OAPub
The BasicsOAPub was created to give server operators/owners better control of the gameplay on their servers. Borrowing code heavily from Tremulous, OAPub enables servers to have multiple admins with different privilege levels with which to monitor the behavior of the players.
FEATURESGeneral Admin--Player Kicks
--Player Muting
--Player Banning (BY GUID AND IP!!!!!)
--Flip the screen of a potential cheater (or just somebody being a jerk)
--Vote Cancelling/Passing by Admin
--Provisioning Admins Remotely
--Ban Adjusting
--See Player Info (Slot Number, Name, GUID, Team and IP)
--Admin Making all Players Ready in Intermission
--Private Admin Messaging/Chat
--Put 999 Pingers as Specs....
--Player Warning (Too many warnings and a player is kicked)
Spam Control--Name Changes
--Chat
--Voice Chat (VSAY's when finally implemented in OA)
--Server console commands
Team Operations--Putting Players to a Team
--Locking teams from players joining(FFA/DM and Team Games)
Map Operations--Load a Map out of Rotation
--Call the Next Map in the Rotation
--Restart the Current Map
In addition to the above, the mod allows for players to send personal messages to each other and ignore all communications from other players (Not IOQ3 VOIP though).
OAPub also prevents clients with Duplicate GUID's from connecting.
Not RCON BASED!!!!! KEEP YOUR PASSWORDS SECURE!!!
Use the posted file "oapub_documentation.doc" for the documentation....
Source Code Available Here...
http://managementspot.no-ip.com/OAPub_Source_004.zip---------------------------------------------------------------------------------------------------------------------------
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Dev Information BelowVS 2008 Solution/Project Files are Included!!! D/L Visual Studio C++ Express Edition (for no cost) and you can use Intellisense to make sense of some stuff.
-All .dll builds of qagamex86.dll will crash on Windows though...some obscure piece of code Sago007 has in there about generic obituary broadcasts in player_die
(It works in .QVM form though!!!!)
From a code standpoint...one of the two big features pulled from the tremulous project was dynamic memory allocation in QVM's...they don't support the malloc/free functions out of the box--the code file g_mem.c is no longer used.
The second is the way qagame handles commands. The tremulous model standardizes commands and allows for them to be easily updated in the code when they are added.