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 Why's there still no Mixed Gametype Rotation support in MoH? |
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Why's there still no Mixed Gametype Rotation support in MoH? -
11-18-2002, 03:16 AM
I really hoped the Spearhead would get up-to-date with other Quake-engine games and include the much needed mixed gametype rotation commands that all other Quake games use.
If Spearhead had this, then in the following example a server.cfg file which had the following in it...[code:b0cad]set t1 "g_gametype 5;fraglimit 3;map obj/MP_Druckkammern_TOW;set nextmap vstr t2"
set t2 "g_gametype 4;fraglimit 5;map obj/obj_team1;set nextmap vstr t1"
vstr t1[/code:b0cad]...would result in a simple map rotation that would play Druckkammern in Tug of War-mode with a fraglimit of 3. Afterwhich, the next map would be The Hunt playing in Objective-mode with a fraglimit of 5.
THIS KIND OF THING WORKS IN QUAKE 3, RtCW, AND OTHER Q3-ENGINED GAMES! Why is this valuable tool written out of the MoH code? I thought Spearhead was gonna include this. Instead, just like in Allied Assault, an error occurs because nextmap vstr t2 gets interpretted by MoH as being a request of a map called vstr.bsp, which of course doesn't exist and shuts the server down.
All you need to do is fix the NEXTMAP command to know that when VSTR follows it that it is supposed to launch the variable string that VSTR is referring to. This was already in the Q3 code when you guys designed the game. Why you took it out is beyond reason. Please, put it back in.
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Senior Member
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11-18-2002, 10:23 PM
I noticed that the server config that came with the demo had mixed map types in it. Also, I noticed that the maps that came with the demo had some new lines in it (like level.gametype), so I think you can mix map types in the regular MoHAA sv_maplist.
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 Mixing Maps and Game Types |
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Mixing Maps and Game Types -
11-19-2002, 12:46 AM
Ive already seen that done in the JonesBoys server in MOHAA. They will play a OBJ map or two and then it will switch to a TDM map for a couple of games.
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11-19-2002, 02:11 AM
[quote="Crow King":9a0d4]I noticed that the server config that came with the demo had mixed map types in it. Also, I noticed that the maps that came with the demo had some new lines in it (like level.gametype), so I think you can mix map types in the regular MoHAA sv_maplist.[/quote:9a0d4]
I checked that out. If you use that server.cfg file, it launches in DM mode. Both those maps play in DM mode. Basically, all they did was make the TOW map DM compatible. Please note when using that cfg file as written that you never actually play Druckkammern in TOW mode. The only way you can is to manually change the gametype to 5 and then launch Druckkammern. In other words, exactly like it's done in Allied Assault.
I found the level.gametype you mentioned in the SCR files within the PK3. All that does is tell the game that when playing the map in DM, TDM, or RB mode to do one thing, but when in OBJ or TOW mode to do another. It is used to provide instructions for how to determine a winner, allow levers/bombs to activate, allow/disallow respawn, text instructions explaining objectives when you press the Tab key, etc. These vary according to gametype, hence the need to use level.gametype. However, it is not a used to allow mixed gametype rotation.
[quote="Brutal CarNage":9a0d4]Ive already seen that done in the JonesBoys server in MOHAA. They will play a OBJ map or two and then it will switch to a TDM map for a couple of games. [/quote:9a0d4]
It is possible by modifying the SCR files and forcing specific maps to only play in one gametype. I did this a long time ago for my clan's server, Burning Bridge, back in February 2002. Read an old post about it here, [url:9a0d4]http://www.alliedassault.com/ubb/Forum1/HTML/004754-3.html[/url:9a0d4].
It's done by adding the line setcvar "g_gametype" "X", (where X is the gametype you want to force), or other settings like setcvar "fraglimit" "Y", (where Y is a custom fraglimit you want to force on that map), to the SCR file and putting the file into a custom PK3 to overwrite the default server settings. When doing this you can set whatever map rotation you want and you'll get mixed gametypes and custom fraglimit, roundlimits, timelimits, etc for every map.
The problem you have when doing this is that when you're using that mod, you cannot play the modified map's in any other mode. For instance, once you've forced Algiers to be Roundbased, you cannot play it in TDM mode unless you shut down the server and remove the mod. If you remove the mod, then you can only play in one gametype at a time. Besides this, there is also a minor spectate bug that can occur with the mod, (see post link above).
