* Update egg-pterodactyl-garry-s-mod--reworked.json
Replacing the no longer functional quay image
* do it right
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Co-authored-by: Quinten <67589015+QuintenQVD0@users.noreply.github.com>
- Changes the default image to `wine_latest`. `wine_staging` is left as an option, but currently has a library issue preventing the server from starting.
- The Pterodactyl Egg has been re-exported to fix various special character escapes.
- The only change to the installation script is the date.
* Bug Fixes & README Improvement
Egg:
- Updated my email address
- Fixed bug that prevented large mods from downloading
- Fixed `BATTLEYE`, `DISABLE_THIRD`, and `VISIBLE` Startup Variables not being updated in `config.json` on subsequent server boots
- Made the installation script entrypoint more specific
- Refactored the installation script to clean it up
- Added `sort` values to the Startup Variables for the Pelican Egg
README:
- Fixed/clarified the server ports
- Fixed example in the "Define Host Registered Bind Address" section
- Generalized Panel verbiage
- Fixes the battleye directory (--bepath startup params) that going too deep from the default one (It was "/battleye/battleye/" instead of "/battleye/").
- BattlEye configuration (beserver_64.cfg) will be generated automatically by installation script.
- The RCON Port and Password can also be changed via variables and will be applied when the server is started.
- Updates the DayZ (Experimental) Egg to be focused on the Stable branch of the DayZ dedicated server that now supports Linux natively. While I would no longer like to maintain the Egg to support the Experimental branch of the server, it should still be possible to run this branch by changing the "[Advanced] DayZ Dedicated Server App ID" variable.
- The Egg should now support running mods more reliably.
- Updated the Egg's README to have updated and better information.
- Updated the master README to reflect the Egg's directory change.
* Add SourceCoop Egg
* Update Black Mesa Egg README
- Fixed typos and improved formatting.
- Added note clarifying the intended use of the Black Mesa Egg vs. the SourceCoop Egg.
* Small Egg Improvements
- Added `steam_disk_space` feature.
- Updated install script to use more robust SteamCMD call to allow easier modification in the future if desired.
* [V Rising (Vanilla)] 1.0 Release Update
- Updated startup command to include the `-gamePort` parameter to accommodate the switch to Server Host Settings configuration via environment variables only.
- Updated startup flag string to be more accurate.
- Updated stop command to stop server gracefully.
- Updated the install script to no longer require `dos2unix` or `ServerHostSettings.json` creation/parsing (all env. vars. now; as stated above).
- Updated all Startup Variables:
- All changes made were to align the variables with the officially communicated [Server Host Settings](https://github.com/StunlockStudios/vrising-dedicated-server-instructions/blob/master/1.0.x/INSTRUCTIONS.md#server-host-settings).
- Any added variables are new to 1.0.
- Any removed variables are not listed in the above link, but may still be manually set by hand.
- Any edited variables were done so to either facilitate the switch to env-var-based Host Settings, or align their descriptions/rules to be up to date with the link above.
- Updated my author email.
- Updated README with more accurate links and better descriptions.
- Cleaned up root README.
- Added note pointing to `games-standalone` repository to avoid confusion.
- Updated the Eggs list to be a simple list without duplicate names taking up space.
- Fixed Egg name typos.
- Added Eggs missing from list.
- Rebranded Garry's Mod egg to be a "fork" rather than a "rework".
- Updated LICENSE year.
- Updated CONTRIBUTING to have corrected hyperlinks (still contains references to Pterodactyl docs and `eggs/scripts` folder though).
Changed Start Configuration to more accurate represent when the server is ready for client connections.
old was "DungeonDB Start" but clients are not actually able to connect until the server says "Game server connected"
When "DungeonDB Start" appears, the server may still be generating or loading world files, and clients will not be able to connect if it is doing so. The world is done loading/generating when the message "Game server connected" appears.
* initial copy
* added variable for number of server players
* feedback
* always use the right PID
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Co-authored-by: Quinten <67589015+QuintenQVD0@users.noreply.github.com>