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Medal of Honor Series Forum => MOHAA Series: General => Topic started by: Cobra {sfx} on August 09, 2008, 02:32:18 PM

Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 09, 2008, 02:32:18 PM
I still have files here from Reloaded, what do people think of an unofficial patch release - take into account we can add more to what already exists, please post your ideas/comments below.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 09, 2008, 02:37:58 PM
Hello everyone, I also think we seriously need to make an unofficial patch!

   I made up a list of all the things which are absolutely neccesary to be included in the patch.

   The FIXES are the most important ones I guess but let's not ignore some urgent features MoHAA needs.

   Before examining the following list let me tell you what it WON'T contain and what it's goals and attractions would be:

   

   NOT:

   Custom Texture mods

   Custom Sound mods

   Custom Skins

   Useless mods and menu's and features

   Any other mods that might sound useful when it's not.

   

   

   GOAL:

   1. Keeping players to play MoHAA with new features and fixes

   2. Satisfying players and server owners of stable, bugfree, easy and featured online play

   3. Expanding MoHAA online capabilities

   4. Freshening up the game

   5. Fixing/Adding URGENT stuff

   6. Make the patch to be successful and attract a lot of downloads because it is really needed whether people realize it or not

   

   Attractions

   Making people download an unofficial patch is not easy but we:

   Must insure them that this patch will be "problem"free and easy installed.

   Must also insure server owners that people will upgrade to the new patch so they'll eventually upgrade their servers as well.

   Must Ensure people that there will be no next patches to fix the previous by testing it extensively on a lot of different PC's from low-end to high-end

   Must CLEARLY and simply say what it does, so the clientside readme must be small because people lose interest when facing huge readme's.

   Must advertise it extensively.

   

   FINAL NOTE BEFORE READING THE LIST

   The list might be incomplete(of fixes) and not everyone might agree with the features I think needs to be in the patch.

   Most of these things are already made. So will it be a waste making it again?

   Other things and notes have a ? or are put between ( ) there are the things I'm not sure of or I don't know.

   Of course debate/discuss anything on the list you like and please if you have more or better ideas please share.

   If I forgot something please tell.

   

   

   

   

   

   /////////////////////////////////////////////////
   /////////MoHAA UNofficial Patch v1.20///////////
   ///////////////////////////////////////////////
   
   
   ***********************
      Fixes
   ***********************
   NECCESARY
   
   Map Fixes:
   ----------
   mohdm1    | Southern France
   mohdm2    | Destroyed Village
   mohdm3    | Remagen
   mohdm4    | Crossroads
   mohdm5    | Snowy Park
   mohdm6    | Stalingrad
   mohdm7    | Algiers
   obj_team1 | The Hunt
   obj_team2 | V2 Rocket Facility
   obj_team3 | Omaha Beach
   obj_team4 | The Bridge
   
   jv has these fixes, if he still has them of course. Almost all bugs and glitches would be fixed.
   
   
   
   Console Fixes:
   --------------
   -Localization error fix (modders no-cd?)
   -Fix other unneccesary errors
   
   
   
   Server Fixes: (Linux server release as well)
   -------------
   -Buffer overflow fix
   -Hack/crash fixes
   -Spawnkill solutions
   -Nadespam solutions
   -Text Crash fix
   -Linux server fixes
   -Other Server Fixes I may have forgotten?
   
   
   
   Various Fixes:
   -------------
   -anti-clip fix.
   -Landshark fix.
   -(Bug)Nade fix.
   -Crash by grenade-swap fix.
   -Map rotation fix (allow dm maps and obj maps in map rotation)
   -Turret fix.
   -Texture fix (also known as black-window fix). (?? got this from MoH:reloaded if he means the missing textures caused by other files then why bother?)
   -Team-switch fix.
   -SP sound fix
   -Skin fix
   -Ubersound and dialogue fixes?
   -Other Server Fixes I may have forgotten?
   -LAN sound fix (eg: missing waves sound in omaha LAN)
   -Under The map fix for stock maps
   -Full Entity Lightning texture fix (flickering textures when turned on)
   
   
   
   *****************************
       Urgent NEW Features
   *****************************
   
   -Various ANTI-CHEAT MEASURES (Like Anti-WallHack Maps)
   -Autodownloader (automatically downloads and installs file(main dir) neccesary to play in a server)
   -Simple Stock Admin Menu for neccesary features(admin pro? but simpler and only neccesary stuff)
      -Anti-camper
      -Weapon Limiter (quickly decide what weapons are allowed on what map(or all))
      (-Console (player?) can use colours in their messages)
      -TeamBalance
      -Make admins quickly change settings while the game is running (setting total grenades from 6 to 3 for example)
      -all chosen settings saved in case of restart/crash
      -Spawnprotection
      -Easy Kick Interface
      -Auto Messages (sequentially the game will display admin written messages as console)
      -Weapon Balance
   
   -Make Parachute model and some other models Stock for MoHAA
   -BAN IP's permanently without running a program
   -CKR 1.11 Realism (making it stock/ on or off feature?)
   -Allow All keyboard characters to be used in a player name.
   (-Modding/Skinning/Mapping/... Tools? Maybe for developper release along with the tutorials????)
   -Include jv_bot files(+ upcoming update 2 AKA jv_bot01_V2 as well?)
   -Jv's Squadmaker?
   -Included popular new gametypes as stock(mefy's mods) like Countdown, CTF, CTF obj, FT, FT obj, survivor, scout....
   
   
   
   *****************************
       Great NEW Features
   *****************************
   
   -Make some popular or great maps stock (ie adding som great/popular custom maps)
   -Client and Server releases of patch v1.2 (server obviously containing ALL needed server features and fixes)
   -Localization (German, French, English and Dutch-I'll do Dutch)
   -Adding a Simple but very nice menu's (main menu, multiplayer menu, load/save menu...)
   -Adding the version number in the mohaa menu's
   -All good singleplayer maps to MP (stock)
   (-SH and BT patch??)
   ...?
   
   
   ****************************
     Possible Other Features
   ****************************
   
   -Add menu(or add features to the simple stock menu) for activation of mods (fast runspeed, gravity...etc)
   -Make some mods stock (flyable planes)
   -Install file which makes you also choose to install the modders no-cd or the DMW friendly no-cd
   -Server Filters?
   -Included DMW?
   ...?
   
   
   ------------------------------------------------------
   MoH:Reloaded possible features:
   o  Client ability to change crosshair.
   o  Ability for modders to easily detect which entity is using which weapon.
   o  (Optional) Server ability to carry weapons on back (or any other body part).
   o  (Optional) Spawn protection.
   o  Server ability to have a weapon limiter.
   o  Server ability to use weapon management (allow/dissalow any weapon on the fly).
   o  Include (secret) singleplayer skins.
   o  Remove unused surfaces (Causing error report in console).
   o  (After Release) A couple of small new exciting objective maps.
   o  Ability to slide off ladders when pressing crouch on ladder.
   o  Include Multiplayer Bots.
   o  (Optional) Holster weapons on back.
   
   MoH:Reloaded Additions:
   -All SH skins for AA
   -All SH maps for AA
   -Melee attack for all weapons
   -------------------------------------------------------
   

   

   

   Now of course all these things must work together almost problemfree therefor some things can be cut, and everything needs to be tested thuroughly!

   Added the MoHReloaded list of what they wanted in the patch, not sure though some of those things just sound unneccesary.
Title: MohAA V1.12 Patch
Post by: Paladin on August 09, 2008, 03:32:25 PM
If you are talking about a patch, what kind of compatibility are you talking about with modded stock maps or custom maps?  Would the patch render those things incompatible?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 09, 2008, 03:48:23 PM
If your talking about added stuff through the scr files and stuff.txt files then no they shouldn't. But if someone messed with the source stock .map files then it would render them useless or even cause problems. Either way, most of the mods(non-.map) should work fine but it must be tested thuroughly I guess, custom maps/skins/bots/mods... should still work fine.

   

   Of course if the mapfixes by jv alter the .scr files(of the stockmaps) then it should be held in account with.

   As well as fixes including for example updated stock tik files...etc, could cause trouble with mods modifying the v1.11 tik files... But we should avoid this as much as possible. The patch must be custom-friendly
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 09, 2008, 04:26:35 PM
Considering the original maps have errors some would be updated yes altho it shouldnt affect scripts
Title: MohAA V1.12 Patch
Post by: 211476 on August 09, 2008, 11:47:40 PM
It needs it so badly, anybody know what happened to the Reloaded website?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 10, 2008, 06:07:40 AM
People disagreed/lost interest/lost files/moved on etc etc
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 10, 2008, 12:58:10 PM
http://www.mohaa-reloaded.com/

   

   Website is here however like cobs has said, the project is down and there haven't been any updates in a long time and there won't be any in the future. However I disagree with some things they want in the patch. I only mentioned what it needs, what would be nice and what could, could not or more possibilities or etc.....
Title: MohAA V1.12 Patch
Post by: 211476 on August 11, 2008, 05:45:09 AM
anyone heard of xNull, maybe a combination of both patches?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 11, 2008, 06:20:35 AM
Just chatting with Mod Hippy - infact hes now joined our team :)

   

   We can discuss more on msn in a team blah, ill organise something

   

   Oh welcome Mod Hippy to SFX ;)
Title: MohAA V1.12 Patch
Post by: James on August 11, 2008, 06:30:03 AM
wow, thanks alot guys!

   

   Yeah ever since I started a clean slate, I've been looking into ways of making MOHAA better. As some of you may know, I already participate in the Open MOHAA project, where we plan on rewriting the engine so it's far more stable and alot less glitchy.

   

   I created xNULL a while back and the main purpose of it is to introduce a "better MOHAA" I've been working on some things with a friend "vuurvlieg", however he became idle for a long time, and unfortunately the project has died. Since then, I have decided to release what we had, and although I can't say it's as good as Open MOHAA, it really is an improvement over the 1.11 patch.

   

   I'm happy to be part of the team, and look forward to sharing my ideas with the rest of the team here. Likewise if there is anything you would like to see from the Open MOHAA crew, don't hesitate to let me know and I'll pass it on to the rest of the team.

   

   Thanks again Cobra!
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 11, 2008, 08:24:50 AM
And of the best things , in my opinion, from the xnull project was the ability to use sv_pure and the automatic map download. Especially the auto map download would be great if we could incorporate that into this patch.
Title: MohAA V1.12 Patch
Post by: Salombo on August 11, 2008, 11:23:09 AM
Welcome aboard mod hippy :D
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 11:45:36 AM
They have an automatic map downloader???? DAMNIT!! I've been learning c++ for that. I guess they've beaten me to the punch...

   

   ...Again
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 11, 2008, 12:21:04 PM
Soldier Of Ra :
   They have an automatic map downloader???? DAMNIT!! I've been learning c++ for that. I guess they've beaten me to the punch...

   

   ...Again

   

   

   at least ive seen a vid from it that the HTTP redirect worked....but maybe Mod Hippy could tell us about it.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 12:23:24 PM
Where? Could you post the link?
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 11, 2008, 12:53:05 PM
Welcome aboard man ;)
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 11, 2008, 02:29:45 PM
Soldier Of Ra :
   Where? Could you post the link?

   

   

   SS good to? But hippy stated that there where freezes and lockups.....

   
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 02:41:16 PM
Looks awesome, however it locks up because the he put the source code inside the cgamex86.dll file, if he put it in another dll or exe outside of the cgamex86.dll and linked to it in the cgamex86.dll when it needs to activate then it should solve the lock up problem.

   

   I know this thx to giffe :p
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 11, 2008, 03:09:23 PM
well the code is open source....if you can program C you're the man to fix it :P .....and if you fix it you will receive eternal glory :D
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 03:33:45 PM
I just started learning it, but I have a talent for thinking logical, so it'll go fast. I want to learn it also to make this work ;) not only because I'll end up learning it in college. I really want to make MoHAA better like mod hippy and all of us really. However I have some experience with plain scripting. I'll help with everything in any way I can :)
Title: MohAA V1.12 Patch
Post by: James on August 11, 2008, 05:16:46 PM
Let me break down how the Unofficial patch worked.

   First, Vuurvlieg was the genius behind the code. He too was very into c++ and knew it like it was nothing. When I told him my idea for patching, he was interested in helping out. He managed to get a basic structure of the patch in maybe 1 month if that. The reason it was so long before it was released is because it wasn't ever fully finished. Unfortunately vuurvlieg disappeared. I haven't seen him in over a year, but thought that he may come back so I would wait. Well seems that the project was lost into space, but I figured if I released the source, someone else can tackle where we left off.

   

   Now since then I've been working on some minor projects of my own and here is where I currently stand.

   

   The MOHAA patch the way it works is, vuurvlieg debugged the MOHAA.exe and manually put in a piece of code to load mup12.dll at LoadLibraryA().

   If the dll doesn't exist, the game won't load.

   

   The dll itself, is named mup12.dll as noted above, the dll would be placed in the root folder and loaded from that directory.

   

   The problem that I saw with the way we had this working was that most dedicated servers don't allow access to the root directory. Instead they only allow it to the main directory.

   

   With that said my plan was to dissect the source code from mup12.dll and put everything accordingly in the cgamex86.dll & the gamex86.dll wrappers.

   This would also give us some more control over the code as far as error checking is concerned.

   

   ATM, what we had was a check to see whether or not the patch was running on the client, if it wasn't running then the client was not able to play. It would stufftext the client to a custom screen that looked like a flame and would say to download the patch to be able to play. It seemed silly, but according to vuurvlieg that was the only method to make it work the way it should. Now according to Giffe & Elgan, if I did it through gamex86.dll, we can actually make it the official MOHAA disconnect ui and just overwrite the message that we want to use.

   

   

   Anywho, before I go completely offtopic, I mentioned earlier I was working on some solo things myself. Because I wasn't too fond of vuurvliegs method for checking or even displaying the proper game version I did some debugging myself. I got some help from a friend and we found the offsets that we needed.

   

   As you know the MOHAA version is 1.11 and the protocol is 8.

   I got it to recognize the game as 1.12 and the protocol as 9.

   

   What that means to us is, now the checking is quite simple. the version is either good or bad. say the server is running the game and it's running 1.12 and the client is running 1.11, obviously there is a mismatch, so now it will disconnect the client and post There is a version mismatch. The server is running 1.12. I tested this out and it seems to work just as I want it to.

   

   Likewise, if you goto the MOHAA server section where you want to join a server. You know how it would make the old servers (1.10 & 1.00) red and the 1.11 servers were green showing that they were running the patch, similar idea. The new 1.12 servers would be green, HOWEVER, it was backwards compatible so the client running 1.12 would still be able to join 1.12, however a client running 1.11 couldn't join servers that are 1.12.

   

   If there are any individuals here that have a decent exposure to c++, please let me know.

   If you're good in scr scripting, that's very similar syntax to c++, maybe we can help each other out and work something out.

   

   The downloading that everyone is so interested in worked fine, but it was glitchy.

   

   For everyone interested in the source code, you can get it here: http://www.modtheater.com/forum/showthread.php?t=35267

   

   Here are the videos:

   http://x-null.net/MOH/xNULL_Project/1.avi

   http://x-null.net/MOH/xNULL_Project/2.avi

   http://x-null.net/MOH/xNULL_Project/3.avi

   http://x-null.net/MOH/xNULL_Project/patched.wmv

   http://x-null.net/MOH/xNULL_Project/unpatched.wmv

   +
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 05:43:28 PM
Looks awesome, you've made a lot of progress but you have to take the source out of the gamex86.dll, GiffE's exact words:

   

   
Cgamex86 wrapper by wombat is very primitive, and you realy can only use it as a means to execute yours and only your code.

   The cgame does not finish loading until after the map loads, but if you hook the "dllmain" function you can execute your code.  Unfortunetly no cgame functions or game functions can be used by doing this.

   

   This is why you will have to write every piece of the process yourself and cannot use cgame.

   

   But there is currently no one who still plays mohaa that I know who has sufficient knowledge of c++ :(
Title: MohAA V1.12 Patch
Post by: James on August 11, 2008, 06:14:17 PM
Well both Giffe & Elgan are pretty good at it. Wombat himself I know is pretty busy and currently working on the Open MOHAA source. Giffe stopped modding MOHAA by all means, which is unfortunate, because he really knows his stuff.

   

   Giffe is right about what he wrote, and cgame can only load certain clientside things. This is why the patch would have to require a mix of both wrappers. The cgamex & gamex wrapper. Both would also be dependent on each other. Obviously you can only do so much serverside, and the clientside portion in the cgamex wrapper would do everything else.

   

   For example..

   

   sv_pure & sv_allowdownload requires both

   version checking requires both as well

   stopping STWH - gamex

   

   I suggest that we replicate a thread similar to this, only make it private. This way we can share & discuss all of our ideas for this patch.

   

   Theoratically speaking, it's very limited making MOHAA better without the use of the client & game wrappers. I know most of you are pretty good with scr scripting, but I think theres only so much that can be done with it. For example, I can discuss a few methods of stopping STWH that I already tested & know that work serverside, but I don't know if it can be done via scr's.

   sv_pure & sv_allowdownload HAS to be done via c++, and version checking I would imagine needs to be done that way as well.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 11, 2008, 06:22:05 PM
I agree, we need to discuss this in private, I'm going to open a topic in the SFX Member Area.

   But from what I've learned of c++ is thinking about HOW before you start coding is the way to success.
Title: MohAA V1.12 Patch
Post by: STORMnl on August 11, 2008, 06:22:20 PM
welcome Hippy
Title: MohAA V1.12 Patch
Post by: James on August 11, 2008, 06:47:03 PM
Thanks alot STORMnl, I already created a section in the private area. Hope that doesn't steer you in the wrong direction Soldier Of Ra.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 14, 2008, 02:34:12 PM
It would be nice to hear from the general public/modders/other sites etc some ideas what you would like to see in a patch - get posting as work is underway on this patch.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 15, 2008, 11:25:30 AM
Cool to see this project in good hands again. I hope this time 1.12 will actually be reality soon. You guys will put in everything that the original Reloaded has so far, right? No clip fix, auto map/mod download, blackwindow/landshark and so on fixes are top priority if you ask me. Are there any plans on converting/remaking singleplayer maps for multiplayer? Every time I played singleplayer, I came a cross some cool maps that (I think) would be really cool to see in multiplayer. There are some scripted conversions out there already though. Goodluck with all this, make it happen :D
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on August 15, 2008, 12:15:55 PM
thats a good idea. to add all the gun sounds for all maps so if anyone wants to use a conversion SS. the sounds will work
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 15, 2008, 12:37:31 PM
all the gun sounds, and the SP maps, with a basic script ready to be used as FFA, TDM, nad Round based, with spawns points etc, but basic so people can mod it and add things.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 15, 2008, 03:36:38 PM
But all these SP sound fixes and sp maps are already out there. So it'll just be making them 'stock'. Either way it doesn't take much so space so why not.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 15, 2008, 06:12:50 PM
The maps dont really need added, just the updated ubersound for SP sounds
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 15, 2008, 06:59:16 PM
I would say add them anyway, basic or stock with the fixes needed. Why adding the sounds then.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 15, 2008, 07:37:55 PM
The auto downloader can download maps for peeps if they so wish, we are converting loads at the moment - a server admin just needs to add them to his http redirect for peeps to get them, the modified ubersound would be best applied in the patch to overwrite the original one.

   

   I experimented with the SP maps from AA in the DM folder - 47mb-ish for the lot, however bottlenecks as we know make them less than favourable and lack of VIS but no reason someone cant add them to their http redirect, the ones were doing at the moment are to a very high standard with FPS foremost on the agenda.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 15, 2008, 07:48:27 PM
Good thing, a good map that suffers from low fps will never do any good.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 15, 2008, 07:53:10 PM
i meant the .scr , but bah, who cares about modding lame SP maps anyway . forget it. do as u wish.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 15, 2008, 08:13:44 PM
I think it's wrong to make people add their own edited scr files to the database, we should only let them redirect clean files, a client does not need any (serverside) mods. If we let them the versions and errors won't come to an end. I say we add all clean custom maps to a database, if an admin wants to set a redirect he collects the ones he can find and requests an addition for the ones he needs which are not added yet.

   

   And the serveradmin can also add models etc, which the autodownloader detects in the server.cfg or whatever and downloads as well. We should not let server admins control what the user downloads. Someone has to take care of the extremely vast database (20GB+ or something) and the database must be online all the time and cannot be closed. I think this won't be costless.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 16, 2008, 12:22:46 AM
my suggestions after reading others posts and thinking about it for a while.Not saying any of my suggestions are good but wanted to share them

   

   If this is actually going to be a true update patch for AA and we have the source maps why not let the mappers fix all the problems in the stock maps..bsps...that can be fixed? Thus cutting down on added scripts and codes that have to be executed? I just extracted dm 1 to 7 bsps and the objectives from pak5 and added them to there own pk3 to check for size and they only weigh out at 16.4 megs.It just makes sense to me to fix these maps on the bsp side of it..what can be fixed ,since we have the source maps to do so.Also while the mappers are in there they could add certain features that do not show up until code is executed..mainly what i am saying is keep them as close to stock looking as possible but yet give the admin ability to change things if he wishes to.Example..if the mapper were to add rain functions to the maps..then later the admin could just execute the global weather script to get rain..little more code for snow..another example..bdbodgers day/night...another example..removing the dreaded sun flare that 99% of us seem to hate.This is just my opinions as i stated and maybe ALL my ideas are not good ones, but if 1 outta all i post makes aa a better game was well worth the post.

   

   I think having a functional auto downloader that is easily setup by a server admin is a must for the patch to be real success

   

   More spearhead and breakthrough functions..the goal should be to make sh and bt users want to switch back to playing AA..things off the top of my head..ability to bash like sh..off by default..more weapons choices..off by default.

   

   I am sure i will post more later :)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 16, 2008, 12:00:55 PM
Snake from MoH:AA Reloaded fixed bugs in the stock maps when those .maps came out. He had a whole automated bug send form on his site. Do you guys have these fixed .maps? This obviously saves some bug fixing work. But if you don't have them, it shouldn't be too much work to work together and sort of submit our found bugs on each map, then have a dedicated mapper fix and compile them.

   

   And yes, like Gold said, ability to bash like SH should also be included, but off by default. Same thing for more weapon choices. After all, it is AA so lets keep it AA by default in my opinion, but with the option to use more stuff if you wanted to.

   

   Also, will spearhead maps be included? Maybe I missed a few things already. Anyway, is there going to be an official list of fixes/things that will be included in your 1.12 patch? As I can imagine it will differ from Snake's unfinished version a.o.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 16, 2008, 02:02:58 PM
I do not think the spearhead or breakthrough maps should be included..file size would be to great..thou we should provide all those maps in the best fixed form available to date.Thats why it would be real nice if certain functions were added to the patch that not only allow the use of spearhead and breakthrough weapons such as the handguns..DeLisle..etc.etc..but also the use of the statweapons from bt and sh also..such as the modello..aagun..etc...if the patch were to contain the ability to use the above but yet not contain the models..textures..shaders..sounds..i feel this would be the way to go to keep size of patch to a minimum and also keep things from conflicting.The models..textures..sounds..and any supporting files to make everything work to perfection should be added to the downloadable map pack itself.Just my opinion:)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 16, 2008, 04:26:38 PM
JV fixed every single the map errors, glitches and bugs in the stock maps. A LOT of fixes needed in mohaa has already been made and no new maps at all. Why overload the patch with useless maps that only take space, already been made and can be downloaded using the auto downloader? Admin features will be included, something in the lines of the Admin Pro menu, but only the neccesary. About the weapons, we aren't really planning to include any SH/BT weapons but we do want to add a class or 2 of new weapons, maybe with one from SH/BT in it. Assigning different handguns to certain classes would be a good idea, like a sniper having a silencer etc... If possible, stealing BT's weapon system and install it in AA ;)

   

   About an SH/BT patch, we don't know, if applying the new features of the AA patch to these games is easy then yes there would be a new patch for SH/BT with fixes etc... The admins should really have a useful stock program to control lots of useful things on his server. And include teambalance, anti-camper etc..If possible then yeah a weather control. As long as these new features don't take to much space and seem useful then they're okay. The patch's size must be attractive for people even with a slow connection to download them.

   

   50 MB maximum, seems reasonable, right?
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 16, 2008, 05:25:48 PM
Using bt weapons system should be possible since from what i am understanding ,the patch would contain modified dll files.Actually using anything from sh & bt should be possible if the coder has the skill to do so.Weather control is useless if the maps do not contain rain functions.Unless some like rain indoors:) The rain functions is not of importance anyways.if the server has auto download working the admin could modify the source maps anywho and redirect to get the updated modified maps..but i still feel having weapon bash and sh bt weapon system is very important if AA desires to get sh and bt users back.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 16, 2008, 06:11:36 PM
The maps i have here are the original ones from Reloaded, Jv has had a look over the files and says they seem all there.
Title: MohAA V1.12 Patch
Post by: James on August 16, 2008, 07:09:03 PM
After we start to replicate what I had on 1.12 I will most likely include some kind of official list of fixes on my site and on here as well as the official reloaded site.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 17, 2008, 09:41:21 AM
Here's something I also reported to Reloaded back then. When you select rifles/snipers, the speed of reloading a new bullet in the chamber is different depending on how you move.

   

   - if you stand stil, reloading a new bullet works at normal speed

   - if you run forward, a new bullet is starting to be reloaded slightly later after your shot

   - if you run (strafe I suppose) left / right, a new bullet is starting to be reloaded slightly later after your shot

   - If you walk forward, reloading a new bullet is done right after your shot, like standing still

   - if you walk left/right (slow strafe I guess), it takes ages for the bullet reloading animation to start after your shot

   - if you do all of the above while crouching, reloading a new bullet works at normal speed

   

   So I'm talking about the difference there is between your actual shot and the moment you start chambering a new bullet, if that's the correct word. This only happens with rifles and snipers as far as I know. With the M1 Garand it only happens when your empty clip ejects and you have to enter a new one. It's a detail really, but it's an inconsistency and now there's a chance to get it fixed :) Though, if you look at the speed of reloading between standing still and a strafe walk, there's a huge difference, so your opponent will always have that 2nd shot faster than you.

   

   Also, did you guys notice how long it sometimes takes for your character to pick his pistol when you dropped your weapon? Sometimes it works fast, sometimes slow as (*&@#. There's probably a trick around this, but is there any chance you guys can fix this? Think of it as a weapon switch command that overrides everything else, resulting in you being able to switch your weapon at all times, right away. Get what I mean?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 17, 2008, 11:03:54 AM
mod hippy, check my post on the first page of this topic, saves a bit of work I presume, I don't that's all of them but I remember that most of them are already fixed. Took most of them off the reloaded site.

   

   Trini, nice idea but that's all very detailed. We'd have to change state files, tik files for something you barely notice and might piss off hardcore snipers and might make em go to another game.

   It's a great idea for a realism mod but the gameplay is fine as it is. Is it worth it to spend a lot of time in something so unnoticable to many and annoying to others? It's perfect for a mod but not for a patch.

   

   Btw shouldn't run and walk strafe be switched? I figure it's faster to reload when walking than when running.

   

   Gold, it'll probably be good for the bashing system. That's already been made for AA isn't it? As for the rain, well modifying the scr file would enable rain? Then the admin could modify it like he would with a mod or a gametype and voila you have rain, but like you said, it's quite irrelevant. But weather and light cycles would add another dimension to the game.

   

   Btw we got a c++ coder(he worked on game engines at zootfly), maybe even 2!
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 17, 2008, 12:17:59 PM
No, when you walk strafe, it takes longer to start chambering the next round after your shot. Test it, there's actually a huge delay in it. It's probably a lot of work to fix this, but it's an inconsistency left by the original creators. Isn't a patch meant to... well... patch the game and fix inconsistencies? So I hope you guys could take a look at it anyway.

   It's not about the actual reload animation, that stays the same. It's about the delay between the actual shot and starting to reload, there's a gap between those two which can be quite big. Hope that kind of makes it more clear. I understand you guys have to set priorities and this will probably not be high on the list. But it needs to be patched if you ask me :D
Title: MohAA V1.12 Patch
Post by: STORMnl on August 17, 2008, 12:33:38 PM
wil be the SH and BT maps be a seperated download?

   also the sp maps from SH and BT??

   

   if so,,than you have a normal patch,,and every one can download it,,

   with al the fixes and extra's that wil be in,,
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 17, 2008, 01:15:49 PM
I know what you mean about the loading etc, i think the idea is - if the players moving it should take longer to reload (which it would), many probably dont notice or stop to reload or are just used to it.

   

   Personally - i think it should be left alone for some variation
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 17, 2008, 01:35:31 PM
Most people are used to the normal gameplay, and'll get pissed if it's in a patch. If it was a mod, then it would be very popular (perhaps a new CRK?) But if it just a delay, then it could be done without much trouble.

   

   Storm, SH&BT to AA maps etc are already out there, but It might be an idea to release another patch or an "addon" of the new patch if people want all these maps to be stock. But I'd rather have them collected in a non-patch related zip for people to download, with the autodownloader it just seems unneccesary...

   

   btw Storm do you have a downloadlimit? And to anyone else: Does anyone here have a download limit?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 17, 2008, 03:12:50 PM
Perhaps it's a good idea to release the maps separate, like you said, with the autodownloader it seems unnecessary. I highly doubt that those reload delays were put in the game on purpose. Simply because of the fact that while running the gap between shooting and reloading is smaller than while walking. It should have been the other way around, right? That's why I believe it is a design flaw and nothing else. Anyhow, it's up to you guys what to do with it :)

   

   I don't have a download limit by the way.
Title: MohAA V1.12 Patch
Post by: STORMnl on August 17, 2008, 03:39:02 PM
i don't have a download limit
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 17, 2008, 04:15:59 PM
Well you could ask someone to make you such a mod, it brings realism to the game and I do not think they've forgot to put something like that in the game, I think they figured it would make the gameplay less enjoyable for hardcore FPS players. If you want realism all the way even in physics then you should play Brothers in Arms, all FPS games lack realism because it would make the gameplay far less enjoyable. Can we blame them? I'd like to reload as fast as possible as well...

   

   Damnit I think I'm the only poor sucker who does have a download limit....
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 18, 2008, 01:26:18 AM
STORMnl :
   wil be the SH and BT maps be a seperated download?

   also the sp maps from SH and BT??

   

   if so,,than you have a normal patch,,and every one can download it,,

   with al the fixes and extra's that wil be in,,

   

   

   all spearhead and breakthrough maps should be kept seperated from the patch... i am re-doing all the multiplayer maps now.there was to much not needed stuff in the last release.actually i am thinking of seperating them once more..like have one download for the spearhead multiplayer maps and one for the breakthrough maps..but both will be 100% compatible with each other..meaning the server and the client can have both mappacks loaded at one time with no conflicts..i will discuss this futher with cobra on msn once i get back to my pc:)...by doing it this way it doesnt force anything on the admins..some want to play spearhead maps only...some breakthrough only...why should the fixed spearhead maps also require you to dl breakthrough content as well.If certain functions is enabled or taken from the sh & bt dll files and coded into AA such as sh & bt weapons..this map pack could contain all the necessary textures..tiks..weapons menu..to kick the new funtions into reality..by thinking of it this way the patch itself would not be weighted down with weapons textures etc etc.Just a thought.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 18, 2008, 06:44:36 AM
You are right Trinitrotoluene (damn cant ya shorten that name lmao) that does need looked at if theyre the wrong way around - do u also know the bazooka shell flies backwards after its fired?

   

   All these little niggly bits should be looked at i agree, Rick (Gold) is also fixing some minor niggles like the console spam in various maps, ill let Rick explain more what hes doing on that as i cant keep up with him lol

   

   Keep those bugs comin

   

   Cobs
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 18, 2008, 11:06:14 AM
LOL bazooke shell flying backwards?! Sounds funny! Thanks for keeping us posted on the bug fixes. (just call me TNT if you like)

   

   What about VIS bugs (notorious stalingrad corridor for example)? I think this is a bug in the engine, might be hard to fix, is this on your to-do list? If I remember correctly, Snake tried fixing it as well. But the only way he was able to fix it was to override this VIS stuff and let the engine draw that whole corridor/whatever all the time, or even the whole map. Resulted in poor FPS though...

   Anyone in here knows anything about the push feature that Snake originally wanted to put in his patch? Do you guys have the source code of that one? And what about the medic feature?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 18, 2008, 12:43:14 PM
Mod hippy is overlooking the VIS for better FPS purposes but especially to counter various cheats and hacks (eg wallhack...). The VIS needs some tweaking and tuning, because SH seems to have a natural 70-80 FPS and AA only 45-50 FPS, I think the VIS has something to do with this.

   

   Now that you mention it Trini, your nickname's the full name of TNT, clever :D

   

   So gold, you mean you can implement SH and BT into AA? Sounds awesome, getting all the tiks, models, maps and textures to work in AA for free? Basically making SH and BT for AA? Might piss of EA so...ALRIGHT!!! Could name it the "unofficial expansion pack."

   

   Cobra, don't you mean that the bazooka is actually held backwards to shoot? And a big flame flies out the other end? Bazooka's a 2 man job, I guess that's another blow to mohaa's realism... and many other games.
Title: MohAA V1.12 Patch
Post by: jv_map on August 18, 2008, 12:46:21 PM
Hi all :)

   

   Regarding the vis bugs, stalingrad has some hint brushes `streaking' corners, i.e. they hit the wall at just one point. While this is optimal for SP maps and if the engine were bug free (most vis bugs are due to the incorrect handling of leaning in the engine), it is unsuitable for MP. I think that moving the hint brushes some distance (32 units or so) into the wall (not away from it!) will completely solve such problems with unnoticeable fps impact.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 18, 2008, 03:39:10 PM
No lenny - watch the bazooka shell as it flies - its flying backwards.

   

   Thanks for that info Jeroen, keep it coming ;)
Title: MohAA V1.12 Patch
Post by: briqz on August 19, 2008, 01:38:59 AM
Just typed for half an hour and got a fatal error when submitting. Happy happy :S

   Anyway, let me briefly express my opinion on the matter. Im under the impression that most people enjoy MOHAA as it is. The only way it should be "tweaked" is that the patch is for 99% about fixing technical flaws and major issues. Only that is what this game needs and deserves. I think a lot of people are with me on this. Someone mentioned custom crosshairs for example. For me that would turn this game into something else. Probably something hideous. I really wouldnt want to see anything different in-game with the 1.12 patch. The difference is going to be noticed when you start playing and theres no more camping allowed (major issue), no more server crashes, no more glitch spots etc. See it as a behind the scenes kind of thing. The 1% that I do like is that SH&BT players can get attracted by adding those games maps. No fancy new moves because then you are fiddling with this beautiful unique game too radically. Consider and/or discuss. Quoting Soldier of Ra on what should be in the patch:

   

   Map Fixes:

   ----------

   mohdm1    | Southern France

   mohdm2    | Destroyed Village

   mohdm3    | Remagen

   mohdm4    | Crossroads

   mohdm5    | Snowy Park

   mohdm6    | Stalingrad

   mohdm7    | Algiers

   obj_team1 | The Hunt

   obj_team2 | V2 Rocket Facility

   obj_team3 | Omaha Beach

   obj_team4 | The Bridge

   

   Console Fixes:

   --------------

   -Localization error fix (modders no-cd?)

   -Fix other unneccesary errors

   

   Server Fixes: (Linux server release as well)

   -------------

   -Buffer overflow fix

   -Hack/crash fixes

   -Spawnkill solutions

   -Nadespam solutions

   -Text Crash fix

   -Linux server fixes

   -Other Server Fixes I may have forgotten?

   

   Various Fixes:

   -------------

   -anti-clip fix.

   -Landshark fix.

   -(Bug)Nade fix.

   -Crash by grenade-swap fix.

   -Map rotation fix (allow dm maps and obj maps in map rotation)

   -Turret fix.

   -Texture fix (also known as black-window fix). (?? got this from MoH:reloaded if he means the missing textures caused by other files then why bother?)

   -Team-switch fix.

   -SP sound fix

   -Skin fix

   -Ubersound and dialogue fixes?

   -Other Server Fixes I may have forgotten?

   -LAN sound fix (eg: missing waves sound in omaha LAN)

   -Under The map fix for stock maps

   -Full Entity Lightning texture fix (flickering textures when turned on)


   

   

   

   There is probably more goodness. And oh, whatever you include, please make sure everything is toggleable.

   Btw, what is the turret fix and the skin fix?

   

   Cya fellas.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 19, 2008, 06:47:14 AM
Dont worry m8y the plan is to just fix bugs and errors, anything custom people can add themselves like crosshairs etc, the autodownloader should take care of that, camping - well you have got to expect that in any game, there is the anti-camper mod should you not want them to camp of course.

   

   Lots of options and yes toggleable is a definate with the default set to off.

   

   The SH+BT maps - Rick suggested releasing as a seperate download to help keep the patch size small - again - the autodownloader could take care of that but what do people think? Add or leave for seperate download?

