Author Topic: setKey For Dedicated Does Nothing  (Read 2463 times)

I'm unable to run the setKey function to start the dedicated server. When I run it and press enter nothing happens, it just stays like this;



Confirmed.

In general, the console doesn't seem to be working without a key.

This is probably caused by something important not executing.
Temporary fix: stick setKey("key"); into config/server/musicList.cs

In general, the console doesn't seem to be working without a key.
Probably to prevent demo users from executing add-ons and loading non-default saves.

Probably to prevent demo users from executing add-ons and loading non-default saves.

then why would it still show that message?

then why would it still show that message?
Uh, if you knew what you were talking about, you would know that using setKey will reset the server.

Uh, if you knew what you were talking about, you would know that using setKey will reset the server.
I know that. I'm saying why would it show the message if you can't use the console.

I know that. I'm saying why would it show the message if you can't use the console.
It displays it but nothing happens, no matter what you do.

Temporary fix: stick setKey("key"); into config/server/musicList.cs

That don't work because it does not exec anything in config on a fresh install.

That don't work because it does not exec anything in config on a fresh install.
Quote
% % --------- Loading Common ---------
% Loading compiled script base/main.cs.
% Loading compiled script base/client/defaults.cs.
% Loading compiled script base/server/defaults.cs.
% Executing config/client/prefs.cs.
% Executing config/server/prefs.cs.
% Executing config/server/ADD_ON_LIST.cs.
% Executing config/server/musicList.cs.

% --------- Loading MODS ---------
%
%
--------- Initializing Base ---------
% Loading compiled script base/client/init.cs.
% Loading compiled script base/server/init.cs.
% Loading compiled script base/client/canvas.cs.
% Loading compiled script base/client/audio.cs.
%
--------- Initializing Base: Server ---------------------
% Loading compiled script base/server/mainServer.cs.
% Loading compiled script base/server/scripts/game.cs.
%
% **********************************************************
% *                                                        *
% *  Authentication Key required for hosting internet game *
% *    Input key by via setKey("XXXXX-XXXX-XXXX-XXXX");    *
% *                    (Dont screw up)                     *
% *                                                        *
% **********************************************************
%
%
% Engine initialized...

It does, but it only tells you if the files are there (those files are not created unless the server has run once with a valid key)

I've created the files, still nothing.
I'll have to wait for Badspot to make a fix. Hope it's soon, I've paid for a new dedicated server and it has a 1gbps connection so I can host a 99 or more player RP.

I've created the files, still nothing.
I'll have to wait for Badspot to make a fix. Hope it's soon, I've paid for a new dedicated server and it has a 1gbps connection so I can host a 99 or more player RP.
You only need 3.2mbps :cookieMonster:

You only need 3.2mbps :cookieMonster:

I also host my site on it. It's an internap connection, low pings throughout the whole USA. Average is 13-16ms when I used it before to host TF2. Overseas it performs really well also with ping at about 160ms.

I also host my site on it. It's an internap connection, low pings throughout the whole USA. Average is 13-16ms when I used it before to host TF2. Overseas it performs really well also with ping at about 160ms.
OK, here's a quick fix for you:
Go to base/server/scripts, make a file called "game.cs" and place the setKey command inside of it.

Right after the launcher finishes, delete game.cs.dso

Once you're sure the key was set, you can close the server and then delete game.cs for cleanup.



Where did you get that server and where is it located?

I know that. I'm saying why would it show the message if you can't use the console.
I don't know...

Maybe, just maybe...

It could've been a complete accident on Badspot's part?

Hmm...