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MoHAA Map Fixes v1.3beta Info & Screenshot
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Default MoHAA Map Fixes v1.3beta Info & Screenshot - 08-16-2002, 07:34 PM

I was able to get a clear block of time to work on the pile of fixes for the next version, and this gave me the opportunity to examine the underlying structure. While adding Mentally_Unstable's telefrag/teamswitch fix, I did some research into what can be transferred from server to client, as well as how to display more info to your players using the Menu UI. Unfortunately the main FAKK2 site is down, due to the new Ritual site being up and obviously not complete! You can still grab the FAKK2 toolkit (w/docs) off their FTP site.

[img]http://www.speakeasy.org/~arlosguitar/dogmeat/001.3b-dmscores.jpg[/img]

That's a rough prototype of a new score menu, featuring server name, motd, gametype string. I've got a couple of map bugs I'll be addressing, they're not widely used so I'm more interested in testing the new bug fixs. Also I'm hoping to make it easy for players and admins to get and share information. Look for both server and client versions soon, along with easy configurability of which features to implement. With all the great things going on in the community right now (aa.com upgrade, tmt back, alliedadmins, linux svr, etc) and with the expanded scope of my Map Fixes I think a new name for them is in order.

DMz Dogtag - Client UI tools focused on realtime connection info, client and server config. Refinement of the current client UI allows inline info display as well as additional menus as needed. Server side it'll have new fixes as well as more control over client settings and variables, especially those with "cheat" settings. The client and server sections will be seperate; for example a player without the client would only be missing the revamped UI and info display, and the server section handles all attempted cheat detection and fixes without relying the client. I've already got several info screens drafted and awaiting their turn for programming, so I should have more soon, as well as the specifics of what can be done from serverside nailed down.

Please note: DMz Dogtag is not a full fledged cheat protection program like PunkBuster, CS Guard, etc. It'll take care of some cheats, but fixing all the major ones will take the full SDK and/or support from EA. However right now using these fixes and Crow King's Autokick is the best we've got.

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] DogMeat's 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 test server after all. eek: I'll be spectating but probably AFK.
Things to check: Forced Auto-select teams, grab an MG-42 and switch teams, ladder bug, grenade bug, etc.
As a special treat I've put on my "blown bridge" mod on The Bridge, it's fast and wild action!

DogMeat
  
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Default 08-16-2002, 07:47 PM

DogMeat Thats a great thing your doing. Do you need a test server?

I can work something out with you on our West Coast server. Its a Multi OC48 hosted server and holds 20 players. It is TWL match approved and can host any mod you want.

Let me know
  
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Default 08-16-2002, 10:50 PM

What is that thing?
  
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Default 08-17-2002, 05:34 PM

[quote="[DSB]Doggie":c74b4]DogMeat Thats a great thing your doing. Do you need a test server?

I can work something out with you on our West Coast server. Its a Multi OC48 hosted server and holds 20 players. It is TWL match approved and can host any mod you want.

Let me know[/quote:c74b4]
Thanks, that would be great. Not quite ready for it, but drop me an email with what you have in mind for using your server, and if you'd be interested in beta'ing the client portion as well.

VonM: It's that voodoo that you do? freak:
  
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Default 08-17-2002, 08:53 PM

Do you still have that tank blocking the path to go underground in Omaha? Couldn't you just put an invisible wall there to make it look better?
  
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Default 08-18-2002, 12:02 AM

Yes, the tank replaced the earlier barbwire fences, which used a spawn type that throws out engine errors. Unfortunately this is a problem with many server side spawn mods, only a few objects were meant to be scripted spawners and thus work with the "safe" method.

Without the original source map file modifications like invisible walls can't be done, meaning the only way to REALLY fix the base maps is for EA to fix 'em.
  
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Default 08-18-2002, 12:32 AM

Oh, I see now. Keep up the great work.
  
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Default 08-18-2002, 06:43 AM

WOW! Looking forward to this big time Dogmeat. I thought I saw you on the aa.com server the other night. I was unable to join ( very busy ). I wanted to say hi.

I would love to beta test the client and server side if you still need any help

I will shoot you over a email

It's like an admins bday every day now.

Autokick
Redsoccerdevil and bazooka joes chat filter
DogMeat's map fix
and now your new project.
EA? we don't need no stink'en EA biggrin:


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Default 08-18-2002, 07:39 AM

And hopefully Cz Zombie willget a GUI with easy to use interface and then server admin should be alot better.

kdja
  
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