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Post by chrisdachaot on Jul 11, 2015 2:16:22 GMT -5
Hey guys ! Great work on this nice tool everything running fine but ...
you have the additional arguments line in your tool. Now i wanted to setup a "Lost world" Mod Server.
What is the right typing for the line? Equal how i add it it doesnt work.
This is my batch file for manually starting:
ShooterGameServer.exe /Game/Mods/478227612/GenericMod?listen?ModId=478227612
If i add the /Game/... in the line it doesnt work. Now i thought a space before the addiitonal argument will work but nothing happend ?
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Cliff Hudson
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Post by Cliff Hudson on Jul 11, 2015 10:36:18 GMT -5
So you will need to change two things: 1. Set the "Map" to /Game/Mods/478227612/GenericMod 2. Set AdditionalArgs to ?ModId=478227612
Should do the trick.
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Post by highlander on Jul 11, 2015 12:11:38 GMT -5
So you will need to change two things: 1. Set the "Map" to /Game/Mods/478227612/GenericMod 2. Set AdditionalArgs to ?ModId=478227612 Should do the trick. Just tested this and its not working, even tried, "Map" set to TheIsland /Game/Mods/478227612/GenericMod with map just set to /Game/Mods/478227612/GenericMod the server never starts up.
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Cliff Hudson
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Post by Cliff Hudson on Jul 11, 2015 12:35:58 GMT -5
Hmmm. Can you click 'Show Command' and paste that here?
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Post by highlander on Jul 11, 2015 13:11:19 GMT -5
So you will need to change two things: 1. Set the "Map" to /Game/Mods/478227612/GenericMod 2. Set AdditionalArgs to ?ModId=478227612 Should do the trick. Ok my bad using the above settings do work just takes twice as long for the server to start up the first time. Took like 30 mins but only takes 8 mins to relaunch the server.
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Post by Cliff Hudson on Jul 11, 2015 13:31:27 GMT -5
Ahh, probably has to do with initializing the new world with whatever that mod is doing. Glad it worked for you 
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AceOfSpades55(registeredname)
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Post by AceOfSpades55(registeredname) on Jul 11, 2015 17:59:32 GMT -5
Sorry had to do this as guest as the login is not redirecting back to the forums with me logged in....
I am the type of person you guys wrote this great program for yet I still need a bit more hand holding please.
I want to run 2 mods downloaded from steam workshop on my dedicated server I run.(shared dedicated and personal ark game) So I have copied my mod folder into my server contents folder the path for that is B:\ARKserver\ShooterGame\Content\Mods inside are two folders(mods) with the numbers "478525616" and "478736056" and two loose files with the same numbers but with .mod as an ending.
My ark server manager command line is B:\StmCMD\Servers\ShooterGame\Binaries\Win64\ShooterGameServer.exe TheIsland?QueryPort=27015?MultiHome=192.168.1.6?RCONEnabled=true?RCONPort=32330?MaxPlayers=8?Port=7777?listen -nosteamclient -game -server -log
I have nothing added via additional args now that rcon is a clicky on the server manager so it is blank.
What would the additional arg line to make these 2 mods work? Thank you for you patience and writing a program like this for half-ass knowledgable people like myself hehe.
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Cliff Hudson
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Post by Cliff Hudson on Jul 11, 2015 19:21:44 GMT -5
Hmm, I actually don't know the syntax for running multiple mods. Maybe someone else will...
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AceOfSpades55(registeredname)
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Post by AceOfSpades55(registeredname) on Jul 11, 2015 20:38:16 GMT -5
I just found out that mods really are not mods but maps with altered game data. So only one "mod" possible at a time. So guess the question is moot.
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Cliff Hudson
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Post by Cliff Hudson on Jul 11, 2015 21:34:56 GMT -5
Good to know, thanks for finding out!
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Post by chrisdachaot on Jul 13, 2015 10:21:37 GMT -5
Sorry had no time to test it yet ... wil do it later.
Why not 2 mods ? If you use additional arguments (2 for example) is it not possible to set it in "" like windows links ? And then a space between the commands?
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Post by Cliff Hudson on Jul 13, 2015 10:46:26 GMT -5
It's probably a limitation in ARK itself. Perhaps they will change it in the future?
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Post by TroJanVirus on Jul 20, 2015 7:05:28 GMT -5
Each mod, when created, uses a .umap file which contains a reference directly to 'TheIsland.umap'.
Every mod developed is technically a map, so I can't see how loading up 2 tiny '.umap' files that BOTH reference 'TheIsland.umap' as it's overridden base map would affect the game negatively.
I assume it's as simple as finding the right syntax as Cliff said.
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Post by TroJanVirus on Jul 21, 2015 0:42:38 GMT -5
To reiterate, no syntax is known of, however, you can get the two mod dev's to combine their mods into 1 umap. Alternatively, wait until a mod manager is released by someone who is a coding god 
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Post by Xibyth on Jul 27, 2015 20:48:59 GMT -5
For multiple mods. I have this setup with the tool,
In the map field (/Game/Mods/485347671/StrateraVis?/Game/Mods/478525616/AllColorDinosMod?/Game/Mods/480991353/DF?) In the additional arguments field (ModId=485347671?ModId=478525616?ModId=48091353?)
Currently testing and will update if all mods are operational. The theory is the ? is a break point in the launcher, so using them with each argument should work.
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