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JCoopZ1 Public Release

 
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri Dec 16, 2005 3:56 am    Post subject: JCoopZ1 Public Release Reply with quote

Here it is after 9 months of development and closed beta testing.

JCoopZ is an Unreal 1 coop game mod to sequel JCoop4 and the JCoop5 releases from Joss Liu and Maniac. This mod consists of nearly 3 years of research, bug fixes, server security enhancements, and new features for unreal initially developed for the private DZCoop game mod. It also builds on some of the goals Joss had set out for JCoop5 but were never finished. It provides a new level of server stability, and security unseen in JCoop4/5 or any coop gametype mod to date. Much of the base sourcecode to JCoop was re-written so JCoopZ is not only a sequel, but it could almost be considered a totally new coop game mod except for containing original JCoop commands and feature options.

Features:
Quote:
-MANY fixed security holes both in JCoop AND what was normally flawed in Unreal. As many as what is currently known by me, and from my own debugging/exploit experiments.
-MANY fixed crash bugs (both client and server) and a 99% fix on unreal AI server hangs.
-Quite a number of new admin commands, as well as a few normal player commands. Use 'help' in-game to view a list and their short descriptions.
-A new enhanced client replacement console with colored messaging. Plus it the fixes garbage ghost bug and saves chat text from each level. Console can also work as a default console.
-A number of new gameplay and playercontrol configuration options, some should be self explanatory. Options to reduce player cheating or malicious actions.
-A client checker package scan capability to detect unknown client packages or possible cheats.
-New admin password handling. Admins can reduce the risk of leaked passwords or hijacked servers now.
-Improved JCoop's CustomMapTimer, and GiveItem features to provide new capability.
-Includes a strong player ban/logger, and is better than only using Nephthys by iteself with the powerful logging and banning capability of it.
-Built in relogin protection (legacy with Nephthys in place).
-Internal mutator support (hook mutators) so that mutators no longer need to be added to startup commandline options.
-Travel Scores ability. Server can keep total scores of unique players as long as the server doesn't shutdown or crash.
-Scoreboard has subtle enhancements to the score fields and adds local time keeping.
-Many more changes, some subtle and others bigger.

EDIT: JCoopZ1 has been updated (11/30/12). Follow this link: http://pvso.net/~hypernl/viewtopic.php?t=1028
Download: JCoopZ1 - Build 137

Everyone who downloads JCoopZ PLEASE READ the included txt file to learn how to run the mod and how everything works. If you encounter any operation issues or what you think is a bug always check the readme txt file first to make sure it isn't written about already. If not, you can report it to my provided e-mail address or in this thread if you wish.


-Zombie
_________________
GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)


Last edited by Zombie on Sat Dec 01, 2012 3:56 am; edited 6 times in total
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swagman



Joined: 17 Jan 2005
Posts: 36

PostPosted: Fri Dec 16, 2005 7:15 am    Post subject: Reply with quote

Lol, first posty :P

This looks preety sweet *Sets up server
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Fri Dec 16, 2005 11:23 am    Post subject: Reply with quote

News added to main page.

Servers are updated wit the new release.
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Hyper.nl Unreal Services
unreal://hypercoop.tk
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Sat Dec 17, 2005 1:23 pm    Post subject: Reply with quote

Get this if you run an Unreal 1 CoOp server .
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sanastro



Joined: 04 Nov 2004
Posts: 99
Location: Germany

PostPosted: Sat Dec 17, 2005 3:04 pm    Post subject: Reply with quote

Fantastic.
Now I just have to stop my server lagging..
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sat Dec 17, 2005 5:26 pm    Post subject: Reply with quote

You can prevent lag by optimizing your connection (bandwidth) settings with Nephthys. You'll need to spend some time studying the Nephthys manual to do so.
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unreal://hypercoop.tk
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