View Full Version : Need your opinion on my First mod! server sided messages
rudedog
11-25-2003, 09:18 PM
I'm almost finished with my very first mod. :o
This mod lets you set server sided messages without having to run any third party software. Messages are broadcast in the lower left handed corner. every 30 seconds.
All messages and the delay between messages are set in the cfg file.
Now my questions are:
- How many messages would you like to set? Currently you can set 5 different ones. would you need more?
- Is this something of interest to other server admins? If so I will speed up the development, currently 98% done
Right now, you can not run this mod if you run any other realism mods. (you can but you need to edit the realism's pk3 file which is very easy)
I have some PMs out to try and fix this.
For a demo we have been running this on the codadmin's 20 player server IP 69.44.60.37:28961 . Stop in and check it out.
Please leave some feedback suggestions.
You can now download the beta here (http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=42&ttitle=#dldetails)
rudedog
11-25-2003, 09:42 PM
Also need testers for game types other then tdm
Hammer
11-25-2003, 10:02 PM
...
- How many messages would you like to set? Currently you can set 5 different ones. would you need more?
- Is this something of interest to other server admins? If so I will speed up the development, currently 98% done
...
Please leave some feedback suggestions.
:clap: :clap: :clap:
Yes! He, he, any number ... make it configurable :!: Suggestion, do something like I did in Hammer's Goodies on MoH:AA, have one var determine how many messages (set rd_msgs 2), and then additional vars for actual messages (set rd_msg_1 "hello"; set rd_msg_2 "world").
Another suggestion: make it CoDaM-friendly! I'll be posting the initial release tomorrow night, but basically, have CoDaM launch your mod, so you don't have to worry about hacking the _load.gsc or any other game-script files. Basically, all it needs is a .gsc file somewhere (CoDaM will be using mods, a new directory at the same level as maps). There's a config script where admins will register mods to run on their server (ala MAM, but a tad more complicated due to CoD limitations). The mod script should have a main() function that quickly intializes itself and, if necessary spawns a thread to process other things. The important thing is that main should return quickly to avoid delay map startup. Here's a template:
//
//
main()
{
// Do any init here, avoiding long loops or using wait
// ... CoDaM guarantees your mod only runs once.
thread runstuff();
return;
}
runstuff()
{
dostuff ... like read the message cvars and then start looping to output the messages
}
rudedog
11-25-2003, 10:20 PM
Thanks, hammer!
I'm just getting started with scripting. It's been over 12 years since my C++, machine and even cobal, yes cobal but don't ask me why.
Just recived a message back from ck. talking about what you just wrote.
Thanks for your help and sugestions.
rudedog
11-25-2003, 11:06 PM
Here's a SS
http://www.codadmin.com/images/message_center.gif
The nice thing is you can use colors just like your server name and tags
imported_sKiTz
11-26-2003, 12:57 PM
Very nice rudedog. Currently we are running ServerWatch and it has a msg option but I dont think I can use colors or position the text in the middle of the screen so I think we will try this out. :!:
MOMMA
11-26-2003, 02:19 PM
I think that is a modified pic correct? The text is not actually in the middle of the screen but over to the left above the compass as it shows. Just the same as if you do rcon say "hello" .. but forget the / it puts it down by the compas like the Server said it instead of the admin. Hope I got that right anyway.
rudedog
11-26-2003, 02:34 PM
Yes, I cropped the picture. the text is over the compass and out of the way.
drop into our 20 player server to see it in action. It's setup to broadcast messages every 30 seconds
Sitting_Duck
11-26-2003, 03:11 PM
Good job Rude! :clap: I still have yet to get into the nitty gritty for CoD, but as far as text is concerned, I don't recall if there are different font sizes. I run at a high res myself, but I am sure there are others who don't. So if there is a font size option, you may want to consider it......at work again, gotta run. Congrats again.
rudedog
11-26-2003, 06:15 PM
Thanks duck. I call it baby steps as it's been many many years since my days codeing.
thecleaner
11-26-2003, 06:21 PM
hey guys
i think u might be able to change font size in the config_mp.cfg in the main folder..
seta cg_gameBoldMessageWidth "60"
seta cg_gameMessageWidth "70"
seta cg_chatHeight "8"
seta cg_chatTime "12000"
i am thinking this might also work too, looks like the chattime might be how long it stays on the screen, dunno if u can make this a server side change though...any thoughts?
i have not had time to test it but looks like it might do the trick...
cleaner
rudedog
11-26-2003, 07:41 PM
Thanks!, will test this once I fix my PC at home
PrOnG
11-27-2003, 03:26 AM
I am watching this thread very closely, and would like to offer some beta testing if needed. I use AutoKick right now, but I cannot seem to get it running properly, using Firedaemon, as a service.
