Force mod download to client

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
I am running a custom maps server with workshop maps, how can i force the client to download the map mod?

I am getting quite a few hits on the server, but becuase the client has NOT got the map mod installed the client disconnects

I am using the default .json server config file.

Comments

  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited March 2013
    https://groups.google.com/forum/#!topic/uwe-server-ops/cznWHaDIm4Y

    There's some example mapcycle.json and command line parameters there. Along with a lot of problems with the auto downloading system and why a lot don't even attempt it. Each mod has a unique ID that needs to be in the command line and in mapcycle.json.

    http://steamcommunity.com/sharedfiles/filedetails/?id=130795280

    Convert the number after id= to hex format to find the mod ID for any mod. Or find it in your %appdata%\Workshop folder if you have it on your client. The numbers and letters after the m and before the _ is the mod ID (hex format of the URL ID). So the ID for that steam workshop URL is 7CBC710.

    Add the mod ID to the -mods arg in the command line.
    If the mod is a map it's added to the mapcycle.json under the "maps" heading like this
    { "map": "ns2_triad", "mods": [ "46F035A" ] }
    
    If it's a gameplay mod you always want enabled add it to a seperate "mods" heading like
    "mods": ["5fd7a38" ]
    

    If the planets align, your server with automatically download the mod and clients connecting with download it automatically on connect through the steam workshop.

    Some good info on the wiki also, not sure how up to date it all is however.
    http://wiki.unknownworlds.com/index.php/Dedicated_Server

    In theory you should be able to get everything to work via the webadmin interface, but I've had no success with it whatsoever and wouldn't recommend it.
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