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Kramerika

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    PA, US of A
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    Biostatistician
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    http://www.osfhome.com

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  1. I should have been more specific. I'm talking about the dedicated server. 10 minutes just didn't seem to be 10 minutes which is what confused me. I don't think the unlock rule and value is using individual player statistics. It's an overall value: every 10 points, 10 reinforcements, whatever overall. Each time that limit is reached again after being reset from the last time, it triggers the assignment rule. The assignment rule looks at individual players in order to determine who to assign the hero to. That's the way I interpret it, but it would help if we had solid documentation to know for sure.
  2. Does anyone know how this relates to the hero unlock rule? I can't understand the units. I had the hero unlock rule set to "timer", hero unlock team set to "both teams simultaneous", and the hero unlock value set to 10, but it was unlocking the hero in less time than 10 minutes and more time than 10 seconds for both teams. I now have it set to reinforcements, but does that mean that for every 10 reinforcements made for both teams combined heroes will be made available? I'm confused. We could use a thorough manual explaining all of the settings.
  3. I am running SWBF2SM with Firedaemon and the command line option to automatically launch the server on starting the application. Among other advantages, this makes certain that if the machine is rebooted that SWBF2SM will always start and launch the server automatically without any manual intervention. Prior to the 1.1 patch when SWBF2SM was not working properly, I used Firedaemon to run BattlefrontII.exe using the command line options, but doing this this does not afford you all of the options that SWBF2SM has available.
  4. I think you meant 27900, but the only incoming ports that I have open for our SWBFII server is UDP 3658, the gameport, and UDP 4658, the remote console port. Beyond that, I have TCP 3558 open for SWBF2SM. I don't know anything about out-going ports as I don't firewall those.
  5. I gave background on our community merely to explain further why we needed to be able to create sublevels of admins and nothing beyond that. I certainly didn't post in this thread to be criticized or to get into a debate on things beyond the mod in question. I was only looking for an alternative to the mod that we use now because it (Reloaded) comes up short in a few areas, and seeing the opportunity, I wanted to suggest things that would make this mod (the topic of this thread) more attractive to server administrators similar to myself. I wasn't criticizing how you do things nor was I trying to force my ideas on you. It was simply take it or leave it. You make a lot of assumptions about us (and a lot of other communities and servers out there for that matter), and not knowing the details of what we've been through or where we are at now, you aren't quite in a position to critique us and tell us how we should do business. We do, in fact, have an intricate system of oversight, accountability, and eligibility with our admins and our members in general that does a good job at preventing issues. It works for us. I respect what works well for you. My last post on the topic. Good luck with the mod.
  6. Each to his own! We've been doing this for going on 7 years, so we have a pretty good idea of what works the best for us and have been successful with it. Without tangible incentive (beyond just having a server to play on, you'd think that would be enough, but in our experience, that is being naive ), we have no funds to colocate the servers that we have. Whether you change the mod or not based on my suggestions is up to you and certainly should have nothing to do with the way that we conduct our own business. If your focus is simply what you find necessary personally, that's what you should stick to. If your focus is making it attractive to a wider audience of server administrators, that would take you in a different direction. If you incorporate things that meet our needs, we'll likely try your mod. Otherwise, we'll stand pat with what we have because even though it's not the perfect system, it does what we need it to do. It comes down to needs, and your own needs are different than our's obviously. There is nothing wrong with that.
  7. We have an exclusive community of almost 300 members and give admin access to those of our members who contribute financially to the cause of keeping our servers colocated each quarter. It's too bad that virtually none of them play this game regularly. We keep the server around mostly for nostalgia because the few of us that established our community are Star Wars junkies and started with Jedi Knight.
