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Command issue

edited Sep 30, 05:13 in Technical Support
Hi,

I'd like to start up a game server via command line using a response file eg, doomargs.tmp.
Which works just fine!

I have it setup to start the server like this:
doomsday-server.exe -game doom2 @doomargs.tmp

And the doomargs.tmp like this:
-deathmatch 1
-server-game-nomonsters 1
-setmap MAP07

The thing is, -deathmatch 1 works although -server-game-deathmatch 1 doesn't.
And I've been unable to get -server-game-nomonsters 1 and -setmap MAP07 to work at all.

Even if I put -nomonsters 1 or -warp 7, nothing seems to work, other than -deathmatch 1.


What am I doing wrong here?


Thanks!

Comments

  • It appears you are trying to use console commands as command line options. :smile: These are two different things. As a rule of thumb, command line options start with a dash while console commands do not.

    There are only a handful of command line options available, such as "-game". For setting deathmatch, there happens to be an option called "-deathmatch" (without any additional parameters) and "-altdeath" for deathmode mode 2.

    To execute console commands, such as "setmap MAP07" or "server-game-nomonsters 1", there are two alternatives:
    • Use the "-cmd" option that can execute arbitrary console commands during startup. For example, you could have:
      -cmd "server-game-nomonsters 1; setmap MAP07"
      
    • Or you can put all the commands in a .cfg file and then execute the file with the "-p" option:
      -p mysetup.cfg
      

    Hopefully this helps!

    (I'll update the Readme with these options, they seem to be missing for some reason...)
  • edited Oct 1, 01:54
    Actually yes that helps heh, thanks for updating the readme! It seemed like there was a lot of stuff missing.

    However, I still have an issue, mainly with the doomsday-server.exe..
    It's like no matter what I do, it won't host past map01 in Doom2.
    Here's my setup:

    doomsday-server.bat:
    doomsday-server -game doom2 -p autoexec.cfg
    


    autoexec.cfg:
    net-ip-port 13209
    server-game-deathmatch 1
    server-game-nomonsters 1
    server-name "Super Awesome DM Game!"
    server-info "Free Popcorn"
    server-player-limit 4
    server-public 0
    setmap MAP02
    


    It seems everything else works, but for some reason it will continually only host map01.
    Even if I put -cmd "-warp 2" in the batch..

    ~ I've tried several other variations also of server-map, server-game-map etc.
    I'll keep trying..

    Let me know what you find out, thanks!
    Running version 2.0.3 build 2464


  • edited Oct 1, 07:58
    Hi,

    To add to the above post, this MAP/level change issue only has to do with the doomsday-server.exe. The Doomsday shell seems to work fine however.

    Also the only way I can join a game I have hosted through doomsday shell is by using a doomsday.exe/client from another directory and not from the root of the currently hosted doomsday shell server. ~ otherwise I'll get an exception. ~ something about wait process.


    Here's another thing I ran into:
    I'm currently trying to figure out why, when you or I host a pwad, we'll say -file dweller2.wad, the client will display it as file.pwad.dweller2 and won't allow anyone to join the server, (something about missing) even if the pwad is sitting next to the client/doomsday exe.
    I'm guessing this is why most servers hosted only have iwads and no additional pwad hosted?

    If there is a pwad hosted though, Is there a server-allow-download option I'm not aware of where it can utilize and download this name conversion of the pwad?


    Thanks
  • When it comes to the starting map, check out this post: http://talk.dengine.net/discussion/comment/16353/#Comment_16353
    the only way I can join a game I have hosted through doomsday shell is by using a doomsday.exe/client from another directory and not from the root of the currently hosted doomsday shell server. ~ otherwise I'll get an exception.
    It might help to set a unique "-userdir" for each Doomsday client and server, so their runtime files don't conflict each other.
    If there is a pwad hosted though, Is there a server-allow-download option I'm not aware of where it can utilize and download this name conversion of the pwad?
    In 2.0, both the server and the client must have the same add-ons/mods/WADs available locally. However, in the upcoming 2.1, clients are capable of automatically downloading missing packages from the server (e.g., PWAD files).

