DAK Server Admin Mod

191012141527

Comments

  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    sorta - DAK will automatically update your config file with any missing options if there are new additions - however this version included a decently major change to move all message related text to separate language definition files, so you would need to update that file with any custom strings you have.
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    xDragon, any news on the kPregameLength i mentioned at the top of this page?

    Also, to add to that, when running with stats:
    - map vote doesn't work. It starts the vote, then during vote map changes by itself. Disabled as a temporary fix.
    - AFK plugin from stats takes over. I disabled it as a temporary fix.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    The pregame issue should be fixed in the newest version on github, and yes when using stats you would want to disable the afkplugin. That version *might* also fix the map change issue.
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    <!--quoteo(post=2059036:date=Jan 10 2013, 06:35 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Jan 10 2013, 06:35 PM) <a href="index.php?act=findpost&pid=2059036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If your using the newest version published on GitHub, it uses language based files now. If you look in the lang folder you should see one I created for EN. You would want to edit any messages there now.

    There isnt much documentation on this yet because I just implemented in (lastnight).<!--QuoteEnd--></div><!--QuoteEEnd-->


    That did the trick, thanks again!
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    <!--quoteo(post=2059105:date=Jan 11 2013, 02:55 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Jan 11 2013, 02:55 AM) <a href="index.php?act=findpost&pid=2059105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The pregame issue should be fixed in the newest version on github, and yes when using stats you would want to disable the afkplugin. That version *might* also fix the map change issue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I disabled both AFK and looks like they had a map vote plugin as well, i disabled that too. I'll update with the latest version on GitHub and get back to you. Probably tomorrow as i have to go tank my pillow. Or hit the sheets. Or hit the hay. Get some shut eye. Catch some Z's. Stare at the inside of my eyelids.

    You get the point...
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    edited January 2013
    xDragon,

    I have never used the rock the vote plugin and I did not change anything in the config. I activated it in my DAKconfig and I was in the lobby on the server all by myself I typed rtv and then I saw the ADMIN pop up as if it were trying to print messages but it did not have anything after the ADMIN. It popped up a few more times after that and then the server changed maps without me doing anything.

    don't know if this is a bug or something. I have the DAK admin kit load through the server.lua
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    Hmm are you able to see if there are any errors server side?
    ohhhhhhh ooooooooppsss
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    Ok so the anyone that used the build from github in the last day will need to update (ill publish the update later today). It will fix the issues with messages not being displayed, and also changes the language files to be json files (to escape consistency checks :/). It will also check for any langauge files in the lang subfolder of the config directory specified on server startup (same place DAKConfig.json is generated).

    Also the timezone + dst time adjustments not being reflecting in the Day/Month/Year calculations should be fixed.

    As a side note, if there is anyone that would like to help out with development or testing for this mod, they should contact me. Currently there are quite a few places/things that need work (documentation, help topics, certain plugins/features).
  • Silent262Silent262 Join Date: 2012-09-21 Member: 160267Members
    Adding another bug to the mix:
    My server has taken to switching the map directly on round end. It is not an issue with the map vote itself, as I have attempted to run a vote and that works fine.

    Round ends -> Map vote notification pops up -> map cycles w/o further notice.

    Any thoughts?
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    hmmmm hard to say, did you update from the github source recently? (like what day)
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    Having a weird problem on my server - every time I chat "random" I get unstuck'd as well as casting vote for random teams. The chat commands for both these plugins are default in the config file. Any idea why this is happening and how to fix it?
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    <!--quoteo(post=2059581:date=Jan 12 2013, 08:37 AM:name=Silent262)--><div class='quotetop'>QUOTE (Silent262 @ Jan 12 2013, 08:37 AM) <a href="index.php?act=findpost&pid=2059581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Adding another bug to the mix:
    My server has taken to switching the map directly on round end. It is not an issue with the map vote itself, as I have attempted to run a vote and that works fine.

