Page 1 of 1

Dedicated Server for our mod

Posted: Sat Jun 25, 2016 12:45 am
by Foxvic
Hi all! First, thanks for epic OpenRA project and sorry about my bad english. Im from http://www.cncseries.ru/ community, where one of us developing http://www.moddb.com/mods/cctda We need dedicated server, cause most of us have problems with port forwarding and cant host games. For now, we fixing it by replacing "cnc" folder, to play on TD servers, but its not right.

So, our questions is: Does OpenRA dedicated servers support other mods, like our? Can OpenRA community host just one server for our project?

Thanks!

Posted: Sat Jun 25, 2016 5:14 am
by Graion Dilach
Could you guys actually learn how to mod beforehand? I've left a looong list of issues which seemingly went ignored entirely.

Posted: Sat Jun 25, 2016 8:56 am
by jaZz_KCS
Your mod - at least at this moment - seems to clash with the vanilla TD mod shipped with OpenRA.

At least that is the impressions I get from the screenshots.
Make sure that your mod does stand as its own instance, in its own mod subdir, to make sure that dedicated servers won't clash with already existing TD servers, and more importantly, do not irritate the players.

Posted: Sat Jun 25, 2016 1:15 pm
by Foxvic
jaZz_KCS wrote: Your mod - at least at this moment - seems to clash with the vanilla TD mod shipped with OpenRA.

At least that is the impressions I get from the screenshots.
Make sure that your mod does stand as its own instance, in its own mod subdir, to make sure that dedicated servers won't clash with already existing TD servers, and more importantly, do not irritate the players.
I dunno what you talking about, we played 12+ players with replacing TD folder, and right now i started skirmish with AI using TDA folder.

How are u install it?
Graion Dilach wrote: Could you guys actually learn how to mod beforehand? I've left a looong list of issues which seemingly went ignored entirely.
This is not my mod and sadly i cant give full info about code. Author learning modding OpenRA "In Field" and results for first time not bad in our opinion. Ofc, we dont know about code issues, but gameplay is fun.

You can watch it here https://www.youtube.com/watch?v=DMw8JYwgpes (Recorder not regular C&C player and doing some crazy stuff)

Posted: Sat Jun 25, 2016 4:11 pm
by Nolt
Just place the mod in a new folder and make changes on mod.yaml, specifically in the part where it looks for the files to read (rules, weapons and sequences), you ARE going to have desyncs if you dont do it, you just need one guy with one different file and the game crashes. Also players shouldnt need to reinstall ora to recover their cnc, i dont think most players will accept that.

Your moddb link throws a 404.

Posted: Sat Jun 25, 2016 5:08 pm
by Foxvic
Nolt wrote: Just place the mod in a new folder and make changes on mod.yaml, specifically in the part where it looks for the files to read (rules, weapons and sequences), you ARE going to have desyncs if you dont do it, you just need one guy with one different file and the game crashes. Also players shouldnt need to reinstall ora to recover their cnc, i dont think most players will accept that.

Your moddb link throws a 404.
I know what replacing CnC is stupid, thats why we need dedicated server. For test you can exctract tda folder and use it as other mod. 404 because dot at end, thanks

Posted: Sun Jun 26, 2016 8:13 am
by Sleipnir
The dedicated server (OpenRA.Server.exe) is included with OpenRA, and can be run by anyone for any installed mod. https://github.com/OpenRA/OpenRA/wiki/Dedicated has some instructions for how to use it.

Posted: Tue Jun 28, 2016 3:29 pm
by Foxvic
Sleipnir wrote: The dedicated server (OpenRA.Server.exe) is included with OpenRA, and can be run by anyone for any installed mod. https://github.com/OpenRA/OpenRA/wiki/Dedicated has some instructions for how to use it.
There is no info at wiki, how change mod running on server.

Posted: Tue Jun 28, 2016 3:31 pm
by Sleipnir
The example scripts both define mod variables that you can change.