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Lestat69
09-06-2007, 09:03 PM
Is there a server setup guide for MoH: Airborne?

rudedog
09-06-2007, 10:03 PM
currently there is no ded. server fro airborne. EA states there will be a patch released the week of the 17th to add this.

I'm also waiting on Blackhat to answer an email I sent him asking for clarification on this patch and if we should wait until the patch is released or start uploading the 7+ gigs now.

sorry

Lestat
09-06-2007, 10:46 PM
Thanks rudedog

TheLini
09-07-2007, 07:06 AM
Is there anyway to setup rotations on a listen server, and is it possible to access rcon on the listen machine while playing?

Anybody know? if so do you know of any commands?

valhallaweaser31
09-07-2007, 07:51 AM
All i know these listen servers run like crap lol , When i logged in at 8 in the morning yesterday there were 3 servers but grew through out the day. I am really impressed with multiplayer, had alot of fun , allies have a huge advantage because axis spwn points are screwed Spawn killing franzy so far lol

rudedog
09-07-2007, 08:17 AM
Is there anyway to setup rotations on a listen server, and is it possible to access rcon on the listen machine while playing?

Anybody know? if so do you know of any commands?

While I'm not home or able to test anything, there was no way to do this at the MP summit, which I believe is the exact same version which was released (or close to it)

As far as accessing a rcon, if you're the host, just hit the ~ "tildy" key and you should have access. With that said, you should be able to do more but EA could have removed all that

To enable the console you may need to add the following to the MOHAA shortcut on your desktop
- enableconsole
Your shortcut should not look like this:
"C:\Program Files\Electronic Arts\Medal of Honor Airborne Demo\UnrealEngine3\Binaries\MOHADemo.exe" -enableconsole

TheLini
09-07-2007, 10:33 AM
thanks for that..

I'll have a look tonight..

But I suspect there is no way to make rotations.. It's a bit naff playing a map then having to reconnect.. hmmmm..

ROLL ON THE PATCH.. and indeed dedi server..


On a positive note.. Running 8-12 players from home seems to run not too bad even on standard connections.. (yes i have connected to other peoples servers) It all seems pretty lag free.. Excellent..

Busterking
09-07-2007, 10:38 AM
While I'm not home or able to test anything, there was no way to do this at the MP summit, which I believe is the exact same version which was released (or close to it)

As far as accessing a rcon, if you're the host, just hit the ~ "tildy" key and you should have access. With that said, you should be able to do more but EA could have removed all that

To enable the console you may need to add the following to the MOHAA shortcut on your desktop
- enableconsole
Your shortcut should not look like this:
"C:\Program Files\Electronic Arts\Medal of Honor Airborne Demo\UnrealEngine3\Binaries\MOHADemo.exe" -enableconsole


No need for that change in the shortcut, console comes up with the "~' key. Wow, they got that one right.

ATRAIN
09-11-2007, 07:27 PM
I'm also waiting on Blackhat to answer an email I sent him asking for clarification on this patch and if we should wait until the patch is released or start uploading the 7+ gigs now.




Rudedog, any update from Blackhat?

rudedog
09-11-2007, 09:02 PM
Nothing but I did receive a MOH2 for the wii review update and a UK MOHA best selling email.......

However I'm still going through email as I'm currently on the road with limited access.

Busterking
09-12-2007, 04:26 PM
No need for that change in the shortcut, console comes up with the "~' key. Wow, they got that one right.

Ok, this only work for the MP.

You still probably need that extra in the shortcut for the SP.

SmokinMr2
09-15-2007, 10:46 AM
http://forums.ea.com/mboards/thread.jspa?threadID=281468&tstart=0

Looks like BH posted up some new info.

Wizz
09-15-2007, 10:54 AM
From the unrealtechnology website. Read the bolded parts. May I say BULLCRAP to EA for pulling the wool over our eyes.

Dedicated server my arse, its really a LISTEN server in sheeps clothing.

- Internet and LAN play has been a hallmark of Epic's past competitive games such as Unreal Tournament 2004. The Unreal Engine has long provided a flexible and high-level network architecture suitable to many genres of games.

- Internet and LAN play is fully supported on PC and all console platforms.

- Unreal Engine gameplay network programming is high-level and data-driven, allowing UnrealScript game code to specify variables and functions to be replicated between client and server to maintain a consistent approximation of game state. The low-level game networking transport is UDP-based and combines reliable and unreliable transmission schemes to optimize gameplay, even in low-bandwidth and high- latency scenarios.

- Client-server model supporting up to 64 players as provided. Also supports non- dedicated server (peer-to-peer mode) with up to 16 players.

- Supports network play between different platforms (i.e. dedicated PC serving console clients; Windows, MacOS and Linux clients playing together.)

- All gameplay features are supported in network play, enabling vehicle-based multiplayer games, competitive team games with NPC's or bots, cooperative play in a single player focused game, and so on. Support for auto-downloading and caching content, including cross-platform compatible UnrealScript code. This feature enables everything from user-created maps, to bonus packs, to complete game mods to be downloaded on the fly. In-game server browser GUI for finding and querying servers, keeping track of favorites, in-game chat, etc.

- A “master server” component is provided for tracking worldwide servers, providing filtered server lists to players, etc.; worldwide game stats tracking system.

- Please note that we don't provide a server or networking framework suitable for massively multiplayer games. Though such a task is a multi man-year engineering effort, several teams using the Unreal Engine have done so (including Sigil Games Online for Vanguard and NCSoft for Lineage II), demonstrating the feasibility of using the Unreal Engine as a MMORPG game client and tools pipeline, integrated with a proprietary server component.

rudedog
09-15-2007, 12:12 PM
That's the thing wizz, it's already built into the engine????????????

[ELS]WRX Boy
09-15-2007, 02:05 PM
Unless I am reading something incorrectly, it appears that in order to run a dedicated server, the machine has to meet all the minimum specs for the game. Thus, unless your server box has a compatible video card, you are S.O.L. :mad:

I shall reserve my EA trash talk regarding this issue for another place....

rudedog
09-15-2007, 02:53 PM
I have an email into Blackhat, however he is very busy and will be on Monday....

But the way I read it, Ive come to the same conclusion as you. You will need a video card that supports shader 3.0 on the server. another point, we might need :

1) a seperate EA account (so we can play at the same time the server is running -{sick}
2) the possibility of the DVD in the server's drive.

SmokinMr2
09-16-2007, 01:20 AM
I read it like you only need one copy of the game.

To set up a server remotely (where you do not have physical access to
the computer or VNC), follow these steps:

1. Run the dedicated server launcher (DSLauncher. exe) locally.
2. In the 'Basic' tab, enter the username and password you registered
with EA. <cut>

7. Copy your saved config file (MOHADedicatedServer.ini by default),
MOHAGameTypes.ini and MOHAMaps.ini (which can be found in your
MOHA config folder) to the target computer's MOHA config folder.

Sounds easy enough...Make the file with your name/password, and upload it.

I still have many questions as well. Hope BH replies to your mail soon.
High dollar video on a web server will be a deal breaker.

SmokinMr2
09-16-2007, 12:13 PM
I had a couple more thoughts on this.

Let's say for the moment that you don't need to buy a separate copy and can just use your own log in from your original game to run your server.

Apparently that means that if you have a server and are also playing you can be logged in twice (or 10+ times for that matter if you are a server company, etc.)
If this is the case, doesn't it defeat the purpose of having to log in at all?

Anyone want to volunteer having their personal EA Master account information sitting up on some game server somewhere? Talk about a security problem...
Mine's tied to more than one game.

I for one will not do it.