Just for clarity, my server is not having any issues. For me its all client side. I posted a bug report about it. The mod duplication happens in the client game launcher only and my mod mismatch is that one mod (barbarian barber) does not show there. The server reports all mods only loaded once and looks totally kosher (and the server is on its own dedicated machine). As far as I can tell, the server and dedi launcher are both functioning perfectly and performance on the server is excellent. My issue seems to be entirely client side in the Funcom Launcher.
Thankyou very much for your assistance & advice Toolguy.
I was able to successfully log into my server and all seems well. A huge thanks for this great tool that allows someone like me with limited technical experience to easily run my own server. Cheers!
I have installed the game from Steam.
I can see the line when starting the server:
“LogGameTweakSystem:Display: Received Build overrides from FLS”
But nothing more until the end of the log where it spits out:
“LogFuncomLiveServices: Error: GetBuildOverrides Failed: Request Timeout or null response”
Ok, could you try a couple more time to see if it’s always exactly the same thing or if now and then you get the actual build override to return something valid, and after that if it still fails, try again but with your firewall disabled?
I managed to get it working by manually adding the information in the GameTweaksCache.ini file
Though I am getting authentication failure instead now
Got everything working now, manually added the override values and then had to enable TLS 1.2 in the internet options to solve authentication failure
@Toolguy I understand. What’s the proper channel then for me to reach out to regarding this issue?
I doubt there is a proper channel.
Basically what you are doing is not discouraged, but it’s not supported.
There would have been a native Linux version of the Exiles server if UE4.15 had not been putting so many sticks in the wheels, we tried to have one working but it was not working properly.
What you are doing is to run a Windows version on Linux, and nobody at Funcom can afford to spend time on getting something that looks like some internal issue happening somewhere between the UE4 engine memory management and what Wine is doing.
This requires expert knowledge on two very different code bases involving custom memory management, which is not something we have internally (that’s the reason we are using Unreal after all, so we don’t have to build our own engine!)
Basically, if you can find someone who has both Windows and Linux knowledge and who would look at the problem (the Unreal Engine is open source, anyone can look at the code on github, same with Wine), try to reproduce the issue it on a minimal program and submit a fix for whatever problem is found in either Wine and/or Unreal, assuming it’s not a huge amount of code, I’m reasonably confident the Exiles team would be ok to give a shot at applying the patch on the Exiles code base’s version of Unreal.
That’s strange, pretty much all the versions of Windows had that enabled by default for about two years now, is it something you had disabled, or was it some old machine with an old version of Windows you had running in a corner?
Alright.
In order to dive deep like this, may I ask for three things?
1 - Ask the dev team what these option In Engine.ini do:
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=
gc.SizeOfPermanentObjectPool=
gc.FlushStreamingOnGC=
gc.NumRetriesBeforeForcingGC=
gc.AllowParallelGC=
gc.TimeBetweenPurgingPendingKillObjects=
gc.MaxObjectsInGame=
gc.MaxObjectsInEditor=
gc.MaxObjectsInDedicatedServer=
gc.CreateGCClusters=
gc.MinGCClusterSize=
2 - Ask the dev team for a way (script or any other way) to stress the game into using a lot of RAM, so we can test to see if any solution is working. Because right now all tests were live, waiting to see if the server crashed, and it did, annoying players. Also that would translate in to 1 or 2 tests per day only.
Perhaps there could be a simpler solution. Here are a few suggestions.
3 - Ask the dev team to add a way to disable memory checking / garbage collection as a whole. Like a switch to use at the server launch command line. Wine users could just solve the problem by using this and beefing up the RAM, as most already have way more ram than needed. In order to test it, it would be nice to have the ask number2.
I know it’s unsupported, but that would be a very nice to have and increase the number of servers. I know I would, for example, run 2 servers in one machine if this was available. And lots of people from the discord channel would as well.
These are all Unreal Engine internal related things, it’s not things made by the Exiles devteam.
Most of the ; FUNCOM BEGIN/SECTIONS are tweaks done by searching in the Unreal documentations and then experimenting with values.
I would ask on the modding community if they have ideas on how to do that.
The Exiles team has been working hard on trying to reduce the memory usage, not increase it.
Possibly some people have some gamedb they could share with a bazilion of buildings made to many many blocks which would stress the memory usage.
It’s like asking “I like your car, but it’s a diesel and it would be nice if it ran on electricy instead”.
The entire Unreal Engine is designed around a garbage collection memory management system, there are parameters like what you posted above (gc.xxx) but you can’t disable it, it’s a core part of the system.
Many people are doing that already, there’s no problem having multiple servers on the same machine, as long as they are in different folders and using different ports.
For 3.
There is an option as I posted before, it just doesn’t work for Conan exiles:
NOVERIFYGC
: Do not verify garbage compiler assumptions.
