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  • Map list, coop server

    Can I have something like a maplist.txt to tell my coop server that I'm running which maps to load?

    I basically want the server to cycle through like 12 singleplayer maps.

    Information like this is STUPIDLY hard to find, as well.
    Scout's Journey
    Rune of Earth Magic

  • #2
    Vanilla Quake mods generally have this compiled in the source.

    But I'm not R00k.

    R00k made the Dredd server (CAx) do this via an external file.

    I'm not smart enough to know if he was using some ProQuake server enhancements to do that (QCCX hacks?). Or maybe he uses whatever Frikbots do to read .way files?

    Perhaps R00k will reply to this thread.

    (Quakeworld servers, on the other hand, they can set a map rotation using <memory failure ... Quakeworld servers have some method but I can't recall).
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      Hmm, I guess we could use our own progs.dat.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        BUMP

        Originally posted by golden_boy View Post
        Information like this is STUPIDLY hard to find, as well.
        Map rotation settings or ANYTHING really would rock, if anyone has found anything about this yet please update us!!

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        • #5
          rquake team coop servers use their own progs.dat. Ask that genius RG for some help
          Originally posted by Magnus
          Apology accepted.

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          • #6
            The very simplest way is to modify your progs.dat and hard code the rotation you want...

            in client.qc

            Code:
            void() NextLevel =
            {
            	local entity o;
            	// episode one
            
            	if (mapname == "e1m1") nextmap = "e1m2";
            	else if (mapname == "e1m2") nextmap = "e1m3";
            	else if (mapname == "e1m3") nextmap = "e1m4";
            	else if (mapname == "e1m4") nextmap = "e1m5";
            	else if (mapname == "e1m5") nextmap = "e1m6";
            	else if (mapname == "e1m6") nextmap = "e1m8";
            	// e1m7 skipped, lag city
            	else if (mapname == "e1m8") nextmap = "e2m1";
            
            	// episode two
            	else if (mapname == "e2m1") nextmap = "e2m2";
            	else if (mapname == "e2m2") nextmap = "e2m5";
            	else if (mapname == "e2m3") nextmap = "e2m4";
            	else if (mapname == "e2m4") nextmap = "e2m5";
            	else if (mapname == "e2m5") nextmap = "e3m6";
            	else if (mapname == "e2m6") nextmap = "e2m7";
            	else if (mapname == "e2m7") nextmap = "e3m1";
            
            	// episode three
            	else if (mapname == "e3m1") nextmap = "e3m2";
            	else if (mapname == "e3m2") nextmap = "e3m3";
            	else if (mapname == "e3m3") nextmap = "e3m4";
            	else if (mapname == "e3m4") nextmap = "e3m5";
            	else if (mapname == "e3m5") nextmap = "e3m6";
            	else if (mapname == "e3m6") nextmap = "e4m3";
            	else if (mapname == "e3m7") nextmap = "e4m1";
            
            	// episode four
            	else if (mapname == "e4m1") nextmap = "e4m1";
            	else if (mapname == "e4m2") nextmap = "e4m2";
            	else if (mapname == "e4m3") nextmap = "e4m5";//start 1
            	else if (mapname == "e4m4") nextmap = "e4m5";
            	else if (mapname == "e4m5") nextmap = "e4m7";//2
            	else if (mapname == "e4m6") nextmap = "e4m7";
            	else if (mapname == "e4m7") nextmap = "e4m8";
            	else if (mapname == "e4m8") nextmap = "dm1";//4
            
            	// the deathmatch arenas
            	else if (mapname == "dm1") nextmap = "dm2";
            	else if (mapname == "dm2") nextmap = "dm3";
            	else if (mapname == "dm3") nextmap = "dm4";
            	else if (mapname == "dm4") nextmap = "dm5";
            	else if (mapname == "dm5") nextmap = "dm6";
            	else if (mapname == "dm6") nextmap = "e1m1";
            
            	else nextmap = "dm3";
            
            	gameover = TRUE;
            
            	o = spawn();
            	o.map = nextmap;
            
            	if (o.nextthink < time)
            	{
            		o.think = execute_changelevel;
            		o.nextthink = time + 0.1;
            	}
            };
            Last edited by R00k; 10-13-2010, 10:51 PM.
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            • #7
              Slightly off topic, but is there a tutorial somewhere on how to add the required code to initiate a vote within a mod. Not necessarily for maps but sometimes it might be handy to change a server setting (e.g something akin to setpent, setquad, timelimit, fraglimit, maybe vote-kick and so on) and to put the vote to the players might be a nice feature. I'll take another look at Baker's guide to Voteable maps and see if there's some way to apply that, have a browse at Inside3d assuming it is still up, but any advice would be much appreciated.

              Kind regards

              Monty
              Last edited by Mr.Burns; 10-14-2010, 02:29 AM.
              Mr.Burns
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