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It’s advised not to use 22.214.171.124. We’re working on the 126.96.36.199 which will address the crash issues and most likely will use new kind of protocols again (to address the high UDP traffic issue), making it incompatible with 188.8.131.52/184.108.40.206 servers.
The 220.127.116.11 will be branded as beta release, so when it’s out you’re welcomed to try it, but it’s recommended to stay with 18.104.22.168 until a stable 22.214.171.124 is out.
We will be sending out the beta today, you can request it by emailing me directly: smurfette [@] teknogods.com
We’re pleased to announce that latest & greatest build of TeknoMW3 is finally out!
UPDATE: There are some reports about instant crashes of dedicated server on start and clients when they try to join some server. Please be patient – this initial release brings many changes within the protocols. Another thing, don’t try to join older servers using direct connect, it won’t work (it simply can’t). What we need now are detailed bug reports that include step-by-step explanation what happens and when, system setups (network cards, CPU used etc, ini config etc), crash addresses. Thank you.
UPDATE #2: Read it here.
Change log (126.96.36.199):
- BUGFIX: INI file now has a special option under [Network]:
Where x is your prefered adapter, by default its 255 which means
the game will bind on all adapters. If you can't see some hamachi
or LAN game, set the adapter that binds to that network.
NetworkInterfaceList is information only. Check it.
- BUGFIX: Dedicated server doesnt crash anymore when offline or on
slow / lagged internet connection.
- ADDED: INI option under [Network]:
OnlineMode=false/true (default true)
It can make your server invisible to the master server.
- BUGFIX: Servers can be properly passworded now.
- BUGFIX: 2 player disconnect. Now external ip is cloned
from internal ip or randomly generated (client). This
fixes the disconnect problem. If you'd like to set a custom
external ip, there is a new INI option under [Network]:
- BUGFIX: IW guys left a nasty bug in the game code. The randomize
cryptotable used to encrypt rcon protocol using securityID.
If the securityID is 'unlucky' enough, it would encrypt some
random character of your password to become a ';' character
which is safety-checked in the console func, and disregarded
as 'command reminator'. End result: your password '1234' can
be encrypted as 'fb;e' and while being passed through console
end up being sent as 'fb', decrypted on the server as '12'.
'12' obviosly wouldnt match '1234' sooo you'd never be able
to log in. Well, this is fixed now.
TL;DR: rcon should work every time now
- ADDED: secure ban list. New ban list is located at:
To un-ban, you need to manually find the entry and remove it.
- ADDED: Favorite/History/Official server lists
- BUGFIX: Server list shouldnt crash anymore *I hope*
- BUGFIX: Loader shouldn't crash when executed twice.
NOTE: This release brings major changes to some protocols. You won’t be able to see games hosted with anything below 188.8.131.52. Dedicated server hosters – update now!
– TeknoGods Team –
Here’s a new minor update. Fixes *yet again* CPU use of the dedicated server and stability of the internet server list.
Download it here.
Here’s another minor update for the previous release – the internet server list should be more stable now.
It’s recommended for everyone (dedicated server hosts too).
The 184.108.40.206 version was using a test server which is offline. The can either fix this by editing the “teknogods.ini” file and adding:
Or by getting 220.127.116.11 from here. Sorry guys!
– TeknoGods Team –
Hi there 😉
Here’s some quick Q&A:
- Q: Do I have to run the game again to connect to another IP?
A: Yes and No. The game runs with pre-set server IP from the loader (F9 triggers connection), but you can use a console command to connect elsewhere, for example:
>> tk_connect_mp 192.168.0.15 28960
- Q: So, we are getting a console?
A: Yes, even three. One, called WinConsole is a separate window, second, called DevConsole is a custom overlay console visible in-game. Third one is the original console, but it can be opened only with the .159 build of the game. You can type in commands using all three of them!
- Q: Why on the videos we don’t see any console being used?
A: Simple, I was using FRAPS for the video capturing and it doesn’t capture separate windows such as WinConsole.
- Q: Server-browser?
A: Yes, final loader will have a server browser with 2 tabs: online games (internet connection required) and local games (no interned connection required).
- Q: What about our stats?
A: Loader will ask you for your ‘ID name’ which will be locally assigned to your stats/power-ups etc. Nickname can be set using a different edit box (currently changeable using the console).
- Q: Will it be possible to host a game for more than 18 players?
A: I need to test how stable this patch is. If the tests go fine I will put it into the final version.
- Q: Dedicated server mode. How is it?
A: Loader will run the game with super-minimum gfx requirements. WinConsole will be open. Later, loader will automatically execute server.cfg file. Map rotation should work. Remote administration – maybe, depends on the demand.
- Q: Why is it Steam-less? It will allow pirates to run the game!
A: Well, two reasons. First one, steam emulation is a key feature which makes it all work. It’s not just optional. Second, with your original Steam, our loader could be detected as a cheat and your account could get banned. We might code a DRM module that would make sure user has a legit copy installed, but DRMs as we all know, can be easily bypassed, resulting all this hard work being a waste of time.
Oh, and here is another short video:
And another (custom console preview):
After few days of work with durkka (he rocks), I’ve finally managed to get something stable enough for a public announcement. Soooo, here are some videos that might interest you all, all of them were captured while running the latest version of the game (174) and totally Steam-less.
- Connect() test while the server is offline.
- Connect() test to a local lobby.
- Connect() test to a real server (with players that use Steam!)
- Connect() + play test of the private match (joining to already running match works as well).
Since a week I’m on 6-week sick leave from work (humeral bone fracture with displacement :/) and I’m not spending much time in front of my computer. Before you jump to the obvious *but but I want my dedicated servers now 🙁* I would like to point out three things:
- I know the demand for it is high and our user-base is loyally waiting for it. Trust me I know.
- I’m 100% sure it’s doable!
- I’ll be right back on it as soon as I’m off the “plaster of paris” from my hand & painkillers.
Now there’s one more thing to tell, we’ve decided to make it totally Steam-less after all. Thanks to s0beit and dudes that developed OpenSteamWorks we got our hands on just a proper framework to do that. Currently durkka who’s been working with me for a while is doing a research related to SteamMatchMaking code.
So guys: It will be done sooner (6 weeks) or later (9-10 weeks). Can’t do much about the 5-weeks from now. 🙁 Please have some faith!
PS. On behalf of the whole team: Happy New Year, 2010!