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| Call of Duty Linux Multiplayer Server Code v1.3 |
| Type: |
Patch |
| File Name: |
Multiple Files (see below) |
| Version: |
1.3 |
| Platforms: |
PC |
| Downloads: |
2631 |
| Download Now |  | Large Version (COD-lnxded-1.3.large.tar.bz2, 175.3 MB, 03/23/2004) |
 | Small Version (COD-lnxded-1.3.small.tar.bz2, 20 MB, 03/23/2004) |
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| Description
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These are the Linux dedicated server binaries for Call of Duty, updated to
work with version 1.3 of the Windows client. See the Notes section below for details. There are two packages available for download, but admins will only need to download one of them. Please read the description for each to determine which one you need.
The small version contains an xdelta binary patch file, which requires the
use of the xdelta 3rd party program to properly extract and update the pak0.pk3
file:
The large version contains all the proper binaries along with an updated
pak0.pk3 file:
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| Notes
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Call Of Duty(tm)
Linux Multiplayer Server Code
Version 1.3
Readme
Last update: 2004-03-17
=============================
!! IMPORTANT !!
Call of Duty Linux Server is NOT SUPPORTED by Activision Customer Support.
Please do not call with any questions related to this free beta product.
=============================
TABLE OF CONTENTS
1. Introduction
2. Installation
2a. Upgrading From A Previous Version Of The Linux Server
2b. Installing From Scratch
3. FreeBSD Note
4. Gametype Fixes
5. Weapon & Player Fixes
6. New Features
6a. New Multiplayer Maps - Bocage and Neuville
7. Multiplayer Bug Fixes
8. Fix list from MP Patch 1.2
8a. Gametype Fixes
8b. Weapon & Player Fixes
8c. New Features
8d. Multiplayer Bug Fixes
8e. Other 1.2 Updates
=============================
1. INTRODUCTION
This document explains how to install the Call of Duty(tm) Linux server version
1.3. It also lists the numerous additions, fixes and changes in the Multiplayer
1.3 patch.
Usage is very similar to Quake 3(tm) and Return to Castle Wolfenstein
(tm)...most of the console commands, command lines, and cvars are identical.
NOTES FOR MOD USERS:
- It is recommended that any user modifications that have been installed to the
Call of Duty directory be removed before installing this patch. These
modifications are not supported by Activision(r) and may not be compatible with
some of the new features that are included.
- Call of Duty does not support mods that have spaces in the mod's folder name.
Be sure that the folder that contains your mod does not have spaces, otherwise
users will not be able to download the files. For example, a mod in a folder
called "My Mod" would be invalid, whereas "MyMod" or "My_Mod" would work.
2. INSTALLATION
2a. UPGRADING FROM A PREVIOUS VERSION OF THE LINUX SERVER:
- Unpack this archive so it replaces the previous versions of
the "cod_lnxded" and "main/game.mp.i386.so" files, and adds "main/pak8.pk3" and
"main/pak9.pk3." This should also overwrite the pak0.pk3 file.
- Copy the correct language pak from the new "languages" directory:
cd /where/i/copied/callofduty
cp ./languages/localized_english_pak2.pk3 ./main/
cp ./languages/localized_english_pak3.pk3 ./main/
For those that downloaded the smaller version of the Linux server...the 175
megabyte "Large" version doesn't need this step.
- Patch pak0.pk3.
You'll need the "xdelta" program for this:
You can find it here: http://freshmeat.net/projects/xdelta/
- Extract the pak0.pk3.xdelta, then enter the following using the command line
terminal:
cd /where/i/copied/callofduty
xdelta patch pak0.pk3.xdelta main/pak0.pk3 pak0.pk3.patched
mv pak0.pk3.patched main/pak0.pk3
2b. INSTALLING FROM SCRATCH:
- Get the retail Call of Duty disc.
- Copy the contents of Disc One's "Setup/Data" directory to your server
(there should be a "localization.txt" file in the root of this directory,
and a "main" subdirectory.
- Copy the contents of Disc Two's "Setup/Data" directory to your server
(should be just a "main" directory...add it to the contents of the
previous disc's "main').
- Alternately, you may install on Windows and copy the installed game to
your Linux system, but many will opt to skip this step since the data
files are uncompressed and easily accessible on the discs. Final
installation size is around 1.1 gigabytes.
- Unpack this archive in the root of the newly-copied tree, so
"cod_lnxded" is in the same directory as "localization.txt" and
"game.mp.i386.so" is in the "main" directory.
