BoRGaMeS Posted July 12, 2021 Share Posted July 12, 2021 (edited) asvlog.log I moved (PlayerLocalData.arkprofile) it from the folder and the ASV started working. Edited July 12, 2021 by BoRGaMeS 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 Got real far then. Sounds like it's failing due to the new ArkLocal stuff I added. Will add further checks after I've finished work. 1 Link to comment Share on other sites More sharing options...
isebii96 Posted July 12, 2021 Share Posted July 12, 2021 Just to confirm: Same problem for me, 4.0.0.29 works, 4.0.0.30 and 4.1.0.0 failes to load with the same error. 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 Re-download, same link for 4.1.0.0 and let me know if that's any better. I need to start the day job now so won't be able to check back til lunch. 1 Link to comment Share on other sites More sharing options...
isebii96 Posted July 12, 2021 Share Posted July 12, 2021 Seems to work now... At least no error after loading the savegames. Thank you! 2 Link to comment Share on other sites More sharing options...
BoRGaMeS Posted July 12, 2021 Share Posted July 12, 2021 We'll wait. Not a problem. Thank you for your hard work !!! 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 Not going to have time at lunch today but will work on custom & in-game (LocalProfile) map markers this evening for next release as I noticed custom markers aren't working currently. 1 Link to comment Share on other sites More sharing options...
Rattgtg Posted July 12, 2021 Share Posted July 12, 2021 Any way to make the structure and tame points on the map appear above the points for artifacts and terminals like the older program would do? Older Ver of program Current Ver of program 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 @Rattgtg just had a quick look. It's due to the way I order them for cache purposes so that I don't have to re-draw all the content drops each time and only re-draw the things that change the least. I'll see what I can do to retain some of this cache functionality for speed to prevent re-draws but re-ordered so player content overlays game content. Link to comment Share on other sites More sharing options...
ANewHome Posted July 12, 2021 Share Posted July 12, 2021 Is there a way of editing these save file locations - keeping the names ? It seems that you can delete them and not edit them ? (4.00.20) Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 (edited) @ANewHome It was a copy/paste job of what I used to have for FTP where I originally didn't allow edit. I'll look into opening it up to allow you to change them. ..edit Added to next build. Give me a couple of hours - just finishing off the custom map markers then I'll put together a release. @Rattgtg - It's going to take me a day or so to re-work the map draw to show player content above game content markers so please bear with me. ...edit Some more testing and few bits to tidy up but it'll be in next release. 4.1.0.2 Edited July 13, 2021 by MirageUK 1 Link to comment Share on other sites More sharing options...
ANewHome Posted July 12, 2021 Share Posted July 12, 2021 @MirageUK - this tool is awesome, and your commitment to it is amazing. 1 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 12, 2021 Author Share Posted July 12, 2021 (edited) Version 4.1.0.1 now available. https://drive.google.com/file/d/1RYYd2foqTFHc9fdV8imw0ekdZ24hmf9j/view?usp=sharing Changes Re-Implemented Custom Map markers. FYI this will be last release I provide with my own mapmarkers.json so I don't overwrite any you set from now on. I'll provide mine as a seperate download template when I complete the WIKI. Added manual option to select your local steam library folder if ASV can't determine it automatically. @lordbufu Added edit option to ARK offline links. @ANewHome Edited July 12, 2021 by MirageUK Update about mapmarkers.json 1 3 Link to comment Share on other sites More sharing options...
