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HELP...map won't work on server!

Posted: Sat Aug 30, 2003 3:31 pm
by Franaticus Satanii
After a great deal of anticipation I uploaded my TDM map to our clan server (linux). All I get is a "server timed out" message.

I made a PK3 file which contains the BSP file, the MIN file, and the DMprecache script as well as the map script. I don't need a shader file because I have not mod'd any terrain with EasyGen. Right?

I am searching for any differences between my map and others that work on our server...I can't find anything significant.

I have a single player spawn point and have added 3 allied and 3 axis spawn points in the map. There are no special load screens or music / sounds...actually just straight forward map.

Here is my script. Is it adequate for a Team death match?

Code: Select all

// USER-RSHA-BIRKENAU-v1-5.MAP 
// ARCHITECTURE: {RSHA} HEYDRICH REINHARD [CP] (AKA) FRANATICUS SATANUS 
// SCRIPTING: {RSHA} HEYDRICH REINHARD [CP] (AKA) FRANATICUS SATANUS 

main: 

// set scoreboard messages 
setcvar "g_obj_alliedtext1" "RSHA - Birkenau Edition" 
setcvar "g_obj_alliedtext2" "Allies - Invade and Liberate" 
setcvar "g_obj_alliedtext3" "Axis - Protect and Bitch-slap" 
setcvar "g_obj_axistext1" "Map by Franaticus Satanus" 
setcvar "g_obj_axistext2" "obergruppenfuehrer@rsha.cyberseals.net" 
setcvar "g_obj_axistext3" "http://rsha.cyberseals.net" 

setcvar "g_scoreboardpic" "none" // your score board picture

// call additional stuff for playing this map round based is needed
if(level.roundbased)
	thread roundbasedthread 

level waittill prespawn

//$world farplane 6500 //x is the distance of the fog. 1024 is real dense, 8192 is real far. 

//$world farplane_color (.333 .333 .5) //type in red green and blue values on a scale of 0 to 1. if you want pure blue, then you would type (0 0 1)

elpain:
$eldeath volumedamage 20 //this add 4000 volts to the perimeter electric fence
end

$player item weapons/colt45.tik

exec global/ambient.scr mohdm5

exec global/DMprecache.scr 

//exec global/ambient.scr mymapname.mus // may want to make your own ambient sounds, read the tut (mymapname.mus)

level.script = "maps/dm/USER-RSHA-BIRKENAU-v1-4.scr" // map name script

fadein 2 0 0 0 1
 
level waittill spawn 

end

//-----------------------------------------------------------------------------

roundbasedthread:

	// Can specify different scoreboard messages for round based games here.

	level waitTill prespawn

	level waittill spawn

	// set the parameters for this round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw

	level waittill roundstart

end
I really can use some help. I really want to get this map up and running on the server.

Thanks.

Posted: Sat Aug 30, 2003 3:53 pm
by crunch
You will definately get scripting error with that script.
You have "comment" lines that are not "commented out"

Here:

//$world farplane_color (.333 .333 .5) //type in red green
and blue values on a scale of 0 to 1. if you want pure
blue, then you would type (0 0 1)


Should be:

//$world farplane_color (.333 .333 .5) //type in red green
// and blue values on a scale of 0 to 1. if you want pure
// blue, then you would type (0 0 1)

Same goes for all the other comment lines. You need the "//" on each line of comment that is not part of the actual script instructions.

You also have this thread in your "main":
elpain:
$eldeath volumedamage 20 //this add 4000 volts to the perimeter electric fence
end


That is messing up the structure, and your "exec global/......" lines are not executing. You need to remove that from "main" and place it after "end" of the "main" script.


Kill Ya Later!

pk3

Posted: Sat Aug 30, 2003 4:10 pm
by tltrude
It is probably your pk3, altough there are a lot of things that could be improved in the script. A pk3 is a compressed version of the mohaa/main folder.

The bsp file and script file must be named the same and both be located in "maps/dm". The precache script also goes in there but should be named, "USER-RSHA-BIRKENAU-v1-4_precache.scr"--if that is the name of the bsp and script. The min file also goes in there. So, it all should look like this:

maps/dm
USER-RSHA-BIRKENAU-v1-4.bsp
USER-RSHA-BIRKENAU-v1-4.scr
USER-RSHA-BIRKENAU-v1-4_precache.scr
USER-RSHA-BIRKENAU-v1-4.min

Highlight the maps folder (with its dm folder inside) and right click on it and make it a Zip file (maps.zip). Then right click on the zip file and rename it, "anythingyoulike.pk3".

Shaders are files that load texture images and go in a folder named "scripts". The texture images go in a folder named "textures". You would only need to have those two folders in your pk3 if you are using custom textures that are not normally part of the game.

Hope that helps, but if you still can't get it to work, send me the pk3.

Posted: Sat Aug 30, 2003 5:01 pm
by Franaticus Satanii
For changing the name of the precache, do I need to also change the "DMprecache" name in the script to mymapname_precache.scr?

should this:

Code: Select all

exec global/DMprecache.scr
look like this:

Code: Select all

exec global/USER-RSHA-BIRKENAU-v1-4_precache.scr
I'm doing my best to understand and all your help is appreciated. I hate being the new guy on the block :wink:

Is a bad script a reason why the game will not start on the server? The map works when run locally through the team match. I don't get it :(

Posted: Sat Aug 30, 2003 5:42 pm
by Franaticus Satanii
tltrude-

Sent the PK3 file to your email...be gentle. :wink:

DMprecache.scr

Posted: Sat Aug 30, 2003 6:17 pm
by tltrude
The DMprecache.scr script is what loads weapons and other variables used in deathmatch games. Don't change that line!

Posted: Sun Aug 31, 2003 2:40 am
by Franaticus Satanii
Revamped the script and simplified the map with some scripting help from tltrude...loaded the pk3 file to the server...no dice. The damn server turns around and give a "connection timed out" message.

The server is a linux server, would that have any effect on the game loading?

I've tried everything I know. I've looked at other maps that do run and compared scripts...the same (generally speaking), looked at file size of the bsp file...mine is not as large as most (6.8mb), others ar around 10 to 12mb.

Can anyone provide some insight? I put too many months into developing this map to just give up.