In our support boards we aim to provide support for the B3 core in its current state. Older releases of B3 are NOT supported. Check our front page for the latest version. You may post feature requests in our General Discussion board. Modifications and Hacks of the core B3 code are NOT supported.
Before you ask for support: [ Read the Support Instructions ] - More info: [ Full Support Disclaimer ]

You are here: Big Brother Bot ForumSupport ForumsGeneral Usage Support (Moderator: MordyT)Using B3 with a Q2 Mod?
Pages: [1]   Go Down
  Print  
Author Topic: Using B3 with a Q2 Mod?  (Read 626 times) Bookmark and Share
Newbie
*
OS: --No B3 installed--
Type: --No B3 installed--
Gameservers: None, I want to run it on a Q2 mod
Posts: 3
Offline Offline
« on: September 03, 2011, 06:46:09 PM »

I have 3 servers professionally hosted (2 Linux, 1 Windows) for an open source game called Alien Arena (AA).  I also periodically host servers from my home in addition to these 3.  AA is a Q2 mod that has come a long long way (rendering is spectacular).  I would like to take advantage of what B3 has to offer, if at all possible.  Grin

Can I make this work?  AA started in about 2006, Open Source, and is very deserving of your support.  If using B3 is not possible in a Q2 mod, please offer any info you can?  Cool

Note:  Nexuiz, and I believe Warsow are also based on the Q2 engine.  These projects are all free and, imho, feel right for B3...  Wink

Best regards,
SubstreamAI
« Last Edit: September 04, 2011, 01:09:18 AM by SubstreamAI » Logged

Senior Dev.
*
OS: Linux
Type: Home user
Posts: 3484
Offline Offline
WWW
Support Specialty: B3-Core, UrT/SmG/BFBC2 parsers, Plugin development
« Reply #1 on: September 04, 2011, 08:19:23 AM »

could you check the requirements list and see what might be missing ?
http://wiki.bigbrotherbot.net/customize:parser:requirements
Logged

Dev. Team
*
OS: Linux
Type: Home user
Gameservers: UrT
Posts: 198
Offline Offline
WWW
« Reply #2 on: September 04, 2011, 08:35:30 AM »

I haven't played Alien Arena, but I've bumped across the dev's for it on some of the quake modding forums, and they seemed open enough if any of this is missing from the logs.

Unless they've done something suprising to the mod, I'd expect all of Quake II's rcon functionality got carried in, which means kicking, server chat, map changes are all available. I believe PM'ing was included in Q2 but I don't remember. I found mentions of fixed color name banning, in the Alien Arena 7.50 chatlog, which implies working banning. And in 7.20 cvar settings related to logging.

From some quick spots through Quake 2, map changes look a lot like they do in Quake 3, and shold be pretty obvious, as should player chat and deaths. But Substream can tell you better about the alien arena specifics. But just guessing from playing some Q2, that I'd guess it's possible.

EDIT: The big unknown is GUID's... I have no idea on that one...
« Last Edit: September 04, 2011, 08:46:40 AM by WickedShell » Logged

Newbie
*
OS: --No B3 installed--
Type: --No B3 installed--
Gameservers: None, I want to run it on a Q2 mod
Posts: 3
Offline Offline
« Reply #3 on: September 07, 2011, 11:52:51 PM »