   

   Some of the options i think worth looking into are the gametypes from SH/BT, more features for Radiant too (projectile generators etc), not sure as yet if its possible waiting for info from peeps.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 19, 2008, 09:28:41 AM
Agreed briqz. By the way that texture aka black window fix, it blocks bullets from flying through the window and through everything else in the map. Huuuge exploit for wallhackers. Or was that question part of Soldier of Ra's post.

   

   Turret fix fixes the bug that, if you hold on to a turret (MG42 whatever) when the round restarts, you are still holding the turret after the restart and you're actually on the same spot instead of respawning at a regular respawn point. Anyone correct me if I'm wrong though. It also happens at ladders sometimes.

   

   Question: nadespawn solutions? Meaning? As simple as including a nade limiter?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 19, 2008, 10:07:42 AM
Seperate download sounds good cobs.

   

   Yes we definately need some sort of admin menu, flawless, easy-to-use for every server admin to toggle, anti-camp, teambalance and A LOT of other useful thing. Admin Pro covers most of them but it has to be a menu with only useful stuff... So most things are in the AP menu, cobs you think elgan'll let us use some of it's features for a more simple menu. To make it stock and make it so unexperience or even experienced server admins don't have to roam MoHAA site to find a good way to manage their server. Everything should be toggleable like briqz and cobs said. Any more ideas and opinions on this?

   

   TNT, that was my comment, don't have any experience with that bug. About the nadespawn, well we could blow up people throwing more than 3 nades in 30 seconds or we could add an invisible wall at real nadespawn places (/bottlenecks), if they throw it the wall bounces it back for some self destruction. Can we make this toggleable (on/off) and any more ideas?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 19, 2008, 11:22:33 AM
I'm not sure about this nade spam thing. Wouldn't it be much easier, simpler and more realistic to just implement a nade limiter for admins? Everyone that doesn't like the 6 default nades can put it to 3, like CKR, or maybe even 1 per player. I myself never cared about 6 nades flying around my ears. I just think limiting works better than preventing people from using what they already have or preventing people from using what they have in a way they want (invisible walls)
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 19, 2008, 02:15:25 PM
No we wont be adding invisible walls, a limiter is the way
Title: MohAA V1.12 Patch
Post by: Runt on August 19, 2008, 02:34:46 PM
An auto-updater would be very useful I think. Little changes/fixes/whatever could be updated without ppl having to download the patch again from a website. This way everyone will always have the latest version.

   I agree that SH/BT maps should be optional to limit the filesize. Just let people choose at the installation if they want to download the extra maps or not.
Title: MohAA V1.12 Patch
Post by: James on August 19, 2008, 06:51:35 PM
One thing I noticed in SH that lacks in AA is the fact that the engine already has some vis limitation. By limitation I mean limitation against wallhackers. It still renders chams through walls, but you have to be MUCH closer to the enemy to see them through the wall. I tested this in stalingrad in SH and Stalingrad in MOHAA. I'm not sure if it's a modified map or the engine. This is where I tried to load the MOHSH version of Stalingrad into MOHAA, and it gave me loading errors. Even after attempting to modify the memory to try and get the map loaded it still wouldn't work right so I'm still not sure which it is. I'm guessing from what I have seen it has got more to do with the engine itself than the bsp, however the BSP file contains all the vis structure in that file, so perhaps it has to do a bit with both.

   

   I know this isn't an easy concept to conquer, because if it were, it would have been done already, but as mentioned if we can somehow gain minimal control of vis and spread it around the level, it should increase FPS quite a bit & cut down visibility for the wallhackers.

   

   jv, I already talked to you about this several times on TMT, it seems like there is no "rational" way to get around it so I'm running out of ideas here. Even my idea of rendering only what is in the players FOV isn't very promising according to rookie_one, so I don't know what to do. Seems the best way is clientside via some AC, or just put as much hope into the sv_pure function as we can, but the problem with anything done clientside is that it can be bypassed which is why I'm so determined to try and do something serverside with this.

   

   Maybe the mappers can share some ideas and suggestions.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 20, 2008, 01:59:53 AM
cobra asked me to start making a list of any small flaws the game has that ea failed to fix..all these errors produce console spam and the fixes are very simple so why not fix them.

   Heres a list i am just starting on and will add more to the list as i go.

   

   panzerschreck.tik

   sandbag_small_semicircle.tik

   steilhandgranate_base.txt

   

   I will explain futher now and show in detail what errors are produced in the console and the fix for one item above.I understand some already know this but posting for those who do not know.

   

   In the console when sandbag_small_semicircle.tik is loaded you see the following error.

   

   TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_semicircle.tik' (check referenced skb/skd files).

   

   When checking the skd files for this paticular sandbag has no reference to surface 4 was in the skd.

   

   In the tik file we see the following

   

   TIKI

   setup

   {

      scale 0.52         // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's

      path models/static/sandbags

      skelmodel sandbag_small_semicircle.skd

      surface sb_1 shader static_sb_1

      surface sb_2 shader static_sb_2

      surface sb_3 shader static_sb_3

      surface sb_4 shader static_sb_4

   

   As you can see the tik file tells surface sb_4 to look for shader static_sb_4..since the skd files for this paticular sandbag has no reference to surface sb_4 it produces this error

   TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_semicircle.tik' (check referenced skb/skd files).

   

   the fix is very simple

   

   TIKI

   setup

   {

      scale 0.52         // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's

      path models/static/sandbags

      skelmodel sandbag_small_semicircle.skd

      surface sb_1 shader static_sb_1

      surface sb_2 shader static_sb_2

      surface sb_3 shader static_sb_3

      ////surface sb_4 shader static_sb_4  <<< remove this line.

   

   The list will grow as we watch the console for more errors.

   

   steilhandgranate_base.txt

   TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).

   TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).

   

   panzerschreck.tik

   TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files).

   

   bunkerchair.tik

   TIKI_InitTiki: could not find surface 'bunkerchair2' in 'models/furniture/bunkerchair.tik' (check referenced skb/skd files).

   

   sandbag_large_semicircle.tik

   TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_large_semicircle.tik' (check referenced skb/skd files).

   

   sandbag_small_semicircle.tik

   TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_small_semicircle.tik' (check referenced skb/skd files).

   

   a tik error..error speaks for itself

   TIKI_LoadTIKIfile: unknown section * in models/static/static_atlas-echolot.tik on line 15, skipping line.
Title: MohAA V1.12 Patch
Post by: Salombo on August 20, 2008, 02:06:53 PM
Yeah the tik list can be long.

   

   There are also texture errors:

   example

   CM_LoadMap( maps/m6l3c.bsp, 0 )

   ^~^~^ Can't find textures/general_industrial/jh_pipe1.tga

   

   converting this image from jpeg to tga stops the spam.

   

   Would it be worth fixing the corrupt box data for the allied_pilot ?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 20, 2008, 02:44:00 PM
And will there be the option to switch between realism and default with a simple rcon command? Reloaded has this option, so I assume your version of the patch will also have this?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 20, 2008, 04:02:45 PM
Most of the reloaded files we will be using so yes and ive seen that in there
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 20, 2008, 10:22:29 PM
Salombo :
   Yeah the tik list can be long.

   

   There are also texture errors:

   example

   CM_LoadMap( maps/m6l3c.bsp, 0 )

   ^~^~^ Can't find textures/general_industrial/jh_pipe1.tga

   

   converting this image from jpeg to tga stops the spam.

   

   Would it be worth fixing the corrupt box data for the allied_pilot ?

   

   

   

   I think all the small errors we can find is worth fixing..i myself have converted some jpgs to tgas using gimp proggy works out great..and the end result filesize wise is barely noticed.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on August 21, 2008, 11:33:07 PM
Ive started work on the mohaa patch DLL's.

   

   I wrote some code for checking if they have the new patch. if not. Then they are kicked. Denied access to the server. This should work, im sure, its not tested as im waiting for new pc parts and do not have a pc just yet.

   

   

   On a side ntoe. Would be worth fixing all little console errors.

   

   Im also thinking about a plugin architecture for servers.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 22, 2008, 10:16:26 AM
Explain plugin architecture for servers, please. And what kind of error message will people get that try to connect to 1.12 with 1.11? I assume a simple "your version is incompatible with this server" or something? Perhaps show the URL of the download location since this is going to be an unofficial patch.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 22, 2008, 10:40:09 AM
Like...

   

   "You have an earlier version of MoHAA (1.11) please update to 1.12."

   

   Hey elg, you can use chris' server to test it. Yeah like tnt says we can show the url to MRU's download section or something.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 22, 2008, 11:29:09 AM
- Would it be possible to give the fraglist at top of your screen a green/red color like in spearhead? The first time I tried spearhead/breakthrough I thought this was really a nice add-on. It would be useful in AA as well. I really hope this could be done.

   

   - Is it possible to give the sound options menu a new drop down menu to enable or disable the chat "click" sound? I know this sound could also be deleted by simply editing it from one of the pack's, but I'm not sure if DMW likes that. (even though initially you may be clean, a ban after a period of time is possible...). I guess this click sound thing is something personal. I find it annoying sometimes, maybe more people do.

   

   - But perhaps more important, do any of you know about the bug that prevents you from reloading? Sometimes there's just no response when you press your reloaded button. But when you holster your weapon, then select it again, reload does work. I have no idea what causes this, it seems to be very random... Speaking of which, maybe I already mentioned it: sometimes when you drop your weapon, it takes ages to take out your pistol, maybe as long as two seconds. Can this be fixed? This also seems to be random and it's really a bug if you ask me, no realistic thoughts behind it...
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 22, 2008, 02:12:53 PM
- That would be possible.

   

   - Seems unneccesary, but you can also make an addon. Use the temp.wav file or the default.wav file in the 3rd pak and use it for your addon to overwrite the click sound. These 2 wav sounds are actually no sounds. DMW won't accept it either way because it checks the exact file sizes and any non-stock pk3's in the main. However I haven't noticed a click sound before except in SH and BT... Can we use a drop down menu to make the sound switch to 'No' sounds?

   

   - Never experienced it but I have experienced when reloading (animation) has started I switch to my handgun/nade and switch back and my weapon is fully reloaded. Some sort of skip occured. Usually when I switch I still hear the reload sounds. Good thing it's very random or people could exploit this. Anyone else got this?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 22, 2008, 03:44:07 PM
I've never had that reload switch bug, jeezzz MoH:AA is weird :D

   

   I hope to hear from you guys when a final decision has been made on the red/green text and the click sound. Ra, allied assault really has a click sound (xxx entered the battle, new chat lines etc.) but I'm sure you know what I'm talking about. It's just a different sound than what's used in SH and BT.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 22, 2008, 06:22:53 PM
Ah that sound, I thought you meant the chat in the top center of the screen. Yeah, it sometimes annoys me too.
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 22, 2008, 06:42:58 PM
what ive always missed in AA to whats in SH and BT is the ability to go forward and backward with players in spec. Would be nice if we could incorporate that to....just an idea
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 22, 2008, 06:49:53 PM
Yeah, when I'm hunting down potential cheaters on my servers I always rifle past the one I want to follow in spectator and when he dies I have to do the whole thing again.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 22, 2008, 08:02:24 PM
Indeed, nice one, another thing spearhead has and allied assault doesn't. Should also be implemented in 1.12 if you ask me. I hope the patch guys won't get lost in all our tips, we don't want them to miss anything do we =P
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 22, 2008, 08:19:14 PM
Why not, more spectator options in general? Like music...since we got an autodownloader...Which can be turned off if it sucks.. Viewing the player's(you're watching) deaths and kills while in spectator. Rotating around the player you're watching...etc

   

   Any ideas?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 23, 2008, 09:41:16 AM
Yeah, nice. Think about it, playing music from the original MoH:AA while in spectator. These tracks should be part of the standard 1.12 package. Playing these tracks is probably scriptable since everyone has them by default, right? And if admins want, let them use their own mp3's. But with a smart turn off option, that remembers your last choice. So when you do turn it off, music is turned off on all servers you enter by default. I can imagine some people will hate some music being played. Player statistics from the person you're spectating is also a good idea (Kills, deaths/total, ping, time)

   

   Which brings me to the next idea, sort of counter strike mani admin: damage done/HP left. No more asking around how many damage you did to someone, if your sniper hit the shot or not. After you die, there will be a small window showing how many HP your opponent had left right after he or she killed you. And when you respawn, the window should dissapear again. Maybe it's possible to give server admins the option to style this window to their likings, hmmm, I'm drifting off....Perhaps even a shot distance counter? And if possible, accuracy counter. Though I'm not sure if this could be done with MoH:AA. Obviously this whole thing should be able to get turned off for match modus!
Title: MohAA V1.12 Patch
Post by: Runt on August 23, 2008, 10:45:54 AM
SH and BT taunts would be cool :-D
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 23, 2008, 11:02:46 AM
ROFL. Never thought about that one, nice indeed. But that would probably mean that SH and BT skins must be included. Which hasn't been decided yet?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 25, 2008, 11:28:58 AM
There's no skin system in AA as in SH, simply adding the SH/BT allied taunts to the AA allied taunts and same for axis and it should work. There's no "British" and "Russian" in AA, it all becomes allied and "Italian" and "German" all becomes Axis. But I think people will become confused when they hear a russian or italian taunt.

   

   Hey, Elgan, it could be a good idea to add the functions of MoHfill to the patch, they are some MUSTS and in some cases Lifesavers for the average server admin.
Title: MohAA V1.12 Patch
Post by: Tazz on August 25, 2008, 12:38:44 PM
what i miss from SH is the multiple bash....like in AA u can only bash with a pistol but in SH u can bashj with more than than....like i think the rifle and the smg has a bash function....could that be done?.....also yes the taunts in SH r great too.....
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 25, 2008, 01:43:29 PM
I'd say either include the SH/BT skins with the taunts, or don't include taunts at all. Without the skins, it might get pretty confusing to hear r ussian taunts, indeed.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 25, 2008, 02:13:38 PM
The Melee will be included in the Reloaded files.

   

   Skins + Taunts - probably better downloading with the Autodownloader, Reloaded has added around 20 player skins.

   

   Spec music - already done - check the Mod files section (Phils-mods-global folder).

   

   What we were thinking was having a mapping competition and include the best of the entries - thinkies?

   (yes i know the autodownloader could take care of that but gives mappers something to aim for and brings more to the game)

   

   

   Heres the reloaded list ...

   

   -  Fixed bug in ladder animation handler that caused 'landsharking'.

   -  Fixed bug in grenade animation handler that caused a server crash.

   -  Fixed bug in map rotation when switching gametypes.

   -  Fixed respawn bug that allowed easy spawnkilling.

   -  Fixed bug in team switching while on ladder.

   -  Fixed bug in using the turret while holding a grenade.

   -  Added sixteen new allies skins and four new axis skins.

   -  Added server ability to determine force models.

   -  Added server ability to determine the amount of nades.

   -  Added server ability to determine gametype, realism or default.

   -  Added server ability to determine rather or not a health package should drop.

   -  Added server ability to enable or disable any weapon.

   -  Added server ability to enable or disable melee animation to rifle, mg, smg and shotgun.

   -  Added server ability to determine rather or not players are able to push.

   -  Added server ability to enable Bazooka/Panzerschreck or M1 Carbine/G43.

   

   

   There is also work ongoing with map bugs and model irregularities, Chris is compiling a massive list of things requiring fixes in the stock maps, Kruger and Judge will be taking on this repair role, Gold is checking out console spam/model attributes and the like and making a fix pk3.
Title: MohAA V1.12 Patch
Post by: Runt on August 25, 2008, 02:54:29 PM
Mapping competition sounds interesting :D

   Some rules regarding mapsize/amount of players?

   

   

   aoh, maybe another thing to include in the patch;

   auto teambalance?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 25, 2008, 03:17:37 PM
Map size - medium (DV size) i think would be best

   

   Yah could do - theres a team balance in Phils mods we could include.
Title: MohAA V1.12 Patch
Post by: Salombo on August 25, 2008, 03:20:40 PM
Some work was started with the [orange]prone[/orange] position and the [orange]flyoff helmets[/orange]. Could be interesting to add/fix those.

   The issue with the flyoff helmet is that you only get the helmet back when the map changes, not when you respawn.

   

   ideas ideas he he
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 25, 2008, 03:30:28 PM
flyoff helmets?

   Like this:

   

   

   trigger:
           local.trigger = spawn trigger_multiple "targetname" "funny_tr"
           $funny_tr.origin = ( 0 0 0 )
           $funny_tr setsize ( -10 -10 -10 ) ( 10 10 10 )
           $funny_tr setthread funny
   end
   funny:
           self waittill trigger
           local.player = parm.other
           local.player pophelmet
           iprintln "You've just hit the funny trigger!"
   end
   
Title: MohAA V1.12 Patch
Post by: Salombo on August 25, 2008, 03:34:46 PM
In the human tikis:

   init

   {

      server

      {

            classname Actor

            american

         setsize "-16 -16 0" "16 16 92"

         health 100

         weapon "M1 Garand"

   

         // Set up the helmet for popping off

         // <model to spawn> <speed to throw it at> <damage multiplier for helmet shots> <surface(s) to turn off>

         sethelmet "models/equipment/usgear/helmet_ranger_private.tik" 150 0.1 "us_helmet" <<=====

      }
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 25, 2008, 03:56:03 PM
So when hit, their helmet pops off, if they have one?
Title: MohAA V1.12 Patch
Post by: Salombo on August 25, 2008, 04:12:46 PM
Yes, setup is for single player missions. When applied in mp, the helmet pops off when hurt or killed but doesn't spawned back when player respawns. Only when the map changes.

   It's really just a detail, but a funny one specially when you bash someone lol.
Title: MohAA V1.12 Patch
Post by: STORMnl on August 25, 2008, 06:18:31 PM
nice,,
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 25, 2008, 07:26:50 PM
pop up helmet is nice. We used it in 1936 , the only problem we encounter (if you can call that a problem) is that the helmet would pop up when receiving damage, like jumping  from certain distance. Attaching some items, like cigarretes and breathing and smoking in certain maps looks ace too. We had to also remove it in the last 1936 patch since we had a problem with the attach command in BT when some players grabbed some useable cannons in Castuera map. (/ I think)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 25, 2008, 08:24:30 PM
Way to go, that helmet thingy should be fun! Also like Runt suggested, we really need a good team balancer. One that's already out there or a newly written one. Just a simple balancer that forces auto team join and has the option to ignore people with certain characters in their name (clantags).

   

   So, bugnades (no damage bugnades) are also fixed in the Reloaded files, what about grenades falling through the ground?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 25, 2008, 08:31:39 PM
Admin pro and Phil's Mod has a teambalance mod I think.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 25, 2008, 10:27:44 PM
Trinitrotoluene :
   

   So, bugnades (no damage bugnades) are also fixed in the Reloaded files, what about grenades falling through the ground?

