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Author Topic: OAPub Release-Admin Mod for OA  (Read 26146 times)
SharpestTool
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« on: April 25, 2009, 02:18:44 PM »

OAPub

The Basics
OAPub 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. 

FEATURES

General 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

---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
Dev Information Below


VS 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.
« Last Edit: May 13, 2009, 04:47:09 PM by SharpestTool » Logged
Case
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« Reply #1 on: April 25, 2009, 03:00:31 PM »

wow do all those features work?

/* Edit */
What's with all the quake stuff? the README and CHANGES don't actually apply to OAPUB(?)
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SharpestTool
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« Reply #2 on: April 25, 2009, 03:15:06 PM »

wow do all those features work?


/* Edit */
What's with all the quake stuff? the README and CHANGES don't actually apply to OAPUB(?)

1. All the features work...the only one I am not sure of is to spec 999ers....

2. A crappy change log is included in the source.
« Last Edit: April 26, 2009, 04:16:10 PM by SharpestTool » Logged
sago007
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« Reply #3 on: April 26, 2009, 06:54:58 PM »

I get a 404 when looking for the source.
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SharpestTool
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« Reply #4 on: April 26, 2009, 07:37:29 PM »

I changed the source name...after I upgraded it to OAXB36...URL is now fixed!!!!

Sorrry about the 404 Sago
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sago007
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« Reply #5 on: April 26, 2009, 08:02:29 PM »

Sorrry about the 404 Sago
I know things that are worse than a 404 page (unless you really really need it).
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SharpestTool
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« Reply #6 on: April 27, 2009, 12:49:19 PM »

Fixed a bunch of UI stuff and stupid overlooks

....New Source/New files posted....
If you have installed it, just overwrite the pk3's

Edit: Crap...Forgot my credits file in the source...will have it updated later tonight....
« Last Edit: April 27, 2009, 02:14:04 PM by SharpestTool » Logged
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« Reply #7 on: April 27, 2009, 03:54:07 PM »

This is why people use Version Control Systems or Source Code Management...
here check out my fav http://bitbucket.org/
There's also other hosting for all the different VCS's out there.
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SharpestTool
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« Reply #8 on: May 13, 2009, 05:29:08 PM »

Code is now ioquake3 based thanks to Sago007's windows mod-sdk...

Max votes is configured via cvar g_votelimit
Added !slap and !warn admin commands...

Nextmaps no longer dump teams if the game type changes within the same team gametypes...
(IE: CTF to DD won't put everybody to spec...the teams stay the same)

The blue team won't always win anymore...LOL
Fixed joining a team defaulting to the blue team when....
Teams had the same #'s of players and the same score (usually start of the match)
and
g_teamForceBalance was set...
Now it keeps players spec
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sago007
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« Reply #9 on: May 15, 2009, 02:20:48 AM »

Some small thoughts:

clientkick has been disabled but the UI depends on it for vote kick.
I cannot get ordinary kick to work either. And sometimes I can call a vote for a non-existing player.
And I cannot compile the code for some unknown reason. (The above is tested on the provided qvms although I mostly tested it because I spotted it in the code)

To actually merge it into the OAX code we really need to have the OAX code on a version control system.
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SharpestTool
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« Reply #10 on: May 15, 2009, 07:04:31 AM »


"1."  clientkick has been disabled but the UI depends on it for vote kick.
I cannot get ordinary kick to work either. And sometimes I can call a vote for a non-existing player.

"2." And I cannot compile the code for some unknown reason. (The above is tested on the provided qvms although I mostly tested it because I spotted it in the code)


1.  We broke voting from the UI sort of on purpose...none of us are very familiar with the UI and we're going to fix it at a later date.  We felt most OA players know the /callvote [vote] from the console that those who would use it wouldnt worry about it too much for now...(Stupid me, I never documented it though :-( )

Calling the vote for a non-existing player though, that bothers me...Sago, can you get me the vote command you were trying to use so I got a clue where to look in the voting code?

2.  We think its related to our building the ioq3 version of q3asm.exe we included with MSVC 2008.   We can build it out of box after downloading it from the source at the link above...try installing msvc 2008 for windows...else...copy/paste into the linux source...

3.  Thanks for testing it out Sago!!! Smiley
« Last Edit: May 17, 2009, 08:35:08 PM by SharpestTool » Logged
SharpestTool
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« Reply #11 on: May 15, 2009, 09:29:50 AM »

EDIT: SEE ABOVE POST
« Last Edit: May 17, 2009, 08:35:25 PM by SharpestTool » Logged
MIOW
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« Reply #12 on: June 29, 2009, 03:05:26 PM »

potential cheater
Sounds pretty much like inquisition.
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madghost
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« Reply #13 on: January 01, 2010, 11:38:40 AM »

the link seems to be broken again....
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(alPha)Ghosty  --http://www.oa-alphaclan.com
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« Reply #14 on: January 01, 2010, 12:08:58 PM »

It's because this system comes bundled with OA. Check 0.8.5. Smiley
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