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Server Release R9 / Client Patch

Posted: 08 Apr 2010, 12:21
by [RC]Hunter
Aktuell wurde der R9 Server Build an die verschiedenen Provider zum Testen verteilt.

Hier ein Auszug der Server seitigen Anpassungen, bisher jedoch noch nicht offiziell bestätigt seitens DICE aber auch nicht verneint nach dem Posten im UK eigenen EA Forum.

Code: Select all

1) admin.say command implemented
- the output currently looks a bit funky on the game client, like so&#58; Player&#58; &#91;Server&#93;&#58; <text>
but with the next game client it will look like&#58; Server&#58; <text>


2&#41; admin.yell to squad has changed &#40;you need to specify both team and squad&#41;

3&#41; squad numbering has changed - the "no squad" squad has ID 0, and real squads are 1 and up.

4&#41; Autobalance improved, it shuffles people both during and between rounds now, and does a better job. No way to turn it off via admin interface yet I think.

5&#41; mapList* commands reworked

6&#41; banList* commands reworked

7&#41; listPlayers command added

8&#41; admin.listPlayers command reworked &#40;GUID, kills, deaths, ping and score added&#41;

9&#41; Players have non-PB GUIDs now &#40;these are distinct from PB GUIDs&#41;

10&#41; onChat event reworked
- now it specifies target player subset as well
- shows text before profanity filtering
- client-originated chat messages starting with "/" make it to the server, and broadcast via onChat, but are not broadcast to other game clients
- use "/!<command>" if you want to be able to send commands to your homemade rcon tools without showing the commands to other players

11&#41; player.onAuthenticated added &#40;it's triggered when a player receives GUID&#41;

12&#41; player.onSquadChange, player.onTeamChange implemented

13&#41; Couple of crash fixes

14&#41; Support for "region" setting 
Post von Baza (gestern 7.April):
"We caught some bugs in R9 so a new R9 version will go to some of the server providers for checks tomorrow. This still keeps us on track to release it early/mid next week.

DICE will erst mehr Informationen über die Updates veröffentlichen, wenn diese offiziell freigegeben wurden. Aber aktuell kann man von einen Release der neuen Server Version und einem Updates des Clients, von Anfang bis Mitte nächster Woche ausgehen.

Posted: 08 Apr 2010, 16:52
by [RC]Hunter
Soeben wurde R9 freigegeben. Soweit zur Aussage es wuerde naechste Woche geschehen...

Zuvor gab es die Information das ab R9 alle Server Punkbuster aktivieren müssen und Ranked zu bleiben. Im gleichen Atemzug wurde versichert das der Server Browser nun auch korrekt mit der Punkbuster Checkbox (also AN oder AUS) filtern würde ...

Dies wurde nun auf die R10 verschoben, angeblich um mehr zu testen. Ich denke man ist mit dem Client Patch noch nicht soweit und daher wurde es einfach verschoben. :)

Hier nun die Details
We have just sent out servers labelled R9 to the server providers.
Our initial plan of forcing PB to be ON when ranked mode is enabled has been delayed until R10. This is to allow us to gather some extra information from Punkbuster enabled servers to ensure all PB related issues are gone before we switch to PB ON = Ranked.

The other changes are as follows:




Quote:
admin.say command implemented
- the output currently looks a bit funky on the game client, like so: Player: [Server]: <text>
but with the next game client it will look like: Server: <text>
admin.yell to squad has changed (you need to specify both team and squad)
squad numbering has changed – the “no squad” squad has ID 0, and real squads are 1 and up.
Autobalance improved, it shuffles people both during and between rounds now, and does a better job.
mapList* commands reworked
banList* commands reworked
listPlayers command added
admin.listPlayers command reworked (GUID, kills, deaths, ping and score added)
Players have non-PB GUIDs now (these are distinct from PB GUIDs)
onChat event reworked
- now it specifies target player subset as well
- shows text before profanity filtering
- client-originated chat messages starting with “/” make it to the server, and broadcast via onChat, but are not broadcast to other game clients
- use “/!<command>” if you want to be able to send commands to your homemade rcon tools without showing the commands to other players
player.onAuthenticated added
player.onSquadChange, player.onTeamChange implemented
Couple of crash fixes
Support for “region” setting
banList.save bugfixed
mapList.nextLevelIndex is always pointing out which map will be run during the next round (so during round 1 on a 2-round map, the nextLevelIndex will point to the map currently being played)
exposed number of rounds per maps in maplist.txt, and via the remote admin commands
Example maplist:
RUSH
levels/mp_012gr # runs with default number of rounds for the map
levels/mp_012gr 0 # runs with default number of rounds for the map
levels/mp_012gr 1 # run 1 round
levels/mp_012gr 2 # run 2 rounds
levels/mp_012gr 3 # run 3 rounds

Example console commands:
mapList.append levels/mp_012gr # add map with default number of rounds
mapList.append levels/mp_012gr 0 # add map with default number of rounds
mapList.append levels/mp_012gr 1 # add map with 3 rounds
mapList.append levels/mp_012gr 2 # add map with 3 rounds
mapList.append levels/mp_012gr 3 # add map with 3 rounds
mapList.list # get maplist
-> OK “levels/mp_012gr” “levels/mp_012gr” “levels/mp_012gr”

mapList.list magic_extra_argument_which_will_be_named_in_an_hou r_or_so # get maplist, including number of rounds
-> OK “levels/mp_012gr” “0” “levels/mp_012gr” “3” “levels/mp_012gr” “0” # get pairs of <mapname> where 0 = default for that gamemode

serverInfo
-> OK <stuff> “2” # After the current round finishes, there are 2 rounds left to play on the current map
Na dann schauen wir mal ... ich denke es dauert wieder ein paar Stunden ehe die R9 bei allen Providern wirklich eingespielt wird. Ich hoffe wir bekommen eine stabilere Version und ich hoffe das unser Provider nicht wieder "aufs Knoepfchen drueckt" wenn unser Server gerade voll ist, um die neue Version einzuspielen ...


Quelle:
EA UK Forum

Posted: 08 Apr 2010, 21:15
by [RC]BooZer
[RC]Hunter wrote:Na dann schauen wir mal ... ich denke es dauert wieder ein paar Stunden ehe die R9 bei allen Providern wirklich eingespielt wird. Ich hoffe wir bekommen eine stabilere Version und ich hoffe das unser Provider nicht wieder "aufs Knoepfchen drueckt" wenn unser Server gerade voll ist, um die neue Version einzuspielen ...
Klar, die werden uns wieder direkt runterkegeln, wenn wir mal mitten in 'ner guten Runde sind ... :wink: