Sign up for Round 3 is now open.
There will be a few rule changes from what we learnt in the first round:
The signup period will be 5 days starting from today.
Two team captains will be chosen by the competition organiser and teams will be decided by captains pick. Team 1 chooses first then each captain get two picks at a time. 12211221122 etc..
The competition lasts upto 4 weeks
Domination victory: if at any point after 1 week one team manages to destroy all of the spawns of the other team (excluding any respawns still in safemode) whilst owning at least 5 spawns in rooms RCL 6+ then they win.
Otherwise the team with the most active power spawns at the end wins, (ie only power spawns in RCL8 rooms count)
Due to the isolation of shard2 there will not be a compulsary sign up fee in this round. To ensure your place is registered send a message on slack to stevetrov, once players are registered they will appear on the spreadsheet
Once the teams are assigned participants can add up to 2.5m credits as a bet, to place a bet you need to have a terminal on either shard0 or shard1
The winning team gets all proceeds of the games redistributed proportional to each member's bet from the organiser after the contest minus expenses (market taxes)
GCL starts and is frozen at 5
CPU starts and is frozen at 50
The rooms will be laid out in the same way as on the public server with SK rooms in the center of 9x9 sectors with highways.
The number of sectors will be decided once the number of players is known, but there will be approximately one sector for every 10 players.
There will be NPC terminals at the cross roads, in round 1 npc terminals were useless due to a bug, this will be fixed for round 2
The tick rate will be one tick every 1.2 seconds.
Re-spawning is allowed but its recommended that you get your team mates to rebuild your spawns if you can.
The sign up spreadsheet can be seen here: https://docs.google.com/spreadsheets/d/1dKTtvgjCNbxOvzXDMv3EiTiFpsU9hWwdLoGdzJnvWAI/edit?usp=sharing
BadServer BETA (shard1)
Map 4x4 (disabled very middle walls for event purposes)
Ticks 750ms (currently, might change later)
CPU 100 limit (currently, might change later)
More Server will have events from time to time.
@cookies said in Newbie Qs. Log console and access over web?:
You can write a script that subscribes to your console websocket stream to log everything.
https://github.com/screepers/python-screeps Here is the link to the python api.
Thanks, I might look into writing a C++ API later. At the moment I just need it for debugging - e.g. errors that zoom off the screeps-console before you can see them.
I got the multimeter logger working although it feels a bit wonky it works well enough for basic debugging.
Thank you for posting this!
Thanks so much, it was really helpful.
@lolzor said in Screeps Server on windows:
From elevated powershell or cmd npm install --global --production windows-build-tools
From elevated powershell or cmd: npm install -g screeps cd \ mkdir .\yourDirHere i.e. mkdir .\server
I didn't need to restart server (your step #4), but I did need to do some other commands, specifically install node-gyp globally using npm install, changing the Windows Execution Policy to allow node-gyp to run, and then continuing with step 5.
How to install screeps-server-mockup on Windows 10
These are my steps from the beginning, using an Administrative Powershell (Windows+X, Windows PowerShell (Admin):
npm install --global --production windows-build-tools
npm install -g node-gyp
npm install -g screeps
I selected [A] for Yes to All about the Windows Execution Policy change, which was necessary to run node-gyp in the Administrative PowerShell.
My environment using nvm (Node Version Manager) is Windows 10 and Node v10.20.1 x64 bit.
That let me run the following inside the screeps-typescript-starter project:
npm install screeps-server-mockup
npm run test
The integration tests that depend on the screeps server succeed!
To recap, here are my global npm modules: (Windows 10 running Node 10.20.1, 64-bit via nvm)
PS C:\Windows\system32> npm list -g --depth=0
And my nvm list for confirmation:
λ nvm list
* 10.20.1 (Currently using 64-bit executable)
I'm not 100% sure how I would get the windows-build-tools global on yarn, so I did switch back to npm from my first attempts using yarn. I guess it doesn't make much difference, though.
(For what it's worth, yarn test is the same as npm test, since yarn test calls what's in the package.json file, which is npm run test-unit && npm run-test-integration... The only difference appears to be that yarn test tells me the whole process took "Done in 17.41s" but I get no such message with npm.)
PS The code highlighter here on the Screeps forum is amazing!!! What is it???
@jerdaz Unfortunately this didn't do much, as this was fresh/clean install. I tired this on a completely different windows-based computer and observed the same stalling behavior, so it doesn't seem to be related to my particular macOS setup.
Upon further testing, my code works flawlessly on cogd community server.. perhaps a mod or speedup setting caused an issue? or maybe my installation is not fully valid, npm reports 'screeps version 4.0.5' I mostly followed the guide from here: https://docs.screeps.com/contributed/ps_ubuntu.html but keeping the install in /opt/screeps/ after failing to get screeps-launcher to run how I wanted it.
Edit: I added 'screepsmod-konami' after running into an issue where my room counter was not reset when I did a respawn (after generating a new map with screepsmod-map-tool) I will do another reset and disable the mod and wait and see if it works normally.
EDIT2: Resolved after removing screepsmod-konami
its a bug, but you can just reinstall screeps:
npm install isolated-vm # vm first to solve a bug during install
npm install screeps # install screeps
npx screeps init # init screeps
npm install screepsmod-auth # install auth
npm screeps install # reinstall screeps, because the screepsmod-auth will deinstall shit
npx creeeps start # to start the private server
Unfortunately you need the steam service for authentication, so steam cl won't work.
That said, all you need is a client. I think there should be already some third-party projects on this like the 3d cl.
But I have no idea how far those progressed and if they are a viable alternative.
That leaves you with the following options:
Looking for an third-party cl
Writing you own third-party cl with your class <- could be fun too
Opening the official cl from the website and try to sideload your server instead of the official. (Proxy magic)
Convincing the devs to release a docker with a hosted cl for educational purposes (staring at @artch )