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-   -   DMz Dogtag v1.5 Beta - News, Screenshot, Test Server (alliedassault.us/showthread.php?t=8093)

DogMeat 08-27-2002 07:18 PM

DMz Dogtag v1.5 Beta - News, Screenshot, Test Server
 
I'm currently doing internal testing on v1.5b, as well as still adding features. The beta will go to a few folks soon via email.

Current features include:
Easy configuration via individual config files.
Works on maps automatically, even new maps (95+% success)
Fully configurable serverside scroller with programable strings.
Serverside force model override.
Serverside Allied and Axis player model overrides.
All Current Serverside mapfixes.

[img]http://www.speakeasy.net/~arlosguitar/dogmeat/dmz_dogtag.gif[/img]
This is all being produced server side, with no download nessesary.

Also I'm doing some testing, and you are all invited! Hop on my mini test server and let me know what you find:
TFO DogMeats Test Server
68.43.41.63 (incase it's not showing up try the address)
Warning it'll lag with alot of people sorry it's just my linux test server after all. I'll might be spectating but probably AFK.
Things to check: The scroller on the score screen. Try to turn on force models or try to select a different model, it'll change them back in a few seconds.
As a special treat I've put on my "blown bridge" mod on The Bridge, it's fast and wild action!

More technical info:
Unfortunately Mentally_Unstable's telefrag/teamswitch fix was a local only fix, and the server does not relay the modified info to the client. In attempting to discover a way around this, I ran smack into the fundamental issue of transfering data from server to client by dropping in a plug-in. I found my hook in the DMprecache.scr file, which is called by 95% or more maps.
Total Custom Maps: 49
DMz Dogtag Worked: 43
DMz Dogtag No Hook: 6 (German Winter Night, Broken Silence, Epic DM, Small Worlds, Titleist DM1, Urbansprawl)

The main config is dmzdogtag_config.scr
[code:f0cf6]main:

// sec_forcemodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_forcemodel = 1
level.dmzdt_securityforcemodel = 0

//sec_playermodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playermodel = 1
level.dmzdt_securityplayermodel = "allied_airborne"

//sec_playergermanmodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playergermanmodel = 1
level.dmzdt_securityplayergermanmodel = "german_waffenss_shutze"

// step : 1 How many slots to scroll text at once
level.dmzdt_step = 1

// pause : 1.0 seconds
level.dmzdt_pauseshort = 0.1
level.dmzdt_pauselong = 1.0
level.dmzdt_pausesecurity = 20.0

// scroll : 0 debug options : 1 normal options
level.dmzdt_scroll = 1

end[/code:f0cf6]
And the actual scroller order is read from dmzdogtag_order.scr - A few examples of string programming. Note the order overlaps, this helps smooth scroll.
[code:f0cf6]main:

level.dmz_order1 = getcvar (g_obj_alliedtext1)
level.dmz_order2 = getcvar (g_obj_alliedtext2)
level.dmz_order3 = getcvar (g_obj_alliedtext3)
level.dmz_order4 = getcvar (g_obj_axistext1)
level.dmz_order5 = getcvar (g_obj_axistext2)
level.dmz_order6 = getcvar (g_obj_axistext3)

level.dmz_order7 = getcvar (sv_hostname)
level.dmz_order8 = getcvar (admin)
level.dmz_order9 = getcvar (email)
level.dmz_order10 = getcvar (g_motd)
level.dmz_order11 = getcvar (g_motd2)
level.dmz_order12 = getcvar (url)

level.dmz_order13 = "Gametype: " + getcvar (g_gametypestring)
level.dmz_order14 = "Friendly Fire: " + getcvar (g_teamdamage)
level.dmz_order15 = getcvar (connection)
level.dmz_order16 = "IP: " + getcvar (net_ip) + ":" + getcvar(net_port)
level.dmz_order17 = getcvar (dmzdogtag)
level.dmz_order18 = getcvar (dmzdogtagversion)

level.dmz_order19 = getcvar (g_obj_alliedtext1)
level.dmz_order20 = getcvar (g_obj_alliedtext2)
level.dmz_order21 = getcvar (g_obj_alliedtext3)
level.dmz_order22 = getcvar (g_obj_axistext1)
level.dmz_order23 = getcvar (g_obj_axistext2)
level.dmz_order24 = getcvar (g_obj_axistext3)

level.dmz_order25 = getcvar (sv_hostname)
level.dmz_order26 = getcvar (admin)
level.dmz_order27 = getcvar (email)
level.dmz_order28 = getcvar (g_motd)
level.dmz_order29 = getcvar (g_motd2)
level.dmz_order30 = getcvar (url)

end[/code:f0cf6]

So hop on the test server and report back here. biggrin:

kdja 08-27-2002 07:38 PM

Nice work

Look forward to that and will jump on your server in the morning.