FYI, my AA game name is {DO}Rigel.  I'll do my best to cover all the bases here

You can chat in game the with T (say) and Y (say_team).  The first is broadcast for everyone to read, the latter is just your team
When a player connects, but doesn't join, there is a message in the console "PlayerName has entered the game."  When he/she selects a team, the console reports PlayerName has joined the Red/Blue team.
When a player disconnects, there is a message in the console that says "PlayerName disconnected"
The only way to change teams is to reconnect
You cannot change your name/skin/model, etc in the middle of a team game, you must do it before you join the game.  FFA games you can change your player name/skin/model, etc at anytime
You can change a map with rcon or with CallVote
You can start a round with rcon startmap mapname
The only way to end a round is with the server cvar fraglimit and timelimit, these can be set with rcon or with CallVote
Mutators can be set with rcon, but this can be tricky.  If ctf is set to 1, and you want to make it instagib FFA, you would have to use rcon to set ctf 0 and set instagib 1. You have to reset the cvars that were previously used or they will retain their value, so you might end up in a a ctf game in insta mode.  This is true for dmflags and all cvars that have been set.
Team damage can be turned on and off via dmflags which is set in the server config.  That can be changed with rcon and then startmap.  There are 2 sounds that play when you damage another player (or your own team if team damage is on), depending on the amount of damage.
There is a scoreboard that dispalys at the end of the round with the scores
I don't know about bomb events, I think that is N/A for us (doesn't matter its not required)
When you capture the flag, there is a message in the console
CallVote supports the following: Kick, Map, FragLimit, and TimeLimit
You can use Rcon to send a message to the game from the console, it will read "Console: MessageTextHere."  You cannot send a message this way to one team (and not the other) and you cannot send a message to 1 player.  Everyone sees the message, that is the only console chat option available currently.
You can kick a player with rcon kick PlayerName
You can ban a player with rcon sv addip ##.##.##.## that will last until the server is restarted.  You can make a ban permanent with rcon sv writeip
You can remove a ban with rcon sv removeip ##.##.##.## this will last until the server restarts, unless you also use rcon sv writeip (I believe, not 100% sure)
Bans are stored in a config file that is executed from the server config. Using sv writeip causes the current filterban to be written to that file.
The only way I know of to change to the "next" map in the list is to print the list with rcon sv_maplist, and then rcon map MapName (where you manually specify the map that was next in the list).  There is no rcon NextMap cvar that I am aware of.
You can see all the maps that are stored on the server with rcon dir map/*.bsp
You can get information on the servers config with serverinfo and more with rcon serverinfo
In AA we have clans specified with a clan tag in the player name.  The game code doesn't do anything with that, there are no management features for clans or guilds, or what not.  That's all done separate from the game code by the players with tags appended to the name.
There is a stats server which maintains statistical information on a player, which can be viewed in the menu browser if they player is connected to a server and you click his/her name.  That stats are password protected.
The names PlayerName and playername are considered to be different names.  If 2 players try to join with the same name, a digit is applied to the end of one: Player, Player1, Player2, etc.  Separate stats are kept for each of the "Player" names based on their password, set in the player setup menu.  It does not matter if a digit is applied to the end of their name because there is another person using that name on the server.
Rcon status will provide a list of players, each will have a unique number starting at 0, sequentially as they join. 
We do not use PunkBuster or any other cheat inhibitor.  We are a tight community and we ban players caught cheating.  They get banned from servers, IRC, and the forum.  We take cheating very seriously.  There are occasional cheaters, and they don't last long.  We will allow a player to redeem themselves after being banned, but it is rare that a cheating player will do what is required for that - admit and never ever do it again.

I think for the most part we are compatible, however there may be a few little details that need attention, like selective console chatting.  I think we might be able to add this kind of functionality, but it will take me a while to get it into a released version.

I run a modified version of AA on my servers.  By this I mean only slightly modified.  Many of the mods I started have been adopted by the official game code.  I think I can get mods to the rcon chat to player, etc, in the official code (if and when I am able to make them).  I don't think I can get the game developers to add this themselves, they are very busy with other projects and we are short handed.  However, I say this with a big "I think" because you never know until you ask them, they might jump on the idea of adding B3 support right away.  That would be best because my programming skills are limited to say the least.

Let me know if I've missed anything.  I had a friend wake me up in the middle of the night (3 hours ago).  He wanted me to talk to a player using foul language and making threats on my server.  I spoke to the offending player several times, and then started kicking him (also several times).  Finally I ended up banning him which will last for 1 day when the server restarts.  Next he gets banned for a week, which I must administrate manually.  Finally, I will ban him forever if he can't get it together.  B3 would help me sleep better Smiley    Honestly when I found this, I was so excited, I very much hope I can use it.

I have an eggdrop (IRC bot) that I keep in my clans IRC channel.  I have added many TCL scripts and written a few of my own.  To be able to do this with a game bot... well... that would be awesome!  I mainly want to keep a handle of foul language, and team pests who sabotage and obstruct.  CallVote isn't really capable of doing this.

« Last Edit: September 07, 2011, 11:57:38 PM by SubstreamAI » Logged
Senior Dev.
*
OS: Linux
Type: Home user
Posts: 3484
Offline Offline
WWW
Support Specialty: B3-Core, UrT/SmG/BFBC2 parsers, Plugin development
« Reply #4 on: September 14, 2011, 01:21:02 AM »

3 things I'm worried about :

1. when you say "there is a message in the console", does this also mean we find the info in the game server log file ?

2. how to uniquely identify a given player ? slot number is not enough as it changes when the player connects any other day

3. the game is missing the private message chat feature (I can provide a Quake3 patch that adds this if it can help you with the code)


Could you provide an example of game server log file showing :
  • the server starting
  • a map loading
  • players connecting
  • players disconnecting
  • players changing name
  • kills (with different weapons, to different body parts)
  • team kills
  • suicides
  • player chatting
  • round ending / starting
  • flag being captured
  • any other game event you could think might be handled by B3
Logged

Newbie
*
OS: --No B3 installed--
Type: --No B3 installed--
Gameservers: None, I want to run it on a Q2 mod
Posts: 3
Offline Offline
« Reply #5 on: October 08, 2011, 03:49:33 PM »

Please forgive my slow response.  I have become quite busy and haven't gotten to this.  I will supply the requested data very soon.  I apologize for the delay.
Logged
Tags: Quake 2  Quake II  Q2 
Pages: [1]   Go Up
  Print  
 
Jump to:  


Rate this page +1 at Google Search


SimplePortal 2.3.1 © 2008-2009, SimplePortal