   

   

   sometimes that happens with LOD terrain. Theres no really way to fix it but maybe clipping. It should not happen in solid  brush terrain.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 26, 2008, 04:31:31 PM
If you have the .map file, can you, for the most part, solve it? I've seen plenty of maps and it appears this only happens when the terrain is rough and uneven.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on August 26, 2008, 05:51:54 PM
balancer is easy. re,me,ber client and server patches.

   

   just disable peoples ability to pick a team. they must then auto join a team unless "clan tag" in name.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 26, 2008, 09:12:11 PM
Yes, Elgan that's what I meant =) but make sure that, no matter which team they pick, auto join is forced on them. (instead of manualy, specifically clicking ''auto select'' yourself.)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 26, 2008, 09:24:29 PM
I hope it's toggleable, it could piss off a lot of players hehe.
Title: MohAA V1.12 Patch
Post by: briqz on August 27, 2008, 09:48:04 AM
Im quite annoyed by that click too. The one that you hear when a new player is connecting. Its very distracting sometimes. What I also find very  annoying sometimes is the whole game/chatlog that happens on the top of the screen. Especially when people write crap all the time. I play 800x600 so it would clear up my sight too. Something to consider to toggle this one if at all possible.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 27, 2008, 11:47:55 AM
Toggle the whole chat thing on/off? Sometimes I wished that would be possible. Including that might be a good idea, just for the sake of saving space when there's a lot of chatter. Or simply because sometimes we don't care about all the bullshit chatter that's going on. But I bet making that "click" sound toggleble would make your whole experience more enjoyable. I don't know about you guys, but every time I hear this click sound, I tend to look at the chat, also when it's nothing important.

   

   Talking about saving space, I wonder what a fraglist in MoH:AA would look like a la Counterstrike style?

   

   NAME [ WEAPON ICON ] NAME

   

   It's probably not MoH:AA'ish, oh well, just thinking...

   

   

   There's a little difference between the BAR and STG44 reload animation. On the STG44, when the bolt is pulled (whatever it is called) the actual bolt really moves backwards, but with the BAR this is not the case. When you're fireing, the bolt on both weapons do move. It's just a tiny detail, but still a bug. It should be easy to fix, low on the priority list, but worth fixing.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 27, 2008, 12:39:07 PM
Soldier Of Ra :
   If you have the .map file, can you, for the most part, solve it? I've seen plenty of maps and it appears this only happens when the terrain is rough and uneven.

   

   

   yes, can do. Also fix some mapping bugs.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 27, 2008, 12:45:40 PM
Jv already started mapfixes in the reloaded patch but only on a few maps and even that's incomplete from what I remember.

   

   Yes I think that annoying chat should be toggeable on/off, plus some functions like from mohfill, like chatfilters and anti-spam filters etc to stop flaming players and spammers.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 27, 2008, 12:55:12 PM
we have the source maps now, so its easier.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 27, 2008, 02:34:24 PM
While you're on that LOD nade through ground thing, you might as well take a look at the spots in destroyed village where you get "stuck" in the LOD terrain. You probably know which spots I'm talking about. Some craters might also have some angles that are too steep to walk over, good idea to even those out a bit as well? If it doesn't affect the looks too much.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 27, 2008, 06:21:20 PM
sure, but i hope i have a list of "fixes" to do in all maps, because i dont remember all :)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 27, 2008, 08:05:14 PM
Good point, we need a mapfix list. Chris([KC] Murdock) has made a good one, it includes some glitches, exploits and the areas in Destroyed Village where you get stuck.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 27, 2008, 09:54:43 PM
I'd be happy to help you out with that Kruger. I'm sure there are some more people around here that know a load of glitches to be fixed. Briqz perhaps? I know for sure that also Runt can help you out with setting up a list. The reloaded maps are supposed to have a lot of glitches fixed already. At the time there was a very neat and organized bug and glitches form on the MoH:AA site.

   

   Question: I don't know if this was already done in Reloaded, but will the V2 be a solid metal object for once? =P
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 27, 2008, 10:42:37 PM
Chris has a good collection of map bugs (.pdf with screenies), of course the more found the better - if you have a list of bugs or came across things that havent been mentioned then do get in touch with Chris to add to the list - these bugs will be what Krug and Judge will be working from.

   

   The Reloaded pak only has a few maps included (apparently the rest got lost) and im not 100% on what has been fixed in these ones yet - guess once the map fixing starts we can have a mass test of them on Chris's server.

   

   Good point about the V2.

   

   Get me on msn Krug/Drew for the Reloaded maps
Title: MohAA V1.12 Patch
Post by: STORMnl on August 28, 2008, 08:31:31 AM
what about ,,voice sounds when you get hit,,

   

   like for a example,,

   

   aaaah i'm hit

   need a medic

   help

   

   etc. etc.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 28, 2008, 10:34:56 AM
Yes, but me nice go include something like that as well. I think there are such mods out there, so you include that one in 1.12. Maybe edit/extend it with more sounds, I don't know how big it is now. And don't forget to give admins the options to turn it on or off.

   I'm sure Chris has already got most of the bugs in that .pdf. Is there any chance I could take a look at that .pdf and see if anything is missing? It would be easier than submitting my own list, since there's a chance stuff has already been identified.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 28, 2008, 10:37:44 AM
Having a pdf list, or several lists would be a great idea, and would make our work, easier and faster.
Title: MohAA V1.12 Patch
Post by: briqz on August 28, 2008, 02:02:50 PM
Would be interested in that .pdf too. And yes, would be happy to help out where I can. Good point about the V2 rocket.

   

   Does any of you know whats the deal with nades that explode practically in your lap but still no damage is done. Thats a bug too isnt it?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 28, 2008, 02:27:55 PM
Ill get the list off Chris and we can place it onsite and add to it as we go - just waiting for him to come online.

   

   The nade thing - fixed as far as im aware apart from LOD terrain
Title: MohAA V1.12 Patch
Post by: szuperferko on August 29, 2008, 02:10:05 AM
Hungarian Moh:aa Community is reporting for duty HMC

   We'd like to thank you to place the future of moh:aa to good hands.

   Is there anything we can help you with?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 29, 2008, 10:28:39 AM
Chris' list contains mostly map exploits to go under the map, 2 errors in the terrain of destroyed village where you get stuck, Etc..., If anyone's gonna look and find other glitches, exploits and bugs in maps, a screen (if possible) would be nice. I've found a couple of video's people made on youtube, I'll post them. A lot in there are just climbing on stuff and some exploits chris already mentioned but there are some interesting ones on there too.

   

   Good to hear that szuperferko, post your suggestions and feedback here, or you can help by finding bug, errors and under the map glitches/exploits in the MoHAA maps.

   

   Cobs, what else can they do?
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 29, 2008, 02:35:54 PM
Thank you szuperferko/BullDozer and HMC ;)

   

   Feel free to join in with things to find that need fixed, the most dangerous ones will get the attention needed (undermap or out of bounds killing).

   

   If you have any ideas/suggestions/complaints etc this is the place to post them.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 29, 2008, 09:20:21 PM
I was thinking about the maps, and one thing we can add, is the Original decals of moh. You see, the game did ship with original decals for all maps, but for some reason, in the final stages, they were not enable. For example, in the loadscreen of algiers you see some tree shadows that then in game, are not there, but they were originally.

   

   Those are the dcl files.

   

   what are decals? decals are shadows, posters, graffitis, dirt, that the mapper creates to give a professional touch to the map. I enabled the original decals, and in some maps they look great. Its just an aesthetic change, so i dont know what you guys think, Ill leave a pic for you to see, and Ill upload the files later if you wish.

   

   1567-shot0102.jpg
Title: MohAA V1.12 Patch
Post by: briqz on August 29, 2008, 10:10:24 PM
Frikkin awesome (on Algiers) Kruger! Bring in the decals. Polishing this game up a bit cant hurt. If you guys can get that list up soon we can have a look at what stage were in.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 30, 2008, 12:48:06 AM
ok you can go and test it, here is the file. there are a couple of maps that look pretty nice with them.

   

   1567-moh_decals.rar
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 30, 2008, 01:22:22 AM
WOW, awesome job, I always wondered why the loading screen looked so different. This probably explains the error message in MoHAA when loading a stock map. MoHAA says in the console that the decal file (dcl) is outdated and needs to be updated. That's 1 mystery solved, I think this so.. must be in the patch!!! :D :D
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 30, 2008, 02:34:34 AM
Yah what a difference - i always wondered what the .dcl files were - learn something new everyday with MOh, they didnt show for me wthin the pk3 so i copied them to my main/maps/dm folder and work fine now ;)
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on August 30, 2008, 03:02:20 AM
heres a list of some items that's been fixed so far..mostly console error fixes.some due to wrong classname as well..but also model fixes as well..for instance aa had a teaset model that was not working..all the textures and tik file was there but they failed to finish the model so now its completed..will post a pic of that later:)

   anyways heres a list of the fixes so far.

   

   lightswarmers_small.tik

   bunkerchair.tik

   bunkerchair_d.tik

   table.tik

   corona_red.tik

   lanternflame.tik

   window_pane.tik

   wood_brace.tik

   wood_latice.tik

   allied_pilot.skd << thanx to cubus ..model was corrupted now fixed

   phone_roundbase.tik

   radio_military.tik

   teaset.tik

   steilhandgranate_base.txt

   microphone.tik

   sandbag_large_semicircle.tik

   sandbag_large_semicircle_winter.tik

   sandbag_longsegment.tik

   sandbag_small_semicircle.tik

   higgins_damage.tik

   higginsxtrahull.tik

   opeltruck_d.tik

   panzerschreck.tik

   

   

   

   heres a pic of the fixed teaset

   

   4793-tea-is-served.jpg

   

   heres more

   

   armchairposh.tik

   simplechair.tik

   grillchair.tik

   simplestool.tik
Title: MohAA V1.12 Patch
Post by: Runt on August 30, 2008, 09:17:58 AM
Be careful with those decals. Some decals are ugly (applied)
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 30, 2008, 09:42:13 AM
Hmm I didnt made them, those are The original decals from moh, and for me they are pretty well applied, which ones you mean? we can make new decals though, but i dont think its necesary.

   

   btw, nice fixes Gold  ; )
Title: MohAA V1.12 Patch
Post by: briqz on August 30, 2008, 09:49:04 AM
Its unbelievable that EA delivered such an unfinished game. They should be ashamed of their half work practices. Cool that years after all this stuff is found by you modders! Keep going cause this looks so promising IMO.

   

   New decals wont be needed. Keep it as original as possible.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 30, 2008, 10:27:29 AM
Wow nice decals, definitely bring them to 1.12. Though it might be a good idea to give players the option to use them or not. Toggle menu in options menu perhaps? Or just simply pasting or deleting the .dcl files at maps/dm. After so many years without decals, I can imagine some people don't want to use them at times. Algiers and Remagen look wonderful, but some parts in Southern France look unrealistic. Too many shadows make it look more like dirt or whatever. But that might just be me, it might take a while to get used to static shadow decals a la MoH:AA style =D

   

   I can't remember if the decision on whether or not to include new skins has been made already. But I think there are still a lot of "hidden" skins that the AI has in singleplayer, but the player is unable to select them for multiplayer. I think it would be cool to put all those unused singleplayer skins in multiplayer as well. It's just another thing EA didn't finish, just like these decals. There are also a load of taunts that aren't yet used for any multiplayer skin. So you should be able to link some new taunts to those new skins. Good idea?
Title: MohAA V1.12 Patch
Post by: Runt on August 30, 2008, 10:51:20 AM
*Herr_Kruger :
   Hmm I didnt made them, those are The original decals from moh, and for me they are pretty well applied, which ones you mean? we can make new decals though, but i dont think its necesary.

   

   

   

   I know you didn't make em, but for example look at the sand decals on this screen: 1567-shot0102.jpg. They are waaay too red.

   The shadow decals of the bushes on the big square don't fit either.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 30, 2008, 12:11:10 PM
Trinitrotoluene :
   Wow nice decals, definitely bring them to 1.12. Though it might be a good idea to give players the option to use them or not.

   

   

   You cant do that, you either used them or not.

   

   
Runt :
   I know you didn't make em, but for example look at the sand decals on this screen: . They are waaay too red.

   The shadow decals of the bushes on the big square don't fit either.

   

   

   I guess its a matter of taste, they might be a little red but look nice to me. I think you are not use to see them in the map, thats why they might shock you, sepecially the ones in algiers, but if I have to choose wheter to use them or not, i would prefer to use them. Also remember , that you can modify them, or make your own.
Title: MohAA V1.12 Patch
Post by: briqz on August 30, 2008, 01:27:29 PM
If theyre not toggle-able I have my reservations about including the decals..
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on August 30, 2008, 02:23:12 PM
I think it should be an extra graphics options drop down menu, rather then deleting or adding files to main/maps/dm =)
Title: MohAA V1.12 Patch
Post by: STORMnl on August 30, 2008, 04:17:56 PM
i like it,,and about the sand is to red,,,sunn is going down,,everthing is red than,,

   it's nice those shadows,,,

   i say in the patch,,and in the dropdown to,,to set it out our on

   

   found some nice posters on the wals,in several maps,,remagen to

   looks to me the portrets are looking different to

   

   this is something to placed in the patch,,

   

   the hidden skins,,is also a good option,,sp skins are nice,,puth them in the ptch to

   

   my 2 cents
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 30, 2008, 04:58:01 PM
...eh...wha....kruger just said it canNot be toggleable!! I guess kruger know what he's talking about, you use it or you don't, so it can not be toggleable!

   

   Let's think of realistic possiblities, for instance, either release the unlocked decals seperately or include an option in the unofficial patch's install (ie option to install the decal pk3 or not).
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 30, 2008, 05:13:07 PM
The decals are toggleable already - in your settings (Static Decals on or off) as krug stated, as with the sp skins - the auto downloader would take care of that, there are 20 added to the Reloaded pk3 already.
Title: MohAA V1.12 Patch
Post by: STORMnl on August 30, 2008, 05:34:09 PM
good to here about the skins,,,,and good to hear about the decals
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 30, 2008, 05:49:53 PM
He said that? Okay guys, I think I might need glasses!!

   

   So the autodownloader will still make you download everything...I thought that was going to change...?
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on August 30, 2008, 05:52:09 PM
i heard cod2 has also an autodownload function only files which start with svr_ are skipped. Maybe an idea? I still dont like the idea that the clients need to download ALL the custommaps in the server rather then the ones in the maplist....
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on August 30, 2008, 05:53:59 PM
Krug - "You cant do that, you either used them or not."  = (ON or OFF) - does to me anyway lol

   

   What do you mean everything? itll let them download what you tell it to (skins/models etc if theyre non-stock)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on August 30, 2008, 05:59:48 PM
Yeah!! That's a great idea, only download the files with svr_ (maybe for mohaa use zvr_ lol)in front of it, server admins can add these files they want the clients to have so the client can play their custom maps (in rotation !!). No downloading the entire custom main :-D btw chris, not all the custommaps, all custom files.

   

   Better not use zvr_ to SKIP, but to download!!, it's more useful, why? Well if a client has played on servers all day and he wants to know everything he had downloaded, he would just check his main for all zvr_ files.

   

   EDIT: No one has to download every custom file on the server, just the files they need to play (like maps in rotation) I know server admins and they've got a stash of maps in their server main for different rotation with the current autodownloader any client would be forced to download all those custommaps.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on August 30, 2008, 06:53:31 PM
well, regarding the decals, you have to use the decal tool in moh, its a menu editor. You have to call a map, press "pushmenu decals" and youll see the editor. You restart the map, save , and the editor will save you a dcl file in main/maps/dm for example, This , because the dcls are already there, so the editor enables you the decals, but you have to put them in main in a pk3. Not sure if toggeable or not, the decal editor its not easy to use if you havent use it. I still dont see the problem, with the decals runt said the dirt in algiers is too red and no one wants them lol, have you guys tried it? Theres only dirt in algiers btw.

   

   and Trinitrotoluene, if you look closely, you have the dcl files already there, but useless, so it would be removing them and adding the working ones.

   

   Another thing is that, now that i think of, if we are modifying the bsps, the decals are goint to be useless.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 03, 2008, 04:35:13 PM
According to the decal guide all you have to do after changes is update the DCL in the Moh dcl editor
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on September 03, 2008, 05:40:42 PM
briqz :
   Would be interested in that .pdf too. And yes, would be happy to help out where I can. Good point about the V2 rocket.

   

   Does any of you know whats the deal with nades that explode practically in your lap but still no damage is done. Thats a bug too isnt it?

   

   

   Hi, for everyone i updated the buglist and now made it public to. Because hopefully most are gonna be stopped and maybe someone else knows different ones.

   If you do know diff bugs plz PM with description and screenshot or email me at murdock[at]killerclan.com

   

   4447-bug and glitches_beta2.pdf
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on September 03, 2008, 05:46:32 PM
great stuff chris.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 04, 2008, 11:01:11 AM
Just submitted a few bugs.

   

   I'm not sure about this wire jump "bug" in dm1, I think it's a little surprise. I really don't mind keeping it in 1.12. It's just a game but with these kind of things we really need to look at both sides =)

   

   By the way, casino du Paris? Isn't it supposed to be casino DE paris? Nice job EA =P

   

   
Title: MohAA V1.12 Patch
Post by: Klugscheisser on September 04, 2008, 03:36:20 PM
I'm just jumping on the end of this .... but will you include Manon's pain/death sounds instead of sounding like a guy (Sorrid did a mod for this) and will the German Mechanic have sleeveless forearms in first person (mod exists)?

   

    I've used the decals for years ... I'm surprised this is new to most of you.

   

   Also leaning into the double beds (Southern France for example) as well as the locked gated door sounds (Southern France).

   

   

   local.door = spawn trigger_use "targetname" "door_locked" "origin" "( -496 1506 384 )"
   local.door.type = "metal"
   local.door setsize ( -20 -20 0 ) ( 20 20 96 )
   
   local.door = spawn trigger_use "targetname" "door_locked" "origin" "( -1288 1537 64 )"
   local.door.type = "metal"
   local.door setsize ( -20 -20 0 ) ( 20 20 96 )
   
   local.door = spawn trigger_use "targetname" "door_locked" "origin" "( -1103 1402 64 )"
   local.door.type = "metal"
   local.door setsize ( -20 -20 0 ) ( 20 20 96 )
   
   local.door = spawn trigger_use "targetname" "door_locked" "origin" "( 226 -920 0 )"
   local.door.type = "irongate"
   local.door setsize ( -20 -20 0 ) ( 20 20 96 )
   

   

   
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 04, 2008, 07:36:04 PM
very nice mauser, Klugscheisser :)
Title: MohAA V1.12 Patch
Post by: Klugscheisser on September 04, 2008, 07:51:00 PM
Whoops. Forget where I picked these up from, I think they were used in part with a iron sights mod. Anywho, I think all the AA models are in there ... some have issues (but I only use the rifles and stick nade).

