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JCoopZ1 - Build 110 Public Release

 
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sat Apr 29, 2006 8:37 am    Post subject: JCoopZ1 - Build 110 Public Release Reply with quote

This is the first update to JCoopZ1 since initial release. Only the server side file jCoopZ1SSF.u was in need to be updated. All administrators or users of JCoopZ are strongly encouraged to update to this build release because it fixes one critical flaw which 'might' cause server crashes. Plus, there are a number of small annoying bugs fixed so why not?

Update List (4/29/06):
Quote:
-Fixed some flaws in client check routines that could sometimes cause a server crash when a "clientside anomaly" is detected.
-Fixed SkaarjPlayer not being able to pass important paths in Vortex2, Chizra, IsvKran32, and a few other regular coop maps.
-Fixed issue of extra ServerTravel calls to switch maps than what was needed.
-Fixed an automatic temporary ban action that could add multiple identical TempBanPlayer entries.
-Fixed bReturnToCrashMap so that it does not take action (if true) in offline standalone games.
-Fixed AllowedMoverBlocks so that the player's own counter resets after death.
-Fixed bTravelScores issue of a new player's current level score not being restored after rejoining. Negative scores are also restored when traveling to new maps.
-Fixed GiveItem bug so that amplifier based inventory initialize as they should to make weapons do more damage. Also, a small "Ammo#" bug fixed for first to join new players.
-Fixed NumSpectators not lowering when a spectator leaves a ListenServer mode game.
-Added the 'NoURLMap' setting to the sequence control for maps that lack an end teleporter or have no URL. Users must configure 'NewNext' for this, and set a map timer.
-Changed score loss back to one point when a player craters, drowns, burns up in lava, or blows self up. Players will still lose five points if they 'suicide'.
-Changed query rules so that map TimeLimit is displayed when above zero in a query to the server.
-Improved bKeepScores support for BoodaFlow's GemDagger hardcoded score recovery feature so that a player's cummulated score is more accurately restored.
-Improved AutoRunCommand feature to also be executed immediatly after the first player joins the server.
-Improved other server side routines, and minor unnoticable fixes.
-Updated Readme for Build 110 and to included forgetten information such as the summonable jzPlayerStart, commands restricted for Secondary Admins, GiveItem notes, and some more explainations for the packagescan features.

EDIT: JCoopZ1 has been updated (2/11/12). Follow this link: http://pvso.net/~hypernl/viewtopic.php?t=1028
Download: JCoopZ1 - Build 137


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


Last edited by Zombie on Sat Dec 01, 2012 3:57 am; edited 5 times in total
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[B@D]Thug



Joined: 07 Oct 2005
Posts: 315

PostPosted: Mon May 08, 2006 9:18 pm    Post subject: Reply with quote

Your update messed up my unreal, The npt stuff had my unreal crash in 3 seconds..... Im not using your further jcoops anymore. Sorry
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue May 09, 2006 1:19 am    Post subject: Reply with quote

Why won't you e-mail me for more help AND provide a critical server log piece? You can even post about this in the help section because I tend to check by the forum once in a while. If you installed everything correctly you shouldn't have serious problems. Nephthys especially needs to have the correct version files installed that match the unreal version you use for your server or else it will crash just like you stated. I can only speculate most users having trouble like you without logs didn't follow installation instructions exactly for both mods or something was deeply wrong with their unreal installation to begin with.

Too bad you couldn't get the 2 mods to work together in your time trying. Making JCoopZ independent of Nephthys isn't going to happen, at least until the 227 patch is released. I know the mod isn't for everyone because of that, but those who do get it working and learn how to fully utilize the features should have a better running coop server.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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[B@D]Thug



Joined: 07 Oct 2005
Posts: 315

PostPosted: Tue May 09, 2006 2:00 am    Post subject: Reply with quote

wait is 227 patch coming out? Whats the patch got?
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue May 09, 2006 3:00 am    Post subject: Reply with quote

Patch 227 is in development by Smirftsch at oldunreal.com. He was granted access to the Unreal source by Epic to make bug fixes. Go there to learn about the state of the project, and to report bugs in version 226 to be fixed. It may take a long time until 227 is released because it is being developed out of spare time.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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K죣èr_§kā&#



Joined: 10 Jul 2004
Posts: 164

PostPosted: Wed May 10, 2006 1:48 am    Post subject: Reply with quote

The patch will clear up crashes I heard.

Is he gonna fix up a couple of weapons? I don't mean the quadshot, I mean something minor, like adding the Twirl animation to the Automag.
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Hyper



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

PostPosted: Wed May 10, 2006 7:48 am    Post subject: Reply with quote

That's probably something for the Unreal Upgrade project. I think it's already done. Unreal 227 will include the UnrealUpgrade weapons as mutator.
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