dlchamp

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Posts posted by dlchamp

  1. 1 hour ago, Zamki said:

    Hello im having trouble hosting a gmod server, everytime i start it gives me this error


    "Add "-debug" to the /serverdata/serverfiles/srcds_run command line to generate a debug.log to help with solving this problem
    Tue Mar  5 03:27:22 PM PST 2024: Server restart in 10 seconds
    tcmalloc: large alloc 4294443008 bytes == (nil) @ 
    Setting breakpad minidump AppID = 4000
    tcmalloc: large alloc 4294443008 bytes == (nil) @ 
    Segmentation fault"

    And did you add -debug to the run command and generate the debug.log?

  2. 2 hours ago, viktortras said:

    haha sorry but I just only wanted to test the performance before buy it! I have all my games bought!


    I don't know if there is one available for SA yet, but there is a serverbenchmark mod that you can install and run on SE servers.
    Gives you some decent insight into what to expect performance-wise.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2221733141

     

    In my experience, the performance difference is minimal, however, the resources, mostly RAM, is the biggest difference.  SE Island server is around 5GB on a fresh new install where SA, for me at least, sits around 10GB.

  3. 1 minute ago, viktortras said:

    Ok Im trying this mate.

     

    I have just entered it and it shows me "Incorrect password. Would you like to wait for join the session?".

    So it seems it working but I cannot join it due to some problem with the game or the version maybe.


    Or your password isn't configured correctly, or you mistyped it.

  4. 4 minutes ago, viktortras said:

    ah ok!!Yes I did it. thank you.

    Then it looks like it's an issue with your version of the game it seems.  My version purchased from Steam seems to have no issue.

    You could attempt connecting directly while you're testing: 
    - ` (backtick) to open the console
    - type "open <your IP>:8899"  (no quotes)
    - Enter.  To see if a direct connection will work.  And it's just your game being at least partially broken for using the official server list.

  5. 17 minutes ago, viktortras said:

     

    What do you mean when you say "Make sure you set the startup script to the new port"?

    I have no startup script at the moment. Just executed the command in unraid console vm.max_map_count and it started good.

     


    The docker container has a parameter field.  It includes the listener port, by defaults it's `?Port=7777` make sure it's changed to match your updated port.

  6. 49 minutes ago, viktortras said:

    Hello I have just installed ARK SA server but cannot find the server in the list.

    Logs shows that it started correctly and I port forwarded the ports but I cannot reach it and if I test the port is also not reachable, I have restarted the router but it doesn't seem to be the problem! other ports forwarded work correctly.

     

    I changed game port to 8899, in 7777 either work!

    any help please?


    If you change away from the default ports, you have to make sure to delete the existing config and re create them with the new port(s).

    Make sure you set the startup script to the new port as well and that you're port forwarding UDP.
    Testing UDP ports with something like canyouseeme.org will never show as reachable.  UDP is quite a bit different than TCP and port checkers like that typically will see it as closed.

     

    Also, make sure when you're searching, you have the following checked:
    - HIDE FULL (checked)
    - SHOW PASSWORD PROTECTED SERVERS (checked)
    - PC-ONLY ONLINE MULTIPLAYER (unchecked)  (not sure how to make this PC only - probably a config thing)

    - SHOW PLAYER SERVERS (checked)

     

     

    For what it's worth, I just spun up a new container on a non default port and had no issues getting it to appear within a couple minutes of the server coming online.

    Make sure the server name is correct.  When you look in the logs, you should see this:

     

    [2024.02.28-03.10.27:190][  0]LogCFCore: Warning: Couldn't load mods library from disk
    [2024.02.28-03.10.27:191][  0]LogCFCore: User context not loaded from disk
    [2024.02.28-03.10.27:403][  0]Primal Game Data Took 0.21 seconds
    [2024.02.28-03.10.27:580][  0]Server: "your session name" has successfully started!
    [2024.02.28-03.10.36:494][  0]Commandline:  "TheIsland_WP?listen?SessionName=your session name?ServerPassword=somepassword?Port=8888?ServerAdminPassword=secret_password" -WinLiveMaxPlayers=20 -server -log -NoBattlEye
    [2024.02.28-03.10.36:494][  0]Full Startup: 9.89 seconds
    [2024.02.28-03.10.36:494][  0]Number of cores 20

     

    • Like 1
  7. 29 minutes ago, JDUnraid said:

    I'm trying to set up a Sons of the Forest server, and restrict the source IP that's allowed from my Router / Portforward settings.  This seems to work fine for Palworld but for the Sons Of the Forest server it has problems with the port connectivity check when I use those allowed IP settings.

     

    /mnt/user/appdata/sonsoftheforest/userdata# cat dedicatedserver.cfg
    {
      "IpAddress": "#######",
      "GamePort": 8766,
      "QueryPort": 27016,
      "BlobSyncPort": 9700,
    ....
    }
    I tried modifying the IpAddress in the config file, but it seems to default to the IP of my own hosted machine instead of the IP I put in there for the port checking.

    Not sure if this is something possible, or maybe I explained this badly haha.

    This game also needs all 3 UDP ports to be open?  

    The game server is hosted locally, so IPs should be local IPs.
    Your firewall/router should handle the port forwarding of the external IP to the local IP.  Restrictions it has should have no impact on locally hosted services.  Either they packet gets through or the firewall blocks it.

     

    If you research the actual game server settings - https://survivalservers.com/wiki/index.php?title=Sons_of_The_Forest_Server_Settings

     

    You'll find that the IpAddress field is the IP that the server is listening on.  Leave it 0.0.0.0 or make it the local IP of the server.
     

    It looks like, yes.. you need all three ports.  8766 is for the actual game netcode to use (client/server connection)
    27016, which is the typical steam query port.  This is how steam lists the server for others to see.

    9700 is the BlobSync port that seems like it does some backend syncing of various states between server and players.

     

     

    It's an unfortunate side-effect for Ich, but he provides the containers and support for them.  I've seen him spend way too much time helping users with actual hosting of the games.   Go do your own research on how to host the games and the settings they need and the firewall configurations to go along with it.
     

    • Like 1
  8. 12 minutes ago, Garikoitz said:

    Hello, you say that it is easy to configure a server for any game with your templates but I have not been able to successfully run any of the 4 servers that I have tried, is there a document that explains step by step what each of the docker options is for? ? Now I'm trying the ark-sa server but it doesn't even start because I have to enter a command that I don't even know where to do.
    On the other hand, it doesn't let me enter the steam ward code and when I try to enter any command in the console it tells me that I have the file system in read-only.
    It also does not say where the scripts are to make the command that must be entered persistent: "echo 265000 > /proc/sys/vm/max_map_count"

    In the docker edition I don't know if in "console" I have to put bash or shell...

    I'm more lost than an octopus in a garage

     

    thank you

     

    1195161862_Capturadepantalla2024-02-22192929.jpg.58a75ecf5da37274d5b719e2e7f93a83.jpg

     

    It's an unraid/ilinux command.  Which is typically what it means when it says " You can change the value by executing this command on the host as root":   host being the host machine, or the machine that is running docker.

    • Like 1
  9. 7 hours ago, zan335 said:

     while I perfectly trust my friend, I don't really know his friends, which is why I would like to essentially mask my public ip


    honestly, this is kinda.. pointless.

    Your public IP isn't some secret identifier.  Every website you visit logs it.  Every botnet in the world is scanning random IPs and ports constantly and yours is one of them.   As long as you don't have unnecessary ports open and are not hosting some severely out of date or insecure service on those ports, you're fine 99.99% of the time.

    Could someone identify your ISP?  Sure.
    Could they identify where in the world you might be?  Also, yep.
    Can they pinpoint the city, address, or any identifying information about you?  Not a chance.

    best they could do is figure out within maybe 50-100 miles of where you might be, and that varies greatly by which DC you're connected to and how close to it you are.

     

  10. 30 minutes ago, reygok said:

    Hey all! Sorry if this issue has been posted before, I searched through the topic and could not find it.

    So I played for a few weeks now with a friend via co-op. Yesterday we decided to move to e dedicated server, so it's always up and I dont need to be online so he can play. Since I already had an Unraid server running, it didn't take long until I had this container running. Copying over our world and saves took a bit more time but we made it. All is fine, we played for a few hours on the server.

     

    However, I noticed that there seems to be a password issue. I only changed the server password from the default to something else, but it seems it actually does not matter. My friend and I can connect to the server, just by entering my IP and the port, no password needed. Either we leave the box unchecked, or we check it and enter whatever, we can connect in all cases.

    Now I am worried to leave the server running, in fear someone else might connect and ruin our world or what not.

     

    Has anyone experienced this? What could be the cause?

    Thanks!

    You kind have to tell us what server?   This forum thread is support for more than 100 games.

    • Thanks 1
  11. 30 minutes ago, Staves said:

    Is there times I can't download your repositories? Been trying to get the Valheim server to download, but am wondering if maybe I have an issue on my end as docker keeps failing to connect.
     

     

    Looks like your system is having issues connecting to docker hub.  Not directly related to this or any other docker images.

    • Like 1
  12. 12 minutes ago, Liii111111 said:

    Hello, I would like to know which IP address I should enter in the port forwarding settings of my router, and what ports I should use for the internal and external ports. ( unraid-palworld ) 

    image_2024-01-21_211338250.png

    Port forwarding is how your firewall knows how to map traffic coming from the internet (WAN) and direct it to an internal device (LAN) based on the port. 

     

    So, you would use whatever port(s) the service you're using is expecting traffic on and then the IP would be the local IP of the server the traffic needs to be directed to.

    • Like 1
  13. 2 minutes ago, Tobîîas said:

    image.thumb.png.1217024f405fadcf4c298d1f9b67e9e3.png

    It actually says `GAME_PARAMS` in the launch parameters field?

    Use the gus.ini to set sever name, rcon enabled/rcon password, motd, etc.
    Make sure everything else that needs to be a launch param is a launch param.

    `?Port=7785?QueryPort=27019?MaxPlayers=10?RCONEnabled=True?RCONPort=27039?customdynamicconfigurl="http://172.17.0.4/dynamicconfig.ini`

    Should look something like this, minus any extra params you don't need.

    • Thanks 1
  14. 26 minutes ago, Tobîîas said:

    With the protocol the message always appears

    Failed to load Steam API...dlmopen steamservice.so: steamservice.so: cannot open shared object file: No such file or directory

     

    image.thumb.png.ba4be99f4bcede36d993caa7d1aed907.png

    That's normal and unrelated.


    I had similar issues, but it's because you're likely missing launch parameters and the Arkserver service is defaulting your gus.ini
    For instance,  I had issues with this previously and it was because I was trying to set all config options in gus.ini, but you cannot.  You must at least define the passwords in the container config.

     

    https://forums.unraid.net/topic/79530-support-ich777-gameserver-dockers/?do=findComment&comment=1335242

    • Like 1
  15. 41 minutes ago, cakeman said:

    So I got my Valheim server running yesterday with this docker.. I moved my local world into it and put a few hours in. My buddies logged into my 'new to them' world and put a few hours building and exploring and mucking about. 


    I had to shutdown the whole NAS this morning due to some electrical work at my house and I just restarted it. When Valheim docker ran on restart it, as expected, did an update.

     

    It seems to have wiped the entire previous install, including my Backups folder and the entire worlds_local folder. I have backups enabled in the docker  and its instructed to keep 24 revisions, but the ../Valheim/Backups folder is empty.

     

    Is this somehow something I've done or an unfortunate docker error and I should be setting up a backup script?

    Sorry to hear. 

    I've been running that image for about 4 months now, restarting for updates, had a couple server restarts in between then for Unraid upgrades and I did not experience any of that.   I didn't change anything default either, though I do backup my game servers' `appdata/game_dir` 2 times per week as part of my weekly appdata backup routine.

    so, unfortunately I can't say what would cause it, but it's not something the container would have done.
     

    • Thanks 1
  16. 14 minutes ago, cakeman said:


    Thanks for the reply..

     

    I'll add one thing that I figured out..

     

    If you dont have a ../worlds_local/ folder, its being saved in the Steam Cloud instead. Run Valheim, and after clicking Start Game, click "Manage Saves" .. then choose the World tab and "Move to Local" button.

     

    Now, fingers crossed, Im going to go see how this works :)

    Yeah, I forgot they added that.  Fortunately when I did this recently, my original save was local already.

    • Like 1
  17. 8 minutes ago, cakeman said:

    Hi, I'm a bit inexperienced with Unraid and completely new to Valheim and the docker server.

     

    I started playing Valheim on Win11/Steam on a local game a few weeks ago and have now started a dedicated server on my Unraid box using Ich777s docker. 

     

    How can I go about copying my world from my local windows box to my dedicated server? 

     

    Thanks a ton for making this docker and doing all this support :)

    You should be able to just:

    1. stop the server
    2. Find your local saved world in `%localappdata%low/IronGate/Valheim/worlds_local/`
    3. Copy your .db and and .fwl for your server name
    4. Paste it in `/mnt/user/appdata/valheim/.config/unity3d/IronGate/Valheim/worlds_local/`
    5. start server.

    This assumes you haven't changed any defaults.