I have like 15 messages that cycle with AutoKick, but would LOVE to have a server side mod to do this! This is some really great stuff you are working on... Kudos to you and the services you provide the COD community...
"Bows head"
pimpv303
11-27-2003, 06:48 AM
lo m8s
weve running RPM Realsim 2.0 and autokick on our server.
What do i have to change get it running under RPM2.0??
Would be great i like the mod its nice and simpel :)
Our server
[3o3]|SQUAD Public 80.239.159.147:31750
all new Maps
FF on
RPM 2.0
rudedog
11-27-2003, 07:54 AM
I am watching this thread very closely, and would like to offer some beta testing if needed. I use AutoKick right now, but I cannot seem to get it running properly, using Firedaemon, as a service.
I have like 15 messages that cycle with AutoKick, but would LOVE to have a server side mod to do this! This is some really great stuff you are working on... Kudos to you and the services you provide the COD community...
"Bows head"
right now, you can only have 5 messages running with this mod. will be adding more after the holiday. You can download it from our download section under admin tools There is also a link in the first thread now.
I am awaiting a reply from pool master, if he gives me permission I will release a modified PRM here at codadmin with this included
Svv4T
11-27-2003, 01:11 PM
Hey,
I am using PRM2.0 with your mod and it's working without any problem.
Great mod btw. I wanted to display HUD-like messages (yes, I'm coming from HL) but couldn't find anything like it.
I have just on single request: could the display time be longuer? It's too short. Sometimes, I can't even read the last part of the message... it goes too fast.
Also, can we add colors using the ^x ? (I don't have time to try now, so just asking)
Thanks again for that mod =]
--Here's a screenshot--
http://www.go-network.biz/cod1.gif
And you can come by 69.56.214.234:26501 to see the mod in action. =]
rudedog
11-27-2003, 02:26 PM
Great! yes, you can use colors. I recommend via the cfg and not via rcon.
Looking into displaying the message longer.
Svv4T
11-27-2003, 02:43 PM
Ok.
Cool. I'm gonna some nice colors =]
Any new features in the next version ? :wink:
pimpv303
11-28-2003, 05:04 AM
Jo Rude it works with RPM 2.0 i saw yesterday on our server :)
hehe first time i installed and restartet server rthere was nothing but yesterday when i was back from work and go on server i saw the messages real nice :)
rudedog
11-28-2003, 04:09 PM
With permission from crowking, I have added my message center to CKR beta 1.2
this version is unsupported by crowking and modified by me here at codadmin.com
You can download it here (http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=44&ttitle=#dldetails) in our downloads section.
I am awaiting word from poolmaster to officialy add my mod to pools masters realism.
Rancor
11-29-2003, 09:27 AM
Hi!
I get the following error when i try to run this mod:
******* script compile error *******
Could not find script 'maps\mp\gametypes\_extraspawns'
************************************
********************
ERROR: script compile error
(see console for details)
********************
What's wrong?
rudedog
11-29-2003, 09:32 AM
what other mods are in your main dir?
what game type are you trying to run
Rancor
11-29-2003, 09:38 AM
There are no other mods in my /main folder
Only this files:
codserver.cfg
config_mp_server.cfg
console_mp_server.log
game.mp.i386.so
games_mp.log
hunkusage.dat
localized_english_pak0.pk3
localized_english_pak1.pk3
pak0.pk3
pak1.pk3
pak2.pk3
pak3.pk3
pak4.pk3
pak5.pk3
pak6.pk3
zzzz_rudedogs_message_center_V1.0.pk3
rudedog
11-29-2003, 09:53 AM
just downloaded the this file from codadmin to make sure it went up ok. placed it in my test server and it ran, fine.
I just tested it with tdm.
what game type are you trying to run? also how many players do you have setup on your server?
