dont get confused with the SDK wich dont includes the engine exe source code.. just the default base mod... Otherwise can u put link? :o:bawl:
OMGOMGOMG Merrics, please, please, do post a link to the SoF2 engine source code. Modders have wished to see it for years, but no one have managed to get their hands on it ;)
And please do present us (in a separate thread) with this solution you have, that can save the game effectively in the event of a master server shutdown. Don't hold back on us buddy. It is indeed interesting :)
~Merrick;4820800New servers are the ones that do not look like they have any life on them so why bother getting on them? So you can piddle around by yourself ?[/QUOTE] New servers are those that have no players on them yet, because no one bothers to visit servers that are not already on their favorites list. This is very unfortunate because it effectively holds back the development of the game, as many modders have experienced. - If a server is not already popular, then it has minimal chance of becoming it, regardless of what improvements it has to offer or how outdated the mods on the popular servers are becoming.
But eh, who needs that hyped 'progress and development stuff' anyway?. Would we not be better of just living in caves, scoring ladies with clubs, hunting our food with spears and eating it raw?
Bully;4820743So where are we on this?[/QUOTE] I am not going to program the requested filter for servers with bots on them because;
- It will demand quite some time to code a filter that requests and discriminates on information that the engine does not obtain when refreshing the serverlist.
- It will take much more time to refresh the serverlist on the client if we start requesting a detailed status (containing a.o. the player-names and/or -ping times) of every server on the list. The code for these requests is full of wait states (which are noticed while searching for a player-name or requesting the status of just a single server by opening the info-window in the menu). The servers also have some requests-per-time limitations implemented to prevent DoS attacks via these requests.
- It will increase the load on each and every game server if we all start requesting a detailed status from every server on the serverlist every time we refresh it.
Yeah, I realize now that these detailed server status requests will not actually increase the load on the master server. - It is instead all the game servers that will suffer. I never expected that side comment about the master server would throw off such an avalanche of debating over obscure claims. Sorry.
[QUOTE=Bully;4820743]So its just a case of editing some UI files? I also like the sound of reversing the favourites feature into a badlist, thats a cool idea.
Thanks. I had begun to worry if nobody understood the idea ;)
I'm not sure what you mean exactly by UI-files. It's not simply a matter of editing the menu-files in the ui-folder. The C-code for the "ui.qvm"-file in the vm-folder will also need to be changed and recompiled. But I think it can be done fairly easily.
[QUOTE=Bully;4820743]I was also thinking about the commands "sv_maxping" and "sv_minping" would it be possible to adapt sv_minping, somehow to use as a filter?
Like the cl_maxPing cvar, perhaps? ;)
There might however arise a problem with just how many 'favorites' (to be unwanted servers) the game supports. There is a max coded into the engine, but I don't know what it is. With cl_maxPing on 300, I usually get around 300 servers on the main list... Ahh, well, It's worth the try, it'll be fun :D
Thread dead, and no real resolution :(
It's finished. I managed to make an implementation that supports both favorites and unwanted servers without the compatibility problems described earlier.
Key features Mark servers as unwanted to hide them from the internet list. Add servers to favorites while connected (from within the game) or form the serverinfo-menu (this will work in other mods too!).
I uploaded it to soffiles on the 27th. I don't know what's up (or down ;) ) with that site these days though.
Link to the thread of this mod on the AllVets Forum (there's a download link too). Please comment there.
Former Network Admin and Former Forum Admin
26th July 2005
Commando.DK;4848203 I uploaded it to soffiles on the 27th. I don't know what's up (or down ;) ) with that site these days though.
Neither do we. Staff have not had access for a few days now and these forums were taken offline as the whole of filefront was supposed to close down on the 30/3/09 As you can see the forums are now back up and we still do not have access to soffiles. We have no clue as to what the future of file front is at this time. As soon as we know you will all know.
This can be a good idea but also can put innocent servers that have bots on temporarily on this list, but anyway, maybe a good idea... I've downloaded this, but it's binary/QVM only :( so I can't really use this to incorporate in my ROCmod-based mod or even the version that I derived from it that stays compatible with the old original clients/servers (but has fixes, etc) that we're running now...
Excellent job, does exactly what my original concept was, thankyou to everyone that contributed towards the making of this
I've downloaded this, but it's binary/QVM only so I can't really use this to incorporate in my ROCmod-based mod or even the version that I derived from it that stays compatible with the old original clients/servers (but has fixes, etc) that we're running now...
This has been created as an optional addon mod and is not intended to replace rocmod, osp etc.. This DOES work fine alongside RoCmod-2.1c (and I imagine all other variations of) Why would you want to incorporate it into your existing mod when you can just use it as a seperate .pk3? Eitherway thankyou Commando, job well done, does exactly what it says on the tin :) I could have had a mention for the original concept though :( hehehee
Bully;4849649Why would you want to incorporate it into your existing mod when you can just use it as a seperate .pk3?
Because it would otherwise just void all changes we've done to our version of the sof2mp_ui.qvm file in source, making it useless since SoF2MP will only use the one from the last available pk3, you see... :) For regular ROCmod players this is fine, but for me personally not completely, as I'm using an updated/derived client from our mod to go onto regular ROCmod servers since it is still compatible anyway, just a few minor fixes, color changes, grammer corrections, etc. It would be greatly appreciated if Commando would release his source, so I can maybe go about into incorporating it as it is not a bad idea, despite what I mentioned in my earlier post, which I still think can happen... (I also still need some help with implementing CTDM btw, which I've given up on for now ;))
Ok, I could also do with some help for various things I am making. I have set up this forum for the purpose of exchanging modwork in fact; Have / Need
I can probably also help with that CTDM gametype, but I don't know what it is exactly that you want at this point. Was there a thread about it here a while back?