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Urban Terror 4.2 RC on LAN 2k12 in Paris
#23
Posted 29 May 2012 - 10:10 PM
Barbatos, on 29 May 2012 - 10:05 PM, said:
All of the engines that works on 4.1 should work on 4.2 without any problem. If that was your (question?).
LOL yes Barb that was my poorly constructed question. Sorry staring the max for 3 hours tends to turn my brain into a mush.
One more question, will the auto-updater be able to update the 4.2 to UrT HD once it's out?
#24
Posted 29 May 2012 - 10:11 PM
Barbatos, on 29 May 2012 - 10:02 PM, said:
Well you'll be able to use the engine you want. The updater will ask you if you want (or not) to install/update "our" official engine. For now we will update the "old" 4.1 engine with the updater and then in the future we might switch to the bumpy client.
Hi Barbatos, Can you please answer a few concerns I have?
1.) How does FS plan to release the server files for server admins? just a new .zip with all the new patched files? or as an executable that auto updates?
2.) Will we still be able to compile our own 4.2 server code and add features currently available for 4.1 code such as the IP-2-Location patch or additional exploit patches?
3.) Will this update work properly for both client and servers this time around? I.E. will 4.1 and 4.1.1 users be prevented from connecting to a 4.2 server and notified to upgrade?
4.) Although bots are not officially support, is their any knowledge of them to be known to work with 4.2, or to be broken in 4.2?
5.) will the windows installer work like a normal installer (i.e. you choose where you wish the files to be installed too) or will it be similar to 4.1.1 were it just extracts the game files to the directory the executable is in.
thanks for you time.
Nitro.
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#25
Posted 29 May 2012 - 10:25 PM
Hi Nitro,
1) The servers will have their special updater executable file that will run in console mode.
2) Yes, look at my github account where is the source code of the engine we will be maintaining for Urban Terror 4.2 (here). When updating the server it'll ask you if you want to install/update the "official" engine or continue to use your own.
3) Yes. You won't be able to connect to 4.2.x servers with older versions. Also you won't be able to connect to a server that has a newer/older version of 4.2 and it'll ask you to update your game.
4) We didn't work on the bots for 4.2. They might be still as unstable as they are in 4.1. I hope someday we will get some time to fix them, but atm it's not our #1 priority. :)
5) You'll know more about that when 4.2 will be released!
@Rayne, nope.
1) The servers will have their special updater executable file that will run in console mode.
2) Yes, look at my github account where is the source code of the engine we will be maintaining for Urban Terror 4.2 (here). When updating the server it'll ask you if you want to install/update the "official" engine or continue to use your own.
3) Yes. You won't be able to connect to 4.2.x servers with older versions. Also you won't be able to connect to a server that has a newer/older version of 4.2 and it'll ask you to update your game.
4) We didn't work on the bots for 4.2. They might be still as unstable as they are in 4.1. I hope someday we will get some time to fix them, but atm it's not our #1 priority. :)
5) You'll know more about that when 4.2 will be released!
@Rayne, nope.
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#26
Posted 29 May 2012 - 10:30 PM
And, the $location trick to crash servers, is that fixed?
BTW: Very nice gift guys, urt is HOT!! cant wait
EDIT:
And good you cant connect with 4.1 or 4.1.1 to a 4.2 server.
Now there are problems with seeing_through_walls on Ramelle, because of diffrent urt of server and client.
BTW: Very nice gift guys, urt is HOT!! cant wait
EDIT:
And good you cant connect with 4.1 or 4.1.1 to a 4.2 server.
Now there are problems with seeing_through_walls on Ramelle, because of diffrent urt of server and client.
This post has been edited by Driller: 29 May 2012 - 10:31 PM
#28
Posted 29 May 2012 - 10:45 PM
Please add these features to the server build. The code for all of these except maybe one is already out there.
- Server side demos with unique names how mission did it along with auto start option for all players
- Kick player with reason instead of just "kicked"
- Custom ban message option either global or per player instead of just "banned" see mission's implementation
- Player queue for full servers that reports the queue postion to the player instead of "server full"
- Set multiple cvars in one rcon command
- get multiple cvars in one rcon command
- setting a cvar via rcon will result in a message back confirming the cvar (or cvars) was set
- rcon IP whitelist option to prevent unauthorized use in the event of someone leaking it accidentally
- forcecvar to set virtually any client variable from rcon in a read only manner (i.e. their config isn't changed on disconnect)
- sticky mutes (i.e. mutelist.txt)
#29
Posted 29 May 2012 - 10:47 PM
Rainbows are flowing out of my mouth because of the epicness!
My Music Channel --> youtube.com/hordetek
#30
Posted 29 May 2012 - 11:07 PM
Looks like a fantastic update.
These seem like total gamechangers to me. Perhaps adding to the knife one, removing the ability to pick up more than the maximum 5 knives, to save them for a later occasion, so to speak.
Imo the demo recording one should be a cvar if it isn't already.
One thing I would have liked to have seen was the occasional bug where a primed nade would drop under your feet while switching weapons.
Quote
- going on a ladder with an armed nade will now put the pin back in.
- no throwing of last knife.
- the SPAS has now 8 bullets instead of 6.
These seem like total gamechangers to me. Perhaps adding to the knife one, removing the ability to pick up more than the maximum 5 knives, to save them for a later occasion, so to speak.
Quote
- demo stops recording at the end of a map (with g_matchmode 1 and cg_autoRecordMatch 1).
Imo the demo recording one should be a cvar if it isn't already.
One thing I would have liked to have seen was the occasional bug where a primed nade would drop under your feet while switching weapons.
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