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[Support] ich777 - Gameserver Dockers

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  • Author
2 hours ago, sp00nix said:

Yeah, I'm not sure. I have tried 3 PK3 files now. I found some on a github.

Maybe these are  not the correct ones or not working properly...?

 

2 hours ago, sp00nix said:

So it eventually found it? The thing is if i have any PK3s in there it seems to not do anything, the webgui shows that the docker is using 0% CPU and 0bytes of RAM, if i remove the PK3 files it at least runs to some degree. Is there a specific version of the PK3 files i would need, or is it pretty universal?

No, usually you would need them from a retail disk or somewhere else, I think even the demo ones will work <- don't know if you still can find the Demo somewhere.

 

2 hours ago, sp00nix said:

Appdata is on an SSD in a pool for the sole purpose of running VMs and dockers, no alternative storage is set.

Please look into your share settings there you should see which storage mode is selected, but my suspicion is that the pak files you have are broken or better speaking are not working.

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1 hour ago, techgeeksvk said:

Can i ask how to add more valheim servers for one steamcmd? Can it be done?

Please go back to the top of this thread and you will find three recommended posts, the first one describes what you have to do.

What is the best practice for running multiple game server dockers for different games?

 

The games run on different ports, but the Steam port (27015) overlaps between containers. Ideally I'd like to reuse the same install of SteamCMD for both containers if possible.

  • Author
32 minutes ago, Aractor said:

Ideally I'd like to reuse the same install of SteamCMD for both containers if possible.

Thats already the case with my templates.

 

32 minutes ago, Aractor said:

The games run on different ports, but the Steam port (27015) overlaps between containers.

Please read the description for example for CS:GO.

 

You have to delete the existing port forwarding and create a new port forwardig in the template with the container and host port set to the new one (eg 27016) with the appropriate protocol and then finally you have to use the port variable in the template (if there is one) or the configuration from the server to set it to the above port forwarding that you‘ve specified.

 

Please note that if set the container and host ports not to the same it wont work for most game servers, especially for Source or Gold Source games.

 

Hope that makes sense.

19 minutes ago, ich777 said:

Thats already the case with my templates.

 

Please read the description for example for CS:GO.

 

You have to delete the existing port forwarding and create a new port forwardig in the template with the container and host port set to the new one (eg 27016) with the appropriate protocol and then finally you have to use the port variable in the template (if there is one) or the configuration from the server to set it to the above port forwarding that you‘ve specified.

 

Please note that if set the container and host ports not to the same it wont work for most game servers, especially for Source or Gold Source games.

 

Hope that makes sense.

Ok, thank you, I think I'm following.

So basically, the containers can share SteamCMD files but each container needs it's own Steam port set. The Steam port needs to be unique for each server, and cannot be shared. Is that right?

  • Author
2 minutes ago, Aractor said:

The Steam port needs to be unique for each server, and cannot be shared. Is that right?

Yes.

 

If you have any further question feel free to ask.

 

Its not a Source game but please look at the top in the first recommended post for setting up multiple Valheim servers, it‘s basically the same.

DayZ server-

How exactly do I add mods and have them load during the startup of the server? Any help would be appreciated, total noob with DayZ and it's hard to find help since I am running it on unraid.

 

Edited by Neldonado

  • Author
8 hours ago, Neldonado said:

How exactly do I add mods and have them load during the startup of the server?

Can you give me a guide on how to install mods so that I can look into it, but basically it is not different than doing it on a bare metal Linux server, you just have to put the files in the right directory in your appdata folder.

 

Now that I think of it, I might have answered this question at some point in the past here.

45 minutes ago, ich777 said:

Can you give me a guide on how to install mods so that I can look into it, but basically it is not different than doing it on a bare metal Linux server, you just have to put the files in the right directory in your appdata folder.

 

Now that I think of it, I might have answered this question at some point in the past here.

 

How-To Add Mods To A DayZ SA Server – The Dead Return (wordpress.com)

 

here is one example, I think I am just confused on where to store them, and then how to activate. 

  • Author
42 minutes ago, Neldonado said:

here is one example

But that's for Windows from what I read...

 

42 minutes ago, Neldonado said:

I think I am just confused on where to store them

Anyways, from what I see, download the mods locally on your PC, go to the download location, grab the folder named <publishedid>, place them into .../appdata/dayz/<publishedid>, then go into the folder .../appdata/dayz/<publishedid> open up meta.cpp file and locate the modname, go back to .../appdata/dayz, rename the folder <publishedid> to: @<modnamefrom_meta.cpp> and then finally add this to your GAME_PARAMS:

grafik.thumb.png.191e5d240ee4cef531506125adaff742.png

 

if you have more mods installed it should look like that:
grafik.png.3dee2186a044b2c990bb2cd9f85debdf.png

 

Please note that things in < and > are just placeholders and everything including < and > alongside with < and > needs to be replaced with the publishid and/or modname.