Have to see that force models in action.

1 question tho how will this be implemented on Dedicated rented servers???


kdja

DogMeat 08-27-2002 08:23 PM

Quote:

Originally Posted by kdja
1 question tho how will this be implemented on Dedicated rented servers???

This whole section of the DMz Dogtag is only dealing with serverside programming within the MoHAA engine itself, which means this is a server pk3 file plus two config files. Installation is as easy as any mod or a new map. The dedicated MoHAA processes my DMz Dogtag script every time it loads a level and starts two threads, one for the variables and the other for security. There would be a slight increase in network usage if you have the scroller refreshing at very fast rates, but other than that there would be no impact on the host computer. Plus you don't need any "special access" to run this, since MoHAA does it for you.

KingPhoenix 08-28-2002 07:10 AM

Well i tested....
 
I tested..... looks pretty good.... The only question i have is.... are we going to be able to edit any of the scrolling text?!? Ya know put our clan website address in there etc... Is it possible to add any more lines to the script..??

Also

WHEN WILL IT ALL BE RELEASED?!?! lol.... i currently hav 64 players banned from our server for known neon skins, this will just make it 20 times easier!!! lol

WELL DONE MAN!

Bazooka_Joe 08-28-2002 12:23 PM

Re: Well i tested....
 
Quote:

Originally Posted by KingPhoenix
I tested..... looks pretty good.... The only question i have is.... are we going to be able to edit any of the scrolling text?!? Ya know put our clan website address in there etc... Is it possible to add any more lines to the script..??

I think that's what he said when he typed: "Fully configurable serverside scroller with programable strings."

BTW. this is great, DogMeat. Give's more info available for the server for players to see. Congrats, and good work! biggrin:

[]PanZeR 08-28-2002 12:38 PM

ed:

KingPhoenix 08-28-2002 05:26 PM

release time?!?
 
hehehe swordfight:
fire1: M16:

Any idea of release date?! Also if someone edits the ingame skins using the name of the forced skins, i take it there is no way of stopping that?!? Cos all thats happening with this mod is your telling the client which skin to use...........

DogMeat 08-28-2002 06:00 PM

Yes, you will be able to put your own website, etc on the scroller. You can even change it (via the main config file) to not scroll, instead using it as a "slideshow" with longer delays between changes.

Actually I'm using a setup just to test, that ordinarily would not be used. Forcing the actual client side model/skin selection is an additional security measure that's almost unnessesary if you have Force Models turned off. Mine is setup currently to Force Models off, and to force what skins to use:
[code:42eee]// sec_forcemodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_forcemodel = 1
level.dmzdt_securityforcemodel = 0

//sec_playermodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playermodel = 1
level.dmzdt_securityplayermodel = "allied_airborne"

//sec_playergermanmodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playergermanmodel = 1
level.dmzdt_securityplayergermanmodel = "german_waffenss_shutze"[/code:42eee] Here is how most people would run it, with Force Models Off, and Use Client Settings for the skins. [code:42eee]// sec_forcemodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_forcemodel = 1
level.dmzdt_securityforcemodel = 0

//sec_playermodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playermodel = 0
level.dmzdt_securityplayermodel = "allied_airborne"

//sec_playergermanmodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_playergermanmodel = 0
level.dmzdt_securityplayergermanmodel = "german_waffenss_shutze"[/code:42eee] However you are correct, not much I can do about modified or renamed default skins. For that EA would have to fix the sv_pure option, which of course would also fix a hell of alot of cheats.

I'm hoping to get the beta out this weekend, no clue on release date yet. However I am going to be releasing the DMz Dogtag server component before I continue work on the client component. (more info: [url:42eee]http://www.alliedassault.com/phpBB2/viewtopic.php?p=239279[/url:42eee])

KingPhoenix 08-28-2002 08:42 PM

Sorry dogmeat, one more thing,
 
Sorry to keep going on....

We rent our server, i see from the settings section it says use server settings, i take it i can set that in the server.cfg (the server settings that it would use?) or something as it is just referring to a variable.... Or does it only work if it is run from a dedicated launcher (hope not hmmmm)

Thanks for your time on clarifying these points for me.....

Crow King 08-28-2002 08:51 PM

DogMeat

Sweeeet! If you want another test site, let me know and I'll put it up. See ya!

Oh, yeah - great job!!!!

KTOG 08-28-2002 09:33 PM

i noticed the force model thing...can you make it so volumetric smoke is server side (cvar vss_draw 1) i was wondering, for my new version of smoke nades, if some one wanted to see through them they could just turn off vss_draw . Thanks love the mods.

