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Posted: Wed Jan 03, 2007 11:27 pm
by Hunted_One
Thank you so much, Train. That was what I needed. THANK YOU SO MUCH.

Posted: Wed Jan 03, 2007 11:36 pm
by SolidFett
Thank you!

Posted: Thu Jan 04, 2007 2:05 pm
by [RDH]Zerted
I'm back online. I haven't decided if I'm going to switch the server over to Linux yet, so I cannot tell you exactly when it will be back up. However, it should be up by Monday. Comcast isn't very nice with its upload speeds, so I think it will be slower too.

Edit: Yeah I saw, thanks. But I have a lot of other things to host too.

Posted: Thu Jan 04, 2007 4:22 pm
by trainmaster611
Umm, I already uploaded a copy for you :)

Posted: Fri Jan 05, 2007 10:29 am
by PieDude797
I just tryed the link, i think it's bad. so.. i can't download

Posted: Mon Jan 08, 2007 9:44 pm
by yankeefan05
Thank you master of trainess. It is very helpful to upload it to filefront now.

Posted: Sat Jun 09, 2007 10:11 am
by [RDH]Zerted
The server is back up, thus the links are working again. No one ever finds this topic in the Media area (though it does fit here). There is more talk about the links and the next release here: http://www.gametoast.com/index.php?name ... ic&t=10079

Posted: Sat Jul 21, 2007 11:45 pm
by [RDH]Zerted
Good News/Bad News:

I've finally started working on this again. I have added a few things like changing jumping stats, player speeds, jet packs, etc... They work well, except for jumping down (yes, I said down). That was fun for a bit, until I noticed that the game would freeze about half the time you did it.

The problem is that I'm not sure how they are acting in a public server. If you join a public server and attempt to change any of the class values (except endurance, not sure why...) the game crashes to the desktop. This is good because it prevents people from cheating online (they can't change their stats). However, if the admin changes some class values (lets say he doubles the unit speeds) then it seems everyone who joins after this change crashes to the desktop. If you are already in the server during the unit speeds change, you get the updated values and everything is fine.

That is what I think happens. I've had people join my server, then I've changed some stats and they have played with the changes. I've also had people join again and again after I've changed something, only to have them vanish from the server shortly after they join. Can someone confirm that these people are crashing to their desktops and not just popping in and out for the fun of it?

The server I run is normally named something like Zerted -FakeConsole. It is online randomly. If you see me on XFire and want to test the new features, PM me and I'll start the server.

Posted: Sun Jul 29, 2007 11:56 pm
by 1z2x3c
hey zerted how do you set up a down load link like http://75.75.101.95/~zerted/245779 ?

Posted: Mon Jul 30, 2007 12:13 am
by Darth_Z13
I believe he runs a server, I could be wrong. ;)

Posted: Fri Aug 17, 2007 1:25 pm
by [RDH]Zerted
I do run my own server. 75.57.101.95 was my IP address. I was too lazy to setup a name for it (like gametoast.com). ~zerted/245779 would be the path on the server to that page/file. The server ran Ubuntu v6.1 Server and Apache. All you need is an always-on internet connection and a computer to host the site.

My site will go back online during the first week in Sept.

Edit: Good news
I've gotten the ability to remove effects working. However, it removes the effects from ALL units and you lose the bonus too.

My site is back online and I've finally given it a web page, but I haven't updated any of the links on GT yet.

Edit 2:
The remove effects only works some of the time. Its really wierd... I updated the download link. It works again.

Edit 3:
I just sucessfully tested teleporting. A bunch of player teleporting commands will be included in the player list.

Edit 4:
Figured out a better way to remove the awards effects. Its works well. The award effects are removed, but you can still earn the awards. I need to test it to make sure it doesn't crash in MP. Will make another shot at unlimited ammo too. Updated all my links on GT (at least the ones I could find). Thanks to that one topic, the 'Add JetPacks' command is useful and will be kept in (before the jets were way too slow). I've been testing everything out on a server around midnight EST almost every day. Some people mis-think my server is lagging like crazy and quickly leave. Almost everyone else loves it. If it takes longer than two weeks to fix some of the balance issues, I might just release a beta, so you guys don't have to wait too long.

Edit 5:
Low, Normal, and High speeds now work in MP without crashing. Unlimited ammo works in SP, but crashes others in MP.

Edit 6:
People keep asking me to help them on their projects. I keep getting sidetracked, that is why this hasn't been released yet.

Edit 7:
I'm finally confidant side switching doesn't work in MP unless you are the host. It will no longer be hidden in the menu in MP. For some reason the auto-auto-assign key doesn't seem to work anymore, but the key to quickly close the stats screen still works. They use the same code...

