DICE hat soeben den Serverpatch R9 für Bad Company 2 released und noch kurzfristig eine Änderung vorgenommen.
Die Pflicht Punkbuster einzuschalten damit der Server ranked bleibt wurde auf die nächste Serverversion R10 verschoben. DICE möchte noch weitere Punktbusterinformationen sammeln damit einen reibungsloser Ablauf garantiert werden kann. Der Serverpatch R9 wird gerade an die verschiedenen Serveranbieter verteilt und sollte wohl bald zur Verfügung stehen. Wir hoffen den Serverpatch R9 noch diese Nacht, sobald die Daddelkiste leer ist, aufspielen zu können.
Den vollständigen Changelog haben wir euch angefügt.
- admin.say command implemented
– the output currently looks a bit funky on the game client, like so: Player: [Server]: <text>
but with the next game client it will look like: Server: <text> - admin.yell to squad has changed (you need to specify both team and squad)
- squad numbering has changed – the “no squad” squad has ID 0, and real squads are 1 and up.
- Autobalance improved, it shuffles people both during and between rounds now, and does a better job.
- mapList* commands reworked
- banList* commands reworked
- listPlayers command added
- admin.listPlayers command reworked (GUID, kills, deaths, ping and score added)
- Players have non-PB GUIDs now (these are distinct from PB GUIDs)
- onChat event reworked
– now it specifies target player subset as well
– shows text before profanity filtering
– client-originated chat messages starting with “/” make it to the server, and broadcast via onChat, but are not broadcast to other game clients
– use “/!<command>” if you want to be able to send commands to your homemade rcon tools without showing the commands to other players - player.onAuthenticated added
- player.onSquadChange, player.onTeamChange implemented
- Couple of crash fixes
- Support for “region” setting
- banList.save bugfixed
- mapList.nextLevelIndex is always pointing out which map will be run during the next round (so during round 1 on a 2-round map, the nextLevelIndex will point to the map currently being played)
- exposed number of rounds per maps in maplist.txt, and via the remote admin commands
Example console commands:mapList.append levels/mp_012gr # add map with default number of rounds
mapList.append levels/mp_012gr 0 # add map with default number of rounds
mapList.append levels/mp_012gr 1 # add map with 3 rounds
mapList.append levels/mp_012gr 2 # add map with 3 rounds
mapList.append levels/mp_012gr 3 # add map with 3 rounds
mapList.list # get maplist
-> OK “levels/mp_012gr” “levels/mp_012gr” “levels/mp_012gr”
mapList.list magic_extra_argument_which_will_be_named_in_an_hou r_or_so # get maplist, including number of rounds
-> OK “levels/mp_012gr” “0” “levels/mp_012gr” “3” “levels/mp_012gr” “0” # get pairs of <mapname, number of rounds> where 0 = default for that gamemode
serverInfo
-> OK <stuff that is shown already today> “2” # After the current round finishes, there are 2 rounds left to play on the current mapExample maplist:RUSH
levels/mp_012gr # runs with default number of rounds for the map
levels/mp_012gr 0 # runs with default number of rounds for the map
levels/mp_012gr 1 # run 1 round
levels/mp_012gr 2 # run 2 rounds
levels/mp_012gr 3 # run 3 rounds



















Emma sagt:
Ja haben wir.
Steht auch eine News oben drüber
Xxs sagt:
Habt ihr bei euch schon das r9 installiert?