    • Like 1
  18. 5 minutes ago, Lignage said:

    "No, I haven't done that because I wanted to test it locally within my own network. Do I need to open ports for the installation?"

    You don't need to forward ports for local connection, but you do need to forward them if you expect the game to know your server exists.    If you don't want to forward, you should be able to go into Steam > View > Game Servers, then add your local IP and the correct port.   I don't know that game specifically, but if the container has a Steam UDP or similar port (not a game port) that is the one you should use in the Steam.

    Edit:
    Yes.  You should be able to add your server in steam using {local_ip}:27015 since that is the assigned query port for steam.
     

    image.png

    • Like 1
  19. 20 minutes ago, suchamoneypit said:

    Im trying to run two Valheim servers at once, the first one runs fine. Is someone able to help find my mistake?

     

    I connect to server 1 using 10.0.0.10:2456 and it works fine. I setup a new share for server 2, and it seems to run fine, but I can't connect. Pretty sure its an issue with my ports. I'm trying to use the range 2456-2458 for server 1, and range 2459-2461 for server 2. I get connection errors trying to connect to server 2 currently. I think my issue is what's said and highlight in green in this screenshot, which also shows some key configuration:

     

     

    image.png

     

     

    I can see that Server 1, Nasheim, is using 0.0.0.0, while Server 2, Valhalla, is using 172.17.0.5. I think this is the issue but I'm not exactly sure how to correct this properly. 

    Make sure that you deleted and recreated the UDP and Game port  items so you can correctly map the new ports.
    Also, Hasheim is showing 0.0.0.0 because the container isn't running, so there's no IP yet.

    • Like 1
    • Thanks 1
  20. On 10/9/2020 at 5:13 PM, Cyd said:

    This will hopefully shed some light on the underside working bits of building a cluster of servers for ARK:SurvivalEvolved.

     

    With the inspiration (read thievery) from @growlith I present the A3C (ARK Cluster Companion Container). It and the accompanying XLM files should allow for a fairly simple stand up of a new ARK server cluster.

     

    https://github.com/CydFSA/A3C

     

    Go to the github, fetch the XMLs for however many servers you want to use in your new cluster, salt them to taste with your information (server names, cluster name, passwords, adminpasswords, ect...). 

     

    Good Luck and Happy Hunting!

     

    historical information left below (really go get the newer stuff from github)

    ------------------------------

    We are going to start with getting -UseDynamicConfig working and talking to our config file rather than the Official one out at http://arkdedicated.com/dynamicconfig.ini , I know it feels like that should come last but bear with me.


    First we have a simple http server running by itself serving up the "dynamicconfig.ini" on port 80 on its container, this is mapped out to the host on 8080 and is not really needed but makes it easy to take a quick glance at tower:8080 to see what the settings are. I ran this container first so that it would receive a predictable IP address (172.17.0.2:80) that is then used in the configurations of the remaining containers to add an entry to the hosts file (--add-host=arkdedicated.com:172.17.0.2) so that requests to http://arkdedicated.com/dynamicconfig.ini in the game servers are pointed to the container running at 172.17.0.2. If you don't want or care to use the dynamic configs, omit the ARK0 container and remove -UseDynamicConfig from the "Extra Game Parameters" of all subsequent ARK's you deploy. 

     

    Next I deployed 10 ARK server instances, why 10 when there are only 9 maps? Well, I assume that Wild card will have another map for Genesis Part 2 coming in the spring so I added a container to house it, currently it is configured as a 2nd Genesis1 map with all the correct ports and paths. If they do release a new map it will only require changing the map name in the config and starting the container.

     

    The ports are mapped sequentially so you will only need to insert three port forward blocks into your gateway router (UDP 7777-7796, UDP 27015-27024, TCP 27025-27034) You do not need anything forwarded to ARK0 as it is only there to talk to ARKs 1-10.