-ktog3

DogMeat 08-28-2002 10:33 PM

KP: No problemo, I like questions. angel: Actually when it says use server settings it's reffering to the very next line. Those two files are the actual config files, and can be FTP'ed to the server just like a map or mod. [code:99771]// sec_forcemodel : 0 Use Client Setting : 1 Use Server Setting
level.dmzdt_sec_forcemodel = 1 // Off = 0 : On = 1 : Controls Next Line
level.dmzdt_securityforcemodel = 0 // Off = 0 : On = 1 : If sec_forcemodel = 0 this does nothing![/code:99771] I am definately designing this with ALL types of servers in mind, including dedicated rented ones that you have little control over. Also both Linux and Windows servers will be supported.

CK: Thanks, I had a feeling you'd like the new version. eek: I'd be glad to have you as a tester, which reminds me what docs did you use for yours and Bits guide? Just the FAKK2 docs or something more?

K3: That is one of the things I will be working on trying to combat. Punkbuster lists a ton of settings it considers cheating, and I've gotten a few more MoHAA specific ones from my research.

Current List of Upcoming Beta Servers:
=[DOA]=Ballbuster
Crow King
[DSB]Doggie (West Server)
kdja
Rudedog

If I forgot anyone or if you don't want to test PM me.

Coleman 08-29-2002 12:31 AM

Crap! I'm guessing this will take away the server uploaded skins? I won't be able to see my little Coleman skin! ::cry:: ::cry:: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry: cry:
lol,
Anyway, this means no one will be able to choose their skins. Not to be against the force models/ or even with it, i just came up with some questions or brain pokers.

What will this do to the skinning community? If this is on many servers, what's the point of having skins in your main folder. Alot of people like to have clan skins or even funny skins (zombies, colemans, babes, etc.)

That's just a thought.

DogMeat 08-29-2002 01:20 AM

GC: You will definately still be able to use custom skins! With Force Models turned off you wouldn't see everyone else running around as one skin. Lets run thru an example.

Server has the GC skin on it and is turning Force Models Off and Client Side Skin selection.
Player A has the GC skin but has another skin selected.
Player B has the GC and is using it.
Player C has only default skins.
The only person who would not see the skin is Player C.

So custom skins will still work, as long as the server and clients have that skin. With the ability to force the skin selection clans could even force their own skins to be used on their clan server. Forcing Server Side Skin Selection is not nessesary, it's merely an additional option. (see my msg above) There might be a small impact on the skinning community, however the ability to stop people from using (most) neon skins will far outweigh it.

Crow King 08-29-2002 08:07 AM

Yeah, the FAKK docs were a good source, as were one or two of the game's original developers (who used to hang out here). There was also a ton of trial and error in building the portable machine gun mod that helped. Maybe someday I'll get around to finishing that darn thing.....

Coleman 08-29-2002 08:42 AM

Oh ok. I didn't know if most servers were going to force the ex. ranger skin for all the allies. I thought they would make everyone choose the same skin. Thanks for the reply.

rudedog 08-29-2002 05:35 PM

WOW, very interesting!

Looking forward to this DogMeat.

I would also like to volunteer to test this for you. If you need any other beta testers.

DogMeat 08-29-2002 05:45 PM

CK: Any good scripting in the portable MG I might be interested in? It's really a pain in the ass trying to learn the mix of Q3A and FAKK nessesary to code anything. I'm blown away that someone actually got tanks/vehicles together, the push city hall is a great hack also. Oh and [url=http://www.clan-flare.org/:99459]Ravir's Objective Toolkit[/url:99459] is an amazing add-on that is sadly not being used by mappers.

GC: Your welcome. :)

Crow King 08-29-2002 09:50 PM

Unfortunately, no. While there are some commonalities, the scripting in the machine gun mod isn't procedural - it is mostly in a state machine, like one big case statement. There are a few common elements though - some of the same commands can be run in each. I never went through the script interpreter in the FAKK code to see how it works, though. I spoke with Coriolis, one of the engineers at 2015, and he said that there is more in common between the map and other scripts in the pak files.

All in all, it seems like this is the one very big blind area in Quake development overall - no one to date, that I know of, has written a good guide on scripting for the engine. There are some very brief overviews (like the one with FAKK), but no information on syntax, etc. In fact, the only really good document on anything with the engine that I've seen is an excellent guide on shaders, with plenty of input from Id.

KingPhoenix 08-31-2002 07:57 PM

Any closer?
 
Hi there.....

Are we any closer to a release date?!?

09-01-2002 12:27 PM

SERVER SIDE MAPS
 
i did a post a while back about server side mods and how i liked the idea of no download required and my players enjoyed my server...i was pretty much shot down by DOGMEAT saying that server side map mods were just a 'NOVELTY" and were not taken seriuosly by the the real mappers.NOW LOOK WHERE WE ARE TODAY!!!.dogmeat all excited about his server side map mod..no download required!!!..i checked it out..i like the bridege explosion..very nice..you did a really good job...cant wait to get it for my guys.you might wanna check out my server side maps..maybe get an idea or two..i guess us lowly server side mappers gota stick together huh..BUTCHER

rudedog 09-01-2002 04:20 PM

This is more of a server sided admin mod then map mod. Yes, he does do some server sided maps. To block access to parts of stock maps that are unfinished.

