Does my mod need to be published before I can run it on my dedicated server?
I made a quick and dirty mod that I'd like to test out for a few hours this Saturday evening.
Addition info.: I had originally wanted it to be a server-side mod only, but I had to change some client-side messages to properly reflect the server-side changes (so my mod will need to be downloaded by the players as they connect).
Thanks a bunch, guys!
Addition info.: I had originally wanted it to be a server-side mod only, but I had to change some client-side messages to properly reflect the server-side changes (so my mod will need to be downloaded by the players as they connect).
Thanks a bunch, guys!
Comments
Thanks again for the prompt response. You have yourself a nice weekend!
Thanks.
Thanks!
I hope this helps anyone who's Googling the same problem!
Peace!
Yes the -mods parameter in the command line is only used on the first map. On map change your server looks in MapCycle.json for mod IDs.
Here is an example of a MapCycle.json. Your mod's ID must be on the "mods" line for it to be active after a map change.
"maps": [
"ns2_eclipse",
"ns2_biodome",
"ns2_descent",
"ns2_mineshaft",
"ns2_refinery",
"ns2_docking",
"ns2_veil",
"ns2_summit",
"ns2_tram",
{
"mods": [
"7b986f5"
],
"map": "ns2_jambi"
},
{
"mods": [
"88fecb5"
],
"map": "ns2_kodiak"
}
],
"time": 30,
"mode": "order",
"mods": [ "706d242", "aa8da06", "c883d45", "d9fee4d", "812f004", "eaca355" ]
}
It's a good idea to avoid adding mods with the web admin interface. It can do strange things to your config files.