jk2mv 1.2.1 help

Get support for anything JK2 related, find tutorials for in-game and modding topics, and post any suggestions for the site here.
Post Reply
darthboss
Posts: 19
Joined: 09 Nov 2015, 08:17

jk2mv 1.2.1 help

Post by darthboss »

hi , i m trying to upgrade my server from jk2mv 1.1 to jk2mv 1.2.1.
but everytime i put the jk2mv 1.2.1 dedi exe and try to execute the new server doesnt load dcmod.
if i change back to the old exe then everything is ok.
what should i do? i want to play on 1.2.1 mostly because of the saber steal fix
below u can see the contents of my base folder and also the command im running for the dedicated server.

/home/jk2/jk2ded +set net_ip 176.28.14.191 +set net_port 28272 +set fs_game base +exec server.cfg +seta sv_maxclients 25 +set dedicated 2


AutoAdmin.dat __MACOSX assets2.pk3 jedi.zip server.cfg
BespinChristmas.pk3 admin.cfg assets5.pk3 jk2mpgame.qvm
Expedition.pk3 assets0.pk3 bannedIPs.dat jk2mvserver.cfg
Fodskn#1.pk3 assets1.pk3 dcmod.pk3
User avatar
fau
Staff
Posts: 433
Joined: 16 Aug 2015, 01:01
Location: Warsaw / Poland
Contact:

Re: jk2mv 1.2.1 help

Post by fau »

You should not run run dcmod server with fs_game base. change it and it will work. If you really have to for some reason, read this: https://github.com/mvdevs/jk2mv/wiki/PK3-Loading-Rules
User avatar
Daggolin
Administrator
Posts: 794
Joined: 23 Feb 2015, 13:05

Re: jk2mv 1.2.1 help

Post by Daggolin »

Just as fau said.
By the way, are you hosting on mac? Or what do you need __MAXOSX for? Also a qvm in base doesn't have any effect either. Same goes for the zip file.
darthboss
Posts: 19
Joined: 09 Nov 2015, 08:17

Re: jk2mv 1.2.1 help

Post by darthboss »

thanks , it worked eventually , i had to change the name of dcmod to o104_dcmod.pk3.
those files are just there from the old server.
one more question , how can i setup an auto-restart script for jk2 ?
i found one ouned made , but i couldnt compile it on linux ( debian 64bits ).
Kevin
Administrator
Posts: 393
Joined: 07 Jun 2015, 08:36

Re: jk2mv 1.2.1 help

Post by Kevin »

Still shouldn't keep the serverside mod in the base folder :/
User avatar
fau
Staff
Posts: 433
Joined: 16 Aug 2015, 01:01
Location: Warsaw / Poland
Contact:

Re: jk2mv 1.2.1 help

Post by fau »

Type

Code: Select all

while true; do jk2mvded; done
in the console
User avatar
Boothand
Administrator
Posts: 986
Joined: 24 Feb 2015, 08:21
Contact:

Re: jk2mv 1.2.1 help

Post by Boothand »

fau wrote:Type

Code: Select all

while true; do jk2mvded; done
in the console

Huaah? JK2MV has new scripting features? How/what/where?
User avatar
fau
Staff
Posts: 433
Joined: 16 Aug 2015, 01:01
Location: Warsaw / Poland
Contact:

Re: jk2mv 1.2.1 help

Post by fau »

In the linux terminal running bash shell, to be precise.
User avatar
Boothand
Administrator
Posts: 986
Joined: 24 Feb 2015, 08:21
Contact:

Re: jk2mv 1.2.1 help

Post by Boothand »

Ok, nevermind me.
Post Reply
Created by Matti from StylesFactory.pl and Warlords of Draenor (modified by jk2.info)
Powered by phpBB® Forum Software © phpBB Limited
 

 

cron