   

   http://dodownload.filefront.com/6402875//b70eed6c4c67fde90711f91a29b660211f17800b31c4989cce522c9a2c0a8725719fd0019dbef009
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 04, 2008, 08:12:45 PM
M1 Garand has a texture problem, when swung or moving, a piece of texture is flickering. If you don't know what I'm talking about, I'd better make a tiny video...
Title: MohAA V1.12 Patch
Post by: Klugscheisser on September 04, 2008, 09:30:30 PM
Dunno ... I don't use that version. I just through it up in case anyone is interested.

   

   Note: I just looked and that file has a missing bracket in the Garand tik.

   

   Change to:

   

   

   setup
   {
      scale 0.52         // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
      path models/weapons/m1_Garand
      skelmodel garand.skd
      surface stockgar shader stockgar
      surface skin3 shader gar1
           surface skin2 shader gar3
           surface skin1 shader gar2
           surface material8 shader m1clip
   }
   

   

    Also, Shader bar1 for the BAR will conflict with the decal near the pub in Remegan ... just change the shader in the weapon tik/shader file to something else (bar4).
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 04, 2008, 11:27:35 PM
Wow - unbelievable the amount of things that needs little fixes
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 05, 2008, 09:35:25 AM
M1 garand has a texture problem, I know what you're talking about. Stupid I didn't think of that yet, I remember I did tell Snake about it when Reloaded was still alive. The question is, can it be fixed? At that time it was a NO I believe... Did adding that little bracket really fix it? =D

   Leaning into the southern france type of beds is one thing, but you can also shoot through them, pretty much like a black window. I checked back a few pages and I couldn't find if it is or will be fixed. But I might have missed that.

   

   (LOL at forum admin editing my location =P)
Title: MohAA V1.12 Patch
Post by: Klugscheisser on September 05, 2008, 12:07:17 PM
I use this on our server for the beds in Southern France. They can still right lean into the bed partially ... but they can no longer look through the bed in 1st person. It should stop the shooting through them as well.

   

   

   local.clipbrush2 = spawn script_object
   local.clipbrush2.origin = ( 1266 2631 672 )
   local.clipbrush2.angles = (0 0 0)
   local.clipbrush2 setsize ( 0 -60 0 ) ( 130 60 45 )
   local.clipbrush2 solid
   local.clipbrush2 nodamage
   
   local.clipbrush2 = spawn script_object
   local.clipbrush2.origin = ( -115 1300 385 )
   local.clipbrush2.angles = (0 -90 0)
   local.clipbrush2 setsize ( 0 -60 0 ) ( 130 60 45 )
   local.clipbrush2 solid
   local.clipbrush2 nodamage
   
   local.clipbrush2 = spawn script_object
   local.clipbrush2.origin = ( -1403 390 168 )
   local.clipbrush2.angles = (0 180 0)
   local.clipbrush2 setsize ( 0 -60 0 ) ( 130 60 45 )
   local.clipbrush2 solid
   local.clipbrush2 nodamage
   
   

   

   I was a bid confused about the Garand bit .. didn't know the stock one had problems in AA.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 05, 2008, 03:56:23 PM
I doubt the m1 problem is tik related, it is unnoticable, since if you're moving, you're probably watching for enemies instead of texture issues on your rifle. Nevertheless, it should be fixed. Personally, I think it's either an error in the texture or error in the model itself. I'll go see if it does the same thing if I use a custom texture mod (no custom model) for the m1 garand.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 05, 2008, 06:08:37 PM
can recompile the maps dont forget
Title: MohAA V1.12 Patch
Post by: PKM on September 06, 2008, 12:27:27 AM
solombo, just saw the icon/image you made for the front page . man i love that thing...so freakin' clean .
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 06, 2008, 08:12:38 PM
Hello everybody!

   

   I wrote an idea-list for 1.12 patch in progress.

   This list contains lots of fantasy, and many useable ideas. My list is a part of our ideas, it is a demo. :D

   After you see them, plz post your comments, and write down, this one is possible or no...:)

   

   

   --------------------------------------------------------------------------
    MOHAA Unofficial 1.12 patch - THE GREAT IDEAS :)
    from Bulldozer.Hungary
   --------------------------------------------------------------------------
   
   - server side screenshot maker
   - player animation, when placing the bomb
   - cinematic effect, while the objective destroying ( cinematic-endings )
   - if you drop weapon, that isn't disappearing atm
   - abolish old graphic settings
   - new, nice menu with beautiful animation and music
   - color names, maybe a lighter or darker color to clan prefix
   - new freez-tag mod: collect points from unfreezing and bomb-placing, and change them to air
   support, or more ammo...etc, new fire animation at unfreezing, really freezed players, blue
   ice, adhering to players
   - nicer hud, nicer scopes
   - re-modelled, detailed weapons, extensions: example: strap-rifle-sling to thompson
   - compass can point towards the objective
   - on-off leans
   - new game-sounds, and new talking-sounds for multiplayer
   - statistic ( shoots, deaths, all played time..etc )
   - new death and other animations, example: Elgan's headshot, manon kick, etc... :)
   - playable omaha with many way to the objectives
   - unblock blocked rooms (enlarging)
   - detailed maps with lots of things, objects
   - on the maps: clocks are showing the real time
   - fancy memorial room about old bugs and credits..etc
   - anti pixel-nade mod
   - arrive with plane, maybe truck
   - save screenshot to .jpg format
   - realistic: if your hp is low, you cant run/walk normal speed, and u cant shoot with good aim
   - change medic boxes to canteen, drinking animation
   - spawnprotect with sleepless spawnguards
   - include mustard gas to v2 and omaha maps
   - rocket launch on v2
   - switchable lamps
   - alternated daytime, and fog, snow, rain
   - carriable mg42, 30.cal, hammer...etc
   - sting with M1 Garand and mauser
   - grenade to M1 Garand
   - new weapon: flamethrower
   - new weapon: landmine
   - on-off tracers
   - new "zümzüm" sounds for mosquitos (they circulate around a lamp)
   - useable flak88, nebelwerfer, howitzer, 20mm flak
   - fixed 30.cal
   - new single player missions
   - driveable vehicles, example: gmtruck, motorbike
   

   

   Special thanks to szuperferko and HMC!

   

   Good work, guys! :D
Title: MohAA V1.12 Patch
Post by: STORMnl on September 06, 2008, 08:20:21 PM
lot of these are mods,,you can use them with the automatic downloader,,if a server is using them

   

   some idea's are good
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 06, 2008, 08:38:25 PM
Yah some good ideas there BullDozer, lets see what peoples replies are.

   

   I was thinking about cinematic endings also - how about [yellow]a competition for the best cinematic ending[/yellow]?
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 06, 2008, 08:57:28 PM
Cobra {sfx} :
   Yah some good ideas there BullDozer, lets see what peoples replies are.

   

   I was thinking about cinematic endings also - how about [yellow]a competition for the best cinematic ending[/yellow]?

   

   

   lol, the map competition isn't enough? :-D mapping is very difficult for me :S
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on September 06, 2008, 09:09:52 PM
Cobra {sfx} :
   Yah some good ideas there BullDozer, lets see what peoples replies are.

   

   I was thinking about cinematic endings also - how about [yellow]a competition for the best cinematic ending[/yellow]?

   

   

   sure, in which map ? should be the same map i guess.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 06, 2008, 09:42:49 PM
in objective maps, on v2 with rocket launch, on hunt: the flak88 shoot, and blow building or vehicle up i think :-)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 06, 2008, 09:48:26 PM
Even though I'm not a mods-r-us member, I hope you guys don't mind me commenting that nice list? It turned out to be kinda big, maybe nobody will bother reading it =P Just sharing my thoughts =)

   

   - server side screenshot maker

   > as in anti-cheat? DMW already does that, since DMW is pretty much standard, I see no need for that.


   

   - player animation, when placing the bomb

   > definitely, nice one.

   

   - cinematic effect, while the objective destroying ( cinematic-endings )

   > should be a welcome change as well, but should be able to be turned off in the server config as well.

   

   - if you drop weapon, that isn't disappearing atm

   > weapon drop animation, right? yeah, something simple and clean, a quick hands forward. I'm not that creative right now.

   

   - abolish old graphic settings

   > you mean abandon all old graphics settings? with the computers of today, nobody needs low graphics, that's true. but this is quite a change......

   

   - new, nice menu with beautiful animation and music

   > no. this is the moh:aa menu, the way we've known it for six years. tell me, do you feel the urge to change the looks of your beautiful six your old baby as well? don't. touch. my. precious. moh:aa. menu. =P

   

   - color names, maybe a lighter or darker color to clan prefix

   > rather not. just imagine what it would do to the scoreboard as we know it now. right now it's nice and clean. just take a look at the call of duty scoreboards in a random server. it's like a freagin rainbow. or do you mean something else?

   

   - new freez-tag mod: collect points from unfreezing and bomb-placing, and change them to air

   support, or more ammo...etc, new fire animation at unfreezing, really freezed players, blue

   ice, adhering to players

   > should be created after the patch is released, either by these guys or someone else.

   

   - nicer hud, nicer scopes

   > just because something is old and we've seen every single pixel doesn't mean we should change it. it's moh:aa, this is how it is and should stay. it's a magic formula that shouldn't be changed if you ask me.

   

   - re-modelled, detailed weapons, extensions: example: strap-rifle-sling to thompson

   > sure, but not something that should be included in the patch. a strap rifle sling for the thompson would be cool, but could it have realistic physics? I've seen some out there that are just solid.

   

   - compass can point towards the objective

   > sure, why not, just like singleplayer. should save some seconds on hunt to find the canon since it has a random position. but this could be something people might not like in leagues.

   

   - on-off leans

   > thou shalt not destroy the magic moh:aa formula

   

   - new game-sounds, and new talking-sounds for multiplayer

   > maybe mods-r-us could take a look at some taunts and such that are included with the game, but are still unused.

   

   - statistic ( shoots, deaths, all played time..etc )

   > should be cool, do you guys remember about that "hp left" thing I posted earlier? just like in counterstrike a small menu should pop up after each kill/death with who killed you, distance, damage, hp left, etc. etc. this might be a cool thing to include together with these statistics

   

   - new death and other animations, example: Elgan's headshot, manon kick, etc... :)

   > yes, why not! maybe with an "ultimate gore on/off" drop down menu for the Elgan headshot

   

   - playable omaha with many way to the objectives

   > like giving the allies a chance? have you got any ideas?

   

   - unblock blocked rooms (enlarging)

   > yes, for sure. Reloaded had this idea as well, we should really get things going in an organized way. either included in the patch or afterwards, done by some skilled mappers. so there won't be any difference (as in transition from professional map to oh-i-can-see-this-is-a-noob-mapper-at-work) between the previously locked areas and stock areas

   

   - detailed maps with lots of things, objects

   > good idea for when the patch is done (auto map downloader)

   

   - on the maps: clocks are showing the real time

   > yes, if it could be done

   

   - fancy memorial room about old bugs and credits..etc

   > original! a nice room with some german scientists writing on blackboards EVERY single fix in 1.12 maybe?

   

   - anti pixel-nade mod

   > explain please?

   

   - arrive with plane, maybe truck

   > sounds more logical than a barbwire blockade in hunt allies spawn for example

   

   - save screenshot to .jpg format

   > as long as they're still high quality

   

   - realistic: if your hp is low, you cant run/walk normal speed, and u cant shoot with good aim

   > NO. that would change the game too much, even though it could be fun. not in the patch please.

   

   - change medic boxes to canteen, drinking animation

   > sounds fun, but what about picking up and drinking in mid battle? it would look awkward to drink and a split second later the canteen disappears and you start shooting. it's fun, but it brings other problems with it

   

   - spawnprotect with sleepless spawnguards

   > a timer controlable by rcon would be enough. sleepless spawnguards what the heck =D this isn't an MMORPG where deathmatch maps are leveling grounds for newbies that must be protected by guards that kill high level PK's =P

   

   - include mustard gas to v2 and omaha maps

   > something that should be modded, but not for this patch specifically

   

   - rocket launch on v2

   > yes

   

   - switchable lamps

   > maybe, should be cool in night time versions of the maps!

   

   - alternated daytime, and fog, snow, rain

   > yes, as above

   

   - carriable mg42, 30.cal, hammer...etc

   > reminds me of squad maker mod, which is fun

   

   - sting with M1 Garand and mauser

   > bayonet? I think this should be modded after the patch (easy for clients to get: auto downloader) and replace the bash animation (assuming this patch gets weapon bash like spearhead for all weapons) but this requires a whole new animation as well

   

   - grenade to M1 Garand

   > above

   

   - new weapon: flamethrower

   > above

   

   - new weapon: landmine

   > maybe / above

   

   - on-off tracers

   > yes, I've thought about this as well, now you remind me about it

   

   - new "zümzüm" sounds for mosquitos (they circulate around a lamp)

   > tiny little details create a nice atmosphere, definitely worth to take a look at!

   

   - useable flak88, nebelwerfer, howitzer, 20mm flak

   > HAHA. that would be awsome (axis using canon on hunt, just imagine. not to mention custom maps................)

   

   - fixed 30.cal

   > yes, I guess (what's the bug?)

   

   - new single player missions

   > not in the patch. there are some singleplayer missions out there already, something big.

   

   - driveable vehicles, example: gmtruck, motorbike

   > yes, but maybe not in the patch

   

   --------------------------------------------------------

   

   some things shouldn't be included in the patch, though they're cool ideas. with the auto downloader and bugfixes and usuable vehicles, objects and so on, modders have a huge list of extra options to mod and every 1.12 client can auto download those maps and files required for those mods. 1.12 should really focus on creating a package to extend the modifiability of the game, like they said.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 06, 2008, 10:01:47 PM
nice critic, Trinitrotoluene, thx for reply :-)

   well, if the patch will be done, please make these mods for this :-D

   good luck for cool and useable ideas, i'll write idea's yet ;-)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 06, 2008, 10:05:03 PM

   -on the maps: clocks are showing the real time

   - detailed maps with lots of things, objects

   First: Hmm I sense overflows...

   Someone tried this and got a big fat CTD, when he got it working, it lagged.

   Second would lag a lot too.

   

   Lots of new animations in the list, it takes long to create.

   New gametypes would be nice, any thought which (existing first I guess)?

   

   
color names, maybe a lighter or darker color to clan prefix

   mod hippy and wombat are working on that at omohaa:

   http://map.planetmedalofhonor.gamespy.com/mohaa/forum/viewtopic.php?t=13083&start=60

   Related: I also think we should allow players to use all characters in playernames without getting ??? all the time

   

   
- save screenshot to .jpg format

   Already made, I have it here somewhere...

   

   

   - cinematic effect, while the objective destroying ( cinematic-endings )

   

   Would be nice, I think someone made a V2 blastoff if the axis won on V2 Rocket.

   

   
- new, nice menu with beautiful animation and music

   - nicer hud, nicer scopes

   - re-modelled, detailed weapons, extensions: example: strap-rifle-sling to thompson

   I think we should let the player customize his own game by downloading mods.

   

   I Totally agree on the following:

   - alternated daytime, and fog, snow, rain

   - spawnprotect (made)

   - realistic: if your hp is low, you cant run/walk normal speed, and u cant shoot with good aim (I think I can do this)

   - cinematic effect, while the objective destroying ( cinematic-endings ) (few have been made)

   - on-off leans (made I think)

   - fancy memorial room about old bugs and credits..etc

   

   

   

   - if you drop weapon, that isn't disappearing atm

   - abolish old graphic settings

   - unblock blocked rooms (enlarging)

   I don't get what you mean with the above 3.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 06, 2008, 10:25:28 PM
Hey everyone!

   

   We were ready with your objectives for us, so we collected lots of bugs and glitches on stock maps...

   I uploaded those bug-pictures, take a look for this: HMC Bug-Pictures pack (in .PDF format, 10.1 Mb)

   

   We made videos too, but we aren't ready with it yet.

   

   Good luck for fixing bugs! :-)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 06, 2008, 10:40:10 PM
Wow, a huge collection of bugs, glitches and exploit, awesome job!!

   :D
Title: MohAA V1.12 Patch
Post by: tommaso on September 06, 2008, 10:47:23 PM
Some ideas for the patch:

   

   - kill cam
   - demo recording
   - banning by ip/name/prefix etc, commands for managing the ban list
   - auto map/pk3 downloader should be configurable on the client-side (enable/disable, keep map after disconnected from server?, max disk space
   for downloaded maps)
   - ability to send custom message or command to client if the client does not have the current map when connecting
   - at least one, more visible allies skin (like the winter axis skins)
   
   For scripting and external admin tools:
   - really working sv_pure setting on server
   - server-side command to query all used files from any client with a checksum (pk3, dll, exe files used by mohaa)
   - allow quotes in stufftexted string
   - stufftext should not replace multiple spaces with single space
   - dynamically create/modify/delete any ui widget on the client from server-side script
   - custom finalization code for script threads. It should get called before mohaa kills the thread - to clean up everything
   - mohaa scripts should be able to read player names, score, ping
   - more exact log information (log lines should always contain player's entnum, not just the name)
   - server setting to force unique player names
   - customizable rcon command minimum interval (fixed at 500ms now)
   - now I cannot execute cfg larger than 32K (as far as I remember)
   
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 06, 2008, 11:33:11 PM
Good job on that bug list! Some of them should already be fixed, since mods-r-us are using Reloaded fixed map files(?) But can those lighting bugs be fixed? As shown, two separate brushes connected to each other, but where they physically split there's a shadow. And arms sticking through thin walls, can that be fixed without having to thicken the wall? I guess a lot is possible with computers, but MoH:AA does have it's limits...

   

   Kill cam would be very nice, as long as it is an accurate replay

   

   Soldier of Ra, about those points you didn't get, hope bulldozer doesn't mind me explaining it:

   

   - if you drop weapon, that isn't disappearing atm = no weapon drop animation I suppose

   - abolish old graphic settings = totally get rid of low graphics settings, since todays machines don't need them I guess

   - unblock blocked rooms (enlarging) = blocked doors in all maps, open up the areas behind those doors. Reloaded had a nice start with this already
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 06, 2008, 11:46:56 PM
Thanks,

   

   -Well he just let's go of the item he's holding

   -You'd be amazed how many people still have old machines, no way this'll be implemented. Besides, this hasn't got anything to do with how fast your machine is, I got a quadcore, 8600GTS and I can still have LAG (with mods...etc). Lowering the settings helps this, also for gaining fps online. You can have the fastest machine in the world, the game engine stays the same.