-NoVerifyGC Otherwise expect massive hitching in Release builds at least every 30 seconds or so.
This flag does nothing related to what you want, the actual code is at the end of this page:
https://ph.life/ue/ue4/memory/gc/ (the VERIFY_DISREGARD_GC_ASSUMPTIONS section).
You will not solve the problem by poking around at variables, it’s a code problem, which works on Windows and fails on Linux, so possibly Unreal relies on in the Windows API which for some reason could be implemented differently in Wine, causing the problem.
Anyway, I cannot afford to spend more time on this particular topic, sorry for that.
Oh this bad boy of a laptop has windows 7, so it’s quite old Some might call it archeotech… but then the Machine Cult of Mars might come running.
Ive ran into some problems here and wanted to see if someone could give me some insight as to what is going on. I set upp a server with the tool and it was working fine untill my windows wanted an uppdate, tried to apply the uppdate and it failed and as a byproduct the conan server stopped working. It can no longer be conected to, it searches for a breif while and then comes back with a cant find the server message. I tried removing the entire folder and reinstalling the server fomr scratch but it made no diffrance. I also tried the steam server thingie that you can install but it dident work either. Im not super savy at this stuff but it feels like the server isent installing completly from scratch even tho i create a new one in a blank folder, it feels like theres some stored file somewhere that it starts with instead of running as normal?
One thing you can check is to see if due to the update there is a mismatch between the local ip you (and the launcher) think you have and the ip on your modem/router. I had an issue once where my isp screwed them up (basically changed the last number of the ip by 1) and I had to go into the modem and change the ip manually. Dont know why it happened but it did.
Checking the local IP of the server is indeed a good idea.
It’s possible that the machine restart triggered by the Windows update made your router assign a new IP to your server. If you are using DHCP (automatically attributed IPs) that will happen again, that’s why I generally suggest to go on the router configuration page and associate a fixed IP with the MAC/hardware address of the card (you can easily see it on the DSL Network Configuration and copy it with the clipboard icon).
Typically the DHCP will give you automatic addresses in the 192.168.1.2 to 192.168.1.250 range (that’s an example) but most routers allow you to change that range and you can say that “I want 192.168.1.42 associated with the network card 01-02-03-04-05-06”, then you port forward using this IP and it will always be reserved specifically for this network card.
I managed to sort the ip so we can connect again. thanks for the help. Everything works fine now except i cant get the purge system to work. Meeters dont fill up at all for some players and for some it fills up a litle bit very breifly only to disapear again. Ive tried to change it both in the ingame settings and the serversettings ini but nothing seems to work. If i add the “enablepurge” line manually to the ini it gets removed bu the game after a server restart. any ideas on how to fix this?
Will do, thanks
Hi Toolguy,
Thanks for the tool.
I have run the launcher today (first time download) and configured as I would pressed the button at the bottom right. The SteamCMD has done some stuff and downloaded and verified little over 3GB of files, and then gone back to the CD/Floppy with the green + and I have a message in the status bar "The game server executable could not be located (auto restart disabled).
I then removed the folder, created a new folder set up again without the mods, and pretty much the same except no mods downloading and still cannot find the game server. I’ve repeated the removeal and set up using my own Steam ID and still the same issue.
When I check the “DedicatedServerLauncher” folder it is only 649KB and containing .ini files in their folder structure, the log file that the button in the tool does not open the folder for, steamcmd.exe and steamcmdlauncher.bat.
I’ve checked to verify files and get to output:
Running SteamCMD
- Executable: D:\Portable Programs\CESL\DedicatedServerLauncher\steamcmd.exe
- Parameters: +force_install_dir “D:\Portable Programs\CESL\DedicatedServerLauncher\ConanExilesDedicatedServer” +login ###### +app_update 443030 -beta default validate
+quit
----- Started 05/06/2022 22:17:32.95 -----
Redirecting stderr to ‘D:\Portable Programs\CESL\DedicatedServerLauncher\logs\stderr.txt’
[ 0%] Checking for available updates…
[----] Verifying installation…
Steam Console Client (c) Valve Corporation - version 1654028333
– type ‘quit’ to exit –
Loading Steam API…OK
Logging in user ‘######l’ to Steam Public…OK
Waiting for client config…OK
Waiting for user info…OK
Update state (0x5) verifying install, progress: 4.92 (7196176 / 146390709)
Update state (0x5) verifying install, progress: 9.81 (318129157 / 3241679050)
Update state (0x5) verifying install, progress: 37.15 (1204193064 / 3241679050)
Update state (0x5) verifying install, progress: 64.84 (2101878953 / 3241679050)
Update state (0x5) verifying install, progress: 93.86 (3042786691 / 3241679050)
Success! App ‘443030’ fully installed.
----- Finished 05/06/2022 22:17:47.88 with status code 0 -----
Waiting for 2 seconds, press a key to continue …
Any idea what I’m missing here?