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Spazz
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PostPosted: Thu Nov 22, 2007 5:13 pm    Post subject: uZa server? Reply with quote

Is it up? I played on a server tonight with zark and low gravity, it was like home.
Not sure if we have a slot for it up yet but if we do where is it?
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{uZa} GARGAZ
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PostPosted: Thu Nov 22, 2007 6:23 pm    Post subject: Reply with quote

WHAT WAS THE SITE U PLAYED AT?????



I WANT SOME ZARK!
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Spazz
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PostPosted: Thu Nov 22, 2007 6:26 pm    Post subject: Reply with quote

Man I couldn't tell the ip if I tried. I tried to get it for Videoman, and I couldn't find ip. Still getting to know my way around it. It was deathmatch zark low gravity, other clan tags labeled as well. We are falling behind big time here. Instagib is also out there.
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PostPosted: Thu Nov 22, 2007 6:35 pm    Post subject: Reply with quote

Called... [ARC}ZARK LOW GRAV
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sCaryDeth
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PostPosted: Thu Nov 22, 2007 7:25 pm    Post subject: Reply with quote

Unfortunately, it looks like ThePlanet is having some routing issues with this game because of how the game handles multihomed servers (Servers with multiple IP Addresses). This issue will likely NOT be addressed by ThePlanet as they seem to be dropping all support for gaming servers. Crying or Very sad

A patch is in the works and will be out next week that will fix this. Until then, the server IS up and DOES populate in the server browser on occasion. But even if it does, you can't connect to it from the in game browser.

I've seriously spent a good 7-8 hours on this since the games release. VERY frustrating.
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Spazz
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PostPosted: Thu Nov 22, 2007 7:35 pm    Post subject: Reply with quote

I don't doubt it man. I know you spent alot of time on it already. I can do whatever I can to help out. All in good time.
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PostPosted: Thu Nov 22, 2007 7:52 pm    Post subject: Reply with quote

They botched this release BADLY by pushing it out to quick. You should see all the support forums. Everyone is going nuts.

I mean look at the number of servers displayed in the game browser! What... 200 max? That's pathetic. Sad
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PostPosted: Thu Nov 22, 2007 7:55 pm    Post subject: Reply with quote

Very true. I didn't look into the forums but the server list is very small.
Answers have got to come soon from them. I see more of the epic servers than anything, the others must be on top of their game.
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PostPosted: Thu Nov 22, 2007 10:16 pm    Post subject: Reply with quote

What really sucks is that, although I was skeptical about the game after the demo, I freakin LOVE this game. The level design on some of the maps is just plain amazing.
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{uZa}Videoman
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PostPosted: Fri Nov 23, 2007 11:44 am    Post subject: hey guys Reply with quote

heres one ip i found if you guys wana play zark 74.54.72.146:8888

the server runs great if you like i can talk with the guys that set it up i know there clan because i noticed it said dedicated server!!!!! on the info
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PostPosted: Fri Nov 23, 2007 12:21 pm    Post subject: Reply with quote

To help with ours? Or play on theirs? We really need some help setting up the one we got. If you can help out there that would be awesome.
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PostPosted: Fri Nov 23, 2007 12:39 pm    Post subject: Reply with quote

Nobody can help with ours. Sad It's a known issue with the current dedicated server. It doesn't like NAT with Multihomed networks.

This is fixed with the upcoming patch (Bold/Red is the piece we need):

Gameplay:
Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues.
Fixed feigning death into/through ForcedDirVolumes.
Fixed grenade effects in water.
Increased hellbender rear turret damage.
Reduced Goliath machine gun spread, plus slight damage increase.
Fixed warfare scoring for locking down a prime node not called "prime node".
Slightly increased momentum taken for damage by mantas and vipers.
Flak, Rocket, and Shock do slightly more damage to manta and viper.
Made sure Hellfire SPMA cannon can't fire through walls.
Made sure Hellfire SPMA cannon can't fire through walls.
Increased incoming SPMA fire sound radius.
Fixed impact jumping with hoverboard.
Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible
Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring.

