Author Topic: Help setting up Railwarz CTF Linux Server  (Read 25801 times)

Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #15 on: May 17, 2016, 12:09:16 PM »
That was easier to fix than I expected it would be. Try it out and see how it looks.
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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #16 on: May 21, 2016, 09:13:46 PM »
i finally got it working on linux.

42 maps in GUI menu work fine.
i can still mapvote the other maps if i know their names.
only see about 4 maps display in console.


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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #17 on: May 21, 2016, 09:30:31 PM »
also in consone on server

i see this when a player is playing using hook command will this fill up my log or crash my server?

Match Started!!
G_FreeEdict movetype 0 inuse 1 classname lbeam time: 12.7
G_FreeEdict movetype 8 inuse 1 classname hook time: 12.7
G_FreeEdict movetype 0 inuse 1 classname lbeam time: 13.2
G_FreeEdict movetype 8 inuse 1 classname hook time: 13.2
G_FreeEdict movetype 0 inuse 1 classname lbeam time: 13.6
G_FreeEdict movetype 8 inuse 1 classname hook time: 13.6
G_Spawn movetype 0 inuse 1 classname noclass time: 13.7
G_Spawn movetype 0 inuse 1 classname noclass time: 13.7
G_FreeEdict movetype 0 inuse 1 classname lbeam time: 14.1
G_FreeEdict movetype 8 inuse 1 classname hook time: 14.1
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #18 on: May 22, 2016, 04:44:47 AM »
Post your map file, I'm not sure why that list should be wrong or where those commas should be coming from.

As for the messages in console, no, they won't crash the server but I've removed them in the changes yesterday, pull the code again and rebuild.

I hope you cloned the repository. Once cloned, all you need do to keep up is "git pull".
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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #19 on: May 22, 2016, 07:33:00 AM »
im struggling through it all dont know anything about linux.
running 64 bit version os cent os 6.
i guess i got all the 32 bit libraries installed or whatever i needed to make everything work.

i cloned it this time.

