Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
...
...
...
API_URL=" https://your-api-server"
API_URL=" "
Am I correct to assume it has to be within quotation marks? When I added it without quotation marks I noticed the URL vanished after the restart. With quotes I've yet to see an update notification even though there have been a few updates. Thanks you :)
http://steamcommunity.com/workshop/filedetails/discussion/898754545/1692659769956574700/
To continue using this mod, you can set your API_URL to
https://arkmods-versionchecker.herokuapp.com/api/v1/versioncheck
You can use the log output to build a watchdog to restart the server for you.
mods cannot write to any file on their own, we have to pass the log to a function, which handles writing to server log.
But if you are updating based off the notification/server log produced by this mod, then you are obviously not going to get a false notification coming back on restart, as you will have gotten past the 10m expiry.
The one being provided publicly, will always be a 10 minute cache, as to not flood Steam, and conserve resources on the server itself.
Anything we can do about that?
Using:
ModIDs=680481868,833379388,800058338,679529026,731604991,719928795,708807240,893834064,879894972,749466101,764755314,899250777,538418918,834667662,932816570,942185438,566887000,751991809
It's still crashing upon startup and immediately creating a dump file without starting the server. So, effectively, nothing has changed. This wasn't the issue.
I just built this for you. You can check you string against it.
Did it happen to work with the rest of those, or did you just happen to notice this not working on your first check? I'll try to turn this mod back on, tomorrow, and see if it resolves it without the Ragnarok ModID in the [VersionCheck] section.
Thanks for looking at it, @jslay.
[VersionCheck]
ModIDs=776464863,680481868,833379388,800058338,679529026,731604991,719928795,708807240,893834064,879894972,749466101,764755314,899250777,538418918,834667662,932816570,942185438,566887000,751991809
NotiLoopDelay=600.0
MaxConcurrentNotiCount=0
NotiMessage=A mod (%modname%) has been updated! Please notify an admin!
LogMessage=ModVersionChecker!! A mod needs an update. ModID: %modid% ModName: %modname%
(I tried ModIDs with, and without, 898754545, thinking that may have been an issue. It didn't change it crashing.)
Our host's software doesn't detect the crash, because it sits there at a little over 2GB Memory usage and 0% CPU thinking it's running, but it has crashed, and created a .dmp file.
The only thing changed was adding this mod, and it was fixed, immediately, by removing this mod.
(Next comment will have our settings.)
That was the whole reason of open sourcing it, was so others could integrate it into their existing projects.
But my VC-Api is not only for ARK Survival Evolved or better said for Steam's Workshop.
This Api can control the ClientVersion of ARK Dev-Kit and some other GameClients (UT99, L2-Ertheia)
Keep in mind, you only need to define things in GUS if you want to change the default (which is what is shown in the mock INI settings). If you aren't hosting your own API endpoint, then you don't even need to define anything for it in INI.
eg. API_URL = "https://versioncheck.arkmodding.net/api/v1/versioncheck"
Tested.
NotiMessage=%modname% has updated! Please notify an admin!
LogMessage=ModVersionChecker!! ModID: %modid% ModName: %modname%
with $modname% and %modid% must i manually add the name of all the mod and must they be exact to the folder name of each mod?
Ninja Apprentice - out