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91
Server Discussion / Re: Unable to get a headless ubuntu server up
« Last post by jsnotlout on February 05, 2024, 11:20:45 PM »
EDIT:
I have fixed the issue by downloading the libraries.

dpkg --add-architecture i386
apt-get update
apt-get install build-essential gcc-multilib rpm libstdc++6 libgcc1 zlib1g libncurses5 libc6

The guide I was referencing was old, This one does a better job. Just don't use the wget command as it does not work, download the file and unzip it manually to the directory.
https://forums.digitalpaint.org/index.php?topic=26558.0
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Server Discussion / Unable to get a headless ubuntu server up
« Last post by jsnotlout on February 05, 2024, 06:49:35 PM »
Ok, I really want to have a server running 24/7 on my machine, But it will not start. (its ubuntu server 23.04, running headless and I use SSH to log in)
Here is my script (named Start.sh):
screen -AmdS paintball ./paintball2 +set dedicated 1 +exec CVPaintball.cfg +set port 11111 +map arenaball
Since this didn't work, I tried just putting this in terminal (yes i did it in the directory with paintball2 file):
./paintball2 +set dedicated 1 +exec CVPaintball.cfg +set port 11111 +map arenaball

but it just fails saying cannot execute, Required file not found.
I have no idea what file it is referring to.

Its going to be run on boot with this script:
#!/bin/sh
runuser paintball -l -c "cd /home/paintball/paintball2/ && ./Start.sh"

Thanks for helping!
93
Other Stuff / First post of 2024
« Last post by P!nk on February 03, 2024, 11:05:35 PM »
Someone had to do it.

Let's keep DP alive this year! <3
94
Help and Support / Re: Arch Linux Compilation Problems
« Last post by your teammate on December 20, 2023, 07:45:35 AM »
Oh, someone else mad enough to compile it on Linux :D

I guess you want to make an AUR package for the game? As mentioned by richard it's probably not worth it because even if you manage to compile it you will still need to copy some files over from the binary release to make it work, and the game will still complain that it's not an official build. But as far as I'm aware joining public servers is actually possible. So if an AUR package is your goal, your best bet would be making a bin package that just extracts the binary release and has all necessary dependencies.
But even that will be not great, because the Linux client has a lot of issues. Sound will not work, unless you launch it with "+snd_driver sdl" as command line argument and restart the game, because the default sound driver uses OSS which has been removed from Linux for ages. And once you got the sound working, you will notice a load of other issues related to mouse and keyboard input. Mouse is jittery, the game steals *all* keyboard input (if you're using X11), enabling fullscreen messes up multimonitor setups, and so on.

If all you want to do is play the game, install lutris and use its install script for the game (https://lutris.net/games/digital-paintball-2/) to install the Windows version with Wine. It works much much better, and I try to keep the install scripts updated.

Anyway, if you really want to compile the linux build, your best bet is breaking into jitspoes house and stealing his old Laptop which has Ubuntu 10 or something with all obscure dependencies installed.
Your second best bet is using this docker image that I made a while ago specifically to compile the game: https://hub.docker.com/r/nukla/dp2compile. It can pull the latest code from the SVN repository that was already mentioned here. And it is based on 32 bit Ubuntu 16.04 and has all dependencies necessary to compile the game preinstalled. More specifically, it has these packages installed on top of Ubuntu 16.04 (you can also find it in the Dockerfile):
Code: [Select]
subversion
build-essential
libsdl1.2-dev
libjpeg62-dev
libasound2-dev
ca-certificates

This list might be useful for your third best bet: compiling it manually. I only ever managed to do it on old 32 bit Ubuntu versions, but maybe I should give it another try on Arch someday.

Keep in mind that the Linux build can break at any time when new code is pushed, it is very fragile and mostly only tested on Windows.
95
Server Discussion / Re: Docker image
« Last post by your teammate on December 19, 2023, 02:45:01 PM »
Updated the image to build 46
96
Bugs, Feature Requests, and Feedback / Build 46
« Last post by jitspoe on December 08, 2023, 08:02:34 AM »
It's been a while, but I've finally put together a new Paintball 2 build!

This build has a large focus on bots and, in addition to improving their behavior makes it easy to add/remove bots from the admin menu.  Also has a crude implementation of a new game mode: item hunt.

Update: http://digitalpaint.org/files/temp/paintball2_build046_update_pretest1a.exe
Full: http://digitalpaint.org/files/temp/paintball2_build046_full_pretest1a.exe


build 46 (2023-12-08):
- Media: Added bot options to menu to make it easier for players to create servers with bots.
- Bugfix: Executable is now "DPI aware" in windows, so it doesn't get scaled weird and go off-center if you have your scaling set to something other than 100% (ex: 4k monitor).
- Cvar: Maximized status of the window is now remembered (stored in "vid_maximized" cvar).
- Tweak: Disabled launching the tutorial every time you play the game until it's completed (can still launch it from the menu).
- Bots: Cvar: "bot_use_player_input" - if set, bots will mimic player input from a spawn point, resulting in realistic human round-start behavior.

Server:
*** 1.935 build 193-204 ***
- "bot_min_players" cvar specifies how many "players" will be on the server.  Will fill in AI players if there are not enough human players to reach the specified number.  Only spawns bots if there are players on the server. 4:05 PM 12/1/2021
- "bot_min_bots" cvar specifies the minimum number of bots that will be on the server when players are present. 6:59 AM 4/27/2022
- "bots_vs_humans" cvar determines how many bots to spawn for each human in the server (ex 2 will spawn 2 bots per player).
- Made bots aware of game modes and go after or defend objectives appropriately.
- Added item hunt mode.  Will attempt to work on existing maps by randomly spawning items at bot waypoints or other equipment spawns and allowing players to cap at base or the king of the hill zone.
- "itemhunt_elim" sets elim time in item hunt mode
- "itemhunt_model" sets the model to be shown.
- "itemhunt_itemname" sets the name displayed in messages when players pick up / capture the item.
- "itemhunt_numitems" sets the number of items that will be simultaneously active in the match.
- Hopefully fixed the occasional issue where you'd spawn facing the ground. 10:03 PM 1/14/2023
- "g_spawnprotect" sets the time, in seconds, that players are invulnerable after spawning.  Default 0.5. 10:46 PM 1/14/2023
- "autojoin" cvar now updates the autojoin setting when set mid-game (before you had to use the autojoin command). 7:42 PM 6/17/2023
97
Bugs, Feature Requests, and Feedback / Re: New game modes
« Last post by jitspoe on December 08, 2023, 07:46:18 AM »
Somehow I missed this when you first posted it.  It seems like it'd be a challenge to implement a full blown game mode this way, but it might be possible.  Is there a specific game mode you'd like to implement that you think you could pull off with this?
98
Paintball 2 Discussion / Re: Good Memories
« Last post by jitspoe on November 30, 2023, 05:30:06 AM »
I'm glad you've enjoyed it!  Wish I had more time to dedicate to it, but I still do updates here and there.  Really need to get a new release out soon.
99
Other Stuff / Really bizarre forum issue.
« Last post by jitspoe on November 30, 2023, 05:28:32 AM »
So the forum was down for a bit -- sorry for the delay getting it fixed with all the holidays and such, but I figured I'd mention the issue because it was just weird.

SMF has a Settings.php file (likely so people don't accidentally make the settings readable to anybody), and that file somehow got cut off at 4096 bytes.  I'm guessing there was a write failure or something?  I restored the rest of the file and things appear to be working, now, but that's a little concerning.  I'll likely be moving off this host soon, though, as Hostgator jacked the prices way up.  Like 2x what I was originally paying without warning.
100
Help and Support / Re: Arch Linux Compilation Problems
« Last post by xrichardx on October 28, 2023, 05:19:52 PM »
The CVS repository of the game's code is hosted at https://sourceforge.net/p/paintball2/code/HEAD/tree/.

The build errors mostly look like dependency version incompatibilities to me. The makefile BUILD variable is unused, the makefile itself is not maintained actively.

Note that you can not compile your own version of the client and use it on public servers for anti-cheat reasons. The public code parts only cover the "engine" part. The actual game logic is closed source, you only get 32-bit compiled binaries of that (published with the official releases). I think uploading a build-from-source script to the arch user repos wouldn't make much sense with that in mind.
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