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Advanced MotD, Help?


Darth Wicked

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I was curious about some sort of Advanced MotD. That shows more than one line when the user first connects.

 

Let me explain. I run two Dedicated servers, one in Dallas and one in San Jose in Data Centers. Regardless, I wanted to put a few additional maps onto the server. I went ahead and did-so, and yes, allow download is turned on.

 

My only qualm, is when I do that, it kills the server's and they empty out.

 

I work for I-LAN Game, and I am very experienced as far as Half-Life based Dedicated Server's go, as well as Quake 3 Dedicated server's.

 

From experience, I know with the help of AdminMod on HL based server's, you can send a message on the center of the screen every couple of minutes. Though with JK2, and the Q3 engine as a whole, I've been unable to find a way to send a message through the server at a set duration, every 5 mintues for example.

 

I wanted to be able to do this, just to tell the players to go to the website and download the custom maps/skins running on the server.

 

So in short, is there a way to have the Server "say" "Go to http://www.corruptiveminds.com and download the Custom Maps and Skins running on the server." every(example) 5 minutes?

 

Any help or leads would be very appreciated. Thanks.

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JediRunner is a good program, but it wont work in my case.

 

I host about 10 JK2 servers per machine, and quite frankly, I can't install 10 instances of JediRunner just for the sole purpose of giving the customer's custom messages.

 

If there is a simple "autoexec.cfg" or a cfg I can make and then add a line to have it repeat every so often would be great.

 

Or if I could find where JediRunner stores it's additional messages once you implement them, that'd be great too.

 

As well, I don't need 90% of what JediRunner offer's, as I use just the config files and know most of the Q3 engine cvars.

 

Wow, I apologize. Thank you for the help you did give. :) Didn't mean to sound like a jerk and shrug you off.

 

I just need to find a more conventional means, that takes less resources than running a program for every single JK2 server.

 

Anybody happen to know the JR creator(s)? I'd like to just know how they did that portion.

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I'll get working on a mod which gets exactly this done (basically it will be a big messages-from-server mod) but of course this would cause the changes in the source code to take effect on your server so it won't be the same.

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What exactly is entailed when running more than one server on a PC?

 

I tried it once and it didn't work very well. Both servers didn't show on the master browser, even though I had them set to different ports.

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On a related note. I have ben trying to code a shell script to accomplish this under Linux but I think I'm missing something big.

 

What I've been trying lately is the following:

 

1) Run the server under "screen"

2) Use a shell script to execute screen -S ScreenName -X Message

-This is supposed to execute the command "Message" in the named screen

 

But what consistently happens is that the screen command for some reason actually pass the command "-X Message" instead of just "Message" This obviously chokes on the server that complains about the lack of a command/parameter named "-X"

 

does anyone here know more about "screen" and possibly spot my error?

 

Justin McMichael

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Argh! The server move nixed my reply. I don't want to write it all again!

 

Anyway. Thanks for the tip but to make a long story short, whenever I try to use this utility I get "Rcon timeout" or something like that. (I had it properly documented in my original reply!)

 

I've triple checked my IP/Port/Password and tried it on 3 different servers. Also tried interactive mode but all commands are met with the same message.

 

I know it must be connecting because if I don't specify a port (and it defaults to the wrong port) I get an error that basically says that it wasn't challenged for an rcon password. So I assume that when everything is typed in correctly, that's when I get the timeout.

 

Any thoughts?

 

BTW does "Email Notification" work for this board? I've never gotten a notification when I should have.

 

Also, note to mods/admins/whomever, when you move a board, at least freeze the old board before you import the database to avoid what happened to me OK? Sheesh...

 

Justin

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OK, I found part of the problem with KKRcon. I was not using the "-t old" switch.

 

This remedies the timeout however...

 

I still get the same problem I have experienced with the other two utilities I have tried. (One is a DOS based rcon tool, the other is called "Server Messaging")

 

The problem is this: Every text message (say message) comes through seemingly without a line feed. I say this because I can send multiple messages in a row and they will all run into one message in the screen until an in-game client does a "say" of their own.

 

 

Thus, the following command executed three times:

 

./kkrcon.pl -a <ip> -p 28070 -t old <pass> say test

 

 

Will generate the following text in the game:

 

server: testserver: testserver: test

 

 

This will continue until I (a client) hits "y" and types a message, such as "Argh!" The resulting text looks like this:

 

server: testserver: testserver: testAngryAdmin: Argh!

 

 

Also worth noting is that the "server" messages are white and produce no sound feedback whereas the "client" message is green and produces sound feedback.

 

This is just too weird. Does anyone out there actually use one of these utilities on a Linux dedicated JKII server?

 

Justin

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just add a "\n" to every say command and it will be printed with a newline.. i.e. say blub\n ...

 

Also I have a mod ready which gives the admin the power to print text in the middle of the screen of every client (to get more attention) and which puts a message of the day in large letters on the middle of the screen of every client when he is about to begin to play, it uses a simple textfile to read the motd from so it can be changed on the fly and it can also be turned off by setting a variable on the server.. you can check the mod out at the http://www.ddclan.de Duel server which is not passworded..

 

If anyone of you guys want this mod I can release it to jkii.net or whereever..

 

note: the server runs an old version where the motd only appears for like 3 second, this is of course fixed =)

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Originally posted by Raze

just add a "\n" to every say command and it will be printed with a newline.. i.e. say blub\n ...

Nope, that doesn't do it either. I had tried that with the "Server Messenger" program but all it does is happily print the "\n" literally:

 

Server: test\nServer: test\nServer: test\n

 

There is obviously some terminating character needed for JKII servers that is missing from the current batch of rcon utilities.

 

So I ask again, is anyone actually successfully using one of these utilities to send messages? If so, why would my servers be any different?

 

Justin

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oh yea.. that seemed to have been changed in 1.03.. worked in 1.02 .. um as a bad workaround, you could send a blank line after it, the "server:" would still show up but better than nothing.. I'll give the thing some further tries today =)

 

-Raze

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The mystery continues...

 

After trying all sorts of ways to pass control characters (other than colors) and being rather unsuccessfull, I decided to sick a packet sniffer on the situation.

 

I grabbed all packets while entering, saying, rcon saying and exiting a game.

 

As far as I can tell, a normal "say" between the client and the server must be encrypted somehow because I can't find any of my client-server messages in the packet capture.

 

But more importantly, amazingly, I found that the rcon functionality built into the JKII client exhibits the same behavior on the server! That is to say, if I "\rcon say message" from my game console, the same run-on sentence occurs!

 

Can anyone else verify this? I feel like I'm living in the twilight zone!

 

BTW, the sniffer didn't show me much since I couldn't compare client-server message packets to the rcon packets. I had hoped I would find a difference but since I couldn't read the client-server packets I couldn't get any further.

 

This is getting old... ;-(

 

Justin

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