View Full Version : server side stuff
06-18-2002, 05:46 AM
am I right in thinking you can edit stuff out of the assets files, put them in a server side mod and have clients download from the server w/o the need for a seperate client side download?
if so, what are the limitations? does it work well for jk2?
06-18-2002, 08:39 AM
depends on what you want to edit..., if u want 2 replace eg. bla.jpg from assest2.pk3 with your own picture, u can just make sure u put it in the same path and give it the same name in your mod dir.
06-18-2002, 08:01 PM
yeah thats what i meant, is it the same for anythin in the assets? i just wanna be able to do .efx files.
also, if i make a change to bg_weapons in game, do i have to compile cgame?
06-18-2002, 08:30 PM
06-18-2002, 08:43 PM
bummer :/ that means i cant change the rate of fire on a gun without having client side code :/.... or not? hoping theres another way
06-19-2002, 01:39 AM
Maybe you try editing the rate of fire in the *.dat files, take a look in weapons.dat.
06-19-2002, 09:59 PM
hmm i edited it in the weapons.dat file.. but it seems to default back to the stuff in the bg file. doh :/
06-20-2002, 04:31 AM
Weird it should work, are you sure your files are loading ?
06-20-2002, 05:37 PM
i think so, other files in the director are loading, and i am using correct paths :/
06-24-2002, 10:44 PM
06-25-2002, 03:18 AM
so if i wanted to make a sort of adminmod that allows easy kicking and such like vulcanus adminmod, it'd be possible to make it work without having to have clients download it?
06-25-2002, 04:45 AM
you can modify guns rates of fire on the serverside only. Well at least I think you can... pretty sure at least.
06-26-2002, 07:25 PM
thx,... but how? i've tried to no avail so far
06-26-2002, 10:04 PM
Server side MODs work with JK2.
Compile the game source (game, not cgame) and have the server run it. Players who join see all the changes.
If you didn't change cgame, it can run serverside.
What I've been doing, I make my changes in the game source, such as increasing blaster projectile speeds to 24000. Then test it on my LAN.
Compile it to a vm. Stick it into your mod's vm folder, then run the game with a shortcut pointing at your mod.
If you create a listen server, other players can join and play with your changes.
The weapon firerate code is in bg_weapons.c
It's well commented, so you shouldn't have trouble finding it. It's also a pretty short file.
06-27-2002, 05:12 AM
i do that and it gives a 'client snapshot way out of range' or something similar when i join the server.
06-27-2002, 05:53 AM
Works for me.
Try to make sure you don't have any client side changes at all.
I would say install a new copy of the source code, open it up and change the missile speed for the bryar pistol.
Then run game.bat
Follow the instructions to test the mod with a qvm outside of a pk3. It's the one where you run jk2mp with command line parms to point it at your mod.
Maybe I'm wrong about this, but it seems to work for me. I haven't tested it with multiple pc's for a while, I'll go do that again to see if I made a mistake here.
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