server crash after startup
just trying to see if fred auto respods to this error
Solution:Jump to solution
Yeah, if that mod has
RequiredOnRemote=true
, which is the default, installing it on one side will require it on all sides, so if it's not available for a side that wouldn't result in a valid mod install19 Replies
It's the cartograph mod, looks like it tries to do draw something on the server, but whatever it is, it doesn't exist on the server
@yeshjho fyi
Thanks for the ping, seems like dedicated servers can't/doesn't load render targets? 🤔
The dedicated server doesn't need the mod installed anyways, is there a way to detect whether it's dedicated server or not in the code?
Also @Aaronstar, could you try uninstalling the mod from the dedicated server and let me know if it's working or not? Thanks for the report!
SML uses
FPlatformProperties::IsServerOnly()
for its widget hook server checks
But if the mod has nothing that would run on the server in that case, you can simply not build the mod for servers, and disable RequiredOnRemote
, then the mod will only be installed on clientsI don't have the game in front of me but I'll try running it client side only in a few hours , however, I think that the client attempts to match mods with the server. So unless you specifically mark it as client only then it will refuse to join.
Although as someone who is attempting to manage a dedicated server and client separately and have to send copies of my list to my friends, it would be very helpful if people still built for the servers but just left the mod empty so that I don't have to manage two separate mod lists
You wouldn't have to manage two separate mod lists
SMM automatically installs mods just on the sides they are available and required
If I have a mod that doesn't have a Linux build SMN will throw errors if my server is set to that mod list
That is the whole point of managing both the client and server through the same local instance of SMM, compared to having a SMM running on the server and one on the client
Solution
Yeah, if that mod has
RequiredOnRemote=true
, which is the default, installing it on one side will require it on all sides, so if it's not available for a side that wouldn't result in a valid mod installTo clarify is required on remotes an in-game mod variable or something related to smm?
A setting that the mod author can change when building the mod, which SMM and SML read to determine if everyone has everything compatible
I have to go AFK for a bit but I think I'm talking about a slightly different issue that's confusing me
Thank you both!
I have the "Required on Remote" unchecked, you're referring to this, right?
If so, I might just stop building the mod for servers to reduce the confusion
I think that will cause dedicated servers to try to download older versions because it thinks they will work on servers. @Mircea (Area Actions) can confirm.
No, this should be fine
Having RequiredOnRemote true on a version that doesn't have a server build would cause that
I believe once yeshjho publishes the new version this will be fixed and you won't need two separate sets of mods. Unless there are other mods that don't have the requirement set correctly, in which case you should contact the devs
Thanks! I'll stop building for the servers for the future releases.
That being said, I believe I have that turned off since the very first release of this mod, so I think it shouldn't refuse to join
it works client only already. just tested it
yes!