  8. Thanks for the replies, but at the most basic level, we still need to be able to assign levels of admin beyond basic rcon. We don't want every single admin (we have at least 80 people with access to it) to be able to change the most critical server settings, and we need to have varying levels of admin access to our servers less than full rcon which only our server administrators have. The basic commands we need are status, centered warnings, change map (but with vstr since we tie custom settings to our map changes), change name, mute, kick, and ban. We need to be able to assign each admin command separately because we don't give the ability to kick and ban to everyone, so ultimately we need to be able to assign commands to 2 levels of admin. There is a difference in philosophy in terms of offensive language and names. We don't want that sort of thing on our servers and using an automatic word filter that *'s out or blocks offending syllables from chat and names, a mute command, or a name change command are not abusing anyone but simply enforcing our rules that players agree to when they click the connect button to our servers. If they don't agree with that and don't respect that, there are plenty of other servers out there. None of those commands/features prevents the player from playing the game, just from offending others with text. It would also be nice to have an automatic spam filter to prevent someone from spamming the chat, whether it would automatically mute them or kick them when they reached the threshold (messages per so many seconds). I would agree that commands such as slap, slay, etc. that go beyond muting, kicking, and banning are unnecessary as they are used to demean and embarrass the other person which is not the objective. If it comes to the point of using one of those commands, kicking is the better option for the sake of everyone involved. The fast downloads is something that would have to be via an optional client. That's how it has been done with other mods. I wish your mod would have a few more admin features to it as I listed above because we would consider switching to it. I think what you have so far is great. It's too bad that you can't incorporate multiple mods into your server with this game as you can with Half-life and Half-life 2. Thanks again for the responses.
  9. I don't know of a way to make that automatically happen, but I do know of a way to make it happen manually. Here is the code from my server.cfg for map rotation and changing. Admins can change to maps using the vstr (/amvstr for Reloaded) without disrupting the regular map rotation. I cut it down a bit as I have a lot more entries than this including custom maps, but you get the idea. If an admin wants to change to hoth siege, all they need to do is log in as an admin and type "/amvstr s_hoth" to set up the server for siege mode with custom settings, change the map to siege_hoth, and set the next map back to a map alias in the regular rotation. What would be awesome is to have custom map voting for non-admins so that you could vote for maps and their settings based on these aliases and not break a custom rotation, but that would take a mod. set g_allowvote "0" set g_autoMapCycle "0" // Map Rotation set m1 "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf1; set nextmap vstr m2" set m2 "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf2; set nextmap vstr m3" set m3 "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf3; set nextmap vstr m4" set m4 "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf4; set nextmap vstr m5" set m5 "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf5; set nextmap vstr m1" vstr m1 // Team Death Match set t_vjun "set g_privateDuel 1; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 20; set bot_enable 1; set bot_minplayers 8; set g_gametype 6; map mp/ffa1; set nextmap vstr m1" set t_tomb "set g_privateDuel 1; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 20; set bot_enable 1; set bot_minplayers 8; set g_gametype 6; map mp/ffa2; set nextmap vstr m2" // Capture the Flag set c_imperial "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf1; set nextmap vstr m1" set c_hoth "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 1; set bot_minplayers 8; set g_gametype 8; map mp/ctf2; set nextmap vstr m2" // Siege set s_desert "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 0; set bot_minplayers 0; set g_gametype 7; map mp/siege_desert; set nextmap vstr m1" set s_hoth "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 0; set bot_minplayers 0; set g_gametype 7; map mp/siege_hoth; set nextmap vstr m2" set s_korriban "set g_privateDuel 0; set g_forcePowerDisable 0; set fraglimit 0; set timelimit 30; set bot_enable 0; set bot_minplayers 0; set g_gametype 7; map mp/siege_korriban; set nextmap vstr m3" // Duel set d_bespin "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 3; map mp/duel1; set nextmap vstr m1" set d_generator "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 3; map mp/duel2; set nextmap vstr m2" set d_shaft "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 3; map mp/duel3; set nextmap vstr m3" // Power Duel set p_bespin "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 4; map mp/duel1; set nextmap vstr m1" set p_generator "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 4; map mp/duel2; set nextmap vstr m2" set p_shaft "set g_privateDuel 1; set g_forcePowerDisable 32737; set fraglimit 1; set timelimit 0; set bot_enable 0; set bot_minplayers 0; set g_gametype 4; map mp/duel3; set nextmap vstr m3"
