Thursday, February 16, 2006

F.F.C. Connect and Map Info

_FFC_

Connect Info

As players seem to have regular problems get'n their Filter set right in the Join Server screen, I created a .jpg file shot of that screen for reference. More info on viewing that pic can be found in the Readme.txt file in my Gamefiles folder (see link in right panel).

Map Info

Here's the scoop on our Call of Duty2 server maps. I yanked three of the really large ones: Stalingrad (mp_railyard), Brecourt (mp_brecourt), and Caen (mp_transtation). The first and second have the spawnpoints too spreadout and the last is just too sprawling with too many buildings to get lost in.

I left in El Alamein (mp_decoy) which is the dreaded "shotgun trench" map, but since it's a smallish map I made it CTF (Capture The Flag). You can easily see the 2 flags from a central point in the map so it should make for some frantic but fun play variety.

The current map rotation goes like this:
  • mp_breakout Villers-Bocage, France
  • mp_burgundy Burgundy, France
  • mp_toujane Toujane, Tunisia
  • mp_carentan Carentan, France
  • mp_dawnville St. Mere Eglise, France
  • mp_decoy CTF El Alamein, Egypt
  • mp_downtown Moscow, Russia
  • mp_farmhouse Beltot, France
  • mp_leningrad Leningrad, Russia
  • mp_matmata Matmata, Tunisia

..but I may turn on the randomizer later.

ALSO, I've installed 4 NEW MAPS onto the server BUT they are still "experimental". There is still no offical map editor from Activision/IW so these are maps taken from the CoD2 Single-Player version that have been hacked together. I can get them to load okay on the server but so far there is a problem (Gamestate packet error) if you connect in once one of those maps is running, even when you have the client-side map version. Since they only work okay if you are online when the map is rotated in, I'll leave them OUT of the rotation and rotate them in manually. We'll just have to see how it goes.

In order to try them at all, you DO require the client-side map pack .iwd file (about 70MB in size) beforehand. I suggest you go download them NOW (info can be found in the Readme.txt file in my Gamefiles folder) if you want to be able to try them out. There is NO auto-download on the server for this...another reason to bitch at Activision/IW. Anyway, just plop the downloaded map pack file into your Call of Duty2 ..\main folder with the other .iwd files. Again, I'm not going to load those maps in except manually...so this'll be something we co-ordinate via TeamSpeak.

Note that having this file on the clients means I gotta keep the server "Pure" setting to "0", thus you may need to change your current Filter settings (see Connect Info section above). Just FYI, the "Pure" setting variable exists to keep clients with stray mods from connecting to a server so should normally have a "1" value. I had to set it to "0" due to this experimental map pack...it's all kinda convoluted to explain, just trust me on this one. ;)


Wednesday, February 15, 2006

Red Orchestra..the CoD2 Killer??

_PC_

This looks like it could be "the next big thing" in WWII FPS games. Quite a few over on the CCA site (including host and master modder, Mike Nomad) are tired of waiting on Infinity Ward to fix the problems with CoD2 and are looking to RO to take it's place. I have to say that the background reading and the trailer do look good! I do like the fact that this is an evolved UT2.x mod and that it was developed by "free range" programmers who then went on to form a company (TripWire). Many gamers think that Activision/IW have gotten too corporate and forgotten their roots.

You can read all about it, the origins, and view the trailers at http://www.redorchestragame.com
...and as of the 14th you can put in your pre-order for the March release via Steam (I already ordered mine...$22.45...wish I'd only paid TWICE that for CoD2!).