QuakeWorld server mod

C

cosmos

Guest
Yes id like to see kteam 2.21 (?) put in the bin and KTPro 1.5 put on the servers.
Uk Gamer have 2 KTPro servers which are the only ones I play on. However they are the only ones alot of people play on now. Would be good if BarrysWorld changed over.
As I have no idea how you setup KTPro (the page is quite uninforming) I hope HT or someone posts here.

- http://ktpro.n3.net
 
O

oldman

Guest
************SERVER.CFG*******************

hostname "BarrysWorld - Ktpro (1)"
localinfo k_matchhostname "BarrysWorld - Ktpro (1)"
localinfo k_motd1 "BarrysWorld - Ktpro (1)"
localinfo k_motd2 "http://www.barrysworld.com"

//common server settings
sv_gamedir "qw"
sv_aim 2
sv_maxspeed 320
sv_mintic 0.013
sv_maxtic 0.03

fraglimit 0
timelimit 10
teamplay 0
deathmatch 3

maxclients 4
maxspectators 4

floodprot 9 1 1
localinfo k_fp 1 // Mod-side floodprot setting
// 1 = low (floodprot 9 1 1)
// 2 = medium (floodprot 4 1 5)
// 3 = high (floodprot 5 3 7)

pausable 0
samelevel 1

serverinfo fpd 138 // 2 + 8 + 128 - check fpd.txt for more information

//localinfos section

localinfo k_deathmatch 3 //same value as deathmatch
//(it is only important if you want set deathmatch > 5)

localinfo k_lockmax 4 // maximum number of teams in game
localinfo k_membercount 1 // minimum number of players in each team to start match

localinfo dq 0 // drop quad (1 = yes)
localinfo dr 0 // drop ring (1 = yes)
localinfo dp 1 // drop backpacks (1 = yes)

localinfo k_prewar 1 // Prewar setting (1 = fire is allowed)
localinfo k_spw 0 // Normal QW respawns (avoid spawnfrags)
localinfo k_pow 0 // powerups
localinfo k_dis 1 // discharge
localinfo k_666 0 // respawn 666
localinfo k_bzk 0 // berzerk!
localinfo k_btime 20 // berzerk time
localinfo k_timetop 30 // maximum time in minutes allocateable by a player for a game
localinfo k_frp 0 // weapon in dropped packs (fairpacks setting)
localinfo k_lockmap 0 // prevent players from changing map
localinfo k_dm2mod 1 // modified deathmatch 2 mode (0 = standard qw)

localinfo k_ann 0 // announce spectators during game
localinfo k_spectalk 1 // spectators can talk to players during game
localinfo k_duel 0 // if 1 = sets kombat teams in one on one duel mode
localinfo k_defmap dm4 // server homemap. will change to this when last player
localinfo k_freeze 0 // Platforms and doors do function before matchstart

localinfo k_deathmsg 1 // 1 if new deathmessages should be added
localinfo k_overtime 2 // Overtime mode (0 = off, 1 = time, 2 = SD)
localinfo k_exttime 3 // Overtime length if overtime == 1

localinfo k_allowkick 1 // Allow admins to kick players/spectators

localinfo k_minrate 2000 // Minimum rate setting for players/spectators
localinfo k_maxrate 10000 // Maximum rate setting for players/spectators

localinfo k_autoreset 1 // Exec configs/reset.cfg if last player leaves
localinfo k_count 10 // Countdown

localinfo k_admins 1 // Allow admins on server
localinfo k_allowvoteadmin 1 // Allow admin election
localinfo k_admincode 654321 // 6 digit admin code (digits between 1 and 9 only)

localinfo k_free_mode 5 //for 1on1 / 2on2 / 4on4 and ffa commands manipulation
//0 - noone, 1 - admins, 2 elected admins too
//3 - only real real judges, 4 - elected judges too
//5 - all players

exec maps.cfg
exec ktpro.cfg

map dm4


***************************************************

************KTPRO.CFG*******************

localinfo allow_spec_wizard 0 // allowed without players

localinfo lock_practice 0 // 0 - no lock
localinfo allow_toggle_practice 2 // elected admins also
localinfo k_short_gib 1 // gibs are removed after 2 seconds
localinfo allow_blood_missile 0 // don't add blood to rockets and grenades
localinfo allow_blood_change 1 // don't allow players use blood command
localinfo k_allow_bw 1 // allow use bw (back weapon) setinfo
localinfo srv_allow_sch 5 // allow players to check entities speed (?rl command)

