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Post by marscaleb on Aug 16, 2019 23:49:19 GMT -5
I was trying to run a dedicated server for KM Quake 2, but I found the options I had set were not working. I followed the instruction I found online for setting up quake 2 servers. I created a .cfg file with the following:
set hostname "Salt Lake Gaming Con" set maxclients 16 set timelimit 10 set fraglimit 10 map q2dm1 And I ran a batch with the following:
kmquake2.exe +set dedicated 1 +map q2dm1 +exec Q2server.cfg
But when I ran it, the game never ended after 10 minutes, nor after ten frags.
I don't know if this is an error in KM Quake 2, or if you have extended it with new server options that require different syntax. I hope its the latter because I want to set up a complete map cycle where I can specify specific maps in a list, like I can in Quake 3, and I'd be super pleased if KM Quake 2 had that feature.
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Post by knightmare on Aug 17, 2019 10:45:55 GMT -5
Did you check to see if those cvars had actually been set (i.e. typing them it so it outputs their values)? Which kmq2gamex86.dll were you using (default Lazarus, missionpack, Zaero, 3ZB2, etc)? Also note that timelimit and fraglimit don't do anything if deathmatch isn't enabled.
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Post by DirtDemon [Q2C] on Aug 17, 2019 11:46:12 GMT -5
As an alternative, you could just make a shortcut to kmquake2 (maybe on your desktop) and edit the properties to look something like: Target: C:\Quake2\kmquake2.exe +set dedicated 1 +exec Q2server.cfg
I don't think you need to call for the map in the command line if your calling it from your config file. Also, make sure that your Q2server.cfg is located in the default baseq2 folder (or the mod folder -if you're running a mod), and add any cvars supported.
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Post by marscaleb on Aug 17, 2019 13:08:22 GMT -5
Did you check to see if those cvars had actually been set (i.e. typing them it so it outputs their values)? Which kmq2gamex86.dll were you using (default Lazarus, missionpack, Zaero, 3ZB2, etc)? Also note that timelimit and fraglimit don't do anything if deathmatch isn't enabled. How would I do that? Also, it seemed like it was running deathmatch, since, well, it was playing deathmatch. As an alternative, you could just make a shortcut to kmquake2 (maybe on your desktop) and edit the properties to look something like: Target: C:\Quake2\kmquake2.exe +set dedicated 1 +exec Q2server.cfg I like using batch files. It reminds me that I'm old. ...wait... Also, make sure that your Q2server.cfg is located in the default baseq2 folder (or the mod folder -if you're running a mod), and add any cvars supported. Thaaaaaat would be my problem. And now I've fixed it. Thanks! While I'm on the subject, I'm curious how I would set up various options for a dedicated server. For one, I'm curious how I could set up a map list. I'm checking out some various dm maps I've found online that I would like to play through. But I can't even get them to appear on the list of maps I can select for multiplayer, much less have the game cycle through them. By default the game only cycles through the "q2dm" maps. An honestly, I would be pleased if I could specify an exact list so I can repeat certain maps. Also I'm curious what I can do with bots. Each time a dm map starts I have this message displayed about "Ace Bot" but I can't seem to get any bots added. There's also this "Eraser Bot" that came with the GOG version, but likewise I don't know how to set them up, or what bot mod is the most worth adding. I don't get a lot of people who want to play Quake 2 at the event I set up my computers for, so it would be nice if I could add some good (but weak) bots that people could play against.
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Post by DirtDemon [Q2C] on Aug 17, 2019 13:52:11 GMT -5
In baseq2 you can edit maps.lst to omit or include maps you want on the list. You'll have to make a new folder in baseq2 called levelshots, then go take some screenshots of the maps (located in screenshots folder) and place them in the levelshots folder. Rename the screenshot to equal the name of the map.bsp. For instance newmap.bsp would be named newmap.jpg. Kmquake2 supports widescreen so you can also rename it to newmap_widescreen.jpg.
KmQuake2 also supports ace bot by default which is why you can use it without any mods.
I'm currently working on a bot mod for kmquake2 which is highly configurable, if you're interested in testing it out pm me for more details.
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Post by knightmare on Aug 17, 2019 15:24:17 GMT -5
I assume you'ved tried editing the maps.lst file in baseq2, but your additions don't show in the Start Server menu. This is due to there already being a maps.lst in the baseq2/pak0.pak file. You'll need to put your modified maps.lst into a higher-numbered .pak file in baseq2 (or a .pk3 file). The next update to KMQ2 will fix this so that it tries to load maps.lst first as a loose file.
KMQuake2 also supports Q3A-style .arena files (scripts/<mapname>.arena) that allow for filtering maps based on gametype (DM, CTF, 3TCTF, coop). Currently these files MUST be inside a pak/pk3 file to work, but the next update will fix that to allow them to be loose on disk. The maps listed in .arena files are added to the maplist AFTER the ones in maps.lst.
Note that the maps.lst/.arena files are only used when starting a non-dedicated "listen" server via the in-game menu. In my KMQ2 dev branch, I've been experimenting with a "dedicated server" option that shuts down the client and launches a dedicated server. This feature is still a ways away.
The sv_maplist cvar is used to set a list of maps that are rotated through when fraglimit or timelimit is reached.
And DirtDemon is right about the levelshots- you should have both a <mapname>.jpg (4:3 aspect) and <mapname>_widescreen.jpg (16:10 or 16:9 aspect) for each map in your levelshots folder.
You need to type "sv addbot" in the console to add ACE bots. "sv removebot <botname>" removes them one at a time.
The Eraser Bot is a superb Q2 bot, but it won't work with KMQ2, nor can it be ported due to its partially closed source. Right now your only choices for bots under KMQ2 are the built-in ACE bot and the 3zB2 bot.
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Post by marscaleb on Aug 17, 2019 18:05:50 GMT -5
You need to type "sv addbot" in the console to add ACE bots. "sv removebot <botname>" removes them one at a time. Oh I see, the problem was that I tried to do that from the in-game console when I wasn't hosting. I can add them from the console on the dedicated server though. So, these aren't the kind of bots I'm looking for. I'd be expecting them to play with beginners, so I'd need ones that are smart in terms of navigating, but bad in terms of providing a challenge to players. These guys who crouch all the time and can hit me with a blaster the very first frame I am visible to them just won't cut it. Also, I have to add them manually each level. KMQuake2 also supports Q3A-style .arena files (scripts/<mapname>.arena) that allow for filtering maps based on gametype (DM, CTF, 3TCTF, coop). Okay; where do I get information on how to create these scripts? (Both in general terms and in terms of specifics for KM Quake 2.) Note that the maps.lst/.arena files are only used when starting a non-dedicated "listen" server via the in-game menu. In my KMQ2 dev branch, I've been experimenting with a "dedicated server" option that shuts down the client and launches a dedicated server. This feature is still a ways away. ...Oh. Well then, another time, I suppose. In baseq2 you can edit maps.lst to omit or include maps you want on the list. I notice this list includes all the single player levels; this leaves me curious how I would get a game to automatically cycle to a custom map that is in the list, or rather, cycle through just the maps I want. I'm currently working on a bot mod for kmquake2 which is highly configurable, if you're interested in testing it out pm me for more details. Cool; I'll send a message when I have the time to help test it.
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