 

I'm also not too sure if mods for Windows will work on the Linux server which my container is using.

 

Hope that helps (that is basically what this article tells you).

Hello! saw there was an UT-99 docker but no UT-2004. Is it possible to get one for that?

  • Author
18 minutes ago, Mr.pink said:

Hello! saw there was an UT-99 docker but no UT-2004. Is it possible to get one for that?

Sorry but currently I don‘t accept any requests.

I also don‘t own UT2004 at least I think, not sure if I have it somewhere on CD/DVD but I don‘t think so.

Ive just noticed following syslog. First time ive seen that
 

Quote

Aug 14 20:10:42 Magnon-Box kernel: IPC:CSteamEngin[23103]: segfault at 4 ip 00000000277e677a sp 0000000029bb18e0 error 4 in steamclient.so[27600000+2304000] likely on CPU 2 (core 2, socket 0) Aug 14 20:10:42 Magnon-Box kernel: Code: 5b 5e 5f 5d c3 8d 76 00 8d 87 d0 0b 00 00 89 44 24 0c 8d b6 00 00 00 00 8d 2c 76 c1 e5 03 8d 04 2a 8b 48 14 80 79 2d 00 74 66 <8b> 48 04 83 f9 ff 75 3e 8b 40 08 89 f1 89 c6 eb 15 8d 74 26 00 90

Has been the Ark variant. Might be worth keeping an eye on. since it killed all running docker that used that image

  • Author
3 minutes ago, Mainfrezzer said:

Has been the Ark variant. Might be worth keeping an eye on. since it killed all running docker that used that image

This is not the first time I see this, however it should not kill all Docker containers which are using that image but I'm not sure how you mean that.

 

There is nothing I can do about that since if a game crashes it produces such a message in the syslog because it's a segfault, you can also see that for example with the Plex transcoder in the official Plex Docker container but it doesn't crash the whole container because just the transcoder crashed. In terms of game servers this is the default behavior because the main application in the container crashes.

 

So to speak there is not much I can do about that since the application itself crashes this can either be of a bug, some hardware issue and so on.

 

Hope that makes sense to you.

3 minutes ago, ich777 said:

This is not the first time I see this, however it should not kill all Docker containers which are using that image but I'm not sure how you mean that.

 

I do have to correct myself, It didnt "kill" the running containers, i just checked the logs and it roughly happend at the exact time a update was distributed by steam. Still very odd since been runing fine for ages. Who knows what Gabe did.

Edited by Mainfrezzer

1 hour ago, ich777 said:

Sorry but currently I don‘t accept any requests.

I also don‘t own UT2004 at least I think, not sure if I have it somewhere on CD/DVD but I don‘t think so.

Cant hurt asking 😃

 

 

6 hours ago, ich777 said:

But that's for Windows from what I read...

 

Anyways, from what I see, download the mods locally on your PC, go to the download location, grab the folder named <publishedid>, place them into .../appdata/dayz/<publishedid>, then go into the folder .../appdata/dayz/<publishedid> open up meta.cpp file and locate the modname, go back to .../appdata/dayz, rename the folder <publishedid> to: @<modnamefrom_meta.cpp> and then finally add this to your GAME_PARAMS:

grafik.thumb.png.191e5d240ee4cef531506125adaff742.png

 

if you have more mods installed it should look like that:
grafik.png.3dee2186a044b2c990bb2cd9f85debdf.png

 

Please note that things in < and > are just placeholders and everything including < and > alongside with < and > needs to be replaced with the publishid and/or modname.

 

I'm also not too sure if mods for Windows will work on the Linux server which my container is using.

 

Hope that helps (that is basically what this article tells you).

I found this: https://steamcommunity.com/sharedfiles/filedetails/?id=1517338673

 

in this Linux guide it says It will look for the Workshop ID in the '.workshop.cfg' file.

 

do I just need to create that file?

  • Author
27 minutes ago, Neldonado said:

do I just need to create that file?

This won't work because this is a completely different script that is custom and not part form DayZ itself.

 

You have to do it manually like I've described it above.

@ich777 Hello again, I'm back with updates on the Icarus server!

 

I've had smooth sailing with the commands you provided, until today, where I encountered this error in the Unraid syslog:

 

Aug 14 15:37:15 Tower kernel: __vm_enough_memory: pid: 3103, comm: IcarusServer-Wi, no enough memory for the allocation

 

I consistently had ~30GB physical memory free available at all times. So it seems you were right about this being a "dirty" fix which could cause issues.

 

Users far more knowledgeable than me on the Icarus discord are pivoting to waiting for a fix to the memory leak on Wine's end in an update. Could you tell me what version of Wine is being used in the Icarus docker you created? I can't seem to find that information by myself.

