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Update with changes from Dev #286

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merged 31 commits into from
Apr 11, 2024
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f9140b5
Update Accessor access transformer information
budak7273 Feb 2, 2024
94a2f3d
Fix formatting typo
budak7273 Feb 3, 2024
b93ea5c
Reword to place more importance on checking the Branches page to see …
budak7273 Feb 3, 2024
546df45
fix: Correct copy-paste error in link
Th3Fanbus Feb 4, 2024
81d7e45
Fix cheat manager header link
budak7273 Feb 5, 2024
7abe25e
Merge pull request #278 from Th3Fanbus/patch-3
budak7273 Feb 5, 2024
0940c46
Multiplayer tips about checking for authority and when Player Control…
budak7273 Feb 19, 2024
7437665
Fix typo in Recipe creation guide
budak7273 Feb 19, 2024
fae767b
Use instanced static mesh instead of regular. Reminder about adding r…
budak7273 Feb 20, 2024
0ee428e
add examples to abstract instances
Kyri123 Feb 20, 2024
435bfa5
fix typo
Kyri123 Feb 20, 2024
4e0ae39
Talk about how to find the asset path to use for custom levels
budak7273 Feb 21, 2024
3cdc1e9
Explain how to find dediserver details for 3rd-party hosts
Th3Fanbus Feb 21, 2024
fe70830
Merge pull request #281 from Th3Fanbus/patch-3
budak7273 Feb 21, 2024
f62fad3
Hotfix for per-mod docs to build (Stack Overflow 403's the link check…
budak7273 Feb 21, 2024
3a1b78c
Fix heading level
budak7273 Feb 23, 2024
119a7ff
Replicated map workaround information
budak7273 Feb 24, 2024
1d325f4
Fix out of date section about git integration (thanks elenakrittik)
budak7273 Feb 24, 2024
521453d
Remove notice about linker (haven't had reports of problems with it i…
budak7273 Feb 26, 2024
781c63c
WIP working with BP data from cpp page
budak7273 Apr 5, 2024
608130d
Merge branch 'master' into Dev
budak7273 Apr 5, 2024
4ff7c0f
Merge pull request #280 from Kyri123/Dev
budak7273 Apr 5, 2024
210a320
Mention fgcheck in Debugging page asserts section
budak7273 Apr 5, 2024
9a25a10
Grammar+formatting of Kyrium PR
budak7273 Apr 5, 2024
0cf679e
Fix broken links
budak7273 Apr 5, 2024
ced1055
Fix typo
budak7273 Apr 5, 2024
6fe7c9b
Improve visibility of SMM2vs3 info, add info on actually installing m…
budak7273 Apr 7, 2024
e90d8b4
Address comments from code review
budak7273 Apr 9, 2024
02128fa
Reword based on Th3's suggestion
budak7273 Apr 9, 2024
eb1dc0c
New+updated images from Mircea
budak7273 Apr 9, 2024
1b375be
Suggest using GameState for authority check
budak7273 Apr 9, 2024
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Address comments from code review
budak7273 committed Apr 9, 2024
commit e90d8b416934246ff4dd232b6395674e496ad19b
Original file line number Diff line number Diff line change
@@ -269,9 +269,8 @@ You'll have to resolve conflicts and compile errors on the {cpp} side first
to build a working Development Editor copy to open,
and the editor could get confused if information from {cpp} parent classes change.

Panakotta has directions on using UE as diff tool separate from a project(?)
https://gist.github.com/Panakotta00/c90d1017b89b4853e8b97d13501b2e62[here],
but it's best to avoid merge conflicts where possible.
Panakotta has directions on setting up UE to launch in diff mode as a git diff/merge tool
https://gist.github.com/Panakotta00/c90d1017b89b4853e8b97d13501b2e62[here].