StevenB Posted July 14, 2021 Share Posted July 14, 2021 (edited) Seems the actual cause is being unable to load the Gen2 save. It said loaded in 1m 13s, but afterwards it said failed to load 2021-07-14 16:32:31.2237|ERROR|LoadSaveGame failedSystem.NullReferenceException: Object reference not set to an instance of an object. at SavegameToolkit.PropertyContainerExtensions.GetTypedProperty[T](IPropertyContainer propertyContainer, String name, Int32 index) in C:\Dev\ASV\ASVToolkit\ArkSavegameToolkit\SavegameToolkit\IPropertyContainer.cs:line 36 at ASVPack.Models.ContentContainer.<>c__DisplayClass40_0.<LoadSaveGame>b__8(GameObject x) in C:\Dev\ASV\ASVToolkit\ASVPack\Models\ContentContainer.cs:line 507 at System.Linq.Parallel.SelectQueryOperator`2.SelectQueryOperatorEnumerator`1.MoveNext(TOutput& currentElement, TKey& currentKey) at System.Linq.Parallel.WhereQueryOperator`1.WhereQueryOperatorEnumerator`1.MoveNext(TInputOutput& currentElement, TKey& currentKey) at System.Linq.Parallel.HashRepartitionEnumerator`3.EnumerateAndRedistributeElements() at System.Linq.Parallel.HashRepartitionEnumerator`3.MoveNext(Pair`2& currentElement, Int32& currentKey) at System.Linq.Parallel.DistinctQueryOperator`1.DistinctQueryOperatorEnumerator`1.MoveNext(TInputOutput& currentElement, Int32& currentKey) at System.Linq.Parallel.StopAndGoSpoolingTask`2.SpoolingWork() at System.Linq.Parallel.SpoolingTaskBase.Work() at System.Linq.Parallel.QueryTask.BaseWork(Object unused) at System.Threading.Tasks.Task.Execute() at SavegameToolkit.PropertyContainerExtensions.GetTypedProperty[T](IPropertyContainer propertyContainer, String name, Int32 index) in C:\Dev\ASV\ASVToolkit\ArkSavegameToolkit\SavegameToolkit\IPropertyContainer.cs:line 36 at ASVPack.Models.ContentContainer.<>c__DisplayClass40_0.<LoadSaveGame>b__8(GameObject x) in C:\Dev\ASV\ASVToolkit\ASVPack\Models\ContentContainer.cs:line 507 at System.Linq.Parallel.SelectQueryOperator`2.SelectQueryOperatorEnumerator`1.MoveNext(TOutput& currentElement, TKey& currentKey) at System.Linq.Parallel.WhereQueryOperator`1.WhereQueryOperatorEnumerator`1.MoveNext(TInputOutput& currentElement, TKey& currentKey) at System.Linq.Parallel.HashRepartitionEnumerator`3.EnumerateAndRedistributeElements() at System.Linq.Parallel.HashRepartitionEnumerator`3.MoveNext(Pair`2& currentElement, Int32& currentKey) at System.Linq.Parallel.DistinctQueryOperator`1.DistinctQueryOperatorEnumerator`1.MoveNext(TInputOutput& currentElement, Int32& currentKey) at System.Linq.Parallel.StopAndGoSpoolingTask`2.SpoolingWork() at System.Linq.Parallel.SpoolingTaskBase.Work() at System.Linq.Parallel.QueryTask.BaseWork(Object unused) at System.Threading.Tasks.Task.Execute() Edited July 14, 2021 by StevenB real reason for not loading a player in players tab :p 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 14, 2021 Author Share Posted July 14, 2021 Looks like a Tek Stryder but ASV was unable to identify the inventory component. Will use a different method and add further checks in next release. Estimated tomorrow evening after work. 1 Link to comment Share on other sites More sharing options...
MirageUK Posted July 14, 2021 Author Share Posted July 14, 2021 ..or maybe release today. Version 4.1.0.2 now available. https://drive.google.com/file/d/1INnpojlL2UHtbfCaegjNVoQrmadMc19M/view?usp=sharing Changes Re-worked drawing of map markers so player content appears above map content. @Rattgtg Re-worked custom map markers to include Category. Added various caves, Genesis 1 / Genesis 2 mission terminal markers etc. Sorry - I lied, THIS release will be the last to include my own map markers. Added defensive checks around the Stryder rig identification. @StevenB 4 Link to comment Share on other sites More sharing options...
MirageUK Posted July 15, 2021 Author Share Posted July 15, 2021 Just a quick update before work to let you know my plans. Probably going to be early next week but FYI I started looking into what we can do with RCON from ASV. Turns out, quite a lot, especially when combined with a server API to extend RCON functionality which has been provided by @Foppa - https://arkserverapi.com/index.php?resources/extended-rcon.5/ 2 1 Link to comment Share on other sites More sharing options...
BoRGaMeS Posted July 15, 2021 Share Posted July 15, 2021 (edited) Great news ! I use this plugin on my servers. For RCON, I use ACCIon RCON. Thanks ! Edited July 15, 2021 by BoRGaMeS Link to comment Share on other sites More sharing options...
MirageUK Posted July 15, 2021 Author Share Posted July 15, 2021 Will have to set myself up a local dedicated server and see what I can do. My current host machine is linux, so it's not supported and I don't want to rock the boat on that server until I'm sure what I'm doing will work 2 Link to comment Share on other sites More sharing options...
MirageUK Posted July 17, 2021 Author Share Posted July 17, 2021 I hate my brain sometimes. As the Extended RCON seems to rely on Windows hosting I decided to investigate what might be involved in creating my own mod which doesn't have this requirement. I'm now head deep in the ARK dev kit, investigating the possibility of ARK pushing out location data and such to ASV via HTTP POST instead of ASV having to poll that data from ARK via RCON. Not sure how it'll work but some form of dynamap live view on top of the game data from last save. All just a dream at the moment so don't take this as something set in concrete but fingers crossed I can get something going. 3 Link to comment Share on other sites More sharing options...
ANewHome Posted July 17, 2021 Share Posted July 17, 2021 You will find plugins > mods as it generates less lag and doesn’t require additional time to load items. With it being a mod would also run the risk of a player being able to bypass various things and inject into the client to make your mod do something it potentially shouldn’t. The ARK API is Windows only due to the .NET requirements, however you could host a windows desktop (with trial license) on a Linux machine using KVM or similar tools (depending what version of Linux you are using ? Link to comment Share on other sites More sharing options...
StevenB Posted July 17, 2021 Share Posted July 17, 2021 Incorrect. if a mod is only doing lightweight server-side stuff it doesn't really impact the clients and works on both Windows and Linux hosts. You can't really do much harm to a mod unless you really mess it up. I would not host Windows server on Linux VM or otherwise, much better to go Windows in the first place then which many are trying to avoid due to wanting to not deal with licensing or other Windows issues. Link to comment Share on other sites More sharing options...
ANewHome Posted July 17, 2021 Share Posted July 17, 2021 It would be possible converting the source code to Linux (for the API) https://arkserverapi.com/index.php?threads/faq.5/ and trying this with the Linux .Net core from Microsoft as a first step - if that works , take the same route with one of the other APIs which are open source Link to comment Share on other sites More sharing options...
ANewHome Posted July 17, 2021 Share Posted July 17, 2021 1 minute ago, StevenB said: Incorrect. if a mod is only doing lightweight server-side stuff it doesn't really impact the clients and works on both Windows and Linux hosts. You can't really do much harm to a mod unless you really mess it up. I would not host Windows server on Linux VM or otherwise, much better to go Windows in the first place then which many are trying to avoid due to wanting to not deal with licensing or other Windows issues. For dev testing build purposes - shouldn’t make any difference. I know from a hosting server perspective , I would be a lot more comfortable this being plug-in route / RCON than a mod. The in-game permissions checks ark has are not great - are you logged in as admin or not (is about it), the RCON route would mean that I don’t have to be logged in on that map to do stuff. A mod which runs connecting to an ark server without requiring security authentication or even password only (given it would be in clear text) is truest scary as mod settings only change on reboot. The RCON route at least is filtered IP address and can be IP blocked for certain machines only to access. 1 Link to comment Share on other sites More sharing options...
StevenB Posted July 17, 2021 Share Posted July 17, 2021 You can do all this with a mod without issues. If someone provides a working Linux API I would be happy to test it out, but since there is none mods are the only option atm. I do RCON stuff to mods and it is no different than regular RCON which would also not need auth. You can filter by IP easily both in a mod or just on the host itself by limiting the RCON port. Link to comment Share on other sites More sharing options...
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