[bf1942] Announcing ModManager for BattleField 2

Atomm Nihilo - Gamers Radio atomm at gamersradio.com
Thu Jun 30 15:07:32 EDT 2005


Great idea. What kind of interface do you plan on using? Is it going to
be web based or stand alone? What languages are involved besides python?


Atomm Nihilo
Head Lunatic

> With all the admin scripts being done, some little, some big,
> some replacing core files, some not; things where going to
> get out of hand. To prevent this we've come up with a
> Module Manager.
> The basic idea is that a simple frame work will be used
> to enable coders creating server side admin mods to
> concentrate on what's important "the functionality" and
> not the boring leg work such as configuration management
> multi server support etc.
> >From this ModManager was born. Its a basic framework
> which has the following core features:
> 1. Allows dynamic loading and unloading of modules.
> 2. Centrally manages all config information.
> 3. Is multi server, single install friendly.
> 4. Provides a logging framework.
> 5. Logging is extendable, default is file based.
> 6. Provides an extendable rcon system.
> 7. Provides developer debug support.
> We're looking to release the first version in the next week.
> So far we have the following base modules:
> 1. Extensible Rcon
> 2. File Logging
> 3. Auto Balance ( based on the core module )
> 4. Team Kill Punish ( based on the core module )
> 5. Reserved Slots ( in development )
> 6. Ban Manager ( in development by the UTAN dev's )
> After talking to the dev's over at BF2CC I'm also currently
> porting their server side scripts to ModManager which
> is going well.
> Just before the initial release we will be release full API
> spec for those of you interested in writing modules.
> If anyone has any questions or suggestions please dont
> hesitate to post and I'll do my best to answer.
>     Steve / K
>     Multiplay UK
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