Author Topic: [Not solved]Local server with custom qvms???  (Read 2706 times)

mickey159

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[Not solved]Local server with custom qvms???
« on: January 25, 2010, 11:33:43 am »
Can I host a local server that uses qvms???
I have the server package and I play with classmates in computers which are NOT connected to the Internet.
(We can only play games in local server.)
This is because I want to play with the bots WITH FRIENDS.
Please help me!!!
 :)
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David

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Re: [Not solved]Local server with custom qvms???
« Reply #1 on: January 25, 2010, 12:46:58 pm »
Assuming you are using an up to date client you should be able to use up to date QVM's.
Drop it in fs_homepath/base/vm/game.qvm and it should just work.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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I am not a dev.  Nothing I say counts for anything.

mickey159

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Re: [Not solved]Local server with custom qvms???
« Reply #2 on: January 26, 2010, 01:32:45 am »
I use TJW and MG Tremed and I have downloaded the server package here in the forum.
But it only helps me to set up a dedicated server.I have the qvm in fs_homepath/base/vm/game.qvm.But how can I start a local server with a blue console window  and use my own qvm? ???
Please because my friends are dying for Tremulous Pathbots!!! :)
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mickey159

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Re: [Not solved]Local server with custom qvms???
« Reply #3 on: March 04, 2010, 11:19:22 am »
Can anybody figure out the way of this?
I want local server with custom qvms.(I don't want dedicated server)
Are there something to do with the data 1.1.0.pk3 or vms 1.1.0.pk3?
Or download the source from svn, change the qvm and compile??
Please help me!!
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UniqPhoeniX

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Re: [Not solved]Local server with custom qvms???
« Reply #4 on: March 04, 2010, 11:36:23 am »
Basically you just create a new shortcut on desktop, change target to
Code: [Select]
'path/to/tremded.exe' +set fs_homepath "path/to/fs_homepath" +set dedicated 0 +exec server.cfgJust make sure the qvm is in the right place, and no modded server .pk3 is interfering (you _should_ create a separate homepath folder for server, and put the qvm in the proper subfolder there, and make sure you have no non-default .pk3 files in the Program Files/Tremulous folder (they should go to your client's homepath)).

mickey159

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Re: [Not solved]Local server with custom qvms???
« Reply #5 on: March 23, 2010, 06:02:45 am »
Thanks for your advice.
When I am testing,an error occured.

tremulous 1.1.0 win_mingw-x86 Aug 27 2006
----- FS_Startup -----
Current search path:
.\homepath/base
H:\tremulous\base\vms-1.1.0.pk3 (4 files)
H:\tremulous\base\map-tremor-1.1.0.pk3 (45 files)
H:\tremulous\base\map-niveus-1.1.0.pk3 (134 files)
H:\tremulous\base\map-nexus6-1.1.0.pk3 (151 files)
H:\tremulous\base\map-karith-1.1.0.pk3 (118 files)
H:\tremulous\base\map-atcs-1.1.0.pk3 (87 files)
H:\tremulous\base\map-arachnid2-1.1.0.pk3 (67 files)
H:\tremulous\base\data-1.1.0.pk3 (1229 files)
H:\tremulous/base

----------------------
1835 files in pk3 files
execing default.cfg
execing autogen.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found generic

------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
QKEY generated
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 W
...registered window class
...created window@3,22 (806x632)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...41 PFDs found
...hardware acceleration found
...PIXELFORMAT 6 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc not found
...ignoring GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: Intel
GL_RENDERER: Intel 865G
GL_VERSION: 1.3.0 - Build 4.14.10.4396
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 windowed hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
trying flareShader.TGA...
trying sun.TGA...
----- finished R_Init -----
------ Initializing Sound ------
Initializing DirectSound
----- Sound Info -----
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0xbb68060 dma buffer
No background file.
----------------------
Sound intialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
VM file ui compiled to 786313 bytes of code
ui loaded in 4596672 bytes on the hunk
Unknown extension for ui/menus.txt
WARNING: couldn't open music file ui/menus.txt
********************
ERROR: menu file not found: ui/menus.txt, using default

********************
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: Intel
GL_RENDERER: Intel 865G
GL_VERSION: 1.3.0 - Build 4.14.10.4396
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 windowed hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
trying flareShader.TGA...
trying sun.TGA...
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
VM file ui compiled to 786313 bytes of code
ui loaded in 4596672 bytes on the hunk
Unknown extension for ui/menus.txt
WARNING: couldn't open music file ui/menus.txt
recursive error after: menu file not found: ui/menus.txt, using default

I use tjw's tremded and the the directory structure is the same as below:

Tremulous
  tremulous.exe
  tremded.exe
  tremserver.bat
-base
-homepath
  -base
   admin.dat
   qkey
   autogen.cfg
   games.txt
   admin.txt
   -vm
    game.qvm
« Last Edit: March 29, 2010, 02:01:57 am by mickey159 »
:dretch: :basilisk: :marauder: :advmarauder: :dragoon: :tyrant: