[bf1942] okay....tell me what this means

Kevin Lockitt kevin at blackbagops.com
Sat May 31 01:12:38 EDT 2003


Yes but that's not what I meant. My question is will we be able to
designate selected maps/mods for a "pure" server a la the "CRC system"
discussed below. It seems not?

-----Original Message-----
From: Steve Getman [mailto:steve at lightcubed.com] 
Sent: Saturday, 31 May 2003 3:05 PM
To: bf1942 at icculus.org
Subject: RE: [bf1942] okay....tell me what this means


I don't see that at all.  You can always turn CRC checking off.

-- 
Steve Getman
steve at lightcubed.com


<quote who="Kevin Lockitt">
> It seems to me that DICE has abandoned plans to offer anything other 
> than a "totally pure" server to players?
>
> -----Original Message-----
> From: Steve Getman [mailto:steve at lightcubed.com]
> Sent: Saturday, 31 May 2003 2:29 PM
> To: bf1942 at icculus.org
> Subject: Re: [bf1942] okay....tell me what this means
>
>
> Perhaps the command line tool to generate the crc's is not being 
> distributed?
>
> --
> Steve Getman
> steve at lightcubed.com
>
>
> <quote who="Jon">
>> Then why did Andreas say this:
>>
>> "The server administrator can also decide to add additional CRC 
>> bundles for  clients using certain mods he decides to allow."
>>
>> "There will actually be one CRC line for each map and
>> game mode
>> for every mod. This file can be generated by using a shell script to 
>> loop over all the maps and game modes and have the executable spit 
>> out
>
>> the CRCs. "
>>
>> That doesnt sound like pure or non-pure to me, but you never know, I 
>> could just be reading it wrong.
>> ----- Original Message -----
>> From: "Stewart, John" <johns at artesyncp.com>
>> To: <bf1942 at icculus.org>
>> Sent: Friday, May 30, 2003 3:54 PM
>> Subject: RE: [bf1942] okay....tell me what this means
>>
>>
>>>
>>> > > Currently, server admins will not be able to run content
>>> > check servers
>>> > > that have user created maps/mods installed. If they do,
>>> > clients will not
>>> > > be able to connect to those servers, regardless of whether
>>> > or not they
>>> > > have the same maps/mods installed as the server.
>>> > >
>>> > > We got screwed.
>>> >
>>> > I'm hoping this is just a case of EA posting the wrong 
>>> > information.
>
>>> > It seems odd that Andreas (who is part of the development team) 
>>> > would post one explanation and then have it contradicted by EA..
>>> >
>>> > Andreas? Please tell us this is a mistake on EA's part? :)
>>>
>>> No, this is what Andreas said all along would be the case. I don't 
>>> know
>> how
>>> you guys could be confused. He said we'd have an option to turn 
>>> checking
>> off
>>> (a la sv_pure), and that's what they're giving us. There has been no

>>> contradiction.
>>>
>>> Either you're going to check for legit code, or you're going to 
>>> allow
>
>>> client-side mods. What do you think the cheats are, anyway? Just a 
>>> client side mod telling the server something it shouldn't.
>>>
>>> There is no other practical way to do this. How would the server be 
>>> able
>> to
>>> determine what is legit and what is not?
>>>
>>> johnS
>>
>




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