Does the tool display properly on the 1080p screen?
This type of bug is typically super hard to fix when it can’t be reproduced.
Question: Does the tool appear first correctly on one of your screen, and then you move it to another screen that has a different DPI setup?
It’s possible that my code is failing on something related to querying size information on the wrong monitor when doing moving and resizing. (I’m using a combination of WM_GETMINMAXINFO and WM_SIZE, but maybe I should also track WM_DPICHANGED…)
I have a problem with the Mods checker update.
The settings is on “Check for Updates and Restart” and the timer is on “00:05” and Checkmark in “Close Steam” and no checkmark in “Validate Server Installation”
But everytime there’s a mod update, the server don’t check for it and no restart happend.
If I press the questionmark for manually check for updates, it find the update and I can then manually restart the server and the mod update will apply to the server.
Any clue why it’s not working, anything i’m missing?
I desperately tried older version of Dedicated Server Launcher, but still the same for them.
Imo the next step is to check the logs for errors, specially in your case, the actual Dedicated Server Launcher logs, they are located in the DedicatedServerLauncher\Logs folder at the same location as where you’ve put the launcher executable, all the logs are named “DedicatedServerLauncher(x.y.z).*.txt”
There’s been some recent issues regarding Steam updates, detection of changes, etc… so I made a small quality of life update for the server launcher which actually logs what happened with SteamCMD as a part of the Dedicated Server Launcher log files, so we can actually look at the issues later.
And while I was at it, I added a new tab in the UI so you can monitor the actual launcher logs without having to manually open the log file from disk.
1.3.4 (30 november 2020)
The log output of the SteamCMD operation is now added to the Dedicated Server Launcher log files in a section starting by STEAMCMD OUTPUT
Hello everyone, trying to start the server through the launcher shows that it works, but when connecting ping 9999 after a long download and the inscription " failed to connect to the server. Lost contact with the organizer of the game " what to do? And there is a video detailed how to set up the launcher?
Have you been through the manual/explanation on the top post on this thread?
Basically you need to get the three first port leds to turn green when clicking “Test Port Accessibility”.
To get that to work, means doing port forwarding on the router, making sure your firewall and antivirus to not block access, and of course an ISP that allows for port forwarding.
There is no video, but that probably not a bad idea at this point.
Hi everyone,
I have some questions about the field “Mod List” in the UI and the modlistt.txt in conan folder structur.
When I add a mod id in the UI field it gets added to the modlist.txt.
What about changing the load order? Do I have to change the order in the UI field or am I able to sort the modlist whithin the file?
Another question is about the ability to import a modlist.txt file from i.e. another server or a single player game.
Do I have to edit the UI field so it is in the same order like the copied (imported) modlist.txt?
Does it break the auto updated functionality if the mod order is not the same within the UI field and the modlist.txt?
With my hack, if you drag and drop this new modlist.txt on the UI, it will automatically detected that \steamapps\workshop\content\440900 is actually a part of a path for a SteamCMD workshop deployed folder and extract the number behind, so the tool will rebuild the mod list with only these ids:
---------------------------
Conan Exiles - DedicatedServerLauncher 1.3.5
---------------------------
Are you sure you want to set '880454836,2160533143,1382120864' as your new mod list
---------------------------
Yes No
---------------------------
So here is a small version update for people who want to play with mods reordering.
I know it’s not a proper UI fix, that will happen one day, but this change in the mean time allows you to:
Edit your modlist as you want, and reimport it without having to enter numbers
Import old modlists of other servers
1.3.5
Modified the modlist drag and drop to allow reimporting a modlist by replacing ids if they are in the steamapps\workshop\content subfolder Dedicated Server Launcher 1.3.5
So, here is how that works (sorry for the large picture):
The way things work, what you type in the Mod List field get processed and regenerated as a modlist.txt file in your Server install (when you press the “Save Changes”)
Now you can open the text file, and change the order. On this picture I swapped “Pippi” and “KDR_Unchained” to get Pippi first (just a random example) and then saved back the modlist.txt
Drag’n Drop the modlist.txt over the Dedicated Server Launcher UI and release the button
The tool detects the drop, processes it and extract the ids (or full paths if they were local files) and asks you if you want to use that as your new mod list
After you’ve helped me with my port forwarding my server has been running fine until last sunday. The server now keeps on restarting after a minute or two. I have tried to disable auto updates, I have disable BattleEye but somehow I still have the problem.