  10. I'd love to switch to a better mod than Reloaded 1.2, but we need to have some basic functions because straight rcon doesn't cut it for us. The main reason that we use Reloaded is because it extends our admin capability a bit, particularly with how we assign admin, and because mods like Xmod that may have more features tend to crash the server, most likely because we use bots. Does this mod support these functions? the ability to assign different levels of admin that include different available commands? setting custom vstr aliases to change server settings and/or maps via admin? muting player's chat via admin? changing player's names via admin? chatting with other admins privately? warning player's with centered text as the server via admin? warning player's with private chat via admin? kicking players by name via admin? banning players by IP address through their name via admin? other features that would be useful automatic word/name filter that allows for exact and loose matches and "*"'s out the word or syllable while warning the player limit what type of voting is available map voting tied to vstr aliases so that you could control what maps were available for voting and what server settings would get set with each map fast downloads of maps menu-driven GUI for admin adding reasons to kicks and bans and displaying this to the disconnected client an admin log that includes only chat and admin functions as well as IP addresses in tandem with client names
  11. Half-life, yes (I would hope so since it's a 7-year old game), but Half-life 2, no. The audio and video of Half-life 2 far surpass that of Star Wars Battlefront 2. In fact, I honestly don't see a huge difference between the first Battlefront and the second one. Both are barely better than Battlefield 1942 or Battlefield Vietnam at the most. There is a reason why people continue to play the old Half-life mods, and that is the polishedness of the games thanks to the continuing active support of the company.
  12. The number of players playing at any time are also much lower than the most popular FPS games. In fact, it's listed at #22 right below Viet Cong and the Battlefield 2 demo. Quake 3 Arena has 6 times the number of players that this game does. The original Counter-Strike (arguably still the most popular FPS game at any time of the day even after 5 or 6 years of existence) has over 90 times the number of players. This is all eerily similar to the original game, and that's not good. http://archive.gamespy.com/stats/ You'd think that they might want to capitalize on the Christmas season coming up by patching the game up to where it should be for clients and servers, by fixing the remote admin tools, and by releasing a Linux server. Doing all of those things will greatly increase the support for the game and the longevity of it which will inevitably sell more games (make them even more money) as it catches on, particularly around the time of the year when sales go up. As an fledgling and inexperienced game company (based on what I have seen of their approach), they would do wise to learn from highly successful companies like Valve or DICE. I realize that it has been only one month, but I can't say that I'm shocked by the way this game is being handled or received so far based on what happened with the original. Eventually though the Star Wars name alone is only going to carry you so far if you keep putting out products of lesser quality than comparable ones on the market. If this game crashes and burns like the last one did, I can't see too many people giving them a chance at another sequel. In fact, I would avoid Pandemic products altogether. Fool me once, shame on you. Fool me twice, shame on me. Or would that be thrice since I've been duped into two substandard games now because of my Star Wars addiction...
  13. Right-click on the list of maps. At the top of the menu, you will see "Randomize Order". There are a ton of other bugs though. The most major ones are that admin assignments don't seem to stick and some settings constantly get reset.
  14. Are any of you using SWBF2SM? If you are, please go to the forums for it and post your bugs or support the ones already posted so that we can get this tool tweaked to perfection! http://www.blackbagops.com/forums/battlefront/index.php Has any documentation been released yet on the dedicated server or the in-game admin?
  15. How about an option for "I use Windows servers but would like to see Linux support"? We use Windows 2003 server exclusively for all of our game servers, and it works great for us. But I understand the need for Linux servers to make a game successful in the long run. I voted honestly here, but despite the fact that I did not vote for Linux, Linux support is a good thing.
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