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Thread: SAPP

  1. #301
    suum cuique sehe's Avatar
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    Re: SAPP

    Nope, Sapp is pretty stable by now. I had servers with 20-30-40 days uptime and they only got restarted cuz updates etc. And I increased the thread to 120 ticks, tho ofc physics processing and networking etc. is still with 30 ticks but at least pings are more accurate now and it improved reg too. Check my long post about the no-lead mod from some page earlier. :P http://www.modacity.net/forums/showt...l=1#post635976

    Btw. There are 250+ Servers running on SAPP atm. ^^
    Last edited by sehe; December 30th, 2012 at 04:45 PM.

  2. #302
    Senior Member sanni's Avatar
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    Re: SAPP



    It works very well

  3. #303
    suum cuique sehe's Avatar
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    Re: SAPP

    Hehehehe I guess they fed up with the flood of tickets

  4. #304

    Re: SAPP

    sorry wasnt able to login for a while....but yeah got my server working great...one thing though, how cani use the disable_<object_name> function to disable objects only for a specified team...like say, a zombie server. thanks

  5. #305
    Senior Member sanni's Avatar
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    Re: SAPP

    Quick question, how can level 3 admins view the maplist?

    I tried to add the following command but it doesnt do anything:
    maplist 'sv_maplist' 3

  6. #306

    Re: SAPP

    you need to change the command level of that command so that a level 3 admin can use that command...wont explain more as you can go to the main website and learn how to do this its quick and ez my friend. dont exactly member how but its ez.

    EDIT: setcmd <command> <name/level> Set the name/level of the given command. Example: setcmd k kick this will change 'k' command to 'kick'
    setcmd k 3 this will change 'k' (kick) command's level to level 3
    Last edited by Crenshaw; January 5th, 2013 at 04:49 AM.

  7. #307
    Senior Member sanni's Avatar
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    Re: SAPP

    I got this in my commands.txt but it doesnt work

    setcmd sv_maplist 2
    setcmd sv_maxplayers 2
    setcmd sv_map 2
    setcmd sv_password 2

    Basicly you can only do sv_maplist when you are level 4 admin.
    Last edited by sanni; January 5th, 2013 at 01:54 PM.

  8. #308

    Re: SAPP

    You have it in commands.txt when it should be in your sapp init.txt (the one in cg\sapp on your gameservers server).

    commands.txt is for defining your own custom commands. For example, if you wanted to spawn an overshield and have it apply to the person executing the command you would put this in your commands.txt:
    shield 'spawn eqip "powerups\over shield" $n'

    Then all they need to do is type '\shield' in chat.
    Last edited by Cortexian; January 5th, 2013 at 03:00 PM.

  9. #309

    Re: SAPP

    yeah thats it...
    1 thing though, how can i use disable_object<object_name> to disable objects only for a specific team for example on a zombie server. im having problems doing it as it disables object for both teams. is this is possible plz show me.
    Last edited by Crenshaw; January 5th, 2013 at 04:22 PM.

  10. #310
    suum cuique sehe's Avatar
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    Re: SAPP

    Hey!
    sanni: You can't use setcmd on basic Halo commands. :/ I think what you want is not possible atm.
    Crenshaw: disable_object applied for both team, you couldn't specify it for only one of them. But I added this feature in
    Sapp 5.5:
    New features:
    - disable_object <object_name> [team] : Now you can specify team : 0/unset: both, 1: red, 2: blue.
    Ex. disable shotgun for the blue team: disable_object "weapons\shotgun\shotgun" 2
    If Sapp mapcycle is running, whatsnext command tells you the next Map and Gametype.
    CPU usage of haloceded.exe is reduced to minimal.
    Features for HAC2 users:
    - HAC can get the mapcylce of server if it's using Sapp mapcycle.
    Server Query fixes:
    - Fixed the bug when Halo cut the end of the map name after a dot.
    - Added the server port.
    - Added Sapp version.
    - Added next map and next mode (not working if you using basic Halo mapcycle).
    This feature will help HAC for pre-downloading the following map when the game ends.

    Basically, for supporting HAC users, please change your default Halo mapcyle to Sapp's one, especially if it contains custom maps.
    It's some steps only. There is a mapcycle.txt (ANSI encoding) in the gametypes\sapp folder. From your init.txt move the mapcycle options here without the "sv_mapcycle_add" part in the "map:mode" format. Also, put "mapcycle_begin" command (without the sv_) after the load command in your init.txt. And finally, put sapp_mapcycle 1 to Sapp's init.txt.

    Example:
    Halo format:
    init.txt:

    ...
    sv_mapcycle_add bloodgulch ctf
    sv_mapcycle_add ratrace slayer
    sv_mapcycle_add sidewinder ctf
    sv_mapcycle_add carousel slayer

    sv_mapcycle_begin
    load


    Sapp format:
    mapcycle.txt:
    bloodgulch:ctf
    ratrace:slayer
    sidewinder:ctf
    carousel:slayer


    init.txt:
    ...
    load
    mapcycle_begin


    Sapp's init.txt:
    ...
    sapp_mapcycle 1


    Bug fixes:
    On single core systems, Halo froze for ~10 sec at new game (Halo threading fail).
    map command got ignorant if you mistyped the map/mode name until a new game (lol).
    sv_map now should cancel the mapvote too.
    Small bug fixes in sapp mapcycle + optimisations.
    Some other small changes and bug fixes that I don really remember...
    Last edited by sehe; January 5th, 2013 at 05:10 PM.

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