- Copy the correct language pak from the new "languages" directory:
cd /where/i/copied/callofduty
cp ./languages/localized_english_pak2.pk3 ./main/
cp ./languages/localized_english_pak3.pk3 ./main/
For those that downloaded the smaller version of the Linux server...the 175
megabyte "large" version doesn't need this step.
- Patch pak0.pk3.
You'll need the "xdelta" program for this:
You can find it here: http://freshmeat.net/projects/xdelta/
- Extract the pak0.pk3.xdelta, then enter the following using the command line
terminal:
cd /where/i/copied/callofduty
xdelta patch pak0.pk3.xdelta main/pak0.pk3 pak0.pk3.patched
mv pak0.pk3.patched main/pak0.pk3
Run the server:
cd /where/i/copied/callofduty
./cod_lnxded
When you see "Started tty console (use +set ttycon 0 to disable)", the
server has started, but you need to start a map before the server will
accept connections. At this point, type:
map mp_chateau
("mp_chateau" being a given map's name).
Now you should see your server in the in-game browser.
There are a LOT of knobs to tweak to customize and automate your server,
but it is beyond the scope of this documentation. Please refer to the
admin manuals for any Quake 3(tm) based multiplayer game (including Quake 3
Arena(tm), Return to Castle Wolfenstein(tm), etc) for specifics.
There is a mailing list for discussion and support of Call of Duty Linux
servers. Send a blank email to cod-subscribe@icculus.org to get on the
list, and list archives can be seen at:
http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?38
Bug reports should NOT be sent to the list. We have a web-based
bugtracking system for this. If you don't report bugs there, we don't
promise to even be aware of them, let alone fix them! You can find the bug
tracker here:
https://bugzilla.icculus.org/
3. FreeBSD users
This server is known to work on FreeBSD with the Linux
binary compatibility layer. If it doesn't, we consider it a bug and
appreciate the report since we won't necessarily be testing on FreeBSD
ourselves. Please note, that as of version 1.2, the server requires that
you use the linux_base-8 package for binary compatibility (it has a
stdc++ shared library we now need that previous linux_base packages don't
supply).
4. Gametype Fixes
- Radios for Headquarters made non-solid, to fix a potential exploit.
- Improved server load in Headquarters spawning by making reinforcements spawn
over multiple server frames rather than just one. This will create less lag when
reinforcements spawn.
- Headquarters now has a five second grace period. If you spawn and die then you
get to respawn immediately. (farther away so you are not as likely to die again)
- Fixed the bomb ticking sound not always working in "Search & Destroy."
5. Weapon & Player Fixes
- Fixed an exploit where prone players who leaned around corners could see the
enemy without being seen.
- Fixed an exploit where players could switch between prone and jumping
positions to move rapidly across a map.
- Fixed a bug with the sway animation of the sniper rifle scope on high ping
servers.
- Fixed an exploit where people could get extra grenades in "Search & Destroy"
and "Retrieval."
- Fixed an exploit where reload animations could be skipped, decreasing reload
times.
- Fixed the bullet path of the PPSh and Sten in Aim Down The Sight mode.
- Fixed a bug where players in all areas of the map heard the "click" of an
empty weapon.
- Fixed several minor animation bugs related to stance, leaning, jumping, etc.
6. New Features
6a. Added two new multiplayer maps, Bocage and Neuville. Both of these maps
support all current game types:
mp_bocage
The Normandy terrain provides a natural advantage to the defender. Between the
Orne and Vire Rivers is fifty miles of bocage; small fields surrounded by high
earthen banks overgrown with shrubbery. Visibility is limited to one field at a
time and the bushes provide cover from air and ground reconnaissance, making for
superior defensive terrain. Each field is a death trap, earned with a hard
fought series of firefights. The breadth of terrain and varied tactical
scenarios make this the perfect setting for the "Headquarters" game type. When
the attacks come from every direction, both teams will be put to the test.
mp_neuville
Neuville represents a destroyed town in Normandy, reduced to rubble amidst close
combat between U.S. Airborne units and battle-hardened Waffen SS troops.
Soldiers can find ample cover amidst the piles of rubble and massive shell
craters. The environment is primarily designed for the "Search and Destroy" game
type and provides a greater spread of attacking and flanking routes. This keeps
defenders on their toes, and prevents attackers from being completely pinned
down at narrow chokepoints.
7. Multiplayer Bug Fixes
- Fixed a slow update problem with the server list.
- Fixed a problem where the server list would improperly list servers with a
ping of "1."
- Fixed an issue with the server list being incomplete under certain
circumstances.
- When sorting the server list by a key other than ping, all entries of the same
key are sorted by ping, instead of being random.