Looking at the log, I see much more lines than before and the last ones are the following:
[2020.12.08-20.42.10:989][ 0]Persistence:Display: WorldPersistence: Loading 327 actors
[2020.12.08-20.42.13:186][ 0]LogPakFile: New pak file …/…/…/ConanSandbox/Content/Paks/VFX.pak added to pak precacher.
[2020.12.08-20.42.13:186][ 0]LogUObjectGlobals:Warning: Failed to find object ‘Object /Game/Items/BPGameItemWeapon_NPCKnockUp_250.BPGameItemWeapon_NPCKnockUp_500_C’
[2020.12.08-20.42.19:594][ 0]Persistence:Display: WorldPersistence: Finished loading actors
[2020.12.08-20.42.19:791][ 0]LogMemory:Display: Entered application state ‘WorldPersistenceDone’.
[2020.12.08-20.42.20:078][ 0]Persistence:Display: WorldPersistence: Found 1 alive characters
[2020.12.08-20.42.20:082][ 0]Persistence:Display: WorldPersistence: Found 1 alive characters
[2020.12.08-20.42.20:086][ 0]Persistence:Display: WorldPersistence: Found 279 Server Population Recordings
[2020.12.08-20.42.20:086][ 0]LogGameState: Match State Changed from WaitingToStart to InProgress
[2020.12.08-20.42.20:104][ 0]LogLoad: Took 33.619870 seconds to LoadMap(/Game/Maps/ConanSandbox/ConanSandbox)
[2020.12.08-20.42.20:105][ 0]LogLoad: (Engine Initialization) Total time: 51.34 seconds
[2020.12.08-20.42.20:105][ 0]LogExternalProfiler: No external profilers were discovered. External profiling features will not be available.
[2020.12.08-20.42.20:105][ 0]LogWindows: FPlatformMisc::RequestExit(0)
[2020.12.08-20.42.20:110][ 0]LogMemory:Display: Entered application state ‘LeavingMap’.
[2020.12.08-20.42.20:110][ 0]LogGameMode:Display: Match State Changed from InProgress to LeavingMap
[2020.12.08-20.42.20:110][ 0]LogGameState: Match State Changed from InProgress to LeavingMap
[2020.12.08-20.42.20:110][ 0]LogDreamworld:Display: SQLLite query data for TEXT (char*) at column 2 and row 0 result 0 is null, will return empty string instead
[2020.12.08-20.42.20:110][ 0]LogDreamworld:Display: Trying to flushing main thread job queue but it’s getting bigger. Aborting.
[2020.12.08-20.42.20:110][ 0]LogNet: Browse: /Game/Maps/ConanSandbox/ConanSandbox?closed
[2020.12.08-20.42.20:110][ 0]LogNet: Failed; returning to Entry
[2020.12.08-20.42.20:110][ 0]UnitTest:Display: ClientState: 0
[2020.12.08-20.42.20:110][ 0]LogLoad: LoadMap: /Game/Maps/ConanSandbox/ConanSandbox?closed
All lights for ports are in grey while there were in green earlier today, I can’t click on the test port button (it’s greyed out) but when it appears for a few seconds, all lights go to green.
Do you see anything in the logs that could explain the problem?
It’s hard to diagnose things with partial logs, but it’s very probable that your server is in a crash loop, either because there was an update that conflicts with mods, or some db corruption.
It’s most probably not the server launcher, and you can easily check that yourself: Instead of launching the server manually, click on the top of the launcher where the path to the server executable is displayed, that will open a explorer window: Close the server launcher, and manually launch the server executable from the explorer window. If stops by itself, it’s a problem with the server.
If that’s the case, then I would recommend joining the server admin discord, because there are probably people here that could help more than I could.
One important thing though: Have you setup the backup system on the server launcher, so you can revert to a previous game database or sets of ini files in case of problems?
I first try like you suggested and the server was not restarting anymore. I then followed your idea about the backup.
