Jump to content

Star Wars Republic Commando


Treborresor

Recommended Posts

The game runs in console with the same command line as most Rcon based games. COD, COD4, MOHAA, etc... TCA runs it just fine. ;)

 

Vet >> Shoulda just went to Target or Wally world and grabbed the best of 5 pack, all the games in one DVD. Republic commando, JK2, JKO, battlefront and the likes. I grabbed it for 29.99

Link to comment
Share on other sites

I see it runs on the UT engine. I already own Battlefront II, JKJO and JKJA HIS-Mother but I would not mind having the original Battlefront to add to my game list. Also I am probably going to pick up a copy of Grand Theft Auto and play around with that one.

Link to comment
Share on other sites

I did not find any server config or command line options that allow the admin to specify the IP so I have it bound to the main server IP. The map rotation is at the bottom of the server.ini and needs to be configured.

 

I created a server and it queries via TCAdmin and Qtracker but did not get a chance to join the server since I am at work.

 

Here is a resource for the command line (I could not get the command line for max players to work so I added it to the server.ini and it works fine):

 

http://www.lucasforums.com/showthread.php?t=146144

 

Creating a command line for a SWRC Dedicated Server

 

The basic command-line for a Republic Commando dedicated server looks like

the following:

 

SWRepublicCommando.exe <map>?game=<gametype>[?MapListType=<MapListType>?<maplist>][?option1[?option2...]] -server

 

In other words, the type of game and various other settings are specified

in a long command sequence, where options are separated out by question

mark symbols ('?').

 

Let's examine each of the possible options.

 

Required Info

--

 

-server

The -server flag must appear at the end of the command-line.

 

<map>

The first map in the map rotation (or, perhaps, the only map) is specified

at the beginning of the command-line, immediately following the executable

name.

 

Deathmatch and team deathmatch maps are found in the Maps subdirectory and

begin with the three characters 'dm_'. Capture the Flag and Assault maps

begin with the four characters 'ctf_'. The type of map should match the

game type specified on the command-line.

 

game=<gametype>

Game types are as follows:

 

mpgame.dmgame

Death Match game. Maps should begin with 'dm_'.

 

mpgame.tdgame

Team Death Match game. Maps should begin with 'dm_'.

 

mpgame.ctfgame

Capture the Flag game. Maps should begin with 'ctf_'.

 

mpgame.asgame

Assault game. Maps should begin with 'ctf_'.

 

So, to start a dedicated server with a single map in Death Match mode,

the command line would be:

 

SWRepublicCommando.exe dm_canyon.ctm?game=mpgame.dmgame -server

 

Additional Options: Map Lists & Maps

--

Specifying a map list type and maps (to allow map cycling) involves

adding some additional information to the command-line. This information

must include a map list type and a series of maps.

 

MapListType=MapListDeathMatch

Death match map list specified. Game type should be mpgame.dmgame.

All maps should begin with 'dm_'.

 

MapListType=MapListTeamDeathMatch

Team death match map list specified. Game type should be

mpgame.tdgame. All maps should begin with 'dm_'.

 

MapListType=MapListCaptureTheFlag

Capture the Flag map list specified. Game type should be

mpgame.ctfgame. All maps should begin with 'ctf_'.

 

MapListType=MapListAssault

Assault map list specified. Game type should be mpgame.asgame.

All maps should begin with 'ctf_'.

 

Specifying an additional map into the rotation is done with the format:

 

?maps+=<mapname>

 

So, for example, to specify a map rotation with two maps, in death match

mode, the command-line would look like so:

 

SWRepublicCommando.exe dm_canyon.ctm?game=mpgame.dmgame?MapListType=MPGam e.MapListDeathMatch?maps+=dm_canyon?maps+=dm_deten tion -server

 

Additional Options: Time & Score Limits

--

Specifying a time limit, in minutes, is done by adding the option

 

?TimeLimit=<time>

 

Where <time> is a non-negative integer (0 means unlimited). If 0 is set,

the game will run until a set number of scores is reached by any player

(or team, in team games).

 

Specifying a score limit is done by adding the option

 

?GoalScore=<score>

 

Where <score> is a non-negative integer (0 means unlimited). If 0 is set,

the game will run until time runs out. In team games, a match will not end

at the time limit unless one team has achieved a higher score than the

other.

 

Additional Options: Assault Games

--

 

Setting the number of assault rounds per map:

 

?RoundsPerMap=<rounds>

 

where <rounds> is a positive integer.

 

Setting the time per round

 

?RoundTime=<time>

 

where <time> is the positive number of minutes in the round.

 

Additional Options: Miscellaneous

--

Setting the maximum number of players:

 

?MaxPlayers=<1-16>

 

specifies a maximum number of players. Dedicated servers support games of

up to 16 players. Numbers larger than 16 are not supported, but can be

specified.

 

Setting the respawn delay:

 

?RespawnDelay=<time>

 

<time> is the number of seconds before a killed player will respawn.

 

Setting the game speed:

 

?GameSpeed=<fraction>

 

<fraction> indicates the speed of the game. The menu supports speeds of

.75, 1.0, or 1.25, though other positive values are possible.

 

Setting whether dropped weapons stay:

 

?WeaponStay=<true or false>

 

Setting WeaponStay as true means that weapons will stay in the world when

dropped. False indicates that they will vanish after a short period of

time.

 

Setting Team Autobalancing:

 

?BalanceTeams=<true or false>

 

Setting BalanceTeams to true will cause teams to autobalance between map

rotations. False will turn this feature off.

 

Setting Friendly Fire scaling:

 

?FF=<ff scale>

 

Friendly fire can be scaled to a non-negative floating point value. If <ff

scale> is set to 0.0, no friendly fire will be dealt. If set to 1.0, full

damage will be dealt to team mates by other team mates.

Star Wars Republic Commando.txt

Link to comment
Share on other sites

  • 2 weeks later...
I bought the game, uploaded it to the server and used the above config and it works fine. I went in-game to test it and all was well.

 

I've been running Republic Commando fine on TCAdmin. The problem I've always had was trying to get more then one instance running at a time. It seems to like the main ip and no other. I've tried multiple instances on the same ip but different ports also. Has anyone successfully ran more then one instance on the same machine?

Link to comment
Share on other sites

It binds to the primary IP so you have to use that one. It should increment ports on that IP address with my config.

 

I went ahead and tried this config. I get the same result as the other I was using. If you create 2 or more instances on the same server, only 1, if any, will accept client connections, although they all appear to be running. Have you actually ran and logged in to more then 1 instance on the same machine?

Link to comment
Share on other sites

208.100.34.12:7777 -> Vetwebhosting 2 Server -> Query Port 11138

208.100.34.12:7778 -> Vetwebhosting 1 Server -> Query Port 11139

 

I will leave these up for 24 hrs so you can test it. I joined both servers and they were fine. You NEED to use the primary IP and let TCAdmin increment ports. If you try to put 2 servers on different IPs and the stock port of 7777 they will compete for this port and only 1 will work or neither will.

Link to comment
Share on other sites

  • Who's Online   0 Members, 0 Anonymous, 82 Guests (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use