localinfo srv_allow_schq 5 // allow players to restart srv via checking
// entities speed (?rl command) 5 = all players
localinfo srv_min_ent_speed 95 // min entities speed allowed on server (for restart)
localinfo allow_race 1 // allow players racing

localinfo k_judges 1 // allow judges (0 to disallow)
localinfo k_judgecode 123450 // 6 digit judgecode (digits between 1 and 9 only)
localinfo k_votespercentage 70 // percentage of votes needed to become an admin
localinfo k_srvcfgmap 0 // servers [mapname].cfg execing after map changing
// from configs/maps dir
localinfo k_downcount 15 // count of seconds to server down (min. is 3)
localinfo k_allowjudgequit 1 // allow judge to use serverdown command (1 = real judge)

localinfo k_allowadminreconnect 1 // allow keep electedadmin rights after changelevel
localinfo k_allowjudgereconnect 1 // allow keep electedjudge rights after changelevel

localinfo k_keepadmonstartmatch 1 // allow keep electedadmin rights after matchstart
localinfo k_keepjdgonstartmatch 1 // allow keep electedjudges rights after matchstart

localinfo k_banperm 1 // allow use ban command (1 = real admin)
localinfo k_bantimetype 2 // 1 seconds, 2 - minutes, 3 - hours, 4 - days
localinfo k_bantypelockmax 3 // 1 seconds, 2 - minutes, 3 - hours, 4 - days

localinfo k_bantime 60 // if it is not set min bantime = 1 minute
localinfo k_maxbantime 60 // if it is not set max bantime = 21 minutes
localinfo k_banmax 20 // max number of bans (default is 20)


localinfo k_f_took 0 // 0 - disallow, 1 - only f_took, 2 - f_took_pow and f_took
// 3 - only f_took_pow

localinfo allow_fjump 1 // allow use kfjump command

localinfo k_ip_list 2 // iplist command (2 = elected admin)
localinfo allow_fb_changes 2 // fulbright command (2 = elected admin)
localinfo allow_fps_changes 0 // allow use maxfps command (only for real admins)
localinfo top_fps 72 // for toggle maxfps
localinfo current_fps 72 // default fps settings
localinfo fps_phis 1 // enable fps indepedent qw physics

localinfo k_pauseable 2 // allow kpause (2 = elected admin)
localinfo allow_full_reconnect 1 // allow players full return to game (only during kpause)
localinfo pause_novote_time 120 // time in seconds during mod prevent
// vote fot unpause (if not all players are back)
// admin still can use kpause for unkpause

localinfo use_new_spw 1 // use new spawn type
localinfo k_new_spw 1 // 1 = Kteams Pro spawn mode


localinfo allow_timing 1 // allow modside manipulation of timing players
localinfo timing_players_time 3 // time needed by mod to detect timed player (seconds)

localinfo timing_players_action 1 // 1 = info printed by mod

localinfo add_q_aerowalk 1 // add quad on aerowalk (2on2 players!! use this map!!) :D

localinfo allow_new_dmm 1 // allow new deathmaches on server

localinfo use_set_skins 1 // mod can force colors during match
// (the old ones are remembered and restored after matchend)
localinfo spec_info 1 // allow spectators receive took info during game
// (they have to use "moreinfo" command to set proper level)


localinfo spec_info_notlock 1 // allow all spectators receive it (0 = only admins)


localinfo demo_adminpassword "none" //the password that is required for demo recording

localinfo demo_auto_left_max 1 // maximum allowed autorecorded demos
localinfo demo_scoreslength 1 // time to wait when the game is finished
// and scores are shown before the demo
// recording will stop

****************************************************


Then just use the same maps.cfg as they currently use.

Above should work, use qwextended server though
 
O

oldman

Guest
probably better to just steal the ukgamer cfgs from tezz/oppy though and remane the servers
 
C

cosmos

Guest
Arnt you a liason who could sort this oldman?
 