C20H25N3O 09-01-2002 06:01 PM

So DogMeat is there any work on the Ladder/MG42 glitches in the near future, as I don't remember seeing you mentioning it.

This Is one of the biggest issues I think.

Data 09-01-2002 06:15 PM

Dogmeat told me that he has made a fix to the ladder trick but it only stops the person who has the fix, so I doubt the people that do this trick will download it.

KingPhoenix 09-01-2002 07:51 PM

hmmm
 
But would it be possible to tuck it in with one of the great maps?!? or maybe all of the great maps?!?

C20H25N3O 09-02-2002 11:10 AM

yah i herd there was a fix, but making it server side is another thing, as in it is not as easy.

KingPhoenix 09-03-2002 06:44 PM

OK.. but what i am trying to say is ... for now make it client side, just tuck it into a few of the maps to make it work.... Peeps will have the maps and not know about the 'ADDED BONUS' hehehe wouldnt that be poss???


Also how is the testing going guys on the new Skin mod thingy mabobby?!?

C20H25N3O 09-03-2002 07:18 PM

although I honestly know nothing about well anything, you shouldn't listen to this, but well it sounds logical, but

Lets agree on this: roughly 90%(most) maps played are Stock maps, and well that won't be too effective. would it?

No, as very few maps would have this addon. also the probablity of having every new map relased include this is fix, is a bit of a strech.

Plus if it can be released server side, in my opinon it would be one of the best fixes out there, as this glitch has become an issue to be as of late as word have spread about it.

well anyway i forget the direction i was heading with this post, as I have had many interuptions, but oh well, you get the gist of it.

Ydiss 09-03-2002 07:47 PM

If someone is desperate enough to use neon skins that they actually alter their stock skins then I don't see this as too much of a problem. They can go right ahead and do that but they would have to alter every single one.

They would have a hard time explaining a screenshot if asked for one in a competitive match. So, what you're looking at is, with this mod, you are eliminating cheat skins from all competitive games, so long as screenshots are called for from time to time.

This is good news and I thank Dogmeat for this excellent mod.

DogMeat 09-04-2002 04:07 AM

First news on the beta delay, spent some time with the wife this weekend instead of working on this. Bad for those of you itching to get your hands on the beta, good for me however. ;) Fear not, won't take me long to finish cleaning it up so the beta testers can actually deal with it.

Ladder/MG-42 trick: Actually some guy called "Mentally Unstable" came up with the fix, however I was unable to convert it to a working server-side fix. Yes, it could be "snuck in" with other maps or even the future client side portion of DMz Dogtag (which I have been considering) but as Raph Koster says in the [url=http://www.legendmud.org/raph/gaming/lawsindex.html:24e0b]Laws of Online World Design[/url:24e0b]
"Never trust the client. Never put anything on the client. The client is in the hands of the enemy. Never ever ever forget this."
I am very reluctant to do any client side fixes, since they may give admins a feeling a false security; however I have also not ruled out the possibility.

Butcher: I don't think I shot you down, I merely gave you my opinion, and yes I still do believe server-side maps are a novelty. While I applaud the effort and ingenuity that went into these server-side mods, in comparison with the real mapping out there they are definately not in the same league. I have to agree with Rudedog on the classification, this particular project is definately more of a server-side admin mod than a map mod. As for the blown bridge mod, it'll probably never be released to the public due to issues with invisible bridge pieces being left behind. While it can be fun to play, it's also not working nearly good enough to release.

Blasneystein 09-04-2002 06:32 AM

I'll be honest with you DogMeat, all I am intrested in is the ability to turn off the ability of the client to force skins... Any chance we can get that as a seperate mod? If so, how quickly?...

ShavedApe 09-04-2002 06:45 AM

I personally am also only interested in the forcing models side of things but with a view to forcing a default skin for all especially in clan wars where I would ask the other clan to choose either an axis or an allied skin that all members will be forced to wear.

BTW I cant wait for the mod and want to be the first to say thanks even though we havnt got it yet.

TotalCarnage 09-04-2002 11:59 AM

Great job. I'd be interested in implementing the no forced skins portion of this for use in match play.


TotalCarnage
MoH:AA Admin
TeamWarFare.com

DogMeat 09-04-2002 07:23 PM

Due to the nature of how I patch (or hook) into the existing pak files, releasing seperate fixes would not be the best way to go about things. So sorry, no individual patches.


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