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 Post subject: Re: 0.54 Beta Testing
PostPosted: Wed Jan 27, 2010 10:35 pm 
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Joined: Thu Apr 24, 2008 9:26 am
Posts: 410
Location: California
dvs wrote:
Like, I go to create voice server and it tells me I need to enter a server but it says none found, also when I go to supported voice servers It says None found, If I go to create a supported voice server I have to fill in xml data for the program


Did you use the 0.54 update from 0.52, or clean install of 0.54?

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 Post subject: Re: 0.54 Beta Testing
PostPosted: Thu Jan 28, 2010 3:20 pm 
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Joined: Thu Dec 31, 2009 11:23 pm
Posts: 33
Never mind, I just reinstalled from scratch .54 and the problem was fixed, I guess it's a bug with updating?


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Thu Jan 28, 2010 4:24 pm 
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Joined: Thu Dec 31, 2009 11:23 pm
Posts: 33
Ran into some new problems,

For Wolfenstein: enemy territory
Code:
./%executable% +set net_ip %ip% +set net_port %port% +set dedicated %opt1% +set fs_game %opt4% +set sv_punkbuster %opt3% +map %default_map% +exec %opt1% +set sv_maxclients %max_players%

+exec %opt1% needs to be +exec %opt2% also for fs_game %opt4% you have to fill that in manually instead of it defaulting to etmain


Also the server will start but it will be a basic etmain server with a maximum of 1 slot, the xml seemed to work fine previously in .52

Also the server will report as the server being offline even though it is online, or it will get stuck online and will have to shut it down a few times for it to say its off


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Mon Feb 01, 2010 10:35 pm 
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Joined: Thu Apr 24, 2008 9:26 am
Posts: 410
Location: California
gpx-master-0.54 Beta 2

Here's an updated 0.54.2. If anyone could test this for me, it has addressed most of the little issues people have talked about, as well as added support for CS Pro Mod. The updater was fixed to add the latest games as well. If you already have the 0.54 beta, please just do a clean install for this one to test it; it will just mess things up if you try 0.54 to 0.54.

If someone could install version 0.52 and update to this 0.54 copy, and see if everything works properly, it would really help me out.

Download: http://gamepanelx.com/files/gpx-master-0.54-beta-version2.tar.gz

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 Post subject: Re: 0.54 Beta Testing
PostPosted: Wed Feb 03, 2010 11:52 am 
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Joined: Thu Dec 31, 2009 11:23 pm
Posts: 33
I found a new bug in 0.54 beta 2

Importing XML templates doesn't show them as supported games after they have been uploaded, they will transfer to the ftp and if you manually make a game template within the panel, it will add the options from the xml you uploaded before


Example, I upload template.xml

It takes me to supported game servers, but my template isn't listed so wtf,

manually put template information into the panel create template, it shows as listed

Go to create game server, oh crap my options i manually put it are there as well as the ones from the xml I uploaded.


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Sat Feb 27, 2010 11:02 am 
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Joined: Sun Dec 13, 2009 10:28 am
Posts: 10
Are we close to the final release :)?


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Sat Mar 20, 2010 3:44 am 
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Joined: Sat Mar 20, 2010 3:41 am
Posts: 1
Could you add support for choosing which core the gameserver should run on? And the priority?


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Tue Mar 23, 2010 3:32 am 
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Joined: Thu Apr 24, 2008 9:26 am
Posts: 410
Location: California
FrogCake wrote:
Could you add support for choosing which core the gameserver should run on? And the priority?


There was a thread on this previously, you can do this by using Taskset, and modifying the Bash script "_scripts/status.sh". Simply add your taskset command and optionally your "nice" command into the start() function and there you have it.

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 Post subject: Re: 0.54 Beta Testing
PostPosted: Sat Apr 10, 2010 3:47 pm 
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Joined: Sat Apr 10, 2010 3:31 pm
Posts: 4
Location: Germany
Heya, nice project, using it for a while now. Just made a fresh install with 0.54 beta 2 and there´s one breaking(?) issue.

The player/slot wildcard.

in the gameconfigs the wildcard is still named
Code:
%max_players%

but the script obviously expects
Code:
%max_slots%

instead.
so currently gpx is taking over %max_players% 1:1 to the start command since it doesn´t know that this is a wildcard. This leads, at least for SRCDS games (haven´t tested other games), to that the game starts, but will halt as soon it tries to parse %max_players% at +maxplayers %max_players% (i guess SRCDS can only handle numbers there, i however expected that SRCD would fall back to the games default slots).

Anyway, updating the XML´s to have %max_slots% will easily solve this :)

Other than that, i´m pretty happy with GPX. Looking forward to its future. Keep it up.

Makz


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 Post subject: Re: 0.54 Beta Testing
PostPosted: Tue May 04, 2010 6:47 am 
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Joined: Tue Apr 27, 2010 9:19 am
Posts: 39
I can confirm "MadMakz" issue.

The option currently called
Code:
"%max_players%"
needs to be changed to
Code:
%max_slots%
NOTE: Also the " " have to be removed!.
Otherwise the cod4 gameserver tries to use the string "_max_players_" as a value for "ui_maxclients", which results in an error message like this:

########################################################
dedicated is read only.
Opening IP socket: 188.xxxxxxx:289xx
Hostname: Debian-50-lenny-64-minimal
IP: 188.xxxxxxxx
dedicated is read only.
'0' is not a valid value for dvar 'ui_maxclients'
Domain is any integer from 1 to 64

end $init 191 ms
Loading fastfile code_post_gfx_mp
Loading fastfile localized_code_post_gfx_mp
Loading fastfile ui_mp
Loading fastfile common_mp
Loading fastfile localized_common_mp
Loaded zone 'code_post_gfx_mp'
Loaded zone 'localized_code_post_gfx_mp'
Loaded zone 'ui_mp'
Loaded zone 'common_mp'
Loaded zone 'localized_common_mp'
--- Common Initialization Complete ---
dedicated is read only.
'0' is not a valid value for dvar 'ui_maxclients'
Domain is any integer from 1 to 64

execing server.cfg from disk
dedicated is read only.
Build 13620 Thu Oct 04 00:43:04 2007
logfile opened on Tue May 4 16:45:28 2010

sv_cheats is write protected.
g_gametype will be changed upon restarting.
Error: Unable to initialize punkbuster. Punkbuster is disabled
Huffman Took 0 Milliseconds
Hitch warning: 2152 msec frame time
##########################################################

And than it stops there!


What i also noticed:
The "Startup Map: " option where you can put a startup map (your default map for cod4 is mp_strike) doenst seem to be given to the server.
The map mp_strike is not loaded by the server nor does he recieve any "map" command.
I am wondering what the commandline option for the "Startup Map: " field is? (so I can add it manually)
I tried %startup_map%, %start_map%, %startupmap% and %startmap% but they dont work and are passed as string to the cod4 server.

To currently make the cod4 server load a map after a restart one has to manually add to the command line options:
Code:
+map_rotate %opt5%

Then at least the first map specified in the server.cfg gets loaded if the user of the server has set "+map_rotate" to "On", if its set to "Off" no map will be loaded eventhough a startup map is specified!
This needs so be fixed somehow. Maybe you just forgot to add the command line option for the startup map option ????


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