    Round ends -> Map vote notification pops up -> map cycles w/o further notice.

    Any thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Alright, so I'm having the same issue as above. Last server update was yesterday around noon. I'm also seeing the empty admin messages. Granted, I am using the badge mod, and the stats mod on the test server.

    xDragon I'll help you test, I have two servers at my disposal (running centos and Server 2012).
    Add me in steam, my account is here: <a href="http://steamcommunity.com/id/wireaudio/" target="_blank">http://steamcommunity.com/id/wireaudio/</a>
  • Silent262Silent262 Join Date: 2012-09-21 Member: 160267Members
    edited January 2013
    My restart issue is happening with the github files available as of around 3:00AM today, 1/12/13. I do not suffer the empty messages bug.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    OK Empty message bug was fixed late last night, so anything after then should be good... The unstuck on random vote is also fixed there, and now the mapcycle issue is also fixed there.
  • Silent262Silent262 Join Date: 2012-09-21 Member: 160267Members
    Alright, all of my complaints are resolved!


    For now...
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    edited January 2013
    I tried deleting the contents of the m5f4f178_1357263917 folder on my server and then uploading the files from github to there but was then getting consistency failure for "DAKLoader_Shared.lua" when I tried to connect. Am I doing this wrong? I couldn't see any instructions for updating the mod from github rather than the steam workshop. My server is rented not owned by me, I just have ftp access to the files. Thanks for any help.

    Edit: I have the mod working but with some issues via lua. I copied the files to the server lua folder, there is no DAKLoader.lua on github at the moment so I used the version that was in my mod folder. The server started and appears un-modded in the server browser, DAKConfig.json was created on the server, but there is no motd when I connect and none of the chat commands (random, rtv, etc.) work. I do have access to the extended admin commands via console, when I tried sv_votemap, the server continuously spammed "Map vote begun (25% votes needed to win)" very fast until I changed the map manually.

    Not sure if it's me or something wrong with the current version.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    hmm hard to say without seeing what error(s) the server is encountering... You can just load DAKLoader_Server.lua instead of DAKLoader, it got rid of that file because it was just loading the other one... That could possibly be part of the problem.
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    I have the mod loading from server.lua however, due to your post above I had to change Script.Load("lua/DAKLoader.lua") to Script.Load("lua/DAKLoader_Server.lua") because you got rid of DAKLoader.lua and now I get the following in the server output window... looks like there are some errors... or maybe I am doing something wrong.

    <img src="http://imageshack.us/a/img651/6136/outputu.jpg" border="0" class="linked-image" />
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Nope looks correct - did you edit EN.json to customize any of the messages? It looks like there is an issue with that file.
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    edited January 2013
    I did... but I only deleted some things out of the MOTD and changed the messages part of the file. After replacing it with the original it worked. Whats the difference between the EN.json and the EN.lua? Am I not supposed to edit either?

    Lastly, When I was on the server by myself and typed rtv it went into the mapvote... no map won as I didn't vote and then it said "no map won so switching to the next map" and it changed maps. Will it do this if the server is full? I'd hate to have a game going on and somone types rtv, then no one votes and the server switches to the next map anyway. How exactly does it work?
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    edited January 2013
    <!--quoteo(post=2060020:date=Jan 13 2013, 11:02 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Jan 13 2013, 11:02 AM) <a href="index.php?act=findpost&pid=2060020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm hard to say without seeing what error(s) the server is encountering... You can just load DAKLoader_Server.lua instead of DAKLoader, it got rid of that file because it was just loading the other one... That could possibly be part of the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My bad, I forgot to copy over game_setup.xml oops! Everything seems fine now.

    Edit: I can't get the server to work without removing game_setup.xml from the consistency check, does it have to be set like this and if so, does that leave the server vulnerable to exploits? Thanks.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    you shouldnt need to use game_setup when loading from server.lua, are you putting the script.load statement for DAKLoader_Server between lines 13-24 in server.lua (line 17 should be blank and is a good spot).