     

    ARK0-dynamicconfig        tcp     80:8080
    ARK1-TheIsland            Udp1 7777    UDP2 7778    UDPSteam 27015    TCPRCON 27025
    ARK2-ScorchedEarth_P    Udp1 7779    UDP2 7780    UDPSteam 27016    TCPRCON 27026
    ARK3-Aberration_P        Udp1 7781    UDP2 7782    UDPSteam 27017    TCPRCON 27027
    ARK4-TheCenter            Udp1 7783    UDP2 7784    UDPSteam 27018    TCPRCON 27028
    ARK5-Ragnarok            Udp1 7785    UDP2 7786    UDPSteam 27019    TCPRCON 27029
    ARK6-Valguero_P            Udp1 7787    UDP2 7788    UDPSteam 27020    TCPRCON 27030
    ARK7-CrystalIsles        Udp1 7789    UDP2 7790    UDPSteam 27021    TCPRCON 27031
    ARK8-Extinction            Udp1 7791    UDP2 7792    UDPSteam 27022    TCPRCON 27032
    ARK9-Genesis            Udp1 7793    UDP2 7794    UDPSteam 27023    TCPRCON 27033
    ARK10-Genesis2            Udp1 7795    UDP2 7796    UDPSteam 27024    TCPRCON 27034

     

    Path mappings are slightly more complex. SteamCMD is in its original location per @ich777's standard and the binary data for ARK is also in the default location. Having the server binaries shared also means that when there is an update to ARK (and/or SteamCMD) it only has to be downloaded one time rather than 10. The update procedure is to bring all of the ARKs down then start ARK1 let it update and initialize then bring the others back up en mass, as a precaution I have the wait timer on ARKs 2-10 set to 600 seconds so that if the Tower host gets rebooted ARK1 has time to pull any updates and initialize. The ARK savegame data and Server Config files are mapped into the proper location on a per container basis. This prevents each server instance from mucking up the servers config .inis (which they liked to do), this also means that you can use different options on each ark and makes managing the SavedArks less hair pully outy. The clustering function is done with a shared resource directory and a ClusterID (-clusterid=arkStar under "Extra Game Parameters") 

     

    Dynamiccimfig data:
    /dynamicconfig<>/mnt/cache/appdata/ark-se/dynamicconfig

     

    SteamCMD:
    /serverdata/steamcmd<>/mnt/user/appdata/steamcmd

     

    ARK data:
    /serverdata/serverfiles<>/mnt/cache/appdata/ark-se

     

    Cross ARK cluster data:
    /serverdata/serverfiles/clusterfiles<>/mnt/cache/appdata/ark-se/cluster

     

    ARK configs and Save Data:
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK1-TheIsland
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK2-ScorchedEarth_P
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK3-Aberration
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK4-TheCenter
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK5-Ragnarok
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK6-Valguero_P
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK7-CrystalIsles
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK8-Extinction
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK9-Genesis
    /serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK10-Genesis2

     

    The XML files are attached below, if you chose to use them please make sure to edit them to your taste; server names, passwords, clusterIDs, ect. They can be used by placing them in /boot/config/plugins/dockerMan/templates-user then going to "Docker/Add Container" then choosing from the "Template:" drop down.

     

    Or maybe @ich777 will do us all a favor and decide to add them to his already impressive XML collection  ;)  

     

     

     

    ARKcluster.jpg


    Using this to setup a cluster.   Basically followed instructions, however, I have not gone as far as setting up dynamic config, mods, or really any configs outside of the default. Which means I also did not setup ARK0.  I did assign my server name and passwords, and clusterID. Went through and removed `-UseDynamicConfig` and the parameter for defining the dynamic config location, though.

    So, completely brand new install, no non-default configs, no mods, new survivor.
    I spun up Island and Scorched earth for testing purposes.   I can see and connect to both without issues.
    I can see both as options when I go to an obelisk in game, but here is where it gets tricky.

    Island -> Scorched or Scorched -> Island
    1. Transfer with survivor (with and without items)
    2. Wait about 30-ish seconds, eventually I'm booted back to menu and a "Host Timeout Error" appears on screen.
    3. Try to directly login to the server I just tried to transfer to.  Can't join, session timeout.
    4. Restart target server's container.
    5. Connect no issues, survivor appears and any items brought along are in the inventory/hotboar

    This is consistent with every time I attempt to transfer to or from either server.  The target server will not connect, fails to connect after the attempted transfer, until I restart the container, then it works no problem.

    Have you seen this before and do you possibly have a fix, or know where I can possibly see any logging information?  Because container logs stop after "Start server" appears and I've looked in steamcmd and ark logs and there's no information there really other than server save log entries.

    Of course, this is all running on Unraid 6.12.6.   Docker img and all appdata files are on my 1tb nvme.
     

  21. 4 minutes ago, ich777 said:

    Yes, you have to set them there because otherwise this would completely mess up the start up command from ARK.

    Which is fine, but this is confusing since it's on both the server and admin password fields
     

    Leave empty if you want to use the settings from GameUserSetttings.ini

    Since you can't actually leave these two blank, if you want to set them, might be a good idea to update the template and remove that line.