## UE4GitDiff

42 changes: 21 additions & 21 deletions modules/ROOT/pages/ForUsers/DedicatedServerSetup.adoc
Original file line number Diff line number Diff line change
@@ -62,17 +62,6 @@ You could also install ficsit-cli on the server and interact with its file syste
[id="GetModManager_SMM"]
=== Satisfactory Mod Manager

// cspell:ignore CIFS
[IMPORTANT]
====
SMM cannot currently connect to servers by filesystem path.
This includes local servers (on your computer) and SMB/CIFS or network mounts.

If you want to manage a server whose files **live on your own computer**
or **you access to the server's files with Windows network file share**,
you must use ficsit-cli instead of SMM until this feature is implemented.
====

[IMPORTANT]
====
Since dedicated Server support is still a work in progress,
@@ -93,6 +82,7 @@ If using the Mod Manager to manage your server:
. Open the Mod Manager.
. In the left panel, under Other, select "Manage Servers".
* Don't see this option? Follow the steps in the "Important" box above to get the right version of Satisfactory Mod Manager.
* Note that if your server is locally installed through Steam or Epic, the mod manager may automatically detect it, allowing you to skip the below step of manually adding it.
. Enter server connection details in the popup window.
* Decide what method to select and what to enter
by reading the link:#FileTransferMethods[File Transfer Methods] section,
@@ -172,6 +162,7 @@ image::DedicatedServers/SMM_FTP.png[Satisfactory Mod Manager Example]
.Ficsit-CLI FTP Example
image::DedicatedServers/CLI_FTP.png[Ficsit-CLI Example]

//cspell:ignore CIFS
[id="FileTransferMethods_SMB"]
=== Filepath or SMB/CIFS

@@ -183,17 +174,24 @@ The examples below are for a self-hosted dedicated server.

* The authenticating user requires Read/Write/Delete or Read/Modify permissions.
* The path should follow this format:
** If using a Windows ficsit-cli install:
** If running your chosen mod management tool on a Windows computer:
*** If the server is installed on your local computer, use the file path, for example `C:\EpicGamesGames\SatisfactoryDSExperiment`
*** If the server is on a network location: `\\ServerNameOrIP\ShareName\Path` or `//ServerNameOrIP/ShareName/Path`
** If using a Linux ficsit-cli install:
+
link:https://github.com/satisfactorymodding/ficsit-cli/issues/57[(A bug is currently preventing this from working)]

** Satisfactory Mod Manager does not currently support SMB connections.
A future release (soon(TM)) will add support for this.

.Ficsit-CLI Example
** If running your chosen mod management tool on a Linux computer:
*** Neither SMM nor ficsit-cli can connect to SMB/CIFS paths directly,
since they are not a real path that Linux can read.
Instead, they need to be mounted to a local path.
How this is done will vary significantly depending on your setup.
A good starting point is to search `mount cifs to path linux` on your favorite search engine.
* Note that locally installed dedicated servers set up through Steam or Epic
will likely be automatically detected by Satisfactory Mod Manager and appear with the "DS" note in the dropdown.

// TODO get screenshot
// .Windows Satisfactory Mod Manager Example
// image::DedicatedServers/SMM_SMB.png[Satisfactory Mod Manager Example]
There is not currently an example screenshot for using this approach on the Mod Manager.

.Windows Ficsit-CLI Example
image::DedicatedServers/CLI_SMB.png[Ficsit-CLI Example]

[id="Troubleshooting"]
@@ -220,8 +218,10 @@ if you see a table with a "Server" column, and a checkmark is present on your se
the mod is compatible with dedicated servers.
If you see an X or the table is absent, the mod does not yet support dedicated servers.

Satisfactory Mod Manager and ficsit-cli offer a "compatible" filtering mode which,
Satisfactory Mod Manager offers a "compatible" filtering mode which,
while managing a server install, causes only server-compatible mods to be displayed.

Ficsit-cli does not currently have a way to filter mods for dedicated server support.
====

[id="ServerClientConsistency"]