 

If other users can confirm that Wine updates fix the OOM issue, is this something that could be updated on your end so the docker uses more recent versions of Wine?

 

Thanks in advance!

Edited by SinoBreizh

  • Author
45 minutes ago, SinoBreizh said:

to waiting for a fix to the memory leak on Wine's end in an update

What? Why should that be a WINE issue? If that would be a WINE issue not only Icarus would be affected, who said that it's a WINE issue?

 

45 minutes ago, SinoBreizh said:

Could you tell me what version of Wine is being used in the Icarus docker you created? I can't seem to find that information by myself.

Open the console and type in:

wine --version

that will give you this back:

wine-8.0.1

 

45 minutes ago, SinoBreizh said:

If other users can confirm that Wine updates fix the OOM issue, is this something that could be updated on your end so the docker uses more recent versions of Wine?

Yes I can update it but this isn't a WINE issue at all.

 

This game makes me more and more sick especially people that blame WINE for that which is not the case. Unless someone explains to my why WINE should be the issue I won't believe that WINE is the issue here unless Icarus is using some kind of new library which is not fully compatible with WINE but I really can't image that this is the case here.

 

The developers should really fix the dedicated server and other people should not blame WINE for this since Icarus is using Unreal Engine 4 and other game server would suffer from the same issues like for example Conan Exiles which also uses Unreal Engine 4 and I'm using WINE in my Docker container too, it is just running fine without a hitch even with mods it does work perfectly fine.

 

Memory leaks are usually caused by a application that is running on top of WINE and at least what you've describe here has usually nothing to do with WINE itself.

 

Again, there is nothing I can do about memory leaks because and I don't think a WINE update will fix anything.

 

EDIT: Out of curiosity I Googled: "icarus memory leak" and I've found multiple reports from memory leaks even without the dedicated server on Windows itself. This is purely a issue from the dedicated server and Icarus itself.

Please don't trust everything that you hear, it is always easier to point the finger at something else... I think you get the point.

33 minutes ago, ich777 said:

Please don't trust everything that you hear, it is always easier to point the finger at something else... I think you get the point.

 

Thanks for the in-depth explanation.

 

Like I said, I'm in over my head on this, and just relaying my understanding of the conversation on the dedicated server discord, hoping it can be useful to someone else down the line. Sorry if my comment sounded accusatory/expected you to fix this, because that's not what I intended. I'm pretty damn sure everyone here appreciates your work, knowing you owe us nothing, especially by working for free.

 

It's just easy to see everything as a solution when beginners like me don't know what they're doing; I can see how that can get frustrating quick.

 

What's at my level however, is trying the dedicated server bare metal on my PC to see if I encounter the same behaviour.

 

Regardless, thanks again for taking the time to answer and set the story straight, much appreciated!

Edited by SinoBreizh

21 hours ago, Mainfrezzer said:

Ive just noticed following syslog. First time ive seen that
 

Has been the Ark variant. Might be worth keeping an eye on. since it killed all running docker that used that image


I did find out what caused itmhmm.thumb.PNG.66717847fcb8f6bc1d0b749b006899c1.PNG

Bit odd that this particular container threw the error while the other ones, using the same files(this one is the update hub etc), worked fine.

So far i havent been able to get this particular container running properly again but im working on it.


*Took the axe approach, working again^^

Edited by Mainfrezzer

  • Author
1 hour ago, Mainfrezzer said:

So far i havent been able to get this particular container running properly again but im working on it.

Please keep in mind that this can also be an issue with the disk since it seems like it fails when it tries to download the new files.

52 minutes ago, ich777 said:

Please keep in mind that this can also be an issue with the disk since it seems like it fails when it tries to download the new files.

The container all run on the same ssd.

The container that threw the error is #1

#1 didnt update, but did download and update all the gamefiles, that were supposed to be updated.
#2 just started fine and worked fine, same with #3 

(all container run of the same shared files)

I only noticed because the version of that server was wrong, while the others were fine. And then i did the digging. seems to be a steam related issue since i did find alot of github mentiones of it. Pinning it to a singlethread did work (threw another error but idk why that came up since i dont use any workshop content). Ultimately i did deleted all steam files and started anew.

Edited by Mainfrezzer

Anyone else having issues with V Rising since last major GLOOMROT update?

I had a server with this docker running about a year ago and now wanted to give it a go again with the new update. I can join from LAN however my friends cannot join from WAN. Only getting "Authentication Error" and in log file from docker i see "src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (794) : Assertion Failed: GetBestRoute2 failed with result 50 for address 'XX.XX.XX.XX:0'" Ip redacted with XX.

 

Have tried multiple different settings but nothing that solves it. Any ideas?

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