How to setup Reserved Slots

ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
Can we get instructions for setting up reserved slots on our servers?

Comments

  • WalsaWalsa Join Date: 2011-06-28 Member: 106813Members, Reinforced - Shadow
    Dak Adnin kit is your answer, but your server will be unlisted in the default browser until you untick "filter modded servers"

    <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=99938680&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>
  • suttysutty Join Date: 2010-08-01 Member: 73403Members
    I thought DAK was white listed, isn't that how HBZ have a map vote ?
  • WalsaWalsa Join Date: 2011-06-28 Member: 106813Members, Reinforced - Shadow
    In the wiki Dak is not whitelisted
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Dedicated_Server#Mod_Whitelist" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...r#Mod_Whitelist</a>
    So i´m not sure.
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    Sorry, that was my fault, did not update the wiki with release day information.

    Unfortunately, on release day, UWE has blacklisted all the mods again to allow for a consistent player experience. There has been no mention of when the whitelist will be open for application for mods yet.
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    I'm actually currently working on this. Sadly the solution I have could be abused by malicious server operators so I'm not so sure if I'm going to release it.

    In order to do it, what I'm going to be doing is setting up my server with six extra slots. Then I'm going to hide these slots (and never report more than the virtual maxplayers).

    Reserved slot players will be able to connect with the connect command only.

    Once they authenticate, if they're actually a slot holder, it won't kick them. The server will then find another player to kick.

    The reason why I'm setting so many extra slots is because the player authenticates after the map loads, so there could be a considerable amount of time that goes by and I want the server to be able to accept connections from multiple slot holders.

    Though it does mean that the server will temporarily be at a higher player count (however, the extra players won't be reported).

    I've already contacted the NS devs about an official method for reserved slots, so hopefully something can be done. My suggestions actually fix a possible exploit so they could kill two lerks with one shotgun shell.
  • MikeusMikeus Join Date: 2006-11-10 Member: 58520Members
    I would really like to see some proprietary support for reserved slots or at least a mod that doesn't knock your server off of the main page.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    <!--quoteo(post=2005516:date=Nov 1 2012, 09:18 PM:name=voogru)--><div class='quotetop'>QUOTE (voogru @ Nov 1 2012, 09:18 PM) <a href="index.php?act=findpost&pid=2005516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm actually currently working on this. Sadly the solution I have could be abused by malicious server operators so I'm not so sure if I'm going to release it.

    In order to do it, what I'm going to be doing is setting up my server with six extra slots. Then I'm going to hide these slots (and never report more than the virtual maxplayers).

    Reserved slot players will be able to connect with the connect command only.

    Once they authenticate, if they're actually a slot holder, it won't kick them. The server will then find another player to kick.

    The reason why I'm setting so many extra slots is because the player authenticates after the map loads, so there could be a considerable amount of time that goes by and I want the server to be able to accept connections from multiple slot holders.

    Though it does mean that the server will temporarily be at a higher player count (however, the extra players won't be reported).

    I've already contacted the NS devs about an official method for reserved slots, so hopefully something can be done. My suggestions actually fix a possible exploit so they could kill two lerks with one shotgun shell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would also suggest that any reserved slot system kicks players who have most recently joined who have the lowest resources. Players that have been in a map for a while that then get kicked while having good equipment or who are about to be going onos ect can lose a game.

    Also they need to create some system for allowing particular mods to be white listed. Things like stats, admin systems ect should not cause your server to be unlisted.

    Possibly long term the solution may be to remove the filter moded servers from the browser and instead clearly indicate moded servers to players. In any case players should never be directed away from servers with things like admin mods, they should be directed toward them.

    Lastly voogru please keep us updated when your mod is white listed. Also are you interested in implementing any new features into your admin system for $$$? If so please contact me as I am willing to pay in order to have some critical remote management features implemented in order to ease cross platform admin and reserved slot integration.
  • SixPairsOfFeetSixPairsOfFeet Join Date: 2012-02-18 Member: 146689Members, Reinforced - Shadow
    If it's at all possible, it would be great if the players would be forced into spectator mode instead of getting kicked.

    In fact, it would be really great if you could limit the server to a number of players and a number of extra spectator slots in general! The way it is right now, you'll have imbalanced teams if someone wants to spectate :(
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--quoteo(post=2007366:date=Nov 2 2012, 07:17 PM:name=ZEROibis)--><div class='quotetop'>QUOTE (ZEROibis @ Nov 2 2012, 07:17 PM) <a href="index.php?act=findpost&pid=2007366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would also suggest that any reserved slot system kicks players who have most recently joined who have the lowest resources. Players that have been in a map for a while that then get kicked while having good equipment or who are about to be going onos ect can lose a game.