after cloning do i just move the gamei386.so file into the ctf folder where i run my mod? or do i need to move all those object files too?
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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #20 on: May 22, 2016, 07:43:38 AM »
This is my maplist it worked fine in windows
i tried shortening it to just 2 maps and it comes up the same. just blank with some commas
Quote
andaction "DoJo MoJo"
baricade "Baricade"
fortsup " FortSupreme"
mactf05 "mirror"
gymctf2 "gymctf2"
nxctf4 "Heartless"
ul_ctf2 "instantBlues"
marics_ctf21 "VariationBlues"
lmctf39 "LMCTFBlues"
rtctf1w "BletsNOdOORS"
nxctf3 "Else Where"
nxctf5 "Alpha Redux"
winter "Winter is coming"
codctf6 "Super Guido Bros"
lfctf9 "Slips"
xlctf2b "xlctf2b"
marics_ctf18 "Pit"
as2m7 "Caco"
marics_ctf1 "Divides"
sherm_ctf2 "TuTS"
octoball "Octo-Rena"
octo2beta "serenity"
blckbase "Lightning Round"
f2w "fatal2way"     
theshack "shack"
stdctf4a "RumnChoke"
trapped "trapped"
ul_ctf1 "Rockon"
q2uctf4 "DriedEdges"
afctf2a "Crackho 2.0"
slimyctf "Slime Mixer"
lmctf34 "oldfortremake"
mactf01 "oldFort"
mactf03 "Doomed"
ow01ctf "obiwan"
mactf01 "oldFort"
mactf03 "Doomed"
mactf05 "mirror"
mactf06 "kiukku"
nxctf4b "Rampless"   
marics_ctf9 "NightsPlutonian"
q2uctf1 "TooEdgy"
codctf4 "type mapvote inConsole86MoreMaps!"
enchanted "EnchantedCastle"
geminictf "gemini temples"
judctf1 "return fire"
lmctf21 "bridge"
lmctf22 "disputed"
lmctf24 "trembling"
lmctf31 "LMCTFReunion"
b4ctfb "LushXL"
rtctf1a "Bletsw.Door"
rtctf3 "rtctf3"
dgctf1 "CrackHo1.0"
q2ctflr3 "OasisValley"
q2ctfw4 "McKin Strong"
smap14 "Twin Castles"
smap17 "Return Fire"
smap52 "RkNRllRebel"
dr4ig02 "R.A.T.S."
b9beta "CrazyTrain"
fragtwca1 "Fragtown"
marics_ctf4 "FacingDragons"
marics_ctf6 "NarrowPass"
marics_ctf7 "BothEnds"
marics_ctf8 "ValleyShadow"
marics_ctf14 "DragonXL"
marics_ctf14_5 "DragonLite"
marics_ctf15 "AnthrValymorShadows"
marics_ctf16 "Under"
marics_ctf17 "StoneSimp"
marics_ctf19 "SuperPit"
marics_ctf20 "DefAnxty"
smap49 "Be Quick"
lmctf33 "RockyRailCTF"
beerct3 "NeonNexus"
lfctf10 "Lush"
as2m7rb "CacoRedBase"
marics_ctf5 "TooManyCrates"
smap53 "XL Night"
lmctf36 "Gunslinger"
lmctf41 "Airline"
q2ctf1 "McKinley"
q2ctf2 "Stronghold"
q2ctf3b "SmeltII"
outdoors "GreatOutdoors"
marics_ctf2 "thunder roars"
q2ctf4 "outland"
q2ctf4a "outII"
q2ctf8 "Hangar"
lfctf1 "Neuro"
lfctf4 "Clones"
lfctf5 "Samurai"
lfctf6 "Mines"
lfctf7 "Mcshimn"
lfctf8 "Dakyne"
kitchen "kitch"
pow2ctf "moshpit"
lm2rail "LM2rail"
lrail "LightRail"
sr2 "SkyRail2-"
cfctf1 "FeldMan Complex"
codctf2 "Strong Resemblence"
ul_ctf4 "Dragon Keep"
gobctf1 "gobctf"
nxctf1 "Neoxotb CTF 1"
nxctf2 "Fleeting Fury"
nxctf6 "Synthisis"
nxctf7 "Tribute"
gra1 "gra1"
gra2 "gra2"
gra2b "gra2XL"
rpg "dragon"
sumactf6 "sumactf6"



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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #21 on: May 22, 2016, 08:01:55 AM »
im just curious.
 if those 128 values were something higher. could i put more than 128 maps?
also is there such a thing as varchar? in this language?
{
   int  nummaps;          // number of maps in list
   char mapname[128][MAX_QPATH];
   char mapnick[128][MAX_QPATH];
   int  currentmap;       // index to current map
   qboolean active;
   int   votes[128];
   int   currentmapvote;
   int   nextmap;
} maplist_t;
extern   maplist_t   *maplist;
extern   maplist_t   *maplistBase;
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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #22 on: May 22, 2016, 08:36:48 AM »
made a short list. and only last map displays in console
Quote
andaction "DoJo MoJo"
baricade "Baricade"
fortsup "FortSupreme"
mactf05 "mirror"
gymctf2 "gymctf2"
nxctf4 "Heartless"
ul_ctf2 "instantBlues"
marics_ctf21 "VariationBlues"
lmctf39 "LMCTFBlues"

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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #23 on: May 22, 2016, 09:31:30 AM »
i noticed that now on the GUI vote menu. it has this > arrow playbutton to right of each map now and before it was not there.

older
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #24 on: May 22, 2016, 12:02:37 PM »
Quote from: beaver{KEA} on May 22, 2016, 07:33:00 AM
Quote from: beaver{KEA} on May 22, 2016, 07:33:00 AM
im struggling through it all dont know anything about linux.
running 64 bit version os cent os 6.
i guess i got all the 32 bit libraries installed or whatever i needed to make everything work.

i cloned it this time.

after cloning do i just move the gamei386.so file into the ctf folder where i run my mod? or do i need to move all those object files too?