So, I don't doubt that other servers like JonesBoys do this too. However, there is no existing process for mixed game rotations currently in Allied Assault or Spearhead without modifying the SCR files in the PK3's. If there is a non-mod method, I'd love to see it, believe me.
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 JonesBoys |
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JonesBoys -
11-19-2002, 05:45 AM
Ill ask and see what they are doing on their end.
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11-19-2002, 06:48 AM
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11-19-2002, 10:33 AM
Yeah, what was described in that thread is exactly what happens when you try using nextmap with vstr. However, it behvaes exactly like it did in Allied Assault as far as erroring.
I don't know who Cshelton is, who is speaking as if he works for EA or something. I hope he's right that EA will fix it in an upcoming patch or two.
Does anyone know if Cshelton is legit? Anyone from EA actually read this board? I'd love to hear some good news.
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Senior Member
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11-19-2002, 12:40 PM
CShelton is Chris Shelton, one of the developers on the EALA team for MoHAA. Good guy who gives candid answers.
ck
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 Re: Why's there still no Mixed Gametype Rotation support in |
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Posts: 763
Join Date: Apr 2002
Location: California
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Re: Why's there still no Mixed Gametype Rotation support in -
11-20-2002, 02:12 AM
Quote:
Originally Posted by Elvite
If Spearhead had this, then in the following example a server.cfg file which had the following in it...[code:3cd83]set t1 "g_gametype 5;fraglimit 3;map obj/MP_Druckkammern_TOW;set nextmap vstr t2"
set t2 "g_gametype 4;fraglimit 5;map obj/obj_team1;set nextmap vstr t1"
vstr t1[/code:3cd83]...would result in a simple map rotation that would play Druckkammern in Tug of War-mode with a fraglimit of 3. Afterwhich, the next map would be The Hunt playing in Objective-mode with a fraglimit of 5.
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Something like this wouldn't work?
Multiple CFG files using nextmap with the exec command instead of vstr..
file = server.cfg
exec t1.cfg
*************
file = t1.cfg
g_gametype 5
fraglimit 3
map obj/MP_Druckkammern_TOW
set nextmap exec t2.cfg
**********
file = t2.cfg
g_gametype 4
fraglimit 5
map obj/obj_team1
set nextmap exec t1.cfg
**********
Anyone try'ed this?
Please explain exactly how the nextmap works...
Thanks,
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 Re: Why's there still no Mixed Gametype Rotation support in |
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Member
Posts: 79
Join Date: Jan 2002
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Re: Why's there still no Mixed Gametype Rotation support in -
11-21-2002, 02:37 AM
[quote="Mr_nStuff":75c26]Something like this wouldn't work?
Multiple CFG files using nextmap with the exec command instead of vstr..
file = server.cfg
exec t1.cfg
*************
file = t1.cfg
g_gametype 5
fraglimit 3
map obj/MP_Druckkammern_TOW
set nextmap exec t2.cfg
**********
file = t2.cfg
g_gametype 4
fraglimit 5
map obj/obj_team1
set nextmap exec t1.cfg
**********
Anyone try'ed this?
Please explain exactly how the nextmap works...
Thanks,[/quote:75c26]
Nextmap instructs the game what to do immediately after a current map has run it's course. If something is set using nextmap, it will take precedent over anything that is set in "sv_maplist". In MoH, the variable you place after nextmap can only be the location and exact name of the next map you want to play. In most other Q3-engined games, they also allow nextmap to point to a custom variable string (VSTR) which may contain several instructions, (like fraglimits, timelimits, etc.), in addition to telling it the location and exact name of the next map you want to play.
Unfortunately, your proposal won't work as far as the current MoH gamecode is written. If you tried to run that cfg, you'd get an error message saying something to the effect "Couldn't find exec.bsp". The game thinks you're trying to run a map called exec, basically. Whether "nextmap exec t1.cfg" should work in theory, I don't know. However, I know that something like "nextmap vstr t1" definitely should work, as it is the standard method for mixed gametype rotations in all other Q3-engined games. If perchange both methods would work, I think your proposed NEXTMAP EXEC method is a lot more work as you would have to set up mulitple cfg files and it would be cumbersome to have to edit each individually for rotation changes. When you use NEXTMAP VSTR, you only need to place it in 1 cfg file, (usually copied into your server.cfg). It's a lot easier and cleaner. However, it was a good thought. Thanks!
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