    Also they need to create some system for allowing particular mods to be white listed. Things like stats, admin systems ect should not cause your server to be unlisted.

    Possibly long term the solution may be to remove the filter moded servers from the browser and instead clearly indicate moded servers to players. In any case players should never be directed away from servers with things like admin mods, they should be directed toward them.

    Lastly voogru please keep us updated when your mod is white listed. Also are you interested in implementing any new features into your admin system for $$$? If so please contact me as I am willing to pay in order to have some critical remote management features implemented in order to ease cross platform admin and reserved slot integration.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My mod won't need to be whitelisted, I don't modify anything in the games directories (even the game_setup.xml). That’s why I’m not sure if I want to make it public.

    Though to be honest it’s not very difficult to do so I’m sure someone else will do it. I’m surprised it hasn’t been done already.

    I'm still a lua noob and still familiarizing myself with everything. There will be protections against kicking commanders, Onos, Exo, it will try kicking the least valuable player and possibly even redistribute the resources (unless NS does this itself on client disconnect...)

    I’ll probably go something in this order:

    Players in RR
    Spectate
    Dead players
    Players with default equipment
    Least valuable player

    There would of course be players that are immune, just like I did back in the NS1 days. i.e. No kicking of commanders. One thing that irks me is I can’t set disconnect reasons, players just see “kicked”, I’d rather explain to them WHY so they don’t think it’s because nobody loves them.

    I have an entire system I use to manage my players, it’s quite involved and has a SQL backend for handling administrators and whatnot. I’m going to be porting as much as I can.

    The main thing is though, I’m still a lua noob.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If it's at all possible, it would be great if the players would be forced into spectator mode instead of getting kicked.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This won’t work, because eventually all of the extra slots will be filled with spectators and then a reserved slot holder won’t be able to connect.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    <!--quoteo(post=2007849:date=Nov 3 2012, 01:41 AM:name=voogru)--><div class='quotetop'>QUOTE (voogru @ Nov 3 2012, 01:41 AM) <a href="index.php?act=findpost&pid=2007849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My mod won't need to be whitelisted, I don't modify anything in the games directories (even the game_setup.xml). That’s why I’m not sure if I want to make it public.

    Though to be honest it’s not very difficult to do so I’m sure someone else will do it. I’m surprised it hasn’t been done already.

    I'm still a lua noob and still familiarizing myself with everything. There will be protections against kicking commanders, Onos, Exo, it will try kicking the least valuable player and possibly even redistribute the resources (unless NS does this itself on client disconnect...)

    I’ll probably go something in this order:

    Players in RR
    Spectate
    Dead players
    Players with default equipment
    Least valuable player

    There would of course be players that are immune, just like I did back in the NS1 days. i.e. No kicking of commanders. One thing that irks me is I can’t set disconnect reasons, players just see “kicked”, I’d rather explain to them WHY so they don’t think it’s because nobody loves them.

    I have an entire system I use to manage my players, it’s quite involved and has a SQL backend for handling administrators and whatnot. I’m going to be porting as much as I can.

    The main thing is though, I’m still a lua noob.



    This won’t work, because eventually all of the extra slots will be filled with spectators and then a reserved slot holder won’t be able to connect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds great, hopefully you release it or offer it for sale. I have a big community of servers for CS:S and an admin system that is integrated into the forums. I need to get a way to have the ns2 server to pull its admin and reserved slot lists from a remote sql so that I can allow all my existing admins/reserved slot users to have access on the NS2 server as well.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    <!--quoteo(post=2007889:date=Nov 3 2012, 02:59 PM:name=ZEROibis)--><div class='quotetop'>QUOTE (ZEROibis @ Nov 3 2012, 02:59 PM) <a href="index.php?act=findpost&pid=2007889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds great, hopefully you release it or offer it for sale. I have a big community of servers for CS:S and an admin system that is integrated into the forums. I need to get a way to have the ns2 server to pull its admin and reserved slot lists from a remote sql so that I can allow all my existing admins/reserved slot users to have access on the NS2 server as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    seconded. really need that resolved slots and a work-around for the mod blacklists...
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--quoteo(post=2007849:date=Nov 3 2012, 01:41 AM:name=voogru)--><div class='quotetop'>QUOTE (voogru @ Nov 3 2012, 01:41 AM) <a href="index.php?act=findpost&pid=2007849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I’ll probably go something in this order:

    Players in RR
    Spectate
    Dead players
    Players with default equipment
    Least valuable player<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not sure that order works. For example, imagine the following scenario:

    Marine commander spots a lone skulk run into his base and start chomping on the power node. He's got an important push going on, so he does't want to beacon; he hops out of the chair to take care of the skulk, but just after taking out the skulk, gets blindsided by the skulk's buddy. Just when the comm is about to respawn to take care of buddy... the server kicks him for being a dead player when a reserved slot is needed. Scratch one commander.