AI:
Improved bot AI with darkwalker.
Tweaked bot voice message frequencies.
Bot aiming tweaks.
Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle.
Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle.

Demo playback:
Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached.
Demos can now be paused.
By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change.
Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name
Added a "Delete Demo" button to the demo playback menu.
Demo playback now properly handles rotation when viewing a Pawn in first person.
Fixed looking around while spectating a vehicle.

Server Browser:
Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page.
Added 'Join as spectator' feature.
Server browser uses smaller font to display more servers.
Fixed custom mutators not appearing in server browser.
Fixed custom gametypes not displayed in server browser's window.
Fixed server browser's listed MaxPlayers being incorrect.
Added filter option for dedicated servers.
Fixed server browser showing an incorrect goal score and time limit when the .ini values were used.

User Interface:
Can now save settings/progress even if have never created a profile.
Added ping and connect time to scoreboard.
Removed annoying confirmation menu when starting a game.
Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).
Added a Messages tab to the mid game menu.
Friends messages now saved until explicitly deleted.
Finer control over mouse sensitivity, using an edit box instead of a slider.
Added framerate smoothing and FOV options to the advanced video menu.
Increased max players/bots in menus to 32.
Fixed auto switching to vote menu at end of match.
Improved mid game menu performance (don't render world behind it).
Added version number to main menu.
Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).

HUD:
Added the killer weapon to victim messages.
Fixed flag and orb scaling in minimap at high resolutions.
Fixed node teleporter not showing "You can't teleport with orb" message on clients.
Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
Still draw the clock on the scoreboard after the game is over.
Fixed Duel HUD issues.

Networking:
Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT.
Fixed team scores very rarely not updating for a client.
Fixed bot faction option when running a listen server.
Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default.
Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling.
Bullseye stats are now properly recorded.
Fixed clients not travelling to downloaded maps correctly.
Fixed the client and server getting into a loop sending each other close messages in some situations.
Quick match incorporates player rating into search decision.
Fixed issue where Vista clients would not receive all servers from a server browser search.
Applied proper fix to suppressing voice on dedicated servers.
Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions.
Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading)
Fixed losing your custom character mesh after changing teams during a match.

Server Administration:
Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers).
Dedicated servers do not require CD keys.
Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\
Added QueryPort configuration and command line option.
Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change.
Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command.
Uses GameReplicationInfo.ServerName if set for the name of the server on the
server browser.
Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others
Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others
Updated AdminPlayerList to show the PlayerID of the players on the server.
Updated Kick/Ban to allow for using either the player name or the id

Map Specific:
Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.
Fixed some VCTF-Suspense pathing issues.
Fixed issues with circular lift on DM-Deimos.
Fixed translucent mesh sorting issues in DM-Gateway.

Campaign/Co-op:
Fixed a bug that could cause too many bots to be added to co-op matches in some cases.
Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level
Fixed extra copy of a character when a human player leaves a co-op game at the right time.
Changed network loss during single player to result in player signed in locally.

Modding:
Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array.
Fixed custom gametype midgame menus not being used correctly.
Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work.
Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy.
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Spazz
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PostPosted: Fri Nov 23, 2007 12:44 pm    Post subject: Reply with quote

wow!! Shocked
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PostPosted: Fri Nov 23, 2007 11:50 pm    Post subject: Reply with quote

Just wanted to let you guys know that they allowed me to be in the beta test program and I have the patch loaded on both the server and my client machine.

AND IT WORKS!!!!!!!!!!!!

They expect to release the patch to the public as early as Monday depending on bug reports.

It's awesome though. The entire game browser got a makeover.
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Spazz
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PostPosted: Sat Nov 24, 2007 9:43 am    Post subject: Reply with quote

awesome dude!!
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