O

oldman

Guest
that would require lots of ppl to have actually agreed for it to be done otherwise there could be a backlash, and besides i think deathace is loathe to install 'beta' stuff, even though claerly ktpro is practically finished
 
O

oldman

Guest
...plus i'm going back to uni this sunday so no qw for 10 weeks
 
H

HangTime

Guest
A few days ago I emailed natrat all the neccessary stuff. I suggested that a ktpro test server replaces the little used BW FFA 2 server, with the tried and tested kteams remaining in place for the time being while any teething problems are ironed out. Whether or not my suggestions are implemented or not is of course another matter, but we can only hope :)
 
O

oldman

Guest
probably be good to nib the bw ca server to qwextended as atm everyone comes on and goes 'can we all go to ECAL' generally cos it has qwextended and so bunnying is possible. Also get at least two ktpro servers by removing the FUCKING CAPTURE THE FLAG server which not a single person has used in about 3 years
 
C

cosmos

Guest
I think this forum is INVISIBLE to all people with power, just a guess, though.
 
H

HangTime

Guest
Oldman:

-I suggested that all servers be upgraded to mvdsv (qwe)

-CTF server does still get used occasionally, and bearing in mind the popularity of CTF amongst BW admins such as lecter I don't think it will go. Also it is currently running on Barry which is a very old machine, not really sufficient for hosting 4on4 ports (it sucked as a league server).

-The idea would be eventually to have all servers running ktpro rather than kteams, but bearing in mind BW's inherent dislike of beta software I suggested that it be run on a trial basis at first.

There are other things I would like changed as well, like moving one of the qizmo servers to another box and enabling voice comms, but I think getting mvdsv and ktpro on would be a start.
 
N

natrat

Guest
i'm watching and have no objections in theory - it's a matter of finding the time unfortunately.
 
C

cenobite

Guest
As for ClanArena would be just as well to patch the CA source to add in bunnying if the jump to another EXE is not wanted. Piece of piss to do even though the CA source is a complete abortion of a mod.
 
C

cenobite

Guest
well considering its a dead game (be realistic and realise what that means) support QW gets is still ok. If the piece of work of switching to another EXE is not going to happen it is always a good idea to look into what else can be done.

Patching of CA mod is probably a good idea. Its a shame the mod really is so badly coded or else someone might have taken up adding to it. The CTF mod was patched to add in bunnying since it was only one line of code really so no reason why any other mod cant be. If one small change can make the server useful probably worth doing.
 
C

cosmos

Guest
a dead game with :

- Loads of new and exciting clients
- New KtPro mod
- new demo format
- euro nations qw league
- people moaning for bw to be upto date

can we see some action ? ;/
 
C

cenobite

Guest
Ok I will spell it out in simple terms. Fair points you made. Heres how i respond:

Ultimately do BW want to spend alot of time pushing a game that most people have moved on from? Sometimes its best not to take things too literal when I said a dead game. But well Pong I would term a dead game but some people still play that.

The game is over 5 years old so its going to be pushed to the back burner. And KTPro is a gay mod. Reason being they used code without following the guidelines for reusing it. If you use someone elses hard work its common decency to at least credit them for it. s'gay otherwise.

Bear in mind we have had lots of different games come out since QW was 'hot'. I myself was deeply into QW but have now moved on. Such as I did with doom2. If its a choice between supporting RTCW or CS v's QW you have to wake up and smell the roses here.

BW = Business. Therefore BW want to expand userbase. They have to weigh up time spent working on QW v what they gain from it. And I have to say what exactly to BW gain from supporting QW. Appreciation from a relatively small, but dedicated, userbase. Business's go bankrupt focusing on the small things.

I am well aware of what is going on in the QW community and have been since before it was QW. I have done lots for the community and I know what its like when you are trying to get something done to improve quality of games. But sometimes you have to realise that no matter how hard you try there is bugger all you can do about it.

Politically BW will never say that QW is not going to get properly supported. That alienates the userbase. But reading between the lines its obvious that is not going to get properly supported for the reasons stated above. Argue all you want about how popular QW is and all the things that going on in the community.

But it comes down to simple numbers.

RCTW or QW Server Support first. . .

Hmm not really a toughie is it. QW would, I guess, be last in line.
 