Rancor
11-29-2003, 09:59 AM
Hi!
My download is from codamin.com.
I run the gametype dm and set the maxclients to 24 Players.
But my server is an linux server running Debian 3.0
This mod crashes our server !
I put the pk3 on the server , then the command in the default.cfg
Then restart the server than CRASH !
What to do ?
rudedog
11-29-2003, 10:12 AM
LOL, stupid mistake, should have a solution in 5 minutes
rudedog
11-29-2003, 10:27 AM
Should be all set.
download version 1.01 here:
http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=42&ttitle=#dldetails
Please let me know if all is ok.
Rancor
11-29-2003, 10:39 AM
Hi!
Now i get this error message when i try to connect with an client to my server:
pak sum/name mismatch
rudedog
11-29-2003, 10:53 AM
:twisted: let me see if I can get this rigth. give me 10 minutes
rudedog
11-29-2003, 11:02 AM
It's going to take a bit longer then I thought. I will let everyone know when it's ready. Sorry but it wont be today.
rudedog
11-29-2003, 03:04 PM
OK, I think I have everything worked out.
Here's the rundown
Message center stand a lone V1.01 download here (http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=42&ttitle=#dldetails)
Message center V1.01 with PRM v2 download here (http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=48&ttitle=#dldetails)
message center V1.01 with CKR beta 1.2 download here (http://www.codadmin.com/nuke/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=44&ttitle=#dldetails)
These should be all working. I have tested them with all game types ( I was the only one in the server). Both PRM and CKR have given me permission to add my message center with their realism mods. Once newer versions are released, I will update these files.
If you have downloaded the original message center stand alone please download v 1.01
Thanks and now on to enhancements to messge center.
Rancor
11-29-2003, 03:19 PM
Hi rudedog,
you're really quick.
Great work, now it run's fine at my server. :!:
rudedog
11-29-2003, 03:37 PM
6th time a charm LOL :clap:
What the difference between crk and the other ?
rudedog
11-29-2003, 06:21 PM
Right now because of the way server sided mods run, you can not have more then one installed on your server without effecting the other mods.
I have worked with both CKR and PRM (both realism mods) to include my message center mod with their respected mods. this way a server admin can run both of these without causing problems.
MC hammer and a couple of other people are working on a way to run mods as plug ins to their new project. Unless IW/Activision does something MC Hammer's project is the only way to get more then one mod running without "hacking" everyone's work.
Yes it works search and destroy server ;)
But how to disable it ? For exemple , during a clanwar :
seta sv_rddelay "0" ?????
Or :
seta sv_linerd1 "" // message one
seta sv_linerd2 "" // message two
seta sv_linerd3 "" // message three
seta sv_linerd4 "" // message four
seta sv_linerd5 "" // message five
seta sv_rddelay "600" //
Help I downloaded the wrong version of the message center and have now installed realism onto the server. I use this for matches I have uninstalled the zzzz pk3 file. How do i get the weapons settings back to the way they were before the pk3 file was installed?
Would appreciate any help on this.
Silly mistake to make but I read the readme.txt and it didn't mention anything about the realism mod. :(
rudedog
12-22-2003, 07:04 AM
type in console or add to your shortcut
in console
cg_drawcrosshair 1
cg_drawstatus 1
set in shortcut, this is helpfull if you join a sever with the realism running
+set cg_drawcrosshair 1 +set cg_drawstatus 1
Daffy
01-01-2004, 03:13 PM
Hey Rudedog,
I like your Mod but when I remove weapons from my cfg they're still available. Try it. If you can't repeat the problem I'll post my config.
Daffy
rudedog
01-01-2004, 06:51 PM
Thanks,
Are you using the stand alone version or one with a realism mod added?
I will try and check this out tonight or tomorrow. also check the server's config_mp.cfg file to see if the weapons have been added their.
When you use seta it writes to this file sometimes overriding your cfg file.
Nice job on this mod rude, a good mod :clap:
But is it compatible with PAM I wonder ? :o
rudedog
01-23-2004, 01:29 PM
Someone just sent that mod to me to try and add it. I added it and sent it back, could not check myself, waiting on his reply
If you want drop me an email - jim@landi.netand I will send it to you to test as well
it only supports the two game types listed in the PAM mod
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