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Posted

resol@krslynx:~$ /home/resol/subspace/server/asss-1.5.0/scripts/run-asss

*** asss started

/home/resol/subspace/server/asss-1.5.0/scripts/run-asss: line 64: /home/resol/subspace/server/asss-1.5.0/bin/asss: No such file or directory

*** asss exited: UNKNOWN EXIT CODE: 127

Posted

http://files.fosswire.com/2007/08/fwunixref.pdf

 

Familiarise yourself with the Linux Command Line before anything. You'll also need to familiarise yourself with compiling asss on Linux. It's relatively easy.

 

You'll firstly need to make sure that all of the makefiles (.mk) are properly configured. You'll be able to find much more information on how to do this at the minegoboom serverhelp forums. Once everything is configured, you'll need to change directory (cd) to the /src folder, and run:

 

$ make clean

$ make deps

$ make

 

This will compile asss. If you're going to be doing any programming, C or Python, it will definitely be worthwhile knowing these kind of things. You'll have to spend a lot of time reading previous posts on the server help forums, but with persistence you'll find you get yourself somewhere.

 

Be persistent, if you still can't get anywhere doing this by tomorrow, I'll come in and point you where you're going wrong.

 

Here's some other stuff you ought to read:

 

http://wiki.minegoboom.com/index.php/Server_Setup

http://wiki.minegoboom.com/index.php/Server_Troubleshooting

Posted

I was able to set up an ASS Server (The 3rd 'S' is for 'Server', so ASSS Server is redundant) on Windows without any need of C or Python knowledge... Even though I know C, I didn't have to use it to set it up.

Setting one on Linux, unless you're pro with it, is suicide IMO.

Posted
I find it extremely difficult to get ASSS to compile on Windows (almost half of the Hyperspace modules do not compile on Windows). By comparison, setting it up on Linux is extremely simple. You edit system.mk for the paths of installed libraries (only done once per computer), run "make" and you're done. No programming required.
Posted

But if you don't plan to do any programming in the first place, you don't even need to compile it...

 

I personally think that if you can't be bothered to even learn how to compile asss, to get an idea of it's structure, and how it runs, you shouldn't be thinking about making a zone with asss as the server software. If you specifically request that you need an asss server, the only logical reason I can think of doing that is you're either:

 

  • Planning on programming some modules
  • Wanting to learn more about asss to;
  • lean how to program modules

 

If none of the above apply, you'll probably be doing yourself a favour to download subgame and just run it locally. It saves everybody time.

Posted

You can use modules compiled by other people, just like you don't have to know C++ to use a MERVBot.

You still have to mess around with a couple of config files, and you'll have to learn the structure to do that anyway (which is quite easy, to be honest).

Also, even if you plan to make modules, you don't necessarily have to modify/recompile the core. That's the whole point of having 'modules' in the first place :)

Posted

I disagree. The modules will only run if:

 

  • They make no use of: BDB, Python and MySQL - which already leaves them pretty limited, also;
  • If you want to make any modules, you'll need to compile asss for Python to work - and if you want to compile a C module, you need to compile it against asss header files (basically compiling asss either way).

 

MERVBot uses dependency independent libraries, which are extremely likely to work as long as your system is Windows. However, if you've compiled an asss module in, for example, Arch Linux, but you want to run it on, again for example, Debian Linux, you're going to run into issues (I did, anyway).

 

And again, sure if you want to mess around with config files - then knock yourself out - but does that really require permanent hosting? Is asss really the solution you're looking for? I'm not saying that you should't bother with asss simply because you're not coding, I just don't think you should bother with it if you have no interest in 'broadening your horizons'.

Posted

Doesn't ASSS, as it is packaged right now, have issues "running out of the box"? And if I recall correctly, there are a bunch of things from the main configuration file that are missing..

 

oh wait. I was working on including that in the Server Kit. X_x

 

oops. :)

 

@Resol Maybe one day when I shall have time I will be able to finish 'including' a preconfigured run-on-demand ASSS in my Server Kit. :p

Posted

It runs fine "out of the box" (the Windows binary, anyway), but some very basic modules like directory servers are disabled by default.

On this topic, Dr Brain said on MGB forums:

Most people don't want their test zones to become public' date=' so having the directory server commented out is reasonable.

 

On the other hand, there probably should be a note of that fact in the supplied global.conf.[/quote']

And by the way, this is the only small problem I encountered when setting up my zone... After placing/renaming the map/setting files appropriately, of course. A copy-pasta'd subgame cfg file works fine with no modifications, so technically you could convert a whole zone pretty quickly... Optimizing it and taking advantage of what ASSS has to offer might be trickier, but an automated setup that:

-creates folders for each .lvl found in the subgame zone folder

-renaming all the .cfg's to arena.conf and put them in the appropriate folders

-for arenas with no cfg, have the arena.conf simply include the pub (or spawn.cfg) settings

-gets rid of subgame-specific settings in the cfg's

-creates a generic zone-wide config for some settings about lag and crap like that, and include it in all the cfg's

-detects cfg's with only a few lines different than the default settings (usually the LVZ files, or stuff like that) and clean it up using includes

Edit:

-check if each cfg uses soccer or flags, and enables/attaches the appropriate modules for the arena, and possibly convert the subgame soccer/flag settings to asss

 

The last couple of steps would be 'nice-to-have's, but obviously require much more work...

Posted

I personally think that if you can't be bothered to even learn how to compile asss, to get an idea of it's structure, and how it runs, you shouldn't be thinking about making a zone with asss as the server software.

Uh oh. Well then I guess it's probably not the best time to admit that I hadn't ever compiled asss until like, maybe half a year ago? And I've toyed with it since like 2005 or 2006ish -.-

Posted

I personally think that if you can't be bothered to even learn how to compile asss, to get an idea of it's structure, and how it runs, you shouldn't be thinking about making a zone with asss as the server software.

Uh oh. Well then I guess it's probably not the best time to admit that I hadn't ever compiled asss until like, maybe half a year ago? And I've toyed with it since like 2005 or 2006ish -.-

 

What's your point? I am not saying one shouldn't tinker, am I?

 

I am saying that if you want to be a even half decent administrator/developer of your zone, you should at least know how to fully administer and develop the zone. ASSS may run 'out of the box', but at that state it's still very limited it what it can do (no sql, bdb, python).

Posted

NAAP anyone?

 

How the hell is it the first time I hear about this?

 

Edit: Is the source available anywhere? I'd like to try to tweak the Import tab to do a mass import of *.cfg >=)

Posted

I personally think that if you can't be bothered to even learn how to compile asss, to get an idea of it's structure, and how it runs, you shouldn't be thinking about making a zone with asss as the server software.

Uh oh. Well then I guess it's probably not the best time to admit that I hadn't ever compiled asss until like, maybe half a year ago? And I've toyed with it since like 2005 or 2006ish -.-

 

What's your point? I am not saying one shouldn't tinker, am I?

 

I am saying that if you want to be a even half decent administrator/developer of your zone, you should at least know how to fully administer and develop the zone. ASSS may run 'out of the box', but at that state it's still very limited it what it can do (no sql, bdb, python).

And what's YOUR point? Would you also say one shouldn't set up a subgame server if he doesn't plan on trying ALL the settings? I don't even know what bdb is and it doesn't mean I would not be able to set up a good zone. Even if you say it's "limited", it's still more flexible and has more features than subgame out of the box.

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