    And regarding the rtv vote yes that would trigger the automatic map cycle, that is something that it shouldnt do however, only when the normal mapcycle was triggered - I'll fix that.
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    xDragon, I have tested it with 236 and there are no issues whatsoever.
    Tested with:
    1. DAK Admin Mod by itself, 7v7, no issues.
    2. DAK Admin Mod with custom updated stats mod and badges. No issues there either. The stats mod was changed to the latest LUA files available in 236 and it was made into a new mod uploaded to National Gaming Stats Pre-Test Mod available in the workshop. The mod id is 72b5cfd. This mod will be removed once the actual stats mod is updated to 236. No issues observed here either. Tested in a 4v4, no issues, no LUA errors, either server side or client side.

    I tested it from Sunday at 11 am until Monday at 1am.
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    Thanks xDragon, all working fine now without game_setup.xml, sorry for not following instructions more carefully!
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    As a side note which I forgot, you will want to edit EN.json (or whatever other languages you add.json). The .lua file is no longer used and I ment to delete it. Clients can set their language which will change the format of the messages they receive.
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    edited January 2013
    Is there any way to address the following aspects of the mapvote:

    1) If the server has been empty for more than the time specified in mapcycle, when you join and the round starts it automatically starts a map vote, would be good if it only triggered votes at the END of a round.

    2) If the vote is tied and then the following 2-map vote is also tied, the server will just rotate to the next map in the mapcycle. It would be good if it would randomly select one of the two maps that tied the vote, so at least some of the people are happy :D

    Question: What is the difference between "kVoteStartDelay" and "kRoundEndDelay", they both have the same description in readme.

    I was also wondering about how the mapvote "kPreGameLength" setting interacts with tournamentmode "kTournamentModePubMinPlayersPerTeam". Does tournamentmode take priority?

    Thanks!
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Ok - first thing, I would think that would be how it works currently - after mapcycle time has passed any round end event would trigger a vote - I also have an automapcycle plugin that is included that will automatically switch the map after a set time, and offers a configurable amount of players, and also can be configured to use the default mapcycle (it will just trigger a mapcycle event, which if using the mapvote plugin it would trigger a vote), or use its own specific list of maps.

    2 - I do want to have the second tie just have a map randomly selected, so thats something I will be adding along with RTV map votes not triggering the automatic cycle.

    kRoundEndDelay controls the delay between the round ending, and the map vote being initialized. kVoteStartDelay controls the delay between the map vote starting, and the map vote options and such actually being printed out (the map vote starting).

    And tournament mode should take priority over the mapvote options.
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    edited January 2013
    Thanks for your responses!!!

    For the first point I meant that the vote is triggered on round start if server was empty and then people join. E.g. my friend and I joined the empty server, each joined a team, and a vote triggered straight away at the start of the round, so we just voted extend. It's not a big deal just a slight waste of time.
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    I think it would be cool if the MinPlayersOnline and MinPlayersPerTeam variables could be part of the mapvote plugin, then I wouldn't have to bother about tournamentmode at all as I use NS2Stats for PCWs so that the stats get logged on their website. These variables are more useful that changing the PreGameLength imo as sometimes people join up really fast and you don't want to wait 30 seconds for the round to start, but sometimes people are really slow and after 30 seconds it is still 3v2.

    I'm still not really sure how tournamentmode works (does sv_tournamentmode have to be "1" even for pub mode, or does that mean people have to type "ready"?).

    It would be even better if there was a variable for the game to start when each team had a percentage of online players, e.g. if the variable was set to 25 the round would not start until each team had 3 people on a 12-slot server, 4 on a 16-slot, 5 on a 20-slot, etc.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Some of that gets complicated, having multiple mods interact to perform the same basic functions make it difficult to insure exactly what logic is applied when. - the Public mode for my tournament mode does not require players to ready - instead once the minimum player counts are reached, the game will start.
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