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eXtreme+ Modification for Call Of Duty 2
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eXtreme+ COD2 Release Information
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extreme 2.7 beta
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Topic: extreme 2.7 beta (Read 5148 times)
khteamhu
Rank: Private
Posts: 3
Re: extreme 2.7 beta
«
Reply #15 on:
March 08, 2011, 10:43:20 am »
Hi
From where I would know it the to download 2.7 onto testing?
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PatmanSan
Administrator
Rank: Private
Posts: 2527
Re: extreme 2.7 beta
«
Reply #16 on:
March 08, 2011, 12:28:32 pm »
I will post a message in this forum when it is released.
Still working hard to get it finished
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khteamhu
Rank: Private
Posts: 3
Re: extreme 2.7 beta
«
Reply #17 on:
March 08, 2011, 01:12:11 pm »
5 extremes I have a server and the beta version I would put it up for my friends with pleasure to test
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PatmanSan
Administrator
Rank: Private
Posts: 2527
Re: extreme 2.7 beta
«
Reply #18 on:
March 08, 2011, 02:58:08 pm »
I have enough beta testers at the moment. You will have to wait.
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brutalteam
Rank: Private
Posts: 2
Re: extreme 2.7 beta
«
Reply #19 on:
March 15, 2011, 09:46:07 am »
hi.
when it will download the mod, or the beta version?
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PatmanSan
Administrator
Rank: Private
Posts: 2527
Re: extreme 2.7 beta
«
Reply #20 on:
March 15, 2011, 03:47:04 pm »
Quick update on 2.7:
Development was delayed for a couple of weeks to find and fix two major problems. I have been working closely with IAF SDS to get this fixed before moving on. Big THANK YOU to IAF SDS for his time and dedication, and a big THANK YOU to the IAF members and server visitors for their resilience and patience.
We were facing two errors by hitting game engine limitations: "Too many script variables" and "G_Spawn: no free entities".
The first error was not really caused by the number of variables in the mod, but by the number of nested threads, all waiting for their turn in "waittill" or "wait" loops. FYI: on a full 32-slot server, with all features enabled, there would be at least 3250 code threads looping. This has been cut down to 500 by designing an mod event controller.
The second error was caused by a bug in the mod. It was leaking entities to the point of crashing the server at 1024 spawned entities. Not being able to find the bug at first, we designed a crash protection features called DEFCON; basically turning off some features at DEFCON 1, some more at DEFCON 2, and finally rotating to the next map when it was close to 1024 entities on DEFCON 3. It was working pretty well, but we continued our search for the nasty bug. It took another week to find and fix it.
So, now I "only" have to finish some new features for 2.7. Same story as a couple of weeks ago. Releasing this month is out of the question. Targeting late April now. I hate missing deadlines, but we're getting a better mod in return.
--Pat
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4peterjan4
Rank: Private
Posts: 505
Re: extreme 2.7 beta
«
Reply #21 on:
March 15, 2011, 04:31:03 pm »
Hey Pat,
We all appreciate your hard work!
Thank you for keeping us up to date.
We can't wait to see which great modifications you did this time
.
PhoeniX
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LAPD
Rank: Private
Posts: 185
Re: extreme 2.7 beta
«
Reply #22 on:
March 16, 2011, 04:59:34 am »
Thanks for the clarification. I'm sure many fans of your work will wait for completion of the project in April.
Thank you for perseverance!
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anodoz
Rank: Private
Posts: 62
Re: extreme 2.7 beta
«
Reply #23 on:
March 16, 2011, 11:33:44 am »
any chance of putting a feature in the mod where it is not possible to shoot from the hip for us tactical gamers.please
thanks pat,cant wait to check this out!
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CPTJames
Rank: Private
Posts: 3
Re: extreme 2.7 beta
«
Reply #24 on:
April 04, 2011, 08:43:59 am »
Could anyone post me a copy of this beta? I want to use the mod as its supposed to be alot better than previous versions and doesnt lag as much, as I am only looking to use the bare minimum of settings a beta version would be great for me as it wont be necessary to have the unfinished sections
Thanks
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Katman
Rank: Private
Posts: 136
Re: extreme 2.7 beta
«
Reply #25 on:
April 08, 2011, 04:10:29 pm »
Be patient, please... Everyone is getting excited to get their hands on 2.7.
Pat Will post when the mod is ready to be released, give him and the beta testers time to make shure there are no major bugs first.
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brutalteam
Rank: Private
Posts: 2
Re: extreme 2.7 beta
«
Reply #26 on:
May 04, 2011, 12:27:37 pm »
Hi
when it will be ready the 2.7?
it was not that the end of April?
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{NADF}Geronimo
Rank: Private
Posts: 65
Re: extreme 2.7 beta
«
Reply #27 on:
May 04, 2011, 12:39:31 pm »
It will be ready, when it is ready. Be happy that they do that work - don't push them
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Katman
Rank: Private
Posts: 136
Re: extreme 2.7 beta
«
Reply #28 on:
May 04, 2011, 02:35:38 pm »
Quote from: "{NADF}Geronimo";p="37563"
It will be ready, when it is ready. Be happy that they do that work - don't push them
]
Rite-on, Geronimo!
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willbe
Rank: Private
Posts: 50
Re: extreme 2.7 beta
«
Reply #29 on:
May 04, 2011, 06:41:42 pm »
Yeap!
take your time of course.
But pleeeeease... make and update with new estimation :?
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PatmanSan Unlimited
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eXtreme+ Modification for Call Of Duty 2
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eXtreme+ COD2 Release Information
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extreme 2.7 beta