- Fixed server determination of which clients require authorization. (This
corrects the issue where some Internet players received a GUID of 0)
- Autobalance was updated to prevent players from joining a team if this action
would cause that team to be unbalanced.
- Setting scr_teambalance to any number greater than 0 will balance teams to
within that number of players, for example, 'scr_teambalance 2' balances the
teams within 2 players. (8 vs 10 is ok, but 8 vs 11 is not)
- True spectators (not dead players) are no longer restricted by the freelook
cvar. They can always freelook.
- If you are spectating a player (through their eyes) and you go into freelook,
your view is no longer capped to the 180-degree arc of the ladder.
- Removed the 'weapon' command.
- Increased the max cfg file that can be executed to 64K from 16K.
- Unknown commands in the server console now do not print to all clients. A say
command is now required.
- Fixed an issue where rcon status would occasionally not show all of the
players on a server.
- Fixed an issue on some ATI cards that would cause water to render improperly.
(also affects Single Player)
- Fixed an issue where too many custom pak files (maps or mods) would cause the
"Pak Sum / Name Mismatch" error. (Also affects Single Player)
- As an added security feature, your CD key will no longer be displayed in the
Multiplayer Options menu.
- Fixed not being able to immediately climb on a ladder after landing from a
jump.
- The "screenshot," "screenshotJPEG," and "record" console commands no longer
overwrite existing files.
- Cheat protected r_intensity.
- Fixed player pings in the scoreboard. Previously if you were spectating
someone, your displayed ping was for the person you were spectating.
- Fixed a rare case of player stacking in multiplayer.
- The Weapon, Item, say, sayteam, and tell log prints now include client guid,
id, and name. (This will be useful for logging stats by actual player GUID,
rather than by player name)
8. Fix List from MP Patch 1.2
The following are fixes that were included with the 1.2 MP patch, and are
included here for reference:
8a. Gametype Fixes
Behind Enemy Lines
- Fixes some allies not showing up on the compass in large servers.
- Fixed a bug that would make enemy indicator on the compass not show up.
- Fixed the killcam window remaining on screen during the black screen when you
are about to spawn as an allied player.
- At the end of a round all players show on the same team to make it easier to
see how players ranked.
Search & Destroy
- You no longer have a weapon when planting the bomb.
- Planting the bomb near the end of the round stops the round timer, so that the
bomb is now the condition for victory.
- Bombs can no longer be planted after a round has been declared over.
- Reaching the timelimit (scr_sd_timelimit) no longer ends the game mid-round.
8b. Weapon & Player Fixes
- Adjustments made to the sniper rifles to make them balanced.
- When a player lands after jumping, his/her speed is briefly reduced, making
bunny hopping a less effective tactic in multiplayer.
- Adjusted hitboxes on player models to make them more accurate and thus making
rifles more effective.
- The number of grenades given to a player is now based on the weapon selected.
Sniper rifles provide 1 grenade, Bolt-action rifles provide 3 grenades, and all
other weapons provide 2 grenades.
8c. New Features
New Gametype - Headquarters
- A radio randomly spawns into a map as neutral. Your team must capture a radio
by standing near it with no enemies around.
- Your team must control a radio to gain points. A team is awarded 45 points for
every 45 seconds it holds the radio.
- Destroying an enemy radio rewards your team with as many points as are left on
the reinforcement timer (e.g. if you destroy the radio with 16 seconds left on
the reinforcements timer, your team will receive 16 points).
- If your team loses the radio, a new radio will spawn in a different location.
This radio is now neutral and must be captured.
- Spawns are regulated by a reinforcement timer, which spawns players in 45
second intervals. This reinforcement timer is displayed on the HUD and players
only have to wait until the closest spawn period before rejoining the battle.
Killcam On/Off
- Added server-side cvar scr_killcam to turn on/off killcam
Disable Freelook Spectating
- Added server-side cvar scr_freelook to turn on/off freelook spectator mode
Disable spectating enemy players
- Added server-side cvar scr_spectateenemy to turn on/off spectating the other
team while dead
Force team balancing
- Added server-side cvar scr_teambalance to force teams to have the same number
of players. Teams with an odd number of players will be as balanced as possible.
(Round based gametypes will adjust the teams between rounds, respawn gametypes
will adjust the teams every 60 seconds)
Shared Friendly Fire
-Setting scr_friendlyfire 3 will share damage in cases of friendly fire between
the victim and attacker.
Ban Abilities For Server Administration:
Uniquely identified players printed in stats logging:
-The log used for stat tracking now includes player unique identifiers so
players can be uniquely tracked based on cdkey instead of being tracked by
player name. Note that there is no way anyone can determine your cdkey from your
GUID.