    In the current unstable builds this feature may or may not be working, I haven't touched it in several months. :blush:
  • edited Oct 1, 17:07
    skyjake wrote: »
    When it comes to the starting map, check out this post: http://talk.dengine.net/discussion/comment/16353/#Comment_16353

    Using doomsday-server.exe with batch file saying:
    doomsday-server -game doom2 -p autoexec.cfg
    

    It's still not working, in the link you posted above, it may work for Ultimate Doom but I'm running Doom2, here's my cfg:
    net-ip-port 13209
    server-game-deathmatch 2
    server-game-map 02
    server-name "Super Awesome DM Game!"
    server-game-skill 3
    server-info "Free Popcorn"
    server-player-limit 4
    server-public 0
    


    I've tried server-game-map MAP02 also but it always ends up hosting MAP01..

  • Try using these instead:
    server-game-episode 1
    server-game-map MAP02
    

    Doom 2 still technically has episodes, although there is only the one.
  • Shweet!
    That did it!
    net-ip-port 13209
    server-game-deathmatch 2
    server-game-episode 1
    server-game-map MAP07
    server-name "Super Awesome DM Game!"
    server-game-skill 3
    server-info "Free Popcorn"
    server-player-limit 4
    server-public 1
    
    This needs to be in the readme for Doom2 hosting via command line/doomsday-server.

    Thank you skyjake!
    Cheers!
  • edited Oct 2, 05:20
    Ah I ran into another problem, sorry.

    Ok so I'm hosting through doomsday-server.exe and cfg above.
    Well I have it set to server-public 1 and the port is forwarded. ,.I had it hosted through DoomsdayShell last night and it broadcasted then.. but it's not broadcasting through doomsday-server.exe ~ it's only showing up as LAN in the client.
    I'll leave it running so if you see it in the list of servers, if broadcasting.

    I verified that my port is forwarded and my local ip is still the same.

    Is there another or different command for server-public 1?
    I've tried server-game-public 1.


    I'm hoping somehow I'm helping you helping me, least we'll know the commands are working as they should.


    Thanks
  • It should be enough to set "server-public 1" but you need to have "server-password" set also beforehand.

    Once the server is running and a map is loaded, it should then send announcements to the master server automatically. You can verify this by increasing the Network log verbosity level.
  • edited Oct 4, 02:15
    Ah, I see.. sorry I should have replied earlier, yeah server-password needs to be there for server-public to work at all, all good though, cool!


    I had an idea about the game menu, or maybe it's a request.

    Say you go in the game menu and then the multiplayer selection, right under show taskbar.. Thing is, multiplayer just goes to the default player setup.. So here's the idea..well what if when selecting the multiplayer menu option it goes directly to [Home] > [Multiplayer] in the taskbar? ~ which shows the server list.

    And seems how the "show taskbar" is already invoked, and the game view area is scaled in the far left corner at that time. It then also goes to the default player setup menu in the scaled game view.


    Anyway, that's the only request(s) for now. :blush:



    Back to Commands...
    It seems I have all the needed ones at the moment and they're all working now! :)

    I'll let ya know if I have anymore questions though.


    Thanks man!


  • Mr.Rocket wrote: »
    So here's the idea..well what if when selecting the multiplayer menu option it goes directly to [Home] > [Multiplayer] in the taskbar? ~ which shows the server list. ... It then also goes to the default player setup menu in the scaled game view.
    Thanks for the idea. I am considering some UI layout changes when it comes to the "minimized game" mode, and the Multiplayer option is already replaced with "Player Setup" in the game options in recent builds.

    I'll keep your idea in mind.
  • Ok cool!


    And... I have another question.

    Is there a time limit and frag limit?


    Thanks!
  • The map cycling feature supports time/frag limits: https://manual.dengine.net/multiplayer/map_cycling

    I haven't tested it recently, so let me know if it doesn't work as expected.
  • Ok, I haven't tested yet, but I'm assuming something like this for setting up with Doom2:
    server-game-episode 1
    server-game-mapcycle "F:20 04"
    
    Would be map04 with a fraglimit of 20 in Doom2?
    Or...
    server-game-episode 1
    server-game-map MAP04
    server-game-mapcycle "F:20"
    
    Suggesting that mapcycle may work without invoking a map##.
    ~if the map # is already set previously.

    I'll let you know what I find out.

    Thanks!


  • The first one, "F:40 04" is the right way.

    Fun fact: The mapcycle feature was implemented long before support was added for referring to maps via the full identifier ("MAP04"), so it only takes two numbers per map and interprets those either as an E/M pair or as a two-digit map number, depending on the game.
  • So it doesn't require the server-game-episode command for Doom2 when using mapcycle?
  • Yes, server-game-episode is probably not needed with mapcycle. (But I haven't tested if it's actually working...)
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