   -I'd prefer all blocked area's to stay blocked. It's just more map loaded and more lag etc...
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 07, 2008, 01:08:14 AM
Excellent discussions and ideas guys, i think most of whats mentioned can and should be done via the autodownloader (server specific) as a lot wont be to everyones taste.

   

   TNT - you are a MRU member and your posts/knowledge/ideas etc are valuable ;)

   

   Yes we will use the maps from Reloaded altho it is not a complete set but Krug and Judge have volunteered to start on these maps.

   

   The [yellow]Cinematic competition[/yellow] - can be for any of the obj maps and for any team or both, custom or stock items can be used.

   (This way Moh servers will have some choices of endings and the autodownloader can take care of whats added - also gives the people that dont win the "[orange]prize[/orange]" the option for them to be used by server admins so none should be discarded).

   

   

   Also a big thanks to all you guys helping in any way shape or form, this is a valuable topic that we will keep reviewing as we go.

   

   Great work BullDozer, Szuperferko and HMC

   

   Ill start a cinematic ending thread for the compo
Title: MohAA V1.12 Patch
Post by: James on September 07, 2008, 05:28:55 AM
alright..

   Nice pdf with exploits glitches. From what I saw many of those glitches occur due to clipping or collision issues with the gamex engine. I do believe the clipping animations should resolve a majority of those issues. Also the black Windows were fixed by jv_map as far as I can recall.

   

   Next thing on the agenda

   

   More allies skins can always come in the future, although if I recall correctly there will be some new skins available.

   

   SV_Pure & allowdownload should be up and running as soon as we can find a time to all discuss some things regarding the 1.12 patch.

   

   The ability to ban users from nameip etc.. is actually already done. It's included in Elgans gamexfgame wrapper.

   

   Currently I'm working with heiko to still finish up the antichamwallhack, but we have been stumbling in a few places. Still gotten along decently though. Also were looking into fixing STWH.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 07, 2008, 09:22:33 AM
Here are a few more suggestions:

   

   - spearhead type of compas with team mates icons on it

   - please do add unused skins to the patch, the ones we see in singleplayer but not in multiplayer. Also as mentioned, an allied snowskin would maybe also be a good idea to even out axis <> allies snow skins wise. I thought there was a unused skins sort of pack on somewhere out there already. I think we really need a bit more diversity, especially for the allies.

   

   * Would it be possible for mohaa to make a custom skin creator, in-game. Something that lets players make their own skin by selecting a head, torso, foot and maybe more. Maybe it's much work and unnecessary to include in this patch, but I think this would be a cool idea anyway.

   

   And by the way, if you need anyone to translate dutch parts of the patch, I'll help you out if needed =)
Title: MohAA V1.12 Patch
Post by: STORMnl on September 07, 2008, 09:57:17 AM
about the translate parts,,,,

   

   this community has members all over the world,,and yes,,we help each ather with the translate,,
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 07, 2008, 10:11:29 AM
* Would it be possible for mohaa to make a custom skin creator, in-game. Something that lets players make their own skin by selecting a head, torso, foot and maybe more. Maybe it's much work and unnecessary to include in this patch, but I think this would be a cool idea anyway.

   

   

   That's impossible, unless someone can miracoulusly make such a program *looking over at elg*

   

   I think unused skins could take a lot of space...

   

   GENERAL

   In general does someone actually know what from these sea of ideas or from the ideas before this topic, we're going to put in the patch??? I'd make a list but I have the slightest clue, perhaps take out the best ones, and put them in a poll, with 5/more with the most votes get in the patch.

   

   About the autodownloader. To clear things up, it will be the good autodownloader right? The one that doesn't make you download every custom things, I think Chris' remark about the files with svr_ in them is a good way. But instead only the files with svr in them will be downloaded. But to avoid issues, we could use zvr_
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 07, 2008, 11:13:43 AM
New ideas for the patch and for the autodownload script :-) hehe

   I hope you can understand these sentences... Unfortunately my english vocabulary and grammar quite bad yet. I apologize to you for this.

   

   

   - is it possible to abutment weapons? the weapons are attachable to the windows, like in cod:uo, in mohaa i think: .30 cal, mg42, BAR..etc
   - jam fixing to all weapons ( check your weapons ), like: americas army, or airborne
   - coffe-room, make chairs, beds triggerable ( useable ) lol, you can sit on a chair, or lie on a bed
   - wall decals on models
   - bots on omaha: they're use the cannons, and shoot to the beach instead of random explosions
   - new weapon, maybe instead of .30cal: Browning M1919A4 [ american ]
   - new weapon: M1 Carbine [ american ]
   - new weapon: M3A1 "Grease Gun" [ american ]
   - new weapon: Gewehr 43 [ german ]
   - new weapon: Mauser C-96 M1932/M712 "Broomhandle" [ german ]
   - new weapon: DP Degtyarev (Ruchnoy Pulemyot Degtyareva pekhotnyi) [ russian ]
   - new weapon: M1910 Maxim [ russian ]
   - new weapon: PTRS-41 [ russian ]
   - zoomable sniper scopes, like in moh:airborne
   - destroyable walls on original hunt ( like teamzero without snow ), you can destroy walls with grenade or bazooka, and you will have a destroyed hunt, same possibly on destroyed village
   - if you have 10 HP, u fall down onto the land, and you cant move anywhere, while the medic doesn't help you, only if he gives a canteen ( switchable ) maybe in autodownload feature only, maybe carriable players to medic base lol
   - you can browse mods from a master server, skins..etc in mohaa, and download those ones
   - new objective: kill the professor or worker bot lol
   - if you build a base with basebuilder mod, you can save that base/map
   
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on September 07, 2008, 01:36:01 PM
bulldozer :
   Hey everyone!

   

   We were ready with your objectives for us, so we collected lots of bugs and glitches on stock maps...

   I uploaded those bug-pictures, take a look for this: HMC Bug-Pictures pack (in .PDF format, 10.1 Mb)

   

   We made videos too, but we aren't ready with it yet.

   

   Good luck for fixing bugs! :-)

   

   

   Wow very nice bug report, i think together with my bug report we've tackled most bugs and glitches now in AA. Good job
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 07, 2008, 02:15:50 PM
"in general does someone actually know what from these sea of ideas or from the ideas before this topic, we're going to put in the patch?"

   

   We need this topic so we have lots of ideas - of course we need to look thru them and see whats possible, what isnt, whats needed, what isnt needed, etc etc the good thing is we have the ideas here to look through, keep them coming.
Title: MohAA V1.12 Patch
Post by: szuperferko on September 07, 2008, 02:39:08 PM
Is it possible to fix the collosion bugs?

   

   Ok, we've done with bugs/glitches collection. What's the next step? :)
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 07, 2008, 03:52:40 PM
The clipping or collision issues should be fixed in the Reloaded work
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 07, 2008, 08:10:45 PM
A few more bugs (or not):

   

   - when using a turrent, your mouse latency is very very high, I always found it annoying. please check it out to see whether it's a bug or if it was made like this on purpose.

   - silent shot, shooting and dropping your weapon at the same time: no fire sound, so nobody hears you (only a dropped weapon, which is impossible to hear from a distance). might be worth checking out.

   - when you dropped your weapon, it takes too long to be able to pick it up again. any way to lower that latency a bit? same thing for healthpacks. sometimes you need to run backwards because it didn't get picked up. sounds familiar?

   

   * this one isn't really a bug. the detail of objects and players is really bad at a distance. take a look at closets and such, while moving backwards, their look changes all the time. and maybe it's worth pimping the player model detail at distances as well, if the engine can work that out with not too much fps drop.
Title: MohAA V1.12 Patch
Post by: briqz on September 08, 2008, 11:56:22 AM
Trinitrotoluene :
   

   - re-modelled, detailed weapons, extensions: example: strap-rifle-sling to thompson

   - on the maps: clocks are showing the real time

   - save screenshot to .jpg format

   - alternated daytime, and fog, snow, rain

   - new "zümzüm" sounds for mosquitos (they circulate around a lamp)

   

   All cool little details, do.

   

   
bulldozer :I uploaded those bug-pictures, take a look for this:

   

   Awesome list man! Great work! Again I am stunned how EA could put out such a buggy game, omg.

   

   
Cobra {sfx} :
   Excellent discussions and ideas guys, i think most of whats mentioned can and should be done via the autodownloader (server specific) as a lot wont be to everyones taste.

   

   

   x2

   

   
Trinitrotoluene :
   Here are a few more suggestions:

   

   - please do add unused skins to the patch..I think we really need a bit more diversity, especially for the allies.

   

   Im with you on this although BA skinpack does  work well enough.

   

   
Trinitrotoluene :
   

   - silent shot, shooting and dropping your weapon at the same time: no fire sound, so nobody hears you (only a dropped weapon, which is impossible to hear from a distance). might be worth checking out.

   

   Should be fixed IMO.

   

   Thanks for thinking for me TNT :)

   

   Theres an annoying bug on The Hunt when watching from down manor to behind bath. The area is all grey and buggy. Its not happening at the moment maybe because im using other drivers. The same kind of bug that is happening is on The Bridge when looking from the axis courtyard door to the allied courtyard door. See attached screens.

   

   

   

   
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 08, 2008, 12:30:52 PM
Just upload it to imageshack.us and paste it here, it's really easy :D

   

   - add speech animations to your characters mouth when using a taunt. singleplayer has this, I think. might not be too hard to add it to multiplayer

   as well :love

   

   and about that silent shot thing, you can create a bind for it and set it to mouse 3 for example. this way you'll have a 100% working silent shot. so if/when you guys are fixing it, use that bind. (weapdrop;+attack 1)
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 08, 2008, 12:57:06 PM
i think i might fix silent. in my opinion its a bug , just like sharking or something.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on September 08, 2008, 12:58:40 PM
haha some ideas are really interesting, im really lost anyway. :D  Ive started checking some map bugs and fixing things though.

   

   
Theres an annoying bug on The Hunt when watching from down manor to behind bath. The area is all grey and buggy. I dont think this is driver related as Im not experiencing it with the latests NVIDIA drivers. The same kind of bug is happening on The Bridge when looking from the axis courtyard door to the allied courtyard door. I do have a screeny from that one but I have yet to find out how to attach it to the post.

   

   

   I think that is due to vis, or manual visibility of the map if im not wrong; could be fixed maybe but will affect the map probably. The vis in general is v well applied in all maps, so im not sure if we can improve it, not to mention they used hint brushes etc. amd we , (at least me) are not sure how it works 100 % although i inderstand the basic of it.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 08, 2008, 10:07:42 PM
Krug, there's some sort of visual bug concerning the decals on algiers. Is this normal? It seems to overlap an existing texture.

   http://i95.photobucket.com/albums/l127/lenny_014/shot0021-1.jpg

   

   Also team4 has a disabled decal left. Also team1-3 seem to have had decals but were deleted during development. Were they supplied with the source files of the stock maps?
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on September 08, 2008, 10:35:26 PM
Soldier Of Ra :
   Krug, there's some sort of visual bug concerning the decals on algiers. Is this normal? It seems to overlap an existing texture.

   http://i95.photobucket.com/albums/l127/lenny_014/shot0021-1.jpg

   

   

   hmm im not sure, maybe I made it enabling the decals, maybe they are there, although i dont remember it.

   

   
Soldier Of Ra :
   Also team4 has a disabled decal left. Also team1-3 seem to have had decals but were deleted during development. Were they supplied with the source files of the stock maps?

   

   

   

   you mean the objectves ? I dont remember the decals in the objectives although there are files there in your moh and mine. They are not supplied in the source stock maps (dcl) files, (if im not wrong) and you dont apply them in the .map but in the bsp. So after you finish your map, and want to apply decals, you have to do it with with the bsp. its like putting stickers in the map , and it will be the last step in the design of the level ... you can see the tool if you start a map and press in console. "pushmenu decals"
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 09, 2008, 05:32:37 PM
I see, then they've applied this in the bsp but deleted it afterwards (this is the case for team1-3) because the console will give an error in the long list of errors if you load team1, team1.dcl not found... So they must have been there. However team4 has a dcl file (bigger than the mohdm4 file) in pak5.
Title: MohAA V1.12 Patch
Post by: Klugscheisser on September 09, 2008, 05:55:34 PM
Has there been any discussion about the bushes that don't "appear" until you are close enough. I believe the outside wall on The Hunt has this problem. From inside looking out to the road your vision is obscured by the bushes, but people looking down behind the wall don't see the bushes so they have a clear shot. I was only told of this bug (and then shown) ... but it's been awhile.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 09, 2008, 08:27:34 PM
Yeah, that also happens with some models, for example the shotglass.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 09, 2008, 09:12:42 PM
And what about bush detail levels (and trees) at long ranges, they become less detailed. Making it easier to something in or behind them. (hunt, from within church, all the way to the back for example). Perhaps crank those detail levels up a bit for long ranges?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 09, 2008, 09:20:50 PM
Well I wouldn't fix that too much, the stockmaps' fsp must be raised(or at least kept at what they are now). I'm guessing these issues with models are caused by the VIS or the rendering engine.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on September 09, 2008, 11:48:02 PM
i think some distance vis things are due to shaders as well
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 10, 2008, 05:29:37 PM
szuperferko :
   Ok, we've done with bugs/glitches collection. What's the next step? :)

   

   

   You can still help us. You could play the entire mohaa singleplayer campaign (in easy, medium or hard, you choose) and log it all. Pop up the console, enter logfile 1 (before loading a map or campaign). It will record everything in the console to a .log file in your main called qconsole. However if you disconnect from a game (not continuing the campaign) it'll stop logging, and if you use this command again it'll erase everything you already logged. So maybe back the qconsole up everytime you quit playing or disconnect the game. The point is I can get an overview of all singleplayer errors for every sp map. Mainly now, to resolve all ubersound errors.

   

   
*Herr_Kruger :
   
QuoteSoldier Of Ra :

   Krug, there's some sort of visual bug concerning the decals on algiers. Is this normal? It seems to overlap an existing texture.

   http://i95.photobucket.com/albums/l127/lenny_014/shot0021-1.jpg

   

   

   hmm im not sure, maybe I made it enabling the decals, maybe they are there, although i dont remember it.

   

   

   No I think the "decal" texture was applied twice. Can you fix this? Also, can you enable team4's decal, it's the only obj one in there.
Title: MohAA V1.12 Patch
Post by: bdbodger on September 15, 2008, 05:12:07 AM
Well this isn't a bug but have your ever read the allied_pilot.shader

   

   
pilot_top

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_top.tga

      {

         map textures/models/human/usmaps/pilot/pilot_top.tga

         rgbGen lightingSpherical

      }

   }

   

   pilot_pants

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_pants.tga

      {

         map textures/models/human/usmaps/pilot/pilot_pants.tga

         rgbGen lightingSpherical

      }

   }

   cull_pilot_pants

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_pants.tga

      cull none

      {

         map textures/models/human/usmaps/pilot/pilot_pants.tga

         rgbGen lightingSpherical

      }

   }

   [orange]pilot_hat

   {

      qer_editorimage textures/models/human/usmaps/pilot/pilot_hat.tga

      {

         map textures/models/human/usmaps/pilot/pilot_hat.tga

         rgbGen lightingSpherical

      }

   }[/orange]

   Just change the tik by changing this part

   

   

   
         path models/gear/g_headgear
   
         skelmodel hat.skd
         surface hat shader pilot_hat
   
      //path models/equipment/USGear/helmets
   
      //skelmodel us_helmet.skd
      //surface us_helmet shader us-helmet_ltnt

   

   

   
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 15, 2008, 12:04:30 PM
Wow great find, bdbodger! I tested it for the human model and the player model, it works perfectly!
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 15, 2008, 06:47:05 PM
Klugscheisser :
   Dunno ... I don't use that version. I just through it up in case anyone is interested.

   

   Note: I just looked and that file has a missing bracket in the Garand tik.

   

   Change to:

   

   

   setup
   {
      scale 0.52         // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
      path models/weapons/m1_Garand
      skelmodel garand.skd
      surface stockgar shader stockgar
      surface skin3 shader gar1
           surface skin2 shader gar3
           surface skin1 shader gar2
           surface material8 shader m1clip
   }
   

   

    Also, Shader bar1 for the BAR will conflict with the decal near the pub in Remegan ... just change the shader in the weapon tik/shader file to something else (bar4).

   

   

   I don't see a missing bracket in my garand tik, it looks different from yours as well. Won't changing the name for bar cause any problems?

   

   Also m1l3a has a special dcl file used by EA at E3 to show off mohaa. It's been renamed so it's not used anymore. When I rename it, it doesn't seem to work, must be deactivated, it does say the bsp is newer and the dcl needs an update.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on September 15, 2008, 08:36:41 PM
----------- Loading DCL file maps/m1l3a.dcl ---------

   !!! BSP file is newer than DCL file.

   !!! The DCL file needs to be updated.

   ------ Finished loading DCL file maps/m1l3a.dcl -----

   

   seems to be loading ...working although not sure what all it adds yet...will have to look around with it without it...yeah but definitely could use updating..good find.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 15, 2008, 10:01:39 PM
It seems to add a lot, it's a whopping 500kb, the ones kruger activated for the stock maps are about 18kb.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 16, 2008, 11:17:57 PM
I noticed a lot of people use the DMprecache to exec their global scripts, I personally don't like it. Therefor I want to exec a sidescript in the dmprecache people can use for caching and execing global scripts without damaging anything. Also using a counting system so ppl's sidescripts won't override and they can make any new script (sidescript22 or sidescript37) being exec'd right away without doing anything.

   

   I'll need a bit of help setting it up seeing that scripts don't have targetnames...

   

   (cvar maybe...)
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 20, 2008, 07:21:13 PM
Hi!

   

   I found some more bugs in mohaa, when im playing that:

   

   
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 20, 2008, 09:11:28 PM
nice one, im looking for a system , to track bugs better.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 20, 2008, 09:20:43 PM
Hey, have you ever noticed during a long death animation. Like when you go down on your knees, wobble a bit, then on your arms and finally down, if you change teams during this after a second you respawned, you'll die again the same way you did. State glitch I assume.