Good, if it's running you must have installed the 32-bit libraries correctly.
FYI, the instructions for adding the 32-bit libs are at the top of the makefile.

Yes, just move/copy the .so to the mod folder, you don't care about the object files.
« Last Edit: May 22, 2016, 01:28:29 PM by QwazyWabbit »
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #25 on: May 22, 2016, 12:44:10 PM »
Quote from: beaver{KEA} on May 22, 2016, 08:01:55 AM
Quote from: beaver{KEA} on May 22, 2016, 08:01:55 AM
im just curious.
 if those 128 values were something higher. could i put more than 128 maps?
also is there such a thing as varchar? in this language?

There is no such thing as varchar in C.

In C you must manage the size of strings yourself. If you say char array[10]; then you can put 10 characters into that array. To be a string in C it must terminate with '\0' so that means 9 'printable' chars plus the nul. There is no such thing as a C string type and if you put more than 10 chars into it you have overflowed the array and the results are undefined -- the program can, and probably will, malfunction. This is where bugs live.

It's hard to say about that 128 array. Looking at the code, it's only used in one place and the actual maplist file is managed elsewhere in s_map.c and s_map.h and the size is managed dynamically. I see some strangeness going on between the maplist loading there and the actual map vote system. Let me look into this more deeply.
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #26 on: May 22, 2016, 12:48:04 PM »
Quote from: beaver{KEA} on May 22, 2016, 08:36:48 AM
Quote from: beaver{KEA} on May 22, 2016, 08:36:48 AM
made a short list. and only last map displays in console
Quote
andaction "DoJo MoJo"
baricade "Baricade"
fortsup "FortSupreme"
mactf05 "mirror"
gymctf2 "gymctf2"
nxctf4 "Heartless"
ul_ctf2 "instantBlues"
marics_ctf21 "VariationBlues"
lmctf39 "LMCTFBlues"



I see what you are saying but I am unable to duplicate it here. I used your long and short lists and it displays correctly here in my r1q2 client. Let me test with q2pro and see if it's a client-side thing.
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #27 on: May 22, 2016, 01:51:22 PM »
Tested q2pro on Windows talking to r1q2 server on Windows and it displays OK. I don't have an easy way to set up a Linux server just now.

I think those are single-quotes, not commas. This needs more testing.

I'd like you to remove the \n in the

safe_cprintf(ent, PRINT_HIGH, "%s - '%s'   \n", maplist->mapname, maplist->mapnick);

in Cmd_MapVote function and rebuild to be sure it's not a server problem... this will revert the change and make the mapvote list spammy on the console again. It's the only thing that changed the way the list is displayed.

I'm wondering about the map list file... could there be something in that file that's creating blank strings that the loader is seeing? Zip up your maplist file and attach it. I want to see it directly.
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Offline beaver{KEA}

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Re: Help setting up Railwarz CTF Linux Server
« Reply #28 on: May 22, 2016, 02:12:17 PM »
how do you make the .dll file for windows?
 

---
i broke my linux server trying to remove an ssd.
so im struggling again to get r1q2 server going again.
ill look into all this once i get it back up n running
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Offline QwazyWabbit

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Re: Help setting up Railwarz CTF Linux Server
« Reply #29 on: May 22, 2016, 04:26:59 PM »
I use VS2010 so everything is done in the IDE. I have not saved a make file for it and I removed the VS project files from the git repo. I'll add them back in and keep them up to date.

My debug setup is somewhat unconventional because I don't start the DLL from a mixed engine/dll project, I build the dll in its own project and copy the files to the mod directory in a post-build command. When the debugger starts it starts whatever engine I choose and the command line tells the engine what mod to run. It was the most straightforward way I could come up with to build several mods without a lot of setup.
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    Rock On
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    Whoosh! You done missed the joke thar Cletus!
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