O

oldman

Guest
er

seeing as hangtime has already set up the server configs (im assuming from his post saying he sent all the required stuff in) it would take about 3-5 minutes a server to change the cmdline script/replace the server cfg and reboot the server? If its _THAT_ much trouble for natrat/deathace let someone drive the fuck over there and do it for us :p
 
O

oldman

Guest
oi und also ktpro acknowledges the main code used so far and will most likely acknowledge all stuff once the source is released
 
H

HangTime

Guest
ceno:

While I may be a moaning **** at times, im the first to admit that BW's priorities should lie elsewhere. I'm reasonably happy that we still have some servers running without having to rely on "dodgy" servers put up by ppl with connections to isps/uni servers.

regarding ktpro and acknowledging previous works:

in the motd it credits kt2.21 and the authours thereof - not hidden away in a readme somewhere, you get it shoved in your face when you join the server. I'm at work atm so I can't check whats in the readmes (documentation is still work in progress anyway). Also if you speak to rxr you will find he is extremely humble and likes to give credit where it is due as much as possible (eg crediting ppl who dont code but provide documentation and testing support). Maybe im getting the wrong end of the stick and that isn't what was meant by following the guidelines for reusing code, you tell me.

I asked him about sourcecode and he said that it would be "publically released" when the mod is finished/approaching finished, and he has had time to clean it up/annotate it properly However, he also said that he would send the existing code if you were to request it, just dont expect it to be in a well organised state etc :) Head over to #ktpro on quakenet and /msg rxr (oftentimes rxr\work :p) if you are that desperate to get your hands on it.

There are some QW dev projects which maybe dont pay enough respect to previous works (mqwcl being the prime culprit) but as I said rxr seems to work purely for the benefit of the community. He shuns the limelight (doesnt even care about ops in his own support channel) and rapidly implements requested features/bug fixes.

Apparently fixing CA for bunnyhops isnt quite as easy as other mods like ctf, frogbot etc (adding the extra line of code), it causes some extra problems. Maybe the problem is that there aren't many coders around who care that much about CA to fix it, especially now that a lot of servers run zqwsv/mvdsv where it's not needed anyway.

Anyway, back to the original point - yes, QW is dead in the UK, relatively speaking. But it's also still vibrant enough to warrant a few decent servers, even if other games take the priority. I'm not going to suggest that QW should have 24/7 support and upgrades, but I'd like to think that maybe every 3-6 months a few requested changes might be considered. Nor do I expect immediate results, I'm happy to wait a month for things to get implemented if other games need stuff doing at that time. What I'm trying to say is, ok, QW doesn't deserve much resources and time devoted to it in terms of userbase size. But hey, why not maximize the usage of those resources? Everyone appreciates the works that coders did on the likes of kteams, but like gaming as a whole, times have changed, things have moved on. QW as a game may be 5 years old, but as a technology it's constantly evolving - look out for strider's forthcoming client project, and current stuff like ktpro/mqwcl (yes, gpl breaching faggots but i respect the technology none the less)/mvdsv.
 
C

cenobite

Guest
good reply think all points covered there. What now is question options are :

Fix Fubar'd CA code <- Not easy
Move to new exe <- easier but finding time prob
move to ktpro <- makes sense and config's all sorted.

Guess time is the answer.
 
O

oldman

Guest
er surely as far as the ca server is concerned, u could just rename mvdsv.exe to qwsv.exe and just copy it over to the server that hosts ca, overwriting it and then no actual cfg work need be done at all? (assuming its 2 months work to change the shortcut from qwsv to mvdsv :p) The idea of adding raw quakec code to ca and recompiling it so it actually works seems just a tad more complicated :(
 
H

HangTime

Guest
I think not wanting to change server executables is more a case of BW's (justifiable) inherent dislike of beta/unofficial software. Could be wrong though. In which case might I suggest an official zqwsv release.
 
C

cenobite

Guest
I could be wrong but from what I picked up from various people about GM3 (Server Management System) its not that simple to just replace a file since it involves re-packaging things and stuff. If it were just xcopy I guess it would have been done by now :) I think thats the reason why people cant believe it takes so long to do seemingly 'simple' changes.

As for beta software its not that big an issue they have done it before :)
 

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