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ServMan Server Management Mod Public Beta Test - Need Your Help!!


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Posted
Great news! Where is the public beta? Every server would test it and give you feedback and suggestions... Release public beta! :) Great job mate!

 

+1

 

:)

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Posted (edited)

Hey fellas, thanks for your encouragement!

 

Sorry, I don't want to release the beta publicly. If you want to speed up the testing process, play on one of the servers running the beta and report your opinion here.

 

---------

 

I am happy to announce that SimHQ are also hosting the mod now. Their server password is: redbird. Many thanks to guod for helping!! More info here:

 

http://simhq.com/forum/ubbthreads.php/topics/2681804/New_IP_address_for_Game_Server.html

http://www.simhq.com/_multiplayer/multiplayer.html

Edited by Acedy
Posted

Hi Acedy..

Great stuff, really great!

I wonder if I could be so cheeky as to request a feature ?

 

Since it is not implemented in the game, I wonder, is it possible to implement for Servman to rotate to the "next" map based on ingame functions (perhaps flag set, or even a triggered text event?) .. I guess to extend this idea out, is the implication that a mission builder can build multiplayer "campains" in such that is a triggered event is set (ie mission victory, or a flag, or whatever) , then Servman will load the new mission.

 

This allows mission builders to keep the maps discreet, and not have to design them to be too dense.

 

This can allready be done manually using Servman, and /mvotes , so , just a thought.

 

Issues I can see with this request are, I don't know if flags are correctly parsed, or their states can be exposed.

I'm also not sure how servman would "know" which particular map to rotate to.

 

Still... just thought I'd pitch the idea..

 

Thanks for your great work mate.

 

PPS. I believe the 104th Dedicated server (running Mondays and Tuesdays) is also beta testing the Servman admin mod, and will look to add a bunch of new missions to the pool ASAP as a result.

  • Like 1
Posted (edited)
Hi Acedy..

Great stuff, really great!

I wonder if I could be so cheeky as to request a feature ?

 

Sure, however I don't know yet when I will have time to write a v2 of the mod, but I already have a wishlist for additional features, so keep 'em coming. :)

 

Since it is not implemented in the game, I wonder, is it possible to implement for Servman to rotate to the "next" map based on ingame functions (perhaps flag set, or even a triggered text event?) .. I guess to extend this idea out, is the implication that a mission builder can build multiplayer "campains" in such that is a triggered event is set (ie mission victory, or a flag, or whatever) , then Servman will load the new mission

 

This allows mission builders to keep the maps discreet, and not have to design them to be too dense.

 

No, at the moment there is no function/hook in the original scripts that is being called when overall mission score changes or triggers/mission goals are activated, and the API also provides no function that you can call yourself to get the current missions score(s). I have suggested these features to Eagle, as they would indeed be very powerful tools that could make it possible, as you said, to write MP campaigns with advancing/retreating/branching missions.

 

I'm also not sure how servman would "know" which particular map to rotate to.

 

Well, for example one could simply add a file in which the server host can specify what should happen if certain conditions (scores, activated triggers) are met, using a syntax that the mod can "understand". Or add some kind of menu to faciliate this, if there will be a GUI one day. ;)

 

Thanks for your great work mate.

 

You are welcome, but writing this mod was/is actually quite fun (apart from debugging, hehe ;) ).

 

PPS. I believe the 104th Dedicated server (running Mondays and Tuesdays) is also beta testing the Servman admin mod, and will look to add a bunch of new missions to the pool ASAP as a result.

 

Oh, alright, yes I told PoleCat that he could also test the mod, but I didn't know that the server is public. I will talk to him and add your server to the list above. Thanks for the heads up!

Edited by Acedy
Posted

 

 

No, at the moment there is no function/hook in the original scripts that is being called when overall mission score changes or triggers/mission goals are activated, and the API also provides no function that you can call yourself to get the current missions score(s). I have suggested these features to Eagle, as they would indeed be very powerful tools that could make it possible, as you said, to write MP campaigns with advancing/retreating/branching missions.

 

 

I wonder then if it could hook onto a triggered message ... set a trigger to send a particular message, which acts like a /load:x command in servman ? ...allthough, then i guess its tricky as im not sure what sort of context triggered messages are sent in, or if servman can see them, or just chat log.

 

anyway, sorry, wont keep hounding on it...I guess I should STFU and try to see how it's done in the scripts instead ;)

Posted
This is incredible :D excellent! i'll be watching this closely... let me know if you need another beta tester i can run it on the DFA server ;)

 

Thanks for your offer mate, but I want to release the mod soon and I think we have enough beta servers for the time being. If I start to work on a v2 I will let you know.

 

I wonder then if it could hook onto a triggered message ... set a trigger to send a particular message, which acts like a /load:x command in servman ? ...allthough, then i guess its tricky as im not sure what sort of context triggered messages are sent in, or if servman can see them, or just chat log.

 

No, unfortunately trigger messages are not chat (they are displayed in their own little "window"), and there is no way at the moment that the mod could react to them, or any other trigger related events.

 

anyway, sorry, wont keep hounding on it...I guess I should STFU and try to see how it's done in the scripts instead ;)

 

I really like the idea with reacting to trigger messages, and I don't want to discourage you or anybody else to suggest features, so keep 'em coming, its just that not everything is possible (yet)! :)

Posted

Would you be able to give a timetable for a release? Just curious, when this mod gets released I'll put my small coop server back up, and maybe get me back into playing again.

 

Hopefully within a few weeks? :D

Posted

Good work Acedy. keep goin' ;]

  • Like 1

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