I restarted a new server, clean slate, it was not rebooting anymore but I had lost the game content. Luckily I had enabled a daily back up and I simply copied the game.db file to the new server and I managed to connect to the game with the latest progress in the game. I’ll leave it running like this to see if it keeps on working, I still see much more chatter in the logs than before so there might still be something wrong. It’s really strange, I didn’t change anything and it suddenly stopped working.
It seems that my server always times out when trying to update any mod 1GB or larger. I have reordered the mod list several times. 900MB mod=no problem, 1GB=timeout.
Running SteamCMD
Interesting, and thanks for the Steam log, so we do get a " Timeout downloading item" error message and a “status code 10”.
My question is: Could you try to manually run the batch file that call steamcmd from a command shell, and if it fails try to run it again, and see if at some point it does work.
Basically, does it look like doing some retries would work, like for example, on a “status code 10” is it worth calling SteamCMD again, or will it always fail?
I never had a timeout myself, and testing for errors is one of the hardest things to do… when you don’t get the errors
The output is now a tabbed view, allowing to select between the original game server logs, steam cmd output, some filtered views showing player and mod related information, plus also the content of the various ini files (which can be directly edited - still experimental)
Added support for CTRL-A and CTRL-C to the log output
Added the server PID in the title bar
Added plenty of tooltips
Extended the CPU/Core list from 32 to 64 entries
Reordered the UI element for a more logical and nice to use tab order
Maps
Support for selecting maps (Siptah or from mods) - also shown in the title bar of the launcher
Steam
Support for arbitrary steam branches and users
The log output of the SteamCMD operation is now added to the Dedicated Server Launcher log files in a section starting by STEAMCMD OUTPUT
Moding:
Fixed a problem involving mod ids larger than 2147483648 (2^31)
The modlist edit field now also accept a copy-pasted list of mods, or a drag and dropped modlist.txt file so you can import or tweak mod lists
Backup:
The backup code now also handles the “blacklist.txt” and “whitelist.txt” files, as well as any additional game db file
Messages:
Added a combo box to select between “server” and “broadcast” when sending RCon messages (Maldred)
Added many magic tokens to the Discord and RCon messages.
Quality of Life changes:
The dedicated server launcher log files (in the /Logs subfolder) will now clearly indicate which ini file failed saving when it happens.
All restrictions on the maximum number of players have been removed
Modified the “Test Port Accessibility” to give some proper diagnostic on what did go wrong: TimedOut, could not bind the port, …
The tool is now able to run internally for the new projects, so it will be ready when the new games launch.
Clicking on the game server path on the top now opens an explorer window to the location of the executable
Removed the “Documentation” link in the Help menu, and fixed the “Forum thread” to actually point to the correct support thread
Added a new “DedicatedServerLauncher.ini” file to limit conflicts with the server rewriting ini files
Fixes:
Fixed a crash happening when trying to load older .ini files that did not have a “DedicatedServerLauncherServerAffinityMask” entry set
Fixed an issue with the ini file parser which would not properly remove duplicate entries in the ini files
Fixed some problem involving the internal crash reporter not managing to send reports
Added some proper quoting to allow SteamCMD to run if the Dedicated Server Launcher was installed in a folder containing spaces in the name
Moved the “Additional Command line parameters” before all the other parameters
Updated the magic tokens so they are also applied to RCon messages
Fixed a bug in the UI framework which would truncate the values to 2048 characters (problematic for the list of mods when using full paths) (veekay)
Fixed a bug where the affinity mask would not be reapplied after the server was restarted
Fixed a bug where the Run Script option used the wrong variable (Server Priority) to select the behavior.
Since there was no major issues reported for version 1.3.5, it’s now the new official version (+).
See you all next year
+ Remember that ALL the previous versions are still available in the Release History section on the top post.
Anyone have an issue with dedicated server launcher downloading a big mod and failing to do so ? It says “download timeout” when the file is too large (like AOC mod)
edit: If it’s only possible to do via manual folder transfer, how can I setup the dedicated server manager to detect that the mod is up to date? If I only transfer the updated folders, the manager will still try to download the mod and always timeout.
You can store the mod on another location on your disk (not in the launcher folder) and add the full path in the mod input field, it will be added to the modlist.txt but the launcher will not try to update it.
^^ oh actually genius! Thx
I just have to link the server mod list to my own user mod folder! (copy paste my own modlist.txt to the server modlist.txt)