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Fri Oct 26, 2007 5:20 am
by SlyCoopersButt
That is very good progress. Teleporting will be a lot of fun. As for multiplayer, Unlimted ammo would be a real experience enhancer. Wish you luck in getting that to work!

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Tue Oct 30, 2007 2:34 pm
by [RDH]Zerted
Unlimited ammo works, just not in MP. I can never get it working in MP.

Ok, heres the update.

I was going to release a beta version, then the normal release version. I was spending time linking two lvl files together so that any beta players would have their profile names appended with info that they were running the beta. This was so that if I didn't correctly test something and it happens to give a real advantage to others in MP, it would be easy to auto-boot those players from the MP server. Pretty much all this works (name changing, easy booting, etc...) but I decided to stop doing that as its taking away time making the new features better. Instead, I'll get back to the finishing touches on the new version and just release that. :faint:

I am in the last 2 weeks of classes this quarter and am busy with projects and research papers. I have about 2-3 weeks off of Thanksgiving. During that period, I'll be making a touch table (have a real deadline to finish this by) and plan to finish the next FakeConsole release.

After the release, I'll provide the source code (so you can add your own commands, its easy, but can be abused for cheating, so I'll leave it to a vote) and be pretty much done with my modding projects on SWBF2 (I'll still hang around to help out). I tend to stick with something until I master it. I think that knowing how to dynamically change a server's name while it's running, changing your player's name to anything while the game is running without touching the user's profile, teleporting, dynamically changing unit stats, getting multiple human playable sides, making new game modes, directly booting players, adding load screen images, etc... all though only the tools provided (no hexeditors, etc...) shows that I've mastered SWBF2's scripting system almost as much as a modder can :duel:. Its been hard, educational, and fun :cpu: .

:thumbs:?

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Tue Oct 30, 2007 7:15 pm
by SlyCoopersButt
So you are 100% sure that unlimited ammo will never be able to work in muliplayer? If so I'll accept that. For from the sound of the other features you are going to come out with, It by far makes up for it! You are indeed a master of scripting.

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Thu Dec 13, 2007 7:56 pm
by [RDH]Zerted
I'm still working on this. I've got a few more commands to create and check, then I want to try to find an easy way to display a message to the server when a command is used. After that I've got a hunge readme to write, then it gets released.

Theres about 161 commands, so the list is really long. I can't think of a good way to split that up... At the moment, I think I will add a couble commands at the top that do, what I think might be, the most commonly used commands. Any suggestions on command groups?

Question:
Some of the commands crash others when used online. I'm thinking of adding "-crashes you" to the server name (yes, the server name can be changed ingame) when any of those commands are used. What do you think?

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Thu Dec 13, 2007 8:10 pm
by Hebes24
Nice to see you're still working, Zerted.

I think that would be a good Idea.

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Thu Dec 13, 2007 9:57 pm
by SlyCoopersButt
It's a good idea. Just as long as it can be reverted back when one decides to turn off any commands when done with them. But will someone who joins with the same fake console version still get crashed when they join?

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Thu Dec 13, 2007 10:34 pm
by [RDH]Zerted
The crashing ones can't really be toggled on and off. However, everything gets reset (except the server name) when the next map loads. I could make a command to remove the 'crashes' part from the server name.

It doesn't matter who has what version of the FakeConsole mod. It operates 'outside' the game in the shell/menus. Only the admin needs to have it to work. The commands change stats on the server side which get pushed to the clients.

Example: The admin turns on flying (jet packs for all units). When the admin's game (the server) gets info from a client that its unit has jumped twice, the server thinks that that unit is flying. The client doesn't think so, so the client starts making its player fall. The server says, 'hay thats not right hes flying, put him back in the air.' In gaming, the server is always right so the client shows the player in the air. However, the client still thinks the player is falling so you see the falling animation. On the admin side, the server knows hes flying so the admin see the flying animation.

If the client also has the FakeConsole mod, then he can also select the flying command. Now the client also knows the player is flying, so the client uses the flying animations and everything looks good.

If the client uses the flying command and the server does not, then the server says 'hay hes not flying, put him back on the ground'. The client listens to the server and you can't fly, thus you can't cheat.

Almost all the commands work that way.

I assume the crashing happens because the game wasn't designed to run 'out of sync' and it just can't handle a few things. Those things also might be double checked by the game, as they normally deal with things you'd want to change while cheating, such as your ammo count.

Edit:
Expect the release when I get back from Christmas break.

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Thu Dec 13, 2007 11:51 pm
by Grev
sick, I had this for like a year now... I guess I finally found the genius behind it!!!! :yes:

Re: FreeCamera FakeConsole (version Sept 19th)

Posted: Fri Dec 14, 2007 3:50 am
by SlyCoopersButt
Thanks for the explanation. I'm not that technically inclined but I can see now why that is.