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Battlefield Bad Company 2: R9 Server-Versionen an Provider verteilt
10.04.10 18:28 Uhr Daenster

Am gestrigen Abend hat der Publisher von Battlefield Bad Company 2, Digital Illusions CE, die Server-Files mit der Versiosnnummer R9 an die Ranked Server Proviers, kurz RSPs, zu verteilen. Dies Version beinhaltet erneut einige Fixes und Änderungen, erzwingt bei Ranked Servern allerdings noch kein Punkbuster.

 

 

Quelle: BF-News


Klick mich

Besagte Einstellung, dass ein Server zwingend Punkbuster aktiviert haben muss, damit er die Statistiken übertragen kann, wird erst mit dem kommenden Server-Update R10 und noch nicht mit dem jetzigen R9 Update aktiviert werden. Alle Änderungen, die die R9 Server-Version mit sich bringt, findet ihr hier:

  • admin.say command implemented
    - the output currently looks a bit funky on the game client, like so: Player: [Server]:
    but with the next game client it will look like: Server:


  • 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 “/!” 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 where 0 = default for that gamemode

serverInfo
-> OK “2” # After the current round finishes, there are 2 rounds left to play on the current map


Kommentare Seite: « 1 »
#1 am 10.04.2010 um 19:05 Uhr IP gespeichert
Tom
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