- Server administrators now have the option to Ban players from their server
permanently. The banned players are stored in a "ban.txt" file on the server,
which can be manually edited by the server admin.
- The commands "banUser" and "banClient" ban somebody currently playing on a
server by their in-game name or client number. This adds the player to "ban.txt,"
and kicks them from the server.
- You can unban every uniquely identified player with the name "UnnamedSoldier"
using "unban UnnamedSoldier" from the console. If you want to unban a single
player whose name appears more than once, you should edit "ban.txt" manually.
- Server administrators also have the option of temporarily banning a player
from a server for X amount of time (in seconds). Use the command \sv_kickBanTime
to change the length of the ban. This Temp Ban option has also been added to the
CallVote menu, allowing players to kick "griefers" and prevent them from simply
reconnecting immediately.
NOTE: Ban commands are for Internet servers only. They do not function on LAN
servers.
Server Hardware displayed in Server Browser
- Added a column with icons displaying what hardware each given server is (Win
Dedicated, LINUX, etc).
- Added an indication whether or not the server is modded to the server browser.
New script commands
- Added "precacheTurret( turretinfo )" script command to MP.
- Added "spawnTurret( classname, origin, turretinfo )" script command to MP.
- Added "enableWeapon()" and "disableWeapon()" player script commands to MP.
8d. Multiplayer Bug Fixes
- Fixed minefield explosion sounds not always playing correctly
- Fixed minefield explosion damage killing nearby players
- Teammate icons (scr_drawfriend) are smaller and slightly transparent now. They
are also based on nationality.
- Fixed an exploit that would turn the world solid black.
- The "tell" command works from a dedicated console to send a message to a
single client.
- You cannot "callvote" a non-existent map from the console.
- Fixed "callvote" failing as soon as one less than half the people vote no.
- Fixed some issues with mods and some issues with pure servers.
- Fixed nearby trees vanishing in large outdoor levels when lots of effects go
off at once.
- Changed the draw order on the compass so that friendlies draw on top of
objectives.
- Font files now try to load from the main language folder first.
- Fixed bug where if you strafed off a ladder it would repeatedly grab and drop
the whole way down the ladder.
- When you fall from a ladder you no longer play the ladder climb down
animation.
- Grenades no longer float in air if they planted on something that moved.
- Grenades no longer jiggle when planting on players.
- Adjusted the position of the Kar98 when aiming down the sight.
- Players no longer run in place when planting a bomb.
- Fixed case of the gun not getting placed in the right hand when you die while
reloading.
- Fixed the reload animation playing after you respawn.
- Fixed some view problems with the MG42.
- Fixed ambient sounds continuing from the previous map when starting to load
the next
- The scoreboard now is scrollable at the end of a map.
- Fixed a crash changing map and gametype via vote menu.
- Fixed sporadic friendly fire message when killing an enemy player in Behind
Enemy Lines.
- Removed unused cl_timenudge cvar to prevent possible exploit.
- Cheat-protected r_colormiplevels to prevent possible exploit.
8e. Other 1.2 Updates
Listed below are the updates that have been made for 1.2 that do NOT apply to
the Linux server directly. These are all updates that should only affect the
Windows(tm) clients, however they are listed here for reference purposes.
- Added pure server, friendly fire, killcam, server modded, and dedicated only
server filters.
IMPORTANT NOTE: The "Pure Server" filter is set to "Pure Servers Only" by
default. When the patch is installed, it will show only pure servers unless you
change to another setting. This setting can be found by clicking on "Join
Server" and selecting the "Filters" submenu.
- On connecting to a server you will now see a server info screen which lists
the servername, message of the day, gametype, and current settings appropriate
to the gametype.
- Timedemos write a .csv file based on the map name and resolution that says how
many milliseconds each frame took. This can be opened directly in a spreadsheet
program for benchmarking performance over time.
- There is a new client command in the Multiplayer Options screen called "Allow
Downloading." When set to on, connecting to a server that contains a new map or
mod will automatically begin downloading the files associated with the map or
mod.
- Removed music from multiplayer menus
- Fixed crash that would happen for some people on start of multiplayer if "cl_motd"
was set to "1".
- Fixed cvar propagation issues seen when joining a server and then starting
your own server
- The icon for password-protected games should now properly show in the server
browser menu.
- Fixed a crash in the main menu that came about when users left the computer
sitting at the menu for prolonged amounts of time.
- Fixed a problem with the host not being able to join a team after the map
changed.
- Fixed a problem with cdkeys not being displayed after connecting to a server
running a mod.
// end of README
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