MohAA V1.12 Patch

Started by Cobra {sfx}, August 09, 2008, 02:32:18 PM

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briqz

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.

Cobra {sfx}

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.
Sleep? What is that?

Trinitrotoluene

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?

Soldier Of Ra

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?

Trinitrotoluene

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)

Cobra {sfx}

No we wont be adding invisible walls, a limiter is the way
Sleep? What is that?

Runt

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.

James

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.

Gold {sfx}

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.

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 ?
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Trinitrotoluene

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?

Cobra {sfx}

Most of the reloaded files we will be using so yes and ive seen that in there
Sleep? What is that?

Gold {sfx}

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.

Elgan {sfx}

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.

Trinitrotoluene

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.