Hi,
No - instead of getting the message about loading the pak files, I got
the following:
Exe: 13:31:17 Dec 20 2007
16.0 megs RAM used.
========= ZQuake Initialized =========
execing server.cfg
Master server at 80.68.95.125:27000
Sending a ping.
===========================
Host_Error: SV_CheckModel:
could not load progs/player.mdl
===========================
Sending heartbeat to 80.68.95.125:27000
Fatal error: SV_CheckModel:
could not load progs/player.mdl
Here's the content of my Server.cfg file:
// AudioQuake Server Config File
// Please edit this file to customise your server. There are four main
// sections. You must edit the first section and you'll probably want to at
// least read through the other three to ensure they're to your liking. You
// will probably want to edit the last line of the file; after all the options
// have been set, the map specifed there is opened.
// We strongly recommend that you read the fine manual, by the way :-)!
// Depending on the speed of your 'net connection, you may need to alter some
// settings. This config file was created for 512k ADSL with an upstream of
// 256k (the standard upstream rate around here is half of the downstream).
// Section 1: Things you definitely need to change
// Set the server's name...
hostname "The Fragfest"
// The e-mail address of the server administrator...
serverinfo admin "[email protected]"
// If you have a server-related web site, you can advertise it here..
serverinfo url "http://www.elliottb.net/"
// Password for remote administration of the server...
rcon_password passwordgoeshere
// Section 2: Gameplay Settings
// Game mode commands. You can use any supported game mode command
// here, including coop, deathmatch and teamplay.
deathmatch 3
// Are clients allowed to add/remove bots?
// default for allowing bots (toggle) is 1 (on).
serverinfo bots_clientcontrol 1
// The skill level of bots in your own personal games. There are three skill
// levels:
// 0 - bots stand still when attacking,
// 1 - they follow their enemy linearly when attacking,
// 2 - bots will strafe about their enemy when attacking.
// allowed values: 0 1 2
// default for bot skill (mode) is 1.
serverinfo bots_skill 1
// Use bot padding in coop, dm and teamdm games?
// Bot padding is where a number of bots are spawned to fill in for players.
// They will be replaced as players connect. You MUST specify the number of
// teams and their names in the next section if you enable this or the game
// will not know how you want to distribute bots.
// Entering 0 disables this option.
// default for number of client spaces to pad with bots is 4.
serverinfo bots_padclients 2
// Map Rotation
// For each map the server could be running, specify the next one. Make the
// last map refer back to the first (defined on last line of this fiel) and
// you've got a circular map rotation (which is ideal).
// NOTE: If you want the server to start on a map other than the default,
// you'll need to edit the last line of this file.
localinfo agdm01 square
localinfo square frontier
localinfo frontier totaldestruction
localinfo totaldestruction dwang4m8
localinfo dwang4m8 4-level
localinfo 4-level arena
localinfo arena barn
localinfo barn kings1
localinfo kings1 agdm01
// Same Level? Uncomment this to stop the server from chainging to the next
// map in the rotation...
//samelevel 2
// Set game limits...
timelimit 20
fraglimit 50
// Spectators
maxspectators 2
// Is the game pausable by players?
// (It is highly recommended to keep this disabled.)
pausable 0
// Section 3: Further admin settings, you might like to change
// Depending on your Internet connection speed, you'll probably want to alter
// this setting...
maxclients 10
// The number of teams in team games. This option assists the game when you
// want bots to pad out client slots. It also allows you to force specific
// team names to be used even if you aren't using the bot padding feature.
// Use the ag_team[1234]name variables to set the team names you want to use.
// default value for number of teams is 2.
serverinfo ag_numteams 2
// Set team 1's name.
// default for team 1's name (string) is red.
serverinfo ag_team1name red
// Set team 2's name.
// default for team 2's name (string) is blue.
serverinfo ag_team2name blue
// Set team 3's name.
// default for team 3's name (string) is green.
serverinfo ag_team3name yellow
// Set team 4's name.
// default for team 4's name (string) is yellow.
serverinfo ag_team4name green
// Allow players to download skins, models, sounds and maps. This is off by
// default, but if you have a fast (>512k DSL) connection, you might want to
// disable it.
allow_download_skins 1
allow_download_models 1
allow_download_sounds 1
allow_download_maps 1
// Tell the server to advertise with AGRIP's master server (this is highly
// recommended, as it will allow others to connect to your server easily).
//setmaster agrip.org.uk
// The next line enables stats logging and lets us know that stats are
// available for collection by our master server. It is highly recommended
// to keep this line here as it will allow you to contribute to the AudioQuake
// world-wide stats. However, if this is a newbie-specific server or you're
// running a LAN party and have your own stats server, you can comment out or
// change this line. To comment it out, put // at the start.
//fraglogfile ; serverinfo fraglogging ON
// Section 4: Things you don't need to change
// Activate some protection against mallicious players...
floodprot 4 8 30
floodprotmsg "You have activated the flood protection and will be
silenced for 30 seconds"
// Finally: opening a map...
// Now that all the options have been set, we can start the server on
our chosen map.
map agdm01
I don't think I've done anything strange in the file, but let me know
if that is the case. I used the same command as above:
./zqds +gamedir jediquake42 -nomauth goto start
Any ideas?
Like I said I'm not all that bothered; it works, but just interested
in why the server won't load the files from the pak files directly.
Cheers! :)
On 14/12/2010, tony seth <[email protected]> wrote:
> Are you running it on your machine or on a remote machine? Not that it
> should make a difference, but I've been using zqds, the latest version
> on a Slackware 11.0 box and have never seen that. As far as the Jedi
> Quake server, all you have to do about the bots as well as other JQ
> related things is put the setinfo items from the mod.cfg into the
> server.cfg and you're good to go. I never did know what the goto start
> thing does, I don't even use it just ./zqds -nomauth and hit enter. I
> do use the screen program first so I can detach the process and have
> the terminal for other things. I've been able to start my server
> remotely too, and it works just fine. I guess uya got it working
> though, and that's good, but even if Kris sends ya his big pak file
> wouldn't the same thing happen unless you extract everything from it?
> I wonder if they've got file permissions set differently on their
> systems then would be on a local system. Just my thoughts...
> Take care and Kris, thanks much for your work pumping back some life
> into this project... I look forward to playing with it when I got the
> time... I do keep up and always look forward to your posts... thumbs up
> to ya Bro!
> Cheereo all!
>
> --
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--
Elliott.
Contact Info:
Skype:
bigboy11111
MSN/Windows Live:
[email protected]
Website:
http://www.elliottbarnes.net/
Twitter:
http://www.twitter.com/elliott94
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http://www.last.fm/user/elliottbarnes
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