    The same problem occurs to live commanders outside the chair (default equipment).
  • Silent262Silent262 Join Date: 2012-09-21 Member: 160267Members
    It does not seem hard to figure out who the commander is. Perhaps storing the last active commander's ID would provide a fix, Guspaz. I also think that the server should pick by time on server, as opposed to score or equipment. For example, many an alien team would find themselves losing gorges if kicking were done by score and many freshly spawned marines would be booted for default equipment.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    edited November 2012
    A blind time-on-server kick, though, could kick a commander. It needs to be a combination of factors. Time on server should definitely be one of them, to be sure.

    A very dumb reserved-slot system should be possible with entirely external support. Write a script (PHP, perl, c#, whatever) that runs as a cron job or scheduled task once a minute; every time it runs, it queries the server to get the playercount and other info (score and time are both reported by a basic query) and kicks enough players to get the server back under the minimum count. It can do the kick by logging itself into the web UI and doing the kick from there, for example.

    Example: server has a max count of 16, but a real count of 14, once a minute it kicks enough to get it back down to 14, except for the reserved slot holders.

    The faking a different player count that Voogru talks about, though, that's harder. I'm not sure how you'd accomplish that. Perhaps that can be accomplished by some cvar trickery, or some sort of network-level DPI.
  • RiCexEaTeRRiCexEaTeR Join Date: 2010-05-10 Member: 71700Members, Reinforced - Shadow
    yea reserve slots needs to have priority. What's the point of putting money in for a server when most of the time you can't even play on it ::shrugs::
  • RiCexEaTeRRiCexEaTeR Join Date: 2010-05-10 Member: 71700Members, Reinforced - Shadow
    yea reserve slots needs to have priority. What's the point of putting money in for a server when most of the time you can't even play on it ::shrugs::
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    If you do it properly, you can install DAK on your NS2 Server without the server being blacklisted/marked as modded. Won't work with other mods so far, tho...at least not with those, which I tried.

    DAK is not doing any harm to the gameplay in my opinion and is even welcomed and it offers Reserved Slots.
  • Florp_IncarnateFlorp_Incarnate Join Date: 2002-11-01 Member: 3045Members
    <!--quoteo(post=2011424:date=Nov 5 2012, 06:41 PM:name=Maxunit)--><div class='quotetop'>QUOTE (Maxunit @ Nov 5 2012, 06:41 PM) <a href="index.php?act=findpost&pid=2011424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you do it properly, you can install DAK on your NS2 Server without the server being blacklisted/marked as modded.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Details? Link to guide? Myself and every other server operator would appreciate it obviously.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    edited November 2012
    Theres a link in the modding forum.
    edit: <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=123079&view=findpost&p=2008981" target="_blank">http://unknownworlds.com/ns2/forums/index....t&p=2008981</a>
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Hmm, I guess there's no point in my plan to implement an external tool to provide reserved slots without any game mods then :P
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited November 2012
    <!--quoteo(post=2011364:date=Nov 5 2012, 12:59 PM:name=Guspaz)--><div class='quotetop'>QUOTE (Guspaz @ Nov 5 2012, 12:59 PM) <a href="index.php?act=findpost&pid=2011364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure that order works. For example, imagine the following scenario:

    Marine commander spots a lone skulk run into his base and start chomping on the power node. He's got an important push going on, so he does't want to beacon; he hops out of the chair to take care of the skulk, but just after taking out the skulk, gets blindsided by the skulk's buddy. Just when the comm is about to respawn to take care of buddy... the server kicks him for being a dead player when a reserved slot is needed. Scratch one commander.

    The same problem occurs to live commanders outside the chair (default equipment).<!--QuoteEnd--></div><!--QuoteEEnd-->

    The liklihood of the first situation is pretty low if the server is full. Someone will either be respawning shortly to take care of the skulk, or someone is still in base. If there are complaints of this though, it'll be removed.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The faking a different player count that Voogru talks about, though, that's harder. I'm not sure how you'd accomplish that. Perhaps that can be accomplished by some cvar trickery, or some sort of network-level DPI.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Voogru magic. <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/folder_post_icons/icon10.gif" border="0" class="linked-image" />
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