   

   Elg, I think you should put an easy way of tracking player spawns, respawns, deaths, teamswitches etc... in to the scripting language. That' would be a great help for the entire modding community! Also an auto updater to make sure urgent/new fixes are applied to everyone.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 20, 2008, 10:20:20 PM
sor, I WILL DO

   

   INFACT, MOHAA SHOULD DO ALREADY.

   

   THERE IS A SCRIPTING CMD REGISTER. WHICH LETS REGISTER THREADS TO EVENTS, IE. SPAWNS, KILSL. DEATHS. however, I never figured out how to get it working in 10 years. I think it just doesnt. so now i can fix it .

   

   

   sorry keyboards capscrazy
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 21, 2008, 12:47:37 AM
http://mods-r-us.net/plug.php?e=tracker
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 21, 2008, 09:23:46 AM
Here are two more texture bugs in DM2, both transparent textures.

   

   top face of doorway, not a huge bug but hey, while you're on it. And I figured occasionally you might wait for someone coming in on these stairs

   

   Broken wall with one transparent face, haven't seen this one reported yet I think
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 21, 2008, 11:35:34 AM
Trin, add you're findings to Elg's new Tracker system he installed, add the pictures there. Also anyone who found a bug add it to the tracker with/without a screenie ;)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 21, 2008, 01:29:48 PM
done :D
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on September 21, 2008, 02:50:50 PM
i have been ready with my mohaa bugs video. it is very basic, ugly, but maybe appropriate :satisfied

   in this video there are some new, and some validated bug

   

   MOHAA Bugs - 1.12 Patch Project -
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 22, 2008, 12:53:48 PM
I've created a little something something on xfire, MoH:AA 1.12 group for players that plan on playing (are playing in the future) the 1.12 patch.

   

   http://www.xfire.com/clans/mohaa112/

   

   Join if you like, pass it on to your friends, maybe mods-r-us sees extra use in it as well. Would be cool to have everyone that supports the project to join :love
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on September 22, 2008, 08:12:20 PM
i found a bug in the tracking system...sorry allied assualt humor..i just had to say it lol
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on September 22, 2008, 10:24:29 PM
hehe

   

   didnt know u cud make groups on xfir, i stil dont like xfire so much or use it so much tho
Title: MohAA V1.12 Patch
Post by: Salombo on September 23, 2008, 12:29:46 PM
lol gold ...
Title: MohAA V1.12 Patch
Post by: Spudmatic on September 27, 2008, 03:39:29 AM
Hi All,

   

   I stumbled across the xNull site a few months ago and thought what a great idea a patch would be.  I was sad to see that things seemed so quiet over there and assumed that the project had been abandoned.

   

   Now I've just found this site and it's great to see that you guys are working hard to breathe life back into this fantastic game.

   

   I'm a member of the UK based MoH:AA clan {::TRL::}, where we have a some very active public servers.

   

   Being a Moh:AA admin is not much fun at the moment, as we seem to spend more time speccing players than actually having fun playing.

   

   I probably speak for many players and admins, when I say that I really appreciate all the hard work you guys are doing and I look forward to the time when we can start using this patch.

   

   I will post any additional issues we find, and enhancements we can think of.

   If there is any thing that we can do to help, please let me know. BTW i'm not a scripter :(

   

   Spud
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on September 27, 2008, 06:20:14 AM
Wow where you been Spud ... just found this site? :P

   

   I remember your clan tag - probs been a while since i was on the server tho, the bug hunting/enhancements can be contributed to by anyone but first make sure what you find hasnt been reported already in the tracker.
Title: MohAA V1.12 Patch
Post by: Spudmatic on September 27, 2008, 07:57:51 AM
Lol, I should have rephrased that.

   I've seen this site a long time ago but not visited in a while since we run pretty much standard servers and dont get involved with modding.

   I should have said that i've only just come across this thread/project.

   Anyway it's great to see whats going on here :)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 27, 2008, 09:22:35 AM
Have all the bugs that have so far been submitted in this thread also been added in the tracker? If not, I wouldn't mind checking all the pages and submit what got left behind.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 27, 2008, 10:42:49 AM
Yeah, it's been a long thread. I think bulldozer added all his bug finding though, he submitted like 150 bugs/enhancements!
Title: MohAA V1.12 Patch
Post by: szuperferko on September 30, 2008, 01:56:53 AM
Ehm...dont forget to mention the HMC :)

   Somebody wrote me an answer when i've asked about the next step. There was something about a logfile while playing in sp. I did not find it in the posts.

   Is that logfile still necesary for us?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on September 30, 2008, 10:38:00 AM
By Solder of Ra:

   

   "You can still help us. You could play the entire mohaa singleplayer campaign (in easy, medium or hard, you choose) and log it all. Pop up the console, enter logfile 1 (before loading a map or campaign). It will record everything in the console to a .log file in your main called qconsole. However if you disconnect from a game (not continuing the campaign) it'll stop logging, and if you use this command again it'll erase everything you already logged. So maybe back the qconsole up everytime you quit playing or disconnect the game. The point is I can get an overview of all singleplayer errors for every sp map. Mainly now, to resolve all ubersound errors."

   

   I think it's still necessary because I haven't seen a post saying it's no longer needed. I might as well start playing singleplayer, here's a good reason :p
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on September 30, 2008, 12:32:03 PM
Lets make a new SP !!!
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on September 30, 2008, 07:58:07 PM
Lol kruger, it may be average scripting but it takes an extremely long time. Plus the extremely long time you spend on mapping...

   

   Ok tri, but forget the medium and hard part, just do easy lol. I don't see why stronger AI could produce more stock errors.
Title: MohAA V1.12 Patch
Post by: szuperferko on September 30, 2008, 10:50:14 PM
Kruger...u just fix these old bugs first, u can make new ones later...:D

   

   Tnt: Will u play sp to making logfiles? Because if u'll do, i would ask the leaders to give me some homework :satisfied
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on October 01, 2008, 12:02:29 AM
lets make a new one for TA "! i find it more fullfilling :Pwhats to fix in sp btw?
Title: MohAA V1.12 Patch
Post by: 211476 on October 01, 2008, 12:34:20 AM
Kruger:
Lets make a new SP !!!

   

   I'm working on an SP map some of you can help
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 01, 2008, 12:45:34 AM
i dont think we should touch the SP. Waste time really.

   

   any major bugs, could fix. maybe even icnlude a shortcut for the secret hidden levels and the bazooka medic secret mission.

   

   

   if anything at all, we could extend the end of the game, So after the train there is more. Something else happens...
Title: MohAA V1.12 Patch
Post by: 211476 on October 01, 2008, 03:29:40 AM
i dont think we should touch the SP. Waste time really.

   Well maybe after the patch, to keep the scene more alive

   

   Hey what if after the train ride a cinematic, Powell receives the Medal of Honor:D

   OR we can do Pearl Harbor
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on October 01, 2008, 07:57:16 AM
Elgan :
   i dont think we should touch the SP. Waste time really.

   

   any major bugs, could fix. maybe even icnlude a shortcut for the secret hidden levels and the bazooka medic secret mission.

   

   

   if anything at all, we could extend the end of the game, So after the train there is more. Something else happens...

   

   

   Agreed. I think is a waste of time, plus theres no map source for the maps. We could add more, or we could ..make a new SP haha (which does not have to be related with the patch )
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 01, 2008, 09:27:58 AM
Maybe I will play through singleplayer with this logfile thing activated, but only if it is really necessary for this patch, is there still a need to fix those ubersound errors? Whatever they are? If it's just something purely singleplayer related, just leave it I'd say :)
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 01, 2008, 02:28:40 PM
Well I think the guys who made the ubersound fix never looked at SP, but elg is right. It would be a waste of time.
Title: MohAA V1.12 Patch
Post by: JoeyC on October 01, 2008, 03:28:42 PM
Elgan :
   maybe even icnlude a shortcut for the secret hidden levels and the bazooka medic secret mission.

   

   Are there more levels than m4l0, if so I would like to know. M4l0 is the only 1 I know of.
Title: MohAA V1.12 Patch
Post by: *Herr_Kruger on October 01, 2008, 04:52:05 PM
you can replay some levels with extra things like a bazooka, but specifically a new level only m4l0
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 01, 2008, 06:11:25 PM
if u beat snipre town in ahrdest without losing a guy u get a lil bonus bazoooka medic game
Title: MohAA V1.12 Patch
Post by: szuperferko on October 01, 2008, 10:25:37 PM
So there is nothing else to do?
Title: MohAA V1.12 Patch
Post by: 211476 on October 02, 2008, 12:22:00 AM
Kruger:
Agreed. I think is a waste of time, plus theres no map source for the maps.

   Well once you get the 'source' you will be able to properly decompile the bsps to maps and edit them
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 02, 2008, 11:07:22 AM
Perhaps... though I think the source won't include the .maps nor any info for proper decompilements. I think it'll only contain the source code for the engine, scripting and wrappers etc
Title: MohAA V1.12 Patch
Post by: nedd on October 03, 2008, 10:02:24 AM
First up, great work guys :)

   

   

   

   just a couple of questions:

   

   • will the patch affect the installation of SH and BT patches?

   • will the fixes eg. map script fixes and exploits fixes etc work if hosting a SH or BT server?

   - if no, will a SH and BT patch be released fixing the issues discussed?

   

   

   I'm willing to host a test server for BT in Australia if required.

   contact me here - http://ned.theoldergamers.com/ -

   

   

   

   

   

   
briqz :
   Im under the impression that most people enjoy MOHAA as it is. The only way it should be "tweaked" is that the patch is for 99% about fixing technical flaws and major issues. Only that is what this game needs and deserves. I think a lot of people are with me on this.

   i agree
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 03, 2008, 12:51:39 PM
fixes wille ffect AA only. IT will be a new patch to install over most files in the game and add some new packs.

   

   

   Im current pondering weather to overwrite the existing pak3 files with fixesd ones ,or add just new pak3 files for the patch

   

   overwriting = bigger download / better organization. THis would be like download all the game , with it set out how we would like.

    -  less watsed hdd space and files and quicker loading times.

   

   new paks = more on users hdd.  more pk3's in main. modders must remember to use these files when editing.

    -  watsed hdd space and files and loading of files.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 03, 2008, 04:53:34 PM
I dunno elg, I think you should have a new pak but do not take the 7 because every non-english users has pak7 instead of pak6 of the v1.11 patch. It will hold all modified files, it's be more overviewable. I don't see why new paks would waste more space than overwriting them? It should be the same.

   

   And nedd I doubt the fixes will work on SH/BT, also goes for the new features etc...
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 03, 2008, 05:09:18 PM
but i hate the fact in some moh paks it has little files, waste of pack! and then another pak with little files and then a patch pak for languages and then a patch big pack and then a patch little pack over writing etc

   

   its all like, where is the consistancy?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 03, 2008, 06:04:37 PM
Well if you want the patch to be attractive to all moh players, shouldn't we keep its downloadsize as low as possible? Thus meaning to have a seperate pack. I don't know what you want to tell us by "adding it" in an existing pack...If that's the case then you should respect the pack's contents thus putting all paks you edited into the patches' release. Which basically means people will be downloading the whole game so to speak.

   

   The language pak wasn't my idea it's EA's Idea, when they released the patch all english versions (UK/US) got pak6 as its update pack and they probably made the other language patches after the first english one which would explain why it's called pak7.

   

   I hate it too, I'd like to have as little paks as possible too but if you could then could you compile/insert the new/modified files through a DOS installer in the original paks? Problems solved then I guess?
Title: MohAA V1.12 Patch
Post by: JoeyC on October 04, 2008, 01:40:19 AM
Will people still be able to connect to 1.11 servers if the patch overwrites files. If it is still possible than overwrite the files.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 04, 2008, 06:53:09 PM
no, they wont, will be a new server version.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 04, 2008, 09:55:52 PM
Oops, forget about my answer (I deleted it). That's an important point though, if you decide to overwrite files for the patch, we can't enter 1.11 servers anymore. How sure are we that 1.12 will be widely used (if we can tell anyways)? Might be saver to create new files then, don't overwrite anything.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 04, 2008, 10:17:35 PM
It will be very unlikely you can enter the v1.11 servers even without the datachanges (pk3). The .dll and engine changes will be too drastic to allow people to play on v1.11 servers.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 05, 2008, 12:38:56 PM
you wont be able to enter 1.11 servers and 1.11 players wont be able to enter 1.12 servers. Reason being they will have the error "wrong version"
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 05, 2008, 12:48:11 PM
Oh, I thought a while ago it was said that the patch was backwards compatible so to say. I really hope 1.12 will be a great hit in that case, I'm really afraid it will only be used by a small amount of people and 1.11 still being on most servers :|
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 05, 2008, 12:59:28 PM
it will offer alot to change the server to 1.12. Thus clients will update in order to play.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 05, 2008, 06:45:45 PM
True! But I'm very afraid a lot of people will think "To hell with it, it's an unofficial patch, probably crap, I'm staying with 1.11" ... :(
Title: MohAA V1.12 Patch
Post by: Card {sfx} on October 05, 2008, 07:34:26 PM
How many people DL custom maps??

   You will get your answer on 1.12 from above answer.
Title: MohAA V1.12 Patch
Post by: Gold {sfx} on October 06, 2008, 12:46:53 AM
this is what i think will happen...some server admins will patch and some will not..but i can tell you this much..after the patch i will never join a 1.11 server again to play..only 1.12:)
Title: MohAA V1.12 Patch
Post by: szuperferko on October 06, 2008, 12:53:26 AM
Trinitrotoluene: The magic word is PR.

   Its only matter of good communication between developers and communitys. As a newswritter i keep our guys focused on this project. I'll write a letter for the Polish moh community to let them know what is going on here.

   

   Someone asked me about the title of the patch(1.12); if this patch will REALLY fix THAT huge amount of bugs, why it wont get the 1.2 name? Because its unofficinal, thats why - i answered. Than i've started thinking about it. Why we/you guys wont go to the Ea with the whole project? I mean after we/you guys finished it. We/you guys have nothing to lose.
Title: MohAA V1.12 Patch
Post by: Cobra {sfx} on October 06, 2008, 06:17:02 AM
I could have a word with the guys at EA to sponsor it, theyre already aware of what we are doing and support it :)
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 06, 2008, 08:11:07 AM
You guys are all right about that. PR is the way to go. But after all we need to remember this is an old game, a lot of people have settled with 1.11. Some people might not even want 1.12 because it they're used to 1.11 (as in: we know all the bugs and how to use them, don't want them to be fixed). I might be wrong about this here, maybe it's not so bad after all. I hope I'm wrong. Get the news over to a lot of people is step one, next step is people to install it and keep using it. And what will happen to leagues like Clanbase? Separate ladders or a full update?

   Funny, I also thought about the fact to speak to EA. With their 10th anniversary for the MoH series coming up. EA might actually be an important factor here with PR. It could make this patch look more official even though it isn't official. Hell, why don't we get EA to approve your work and get them to release it as an official patch? It's what I would do if it was a good piece of software, but also because of respect to Allied Assault. That would be awesome! EA doesn't have anything to lose on making it official, right? It would increase our chances of full success a lot.

   I can't wait for this patch to get released. But I'm still a little bit skeptic about the fact if it would indeed get fully used instead of splitting the community (and leagues) between 1.11 and 1.12. But hey, I support it!
Title: MohAA V1.12 Patch
Post by: Salombo on October 06, 2008, 02:43:21 PM
Don't forget server rental companies !
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on October 06, 2008, 06:22:45 PM
if we go to ea too soon and they stick their logo on it, we lose the ability to easily update it quickly.

   

   It's all PR asnd time, it will be slow and then a sudden burst of everything changing to the 1.12. Then slow again and so on.,

   

   Im condfident people will adapt it and everyone will want to convert for the fixes. Only the cheats will be dissapointed. But in time they will also find it good,

   

   From the start. I've said, fix it, not change it. We fix the game, nothing changes, in terms of game play.
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on October 11, 2008, 06:22:00 PM
Hey guys any news? :D I R HUNGRY FOR NEWS
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 11, 2008, 07:10:28 PM
No, I don't think so, I just received the logs from singleplayer and noticed some remarkable errors. But I think everyone's busy with everyday life and I with my database.
Title: MohAA V1.12 Patch
Post by: James on October 11, 2008, 07:22:11 PM
We have all been pretty busy. heiko & I are working out on the anti-aimbot project and that seems pretty time consuming. Right now it's still just a theory in work but we'll see if it works.

   /me crosses fingers
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on October 11, 2008, 08:57:08 PM
We've got confidence in you James. Your theories also turn out true, so yes, let's all cross our fingers. Even though you say it's time consuming, don't feel any pressure m8.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 05, 2008, 12:10:26 PM
Okay, I think the real patch work is going to begin now. We've got our system to upload etc now. So you'll start seeing items in the tracker getting a fixed status.
Title: MohAA V1.12 Patch
Post by: szuperferko on November 05, 2008, 02:11:21 PM
YEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY. Obama brought changes... :P
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on November 06, 2008, 11:29:45 AM
Soldier Of Ra :
   Okay, I think the real patch work is going to begin now. We've got our system to upload etc now. So you'll start seeing items in the tracker getting a fixed status.

   

   

   Good thing, I just started to wonder whatsup with this project :) Don't think Obama is responsible for this progress though :P
Title: MohAA V1.12 Patch
Post by: James on November 12, 2008, 05:47:23 AM
Elgan, I know I'm a bit late on this response, and I apologise, but I need to say.. How do you plan on doing the version checking. Because the way I previously did it, worked real well.

