Modding the server..
DarkScythe
Join Date: 2012-08-30 Member: 156876Members
<div class="IPBDescription">Workshop redundant?</div>Hey guys,
I'm a bit confused about how to go about adding a mod to my server.
Right now, thinking of ns2stats and DAK.
On their respective pages detailing installation instructions, they state I should add the mod-id to the command line of the server when it starts up, and then to take it from there. I assume this makes the server auto-download all necessary components for each mod without me having to download and extract/upload them manually. It also says I need to add the mod-id to the mapcycle file.
However, there's also the steam workshop accessible via the admin web interface.
Is there any difference to using that interface, versus this other method of installing them? Which is the preferred/better method?
If I click on ns2stats, for example, through this interface, does it handle all that stuff automatically, or do I still need to insert the mod-id into the command line and mapcycle files?
I haven't seen much information about the various methods, and everything got really complicated after the workshop was introduced, and the wiki and other documents not being updated to reflect it.
Thanks.
I'm a bit confused about how to go about adding a mod to my server.
Right now, thinking of ns2stats and DAK.
On their respective pages detailing installation instructions, they state I should add the mod-id to the command line of the server when it starts up, and then to take it from there. I assume this makes the server auto-download all necessary components for each mod without me having to download and extract/upload them manually. It also says I need to add the mod-id to the mapcycle file.
However, there's also the steam workshop accessible via the admin web interface.
Is there any difference to using that interface, versus this other method of installing them? Which is the preferred/better method?
If I click on ns2stats, for example, through this interface, does it handle all that stuff automatically, or do I still need to insert the mod-id into the command line and mapcycle files?
I haven't seen much information about the various methods, and everything got really complicated after the workshop was introduced, and the wiki and other documents not being updated to reflect it.
Thanks.
Comments
I'm a bit confused about how to go about adding a mod to my server.
Right now, thinking of ns2stats and DAK.
On their respective pages detailing installation instructions, they state I should add the mod-id to the command line of the server when it starts up, and then to take it from there. I assume this makes the server auto-download all necessary components for each mod without me having to download and extract/upload them manually. It also says I need to add the mod-id to the mapcycle file.
However, there's also the steam workshop accessible via the admin web interface.
Is there any difference to using that interface, versus this other method of installing them? Which is the preferred/better method?
If I click on ns2stats, for example, through this interface, does it handle all that stuff automatically, or do I still need to insert the mod-id into the command line and mapcycle files?
I haven't seen much information about the various methods, and everything got really complicated after the workshop was introduced, and the wiki and other documents not being updated to reflect it.
Thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
The DAK point of view has been touched on in my Server guide, however there is various information scattered through the forums talking about DAK.
From my understanding, if you use the "DAK mod-id" in the mods command line or server MapCycle.json it will download from the Steam Workshop and also make all clients download the mod as well.
This may have some benefits (I have not tested this method) such as client-side menu's etc maybe? However it also has a couple of downsides.
1) It requires the client to download files.
2) If you are just wanting to run DAK without any mods and do not want your server to be flagged as "Modded" then you should perform the extract method. This is detailed in my guide.
In relation to the wedadmin interface Mod downloading, I am not sure if it updates your MapCycle.json? You might need to test this? It would not modify your command-line as this would be typically in a batch file. If it does not modify the MapCycle.json I am not sure if this would cause an error on the client side that it did not have the files etc?
I don't mind testing, but I only have our one server, so it'll be tough to do testing on a "non-live" server. I was hoping to find the information I needed between the wiki and the forum but this is tough.
As for the deal with modding without listing the server as modded, I have read through the various guides, and have considered it.
However, I feel it is misleading to the player that I'd mod the server without flagging it as such.
See this thread for possible repercussions: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125691" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125691</a>
It's sad that UWE won't whitelist these mods, but I don't think trying to worm our way out of it is a good idea.
In either case, I'd be looking at both ns2stats and DAK. Following the directions would work well for one mod, but I'm not sure how I'd merge both of them in the back-end to avoid the modded server flag.
For the moment, I'm just trying the command-line method.