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My bad, i have mentionned it in a different post.
hosting it on a Win10 VM. at home (like many other games; Project Zomboid, Necesse, used to to host Valhelm, Kepleerth, The Forest, Empyrion, to name a few.)
Windows Defender is down.
I followed this setup guide : https://steamcommunity.com/sharedfiles/filedetails/?id=2252239447
ports are fine if i use the default ones as mentionned. (i tried changing the ports and my friend couldn't see the game listed under "Dedicated Server" but I was seeing it thought, being on LAN)
Going through the log, i saw this :
LogEOS: Verbose: [LogEOSP2P] Using Port Range 7777-7876 for P2P traffic
LogEOS: Verbose: [LogEOSP2P] InitializeP2PNetwork - Initialized
so i modified my forwarding to this ; port 7777 to 7876 forwarded + 27015 (all UDP)
Unfortunately, any attempt to join the server brings me back to title screen of the game.
My StartServer.bat file :
@echo off
curl https://api.epicgames.dev/sdk/v1/default?platformId=WIN
xcopy ServerSettings.ini "%cd%\LF\Saved\Config\" /y
LFServer.exe ?listen -log -Port=7777 -QueryPort=27015 -CRASHREPORTS
exit
I added the curl part, thanks to user AllanMusk, otherwise the server wouldn't come up.
let me know if you have any idea,
thanks
Actually, double. long story short i can't pull the gpon from my fiber isp modem to hook it up directly to my UDM Pro.
So i forward the ports from my ISP modem to my UDM then from the UDM to the server running the app.
I host many things at home, and i know it works. I'm a Sys Admin.
But to name a few ; Project Zomboid (an other game i'm hosting, been running for ~2.5 years), torrents, Plex server, and other games in the past.
Guess i'll have to wait for some updates of the game.
The fact that the api.epic SDK isn't working by itself and all the errors i pasted in my original post shows there is a lot of tweaking to be done.
The game has a lot of potential, i like it.
But one thing that annoys me on the Official server, it seems that when i log off, my character goes back to some state a few minutes before i log off.
What i mean is; i clean up my bags of loots then go to my bed and log off. When i log back in, i am a few steps away from my bed with some loots in my bags.
2 days ago i had done some upgrades of my gear (ammo/food/materials bags) to +4 and the next morning, i get back in and all those bags are +3 with the pig skins back in my chest. I was like "wtf..."
So now, before logging off, i let my character stand for 3-5 minutes before logging off. in hope when i come back it's back to what it is suppose to be ;/
Having same issue where everyone that attempts to log in it booted back to the title screen. We couldn't get the server to show up on server list until using the "curl https://api.epicgames.dev/sdk/v1/default?platformId=WIN" argument you did. Also found the argument in the dedicated server guide made it show up too ("curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, FALSE);" in the same spot instead of the platform ID one).
Can't be a NAT loopback/Hairpin issue as no one outside the network can connect either. I have noticed it's never even making a save game folder so not even sure the server is properly running.
Hopefully someone has an idea of what's happening.
I can't even join and i am on the same network.
It seems there was a "Connect IP" option before but it's no more.
So i can't try connecting directly to my server's IP @ 192.168.x.y. ...
But ya, unfortunately we are kinda stuck.
Something is going wrong considering it works fine on a dedicated home server without a UDM PRO using virgin media. Server will show up in the list even if the ports aren't open through firewall. You just get kicked back to start screen if you try to connect. When the ports were opened in the fire wall it worked fine.
I've not used a UDM PRO before, I have read it has its own fire wall you have to allow the ports through. Most likely culprit I still think is a port issue, since what else can it be D: Loads of dedicated servers on the list... that and the official servers work also.
If its the game then try hosting a Rust server(The game), and connect to that. Using the same method you've used for this game. I don't really understand why it doesn't work for you, but it works fine for me without the UDM PRO.
That save issue happens on dedicated also! Just have to save before you log out so you dont roll back. Now that is a game issue 100% :P
The right ports need to be used to show up, as I mentionned before, using different ports made my server not listed at all.
Also, i value ma privacy et security. So I know the UDM Pro isn't at fault.
Add to that, i use a pi-hole server as a DNS and it blocks a sh*tload of crappy websites and just looking at some random files on NOTD server, i found this :
\Saved\Config\CrashReportClient\UECC-Windows-1A915A594DD1F28B1153DC9A8A5B843C\CrashReportClient.ini
and it contains some stuff like this : DataRouterUrl="https://o439802.ingest.sentry.io/api/5407182/unreal/cbacd0cd717449a4b5c8e6f7d1b6a2f1/"
looking on my pi-hole : *sentry.io is blocked
2024-01-01 11:23:53 HTTPS o439802.ingest.sentry.io Blocked
2024-01-01 11:23:53 A o439802.ingest.sentry.io Blocked
so i don't know wtf they are doing, but everything seems to be going in all kinds of directions.
The sentry.io seems to be some sort of error reporting/telemetry service.
I whitelisted sentry.io (which i don't like the idea) and it didn't change the result,
EDRs don't like these types of softwares/behaviors... where i work, we hate all the telemetry bs. makes monitoring difficult. but programmers don't understand that.
Anyway, i'll try digging deeper and see if i can figure it out. but i can assume at some point the game will be polished and be more contained which will reduce most issues.
found this in the LF.log
LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Warning: STEAM: Steam API failed to initialize!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
i tried adding -nosteam in my .bat file but same result.
and also in that same log you can find this :
LogEOS: Verbose: [LogEOSP2P] Using Port Range 7777-7876 for P2P traffic
LogEOS: Verbose: [LogEOSP2P] InitializeP2PNetwork - Initialized
LogEOS: Verbose: [LogEOSP2P] Using Port Range 7777-7876 for P2P traffic
So i widen my port forward to 7777-7876 in hope it would help but no luck.
And steam works fine, i use it on my computers and also, i am currently hosting an other game called "Project Zomboid", which is on Steam. (been running for 2+ years without a problem).
I took a look at my Event Viewer and i found a bunch of these errors;
LF-PID5700
STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
Ran out of memory
The description for Event ID 1 from source LF-PID5700 cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.
May be part of the problem.
RAM isn't an issue, 12gb and 8gb pagefile. when looking at task manager, memory doesn't go higher than ~27% usage ~3.1/12gb
but that steam connection error might be part of the issue.
Is there a way to run the server batch file with -nosteam?
So ended up installing Steam on the server and logged in with my account and same result.
I'm out of idea.
And this error annoys me lol
[2024.01.02-01.05.55:007][908]LogEOS: Warning: [LogEOSSessions] Backend in progress state out of sync with client
[2024.01.02-01.05.55:012][908]LogEOS: Warning: [LogEOSAuth] Unable to get Epic account id from product user id - No logged in user found
There is too much involved that have errors ; steam... epic apk... and maybe the game itself. who knows. And the save/logging off issue is not very good either.
I'll wait to hear what the devs got to say. I have done enough troubleshooting on something like this.
thanks