Starsiege: Tribes Community Archive

Chivalry_2.0

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Filename
Chivalry_2.0.zip
Size
262.5 KB (listed 262.5KB)
Type
ZIP
Developer
admin
Last update
Jun 07, 2008 - 02:02
Format
Zip archive data, at least v2.0 to extract, compression method=deflate
Readme — Chivalry/Readme.txt (from the archive itself)
Quick Install Guide:

Extract the Chivalry_v20 zipfile with sub-directories to your Tribes directory.

It should copy the following files to the following directories:

to a new Chivalry dir:
scripts.vol
readme.txt
Chivalry Admin Document.doc
versionhistory.txt

To your /temp dir:
ReturnPlayers.cs

to your /config dir:
ChivalryPrefs.cs

If these files do not appear or appear in an incorrect directory, please move them to their correct directory.

For further assistance, feel free to contact the Sojourn Development Team at sojdev@sojdev.com

For more info about how to run Chivalry, please read the Admin Document included with this zipfile.  It is highly suggested that you read and understand this document before attempting to run Chivalry as there are many technical issues associated with the Chivalry Mod.

We have left the script code open-sourced by design.  Feel free to look through our work.  If you use any of our code, please drop us an E-Mail and give us credit.  We appreciate it!

Thanks again from the Sojourn Development Team!
www.sojdev.com
Readme — Chivalry/Chivalry Admin Manual.doc (from the archive itself)
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Table of Contents:

i. 	Thoughts from the Sojourn Development Team
ii.	System Requirements
iii.	Bugs and functionality issues
vi.	Troubleshooting
v	Special Thanks and acknowledgements

1.	Installation
2.	Chivalry Prefs. File
3.	ReturnPlayers.cs File
4.	Of Warlords and Paladins
5.	The Litch King, Ghosts and Undead Players
6.	TK'ers, Banning and Troublesome players
7.	Tab Menu and Chivalry Options
8.	Additional Server/Game Play notes







Thoughts from the Sojourn Development Team

	Thank you for your interest in the Chivalry Modification of the Dynamix game Tribes.  We've tried to create a product that will entertain and give an interesting twist on the already popular game while at the same time being able to stand out from the crown of so many other Mods out there now.  At first glance, it may not seem terribly different, but with a little exposure and experimentation we hope you will see its distinction.  Thank you again for you interest.  This documentations purpose is to assist Admins with their understanding of the mechanics of this Mod and to assist with any troubleshooting issues that may arise.  However, if there is an issue that cannot be easily solved through this document, feel free to contact the Development Team for additional assistance.  For additional assistance, feel free to post your questions, bugs or technical issues on the Tech Support forum located in our Tribes section at www.sojdev.com .

We have left our code open-sourced by design.  Feel free to look through our work.  We hope you can get some good ideas and learn a little from it.  If you use any of our code, please drop us an E-Mail and give us some credit.  We appreciate it!

Development Team Contact Address : 	sojdev@sojdev.com
Jason (Robear) Yarnell - Team Lead  :	robear@sojdev.com
Chris (Clu) Miller - Coding and Design:	clu@sojdev.com

	We stand by our products and will do our best to provide you with support.

System Requirements

	Our BETA tests were conducted on three separate machines on a DSL network:

200 Mhz PII Sony Vaio Laptop with 32MB Ram
333 Mhz. PII with 196MB Ram
550 Mhz Athlon with 128MB Ram

	Due to the stat logging and heavy CPU and RAM usage, we suggest at least 300 Mhz with 80MB Ram.  

	The number of players your may support is directly determined the speed at which you're connected to the Internet in addition to your system resources.

Here is the basic outline that Dynamix suggests as far as CPU speed, Line speed and the number of players that can be supported.  Dynamix also discourages the hosting of more than 32 players as this will also put a strain  on low-end client side machines as well because they will have to render all the players visible to them:

CPU Speed	Number of players	Line Speed	Number of players
166		16			56k		3
200		20			128k ISDN	8
266		24			256k & Cable	16
333and higher	32			T-1 and up	32

In any case, use the figures associated with your line speed before you decide that your 800mhz Athlon should do fine when hosting 32 players on a 56k connection.

	When the server starts, the logfile that holds all the players stats is loaded and kept directly to RAM so the faster your processor and the more RAM available, the better.

Bugs and Functionality Issues

	At the time of this document, there are a few functionality issues that must be addressed.  These issues were identified during the BETA testing and are not intended to be all-inclusive.  We at Sojourn Development have made it a high priority to ensure the quality and reliability of its code, however should bugs or functionality issues arise that are not identified within this document, please contact any of the Sojourn Team so that we may correct the issue as quickly as possible.

First, this Mod has not been tested while running any other modification or scripting and the reliability of your server cannot be assured if other modifications are run in conjunction with this one.  Also, the mod was run using Dynamix patch v1.10.5  and v1.11  It is not known how the mod will run with earlier or later Tribes patches.

Second, There is an issue with the ReturnPlayers.cs file.  This file is used to track and log all the players’ statistics.  When a player signs on, a loop begins that looks through this file for the name of the person who  just signed on.  The only way the computer knows to stop the loop is if it finds a false name.  If this false name is not present, then the computer will loop until it crashes.  The end-loop name looks like this:

$Stats::Name = "false";

If there are 100 people in your stats log, then the 101st name will be false:

$Stats::Name98 = "Joey";
$Stats::Name99 = "ThisOther Guy";
$Stats::Name100 = "DaveyJones";
$Stats::Name101 = "false";

  Each time a new player is added to this file, the 'false' name is then moved to the bottom of the file.  If this string is missing, the server will crash.  Players that log on to your server with the name 'false' have not been tested and this could result in unforeseen behavior.  When you clear this file, ensure that the false name is included.

Third, if the server ever crashes or is shut down when players are still logged on, the scoring that they have accumulated during the current mission will be lost.  Stats are written to the ReturnPlayers.cs file when players log off or the mission changes.  If you ever nee
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