View Full Version : BC2: R9 Prerelease Information
woowoo
04-01-2010, 06:33 PM
· 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. No way to turn it off via admin interface yet I think.
· 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 (it’s triggered when a player receives GUID)
· player.onSquadChange, player.onTeamChange implemented
· Couple of crash fixes
· Support for “region” setting
source: http://forums.gameservers.com/viewtopic.php?f=9&t=39520
4Mori_RaBBiT
04-01-2010, 09:17 PM
Looks good, let's hope on the autobalance :salute:
Plasma
04-01-2010, 10:58 PM
how would we use the admin.yell commands ingame without using a standalone admin client?
They just keep delivering! Don't these guys ever sleep.:D
praccy
04-02-2010, 04:45 AM
Nice to see these server updates comming so quickly, just wish they would fix the client side aswell, server browser, join now button, add favourites ect ect.
Thunderbolt
04-02-2010, 05:27 AM
Nvm thought it was sick april fools joke but seen the documentation etc. So it has to be true
DPGmaximus
04-02-2010, 05:59 AM
Nvm thought it was sick april fools joke but seen the documentation etc. So it has to be true
That would be a pretty messed up April Fools joke lol.
PattonIRL
04-02-2010, 07:41 AM
This is all great. I just hope the guys at DICE can keep this work up, with the regular patching. I think we all know that the game was released too early, with the amount of bugs, but this patching is second to none.
Lets hope that the upcoming Medal of Honor and Battlefield 3, doesnt stop these guys. They are starting to act like Valve. Good communication and good patching. Something that's crucial for me when I buy a pc fps.
zeroy
04-02-2010, 09:10 AM
It is said to be an April's fool - indeed nothing in the Official Forums .....
soulz2003
04-02-2010, 09:57 AM
It's not an April Fool's. Many GSP's are reporting the same info.
HIS-MOTHER
04-02-2010, 10:12 AM
It is said to be an April's fool - indeed nothing in the Official Forums .....
It's not a joke. Server patch won't be out until after the holiday..
FireDawg911
04-02-2010, 10:59 AM
Smile z.. Try and smile.
zeroy
04-03-2010, 08:15 AM
Smile z.. Try and smile.
Was just highlighting the fact that no official posts was made which is - considering DICE good comm - very unusual. I have over 2d of play on that game, i am smiling more than anything else most of the time :D
Thank god for a proper auto balance soon, it is killing a lot of un-admined servers right now.
woowoo
04-03-2010, 01:44 PM
Heck Z - I've watched it kill our server while we're running autobalance.
woowoo
04-06-2010, 04:07 PM
Official word from Baza -
R9 servers are in test now with some server providers.
Client is with internal QA soon and so will probably be servers this week, client next week or both next week (all being well with each one of course).
woowoo
04-07-2010, 01:12 PM
A lot of info coming out of DICE:
(1) Expanded list of changes going into R9 (these are in addition to the original list above):
· Ranked ON enforces PB ON, game password OFF
· Ranked and PB can only be changed during the server’s startup phase (i.e. vars.punkBuster is writable from AdminScripts.txt but read-only when the server is up and running)
Changes:
· 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, number of rounds> where 0 = default for that gamemode
serverInfo
-> OK <stuff that is shown already today> “2” # After the current round finishes, there are 2 rounds left to play on the current map
2. We are also currently trying out R9 servers with some server providers and a new client update is due in the near future. It is likely it will slip into next week as we don't release clients at the end of the working week just in case the worst should happen. More info on R9 servers and the client once they have been finalised.
3. PB issues have been sorted and no server crashes we know of are based on Punkbuster itself, the only thing left is the server browser having inverted PB filtering but that is in the next client where that is fixed anyway.
4. As far as changing weapon damage: That is down to Demize99. Currently we are looking to put his changes not in the next update that is out, R9, but in the R10 release.
woowoo
04-08-2010, 11:38 AM
It is now released!
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, number of rounds> where 0 = default for that gamemode
serverInfo
-> OK <stuff that is shown already today> “2” # After the current round finishes, there are 2 rounds left to play on the current map
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