   

   It actually allowed clients with 1.12 the ability to still be able to play on 1.11 server, but not the other way around. I don't think it would be good to restrict it to just 1.11 because we don't know how popular and how many servers will use 1.12. Surely it would be foolish to ignore the update due to the amount of fixes that will be included, but you know how people are sometimes.
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on November 12, 2008, 04:13:54 PM
they wouldnt be able to play on 1.11 because the maps would be different.
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on November 12, 2008, 06:51:49 PM
but in principle the maps could be downloaded the first time a 1.12 client connects to an 1.12 server with sv_allowdownload. Isnt it? or am I mistaken? So we could maybe have them diff name then the standard names of of the bsp's. And then you could still connect to an 1.11 server. :dozingoff
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on November 18, 2008, 11:16:47 AM
Good to see the fixing is really starting now. I'm afraid we're running out of bugs to report, who would have thought that about MoH:AA :p
Title: MohAA V1.12 Patch
Post by: PaNzErNÄcKeR on November 25, 2008, 07:00:21 PM
anyone can say me where is the link for v1.2 patch plis =D?

   i want to play with c47 xDD
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 25, 2008, 07:01:52 PM
It's being made, it's not done yet.
Title: MohAA V1.12 Patch
Post by: PaNzErNÄcKeR on November 25, 2008, 07:10:59 PM
ok (Y), but.... how there is a video with bots in parachutes??? and c 47¿¿
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 25, 2008, 07:25:07 PM
That's not related to the patch in any way. Where did you see this video? In this topic??
Title: MohAA V1.12 Patch
Post by: PaNzErNÄcKeR on November 26, 2008, 12:47:23 AM
:) not in this topic xD, but i see it in youtube

   http://nl.youtube.com/watch?v=xr602gZzl2E
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 26, 2008, 06:26:37 AM
Then ask your questions in that topic :)
Title: MohAA V1.12 Patch
Post by: STORMnl on November 26, 2008, 08:10:35 AM
for the record,,,it's a map made for the x-mas competition last year

   

   it's destroyed village snow

   

   when you look a bit more in these forums you wil find it

   

   btw,,,it's made by Cobra
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 26, 2008, 11:59:32 AM
Me and Prox just modified it with parabots :)
Title: MohAA V1.12 Patch
Post by: STORMnl on November 26, 2008, 12:54:54 PM
did you do the glitches to,,
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on November 26, 2008, 03:50:59 PM
What glitches?
Title: MohAA V1.12 Patch
Post by: STORMnl on November 26, 2008, 07:24:31 PM
in the part that's new to to the map,,you can see at some points under the map and trough some wals,,texture mistakes,,just a fewmost are at the big area in front of the gard tower
Title: MohAA V1.12 Patch
Post by: johnkeel105 on December 03, 2008, 05:16:41 AM
I just recently found out that a patch is being made for Medal of Honor Allied Assault. A few years ago I assisted in beta testing for the MOHAA Reloaded patch. I have submitted some ideas. As the patch progresses I would be happy to help beta test, if needed. In the meantime I will submit any bugs that have not been noted.

   

   Also after reading above comments, I feel that the patch should not be backward compatible with the 1.11 version. Assumeing the patch does not change core gameplay and it fixes major bugs with some enhancements. There would be no reason for server admins to stay with the old version.
Title: MohAA V1.12 Patch
Post by: Drew-NY on December 17, 2008, 04:57:25 PM
No offense, but as a player rather then an admin, I personly uninstalled the last official BT patch as it wasn't backwards compatable. It would actually discourage players such as myself from the patch if it limited what servers I could play on. I'm currently in a SH clan, but have recently played AA again thanks to mohaa-athon, who are also supported by EA games. I agree any mods / maps, etc. other then fixes / anti-cheats should optional. Granted the autodownloader will make players such as myself more likely to play on a server if I don't have to go searching for files, but even admins in the clan I'm in prefer to decide if we want to download them, and be able to easily uninstall what we dont want to remain.  

   

   Otherwise I hope it's not to late to add some ideas, and I just downloaded the bugs pdf to take a look at that as well. I have 2 things off the top of my head, but I'll check the pdf's first to see if they're already included. I also would be interested in testing as long as the files will be easy to uninstall / remove afterwards.
Title: MohAA V1.12 Patch
Post by: Drew-NY on December 17, 2008, 05:38:37 PM
Well I didn't get a chance to look at the pdfs, as I'll have to reboot to reset service/s to allow installation of a pdf reader. But I took a look at what's listed in the patch bugs / fixes / enhancements. If being shot due to skins sticking through barriers, walls, etc. is included inbeing shot through doors, etc. then nevermind that. However on another note, AA does not have the server filter options that SH / BT have. Granted I understand the intention is not to combine all their features together, but this option was a main factor in my decision to go to SH, as honestly the only other reason was more gametypes at the time. Just an idea that you might want to consider more of an enhancement then anoptional mod ?
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on December 18, 2008, 08:52:57 PM
Hi guys, I'd be happy to help out with fixing map related bugs. I haven't seen the project tracker getting updated in a while, so if you need my help...
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on December 18, 2008, 09:07:29 PM
Mod Hippy is testing the anti-STWH:

   

   http://www.modtheater.com/forum/showpost.php?p=313666&postcount=1
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on December 19, 2008, 09:58:38 AM
Nice, I might be able to get some testing going with a few people on that. If that server ever comes online that is.
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on December 21, 2008, 05:02:23 PM
Yeah, it has been online. Tried it myself yesterday and it's offline. Not many interest I guess :s
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on December 22, 2008, 12:52:45 PM
The anti-cham doesn't work at all, or barely. They said STWH fix works though.
Title: MohAA V1.12 Patch
Post by: lcdl on January 03, 2009, 01:05:14 AM
prevision for download patch 1.12 beta?

   anyway, the beta patch is much better in atually, the basic of glitches fixeds = beta

   full version = glitch fixes + new visual + ......

   its my ideia, beta patch for solve most common bugs only =]
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on January 05, 2009, 09:57:13 AM
That's what they're going to do, fix the game, not change it. Gameplay and visuals etc. stay the same.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on January 12, 2009, 10:20:41 PM
any news, guys? :con
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on February 02, 2009, 06:25:41 PM
Anyone? Is the project on pause for the time being or stopped for good?
Title: MohAA V1.12 Patch
Post by: 211476 on February 03, 2009, 02:41:35 AM
my guess is that it is a pause, until, (hopefully) EA releases the source code
Title: MohAA V1.12 Patch
Post by: Trinitrotoluene on February 04, 2009, 01:34:34 PM
I thought they'd develop this thing anyway, with or without the source code, to the best of their abilities :(
Title: MohAA V1.12 Patch
Post by: Elgan {sfx} on February 04, 2009, 09:29:16 PM
pause, research and development.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on February 05, 2009, 01:59:33 PM
for how long? :con
Title: MohAA V1.12 Patch
Post by: Kalti on March 02, 2009, 09:51:55 PM
Perhaps already mentioned but can something be done with the ingame serverbrowser? Filter on Gametype... that sort of stuff.

   

   Thanks guys, you are the best! :yes
Title: MohAA V1.12 Patch
Post by: James on March 03, 2009, 08:46:56 PM
Sorry for the belated response.

   

   The project is currently on pause, but I am still active in it (the serverside gamex coding) I already managed to get some serverside stuff transfered over from heiko's Linux version, and I also updated the engine functions ALOT.

   

   Currently working on detecting aimbots. Running into a few minor issues, but overall I think I'm getting further than we used to be.

   Going to attempt to get the antichams working along with the STWH.
Title: MohAA V1.12 Patch
Post by: Kalti on March 04, 2009, 07:45:59 PM
Oki, I hope this attempt pulls through though :D

   

   Let me know if I can help.
Title: MohAA V1.12 Patch
Post by: James on March 06, 2009, 04:55:22 PM
I could use programming help :P

   

   here is the original script we were working with, however offcourse we didn't continue because it didn't work for each individual user. In gamex it works independently. Through script if 1 person sees another then everyone else is also rendered which is stupid ha.

   

   

   canSee local.player local.obj:
       //original 'can_see' found in mefy's mods
       //http://mefy.planetmedalofhonor.gamespy.com
   
       local.eye = (local.player gettagposition "eyes bone")
       local.eyedir = (angles_toforward local.player.viewangles)
       local.dir = local.obj.origin - (local.eye - (local.eyedir * 30))
       local.dp = vector_dot (vector_normalize local.dir) (vector_normalize local.eyedir)
   
       if (local.dp < 0.5) {
           end 0
       }
   
           //local.traceRes = (trace (local.eye local.obj.origin 1))
           //local.traceRes = sighttrace local.eye local.obj.origin 1
           local.traceRes1 = sighttrace local.eye ((local.obj gettagposition "Bip01 Pelvis") + ( -20 0 0 )) 1
           local.traceRes2 = sighttrace local.eye ((local.obj gettagposition "Bip01 Pelvis") + ( 20 0 0 )) 1
   
           local.traceRes3 = sighttrace local.eye ((local.obj gettagposition "Bip01 L UpperArm") + ( -10 0 0 )) 1
           local.traceRes4 = sighttrace local.eye ((local.obj gettagposition "Bip01 L UpperArm") + ( 10 0 0 )) 1
   
           local.traceRes5 = sighttrace local.eye ((local.obj gettagposition "Bip01 R UpperArm") + ( -10 0 0 )) 1
           local.traceRes6 = sighttrace local.eye ((local.obj gettagposition "Bip01 R UpperArm") + ( 10 0 0 )) 1
   
           local.traceRes7 = sighttrace local.eye ((local.obj gettagposition "Bip01 L Forearm") + ( -10 0 0 )) 1
           local.traceRes8 = sighttrace local.eye ((local.obj gettagposition "Bip01 L Forearm") + ( 10 0 0 )) 1
   
           local.traceRes9 = sighttrace local.eye ((local.obj gettagposition "Bip01 R Forearm") + ( -10 0 0 )) 1
           local.traceRes10 = sighttrace local.eye ((local.obj gettagposition "Bip01 R Forearm") + ( 10 0 0 )) 1
   
           local.traceRes11 = sighttrace local.eye ((local.obj gettagposition "Bip01 Head") + ( -20 0 0 )) 1
           local.traceRes12 = sighttrace local.eye ((local.obj gettagposition "Bip01 Head") + ( 20 0 0 )) 1
   
           local.traceRes13 = sighttrace local.eye ((local.obj gettagposition "Bip01 Head") + ( 0 -20 0 )) 1
           local.traceRes14 = sighttrace local.eye ((local.obj gettagposition "Bip01 Head") + ( 0 20 0 )) 1
   
           local.traceRes15 = sighttrace local.eye ((local.obj gettagposition "Bip01 L Foot") + ( -20 0 0 )) 1
           local.traceRes16 = sighttrace local.eye ((local.obj gettagposition "Bip01 L Foot") + ( 20 0 0 )) 1
   
           local.traceRes17 = sighttrace local.eye ((local.obj gettagposition "Bip01 R Foot") + ( -20 0 0 )) 1
           local.traceRes18 = sighttrace local.eye ((local.obj gettagposition "Bip01 R Foot") + ( 20 0 0 )) 1
   
   
       //if we see at least one part, we see the player
       //for performance reasons one would only continue tracing if no part has been seen yet
       //instead of tracing all parts all the time
           local.traceRes = local.traceRes1 + local.traceRes2 + local.traceRes3 + local.traceRes4 + local.traceRes5 + local.traceRes6 + local.traceRes7 + local.traceRes8 + local.traceRes9 + local.traceRes10 + local.traceRes11 + local.traceRes12 + local.traceRes13 + local.traceRes14 + local.traceRes15 + local.traceRes16 + local.traceRes17 + local.traceRes18
   
       //we want to return only 0/1
           if (local.traceRes != 0)
             local.traceRes = 1
   
       //we try to count for how long a player stares at another player he can't actually see
           if (self.ticks[local.player.entnum] == NIL)
           {
             self.ticks[local.player.entnum] = 0
           }
   
           if (local.dp > 0.998 && local.traceRes == 0) {
             self.ticks[local.player.entnum]++
             iprintln "player looks at unseen player for " self.ticks[local.player.entnum] " ticks"
           }
           else {
             self.ticks[local.player.entnum] = 0
           }
   
   end local.traceRes
   
   
   handlePlayers:
   
     local.frames = 0
     local.antiCheat = 0
   
     while (1) {
   
       //wait for rcon enabling of the protector
       if (local.frames == 0 || local.frames > 120) {
         local.frames = 0
   
         local.antiCheat = int(getcvar "g_anticheat")
         if (local.antiCheat != 1) {
           $player show
   
           iprintln "NOT protecting against see-through"
           wait 5
           continue
         }
   
         iprintln "protecting against see-through"
       }
   
       local.frames++
   
       //estimate all see-connections, i.e. player x sees player y
       //note for wrapper: only trace oponent team members
       for (local.i = 1; local.i <= $player.size; local.i++) {
         for (local.j = 1; local.j <= $player.size; local.j++) {
           if (local.i != local.j && $player[local.i] && $player[local.j] && $player[local.i].dmteam != "spectator") {
             local.sees[local.i][local.j] = waitthread canSee $player[local.i] $player[local.j]
   
           }
           else {
             local.sees[local.i][local.j] = 0
           }
         }
       }
   
       //now check if for any given player x no other player sees him
       //for performance get this into the above loops
       //note for wrapper: do it differently, i.e. if a client does not see a player, than don't transfer that entity
       for (local.j = 1; local.j <= $player.size; local.j++) {
         local.notSeen = 1
         for (local.i = 1; local.notSeen == 1 && local.i <= $player.size; local.i++) {
           if (local.i != local.j && local.sees[local.i][local.j] == 1) {
             local.notSeen = 0
           }
         }
   
         //if the player isn't seen by anybody, hide him
         if ($player.size > 1 && local.notSeen == 1) {
           //iprintln "hiding player in slot " local.j
           $player[local.j] hide
           //$player[local.j] ghost
           //$player[local.j] rendereffects "+dontdraw"
   
       //doesn't work :/
           //$player[local.j].weapon show
   //neverdraw
         }
         //if at least one player sees him, unhide him
         else {
           $player[local.j] show
           //$player[local.j] solid
           //$player[local.j] rendereffects "-dontdraw"
         }
       }
   
       waitframe
     }
   end
   
Title: MohAA V1.12 Patch
Post by: [KC]Murdock on March 06, 2009, 05:51:02 PM
But the idea of checking how long a player looks at an unseen player is a good idea. Maybe report this info only to an admin in the server would be a good idea?
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on March 06, 2009, 08:27:15 PM
Because scripting is serverside, therefor you cannot hide things from 1 specific player.

   The wrappers on the other hand is clientside.
Title: MohAA V1.12 Patch
Post by: James on March 07, 2009, 03:08:02 AM
Which is odd because gamex86 is only loaded server side not client side. The fix that heiko originally wrote has nothing to do with client side at all. It just has more freedom and can check individual things in a client which scripts for whatever reason can't do. I'm not sure why or how it works exactly, but my guess is since I'm modifying the game content directly it is alot more universal & direct. Any changes that are done can be done to any & every client at any point in the game.

   

   I was just informed by heiko that I also have to do additional work to the MOHAA.exe which is where I will have a difficult time. I need to hook "SV_AddEntitiesVisibleFromPoint" which is in the executable and not the dll, so therefore I will have to hook that function & then write additional bytes to it using asm, and well asm isn't my strongest point argh..
Title: MohAA V1.12 Patch
Post by: Soldier Of Ra on March 07, 2009, 09:38:15 AM
Well that's the thing isn't it. You can check almost everything in a wrapper. Well I'm guessing, as unlogical as it may sound, that even the serverside wrapper is "clientside" in the meaning that it processes all clients individually and constantly sends packages of information (including commands) to the client's wrapper.
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on April 14, 2009, 05:11:06 AM
I'd like to get acces for this site "http://www.mohaa-reloaded.com/" to rebuilt it. I dunno whose that webpage, please let me know. I want to submit fresh news on this site, later upload videos&pictures too. I'd like to demonstrate the patch hasn't dead.
Title: MohAA V1.12 Patch
Post by: Runt on April 14, 2009, 08:15:37 AM
reloaded isn't dead?
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on April 14, 2009, 09:14:15 AM
yes it's basically dead, but I want to revive it as MOHAA 1.12 Unofficial patch. reloaded domain is good for it i think
Title: MohAA V1.12 Patch
Post by: Bulldozer {sfx} on October 04, 2009, 07:20:09 AM
PLEASE restore the project tracker & continue the development
Title: MohAA V1.12 Patch
Post by: Thorongil {sfx} on February 23, 2010, 11:47:23 AM
Patch 1.12 - The Wrap Up!

   

   Patchnotes

   

   Make an sticky topic with patch notes like Blizzard does with their patchnotes (Look at the image below) .

   I notice with responses like this one "pff so many bugs to go"

   that you don't get that feeling that there is an progress going on.

   

   This is normal you see this often with students. This is solvable for both modders & guests.

   Structure is nothing more than to bringing order to chaos. For exmple put bugfixes in groups maybe some subgroups.

   

   

   Blizzard seem to know how to handle patching quiet well. ( sinds 2005 ten million subscribers worldwide)

   

   

   Wrap wrap wrap

   

   Wrap those wonders(bugfixes) you allready have together.  

   Put all the bugfixes together to get the "WOW, Look what we have allready!".

   

   Add a copy of the patchnotes in txt to the package.  

   I studied graphic design one thing we learn there is this KISS = Keep It Simple Stupid.

   Look at the patchnotes of blizzard (not too long yet understandable)

   

   

   Offline BBCodeWriter

   

   You should use an offline bbcodewriter in my case I use AHK BBCodeWriter 7.02.

   A simple tool that will improve speed in making nice posts. (Usefull for the patchnotes post, Forum/clan rules in other cases)

   

   

   1.10 1.11 1.12 whaa?

   

   When thinking logical, people with other different versions can't play along that would bring in more trouble.

   

   NO 1.00 > 1.11 | 1.11 > 1.00

   

   NO 1.00 > 1.12 | 1.12 > 1.00

   

   NO 1.11 > 1.12 | 1.12 > 1.11


   

   YES!         1.12 > 1.12

   

   

   

   Language

   

   The standard language is English. You shouldn't care much about translations at all.  

   People will create translations theirselfs since that's instinctive to support your country somehow .

   

   

   Reloaded files I still have

   

   Reloaded-Pak0.pk3   (Spearhead player Models)

   Reloaded-Pak1.pk3   (Spearhead DM maps)

   Reloaded-Pak2.pk3   (Bash with all weapons except Bazooka)

   

   

   Aim big

   

   Adding add-ons narrows down the target group.

   

   Give the sense that using the 1.12 patch will help us stop cheaters. That will cuase a large amount of irritated clans, admins, regular gamers to make use patch 1.12.

   When you can acomplish this no doubt the 1.11 version will be like the 1.00 version.

   

   Add-ons

   Don't add these to the project. See these add-ons eatch as their own products. Create add-ons in your 'spare time'.  When you finished your 1.12 Patch job (It would surprice me cause you make it too chaotic for yourself).

   

   
   

   Wrap wrap wrap ! wrap wrap wrap!

   My regards

   Mathias
Title: MohAA V1.12 Patch
Post by: Razorapid on March 05, 2010, 11:33:10 AM
I'd like to say HI to everyone and let you know that Patch 1.12 isn't dead!

   

   Please visit:

   http://www.modtheater.com/forum/showthread.php?t=37384

   

   We've currently released test win and linux versions of patch. Soon we'll have our own website for this project.

   

   We have already done:

   

   1. anti-norecoil (detection and emulation) server-side

   2. anti-stwh (detection and prevention) server-side

   3. anti-wh (prevention) server-side

   3. black windows fix server-side

   

   for both win and linux

   

   and we've got more to come