated Server Launcher to an e...

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Nope, that’s part of the original design: Each Launcher is 100% in charge of managing (installing, updating, …) the entire server content, but migrating an existing server is simple (copy paste basically)

Or at least choose install folder location?

That is already supported.
By default the server folder is installed just under where the launcher is running from, but you can use a command line parameter to change the place where the server data is located:

DedicatedServerLauncher.exe -basefolder D:\MyServer\ConanServer1

That being said, it’s an option I added for development purpose so I can have my Visual Studio compiled launcher to point to where the data is installed, for most users it makes more sense to put the server launcher executable at the right place, and run it from there.

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Are you running a modded server?
There was a Exiles patch released yesterday for PC around noon (UTC), and for chicken and egg problems, mods are generally not yet ready to work with the new version and they often fail.
Could that be this?

Ha, yeah it’s a known issue, you can’t cleanly start the game server if Steam is running, that’s why there’s a “kill steam client” check box on the top of the UI.

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Svenska och norska har inte många skillnader :slight_smile:

The trick is to enable the “Launch program on login” option (Preferences menu), that will make the Dedicated Server Launcher to automatically start when you reboot your pc, and then if you have checked “Start server if not running” (Automatic Restart box) the server will automatically get started.

You can’t configure the launcher to do that, but it is very simple to import your existing installation:

  • Install the Server Launcher somewhere where you want your server to be
  • Press the install button, that will create a default installation
  • When the server is running, stop...
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Just for information, does it happen that the server name disappears when someone is modifying server settings in the game, or does that happen randomly?

What are the errors you get? (You can generally just CTRL+C on a Windows standard error dialog to copy the message)

That could be many things, including your ISP (some ISP have setup their network infrastructure so multiple clients are hidden behind the same “shared” IP, which makes it not working).

I assume you tried the Test Port without anything else running on the machine (no game, no other server, etc…), tried with the firewall temporarily disabled as well, a...

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This in general seem to happen when the attempt at connecting times out: Basically there’s some kind of back and forth between the client and the server to validate the authenticity, list of mods, version of the game, etc… and if all that does not complete in some amount of time, then the whole thing fail.

Known issues have been servers running super slow (because of a weak machine or too many people playing on it, slow hard drive, etc…) network issues (on the server or client side), firewall problems, routing issues with the player connection going through crazy paths (can be checked with “trace route” tools), etc…

The easiest way to diagnose if it’s client or server side, is to try to get other people to connect to the server. If they can join easily, then it’s probably the other player.

Are both the server and this particular player in Rio de Janeiro?

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