Beta client just became the official CryMP client

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  • Zi;

    Hi everyone! As of today, previously beta client is becoming the official client of CryMP.net with old client still being available to download, just not as a default distribution. The new client was in development for several years already and after giving it a lot of thought, we think now is the right time to finally release it! It comes with lots of new features, the list you can check out at https://github.com/crymp-net/client-server/releases (which is also available under Release notes on bottom of CryMP.net webpages). The most notable features are: - first person spectator mode - adding circle jump back to 1.2.1 (it has to be allowed by server though, as it could lead to abuse without this constraint) - server PAKs which allow for servers to customize client side content even more - fully reworked back-end side of MP lobby (no longer using GameSpy protocol) - reworked map downloader that no longer requires admin permissions and downloads maps to Documents/My Games/Crysis instead, error logging in case of game crash - launcher, which makes logging in easier and makes it possible to auto-update in case of new release Of course nothing is perfect, but we hope for smooth adoption and in case you encounter any issues compared to old client, we welcome any feedback from you either here, on Discord, or by raising issues on project's GitHub repository: https://github.com/crymp-net/client-server Please note that update is by no means mandatory, you are free to still use the old client. We wish you all a great experience!

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  • TunSalat

    Great stuff :)

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  • Koenigsegg

    @Zi, I would like to use the new client but it does not want to work on my server. The old sfwcl works perfectly so a little fix on the new client may be the solution. The biggest visually noted difference between the two is on connect. (1) When a player connects using NewClient, I see on the HUD "nomad" connected and that's it. (2) When a player connects using OldSfwCl, I see on the HUD "nomad" connected and then I see "nomad" reconnected with a FunnyName assigned. So, the NewClient is just connecting and not allowing the renaming of "nomads" function. Perhaps the problem is this? - fully reworked back-end side of MP lobby (no longer using GameSpy protocol). I don't know. What I do know is that a player with the name "nomad" on the server has not been properly authenticated on the server and is not allowed to join. Other than this problem, the NewClient seems like a viable replacement for the OldSfwCl.

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  • Zi;

    If you have trouble with new client, you can always make players revalidate by sending validate=true together with salt="..." in UUID request using RPC. That forces client to resend !validate back to server, i.e {validate=true,salt="mysalt"}

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  • Koenigsegg

    @Zi, This is what you posted ---> " we welcome any feedback from you either here, on Discord, or by raising issues on project's GitHub repository: https://github.com/crymp-net/client-server". You have my feedback. I have already exhausted all attempts to accommodate NewClient on my end. If you can't or Won't fix noted issue, I'll just use OldSfwClient.

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  • TunSalat

    "I have already exhausted all attempts to accommodate NewClient on my end" Including this suggestion Zi; just gave?

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  • Zi;

    Yes, but the feedback you gave is something that is not wrong with client, but with the way you authenticate players. It is hard to fix the client if we don't know in what steps you authenticate players on your server, as it is obviously different from what other servers do. Just like old client, new client sends !validate to server when the player connects and just like with old client, server can require further information (or even request !validate once again) by calling UUID request with RPC and reading details about player profile. !sync command was removed as it was legacy and it always sent !sync unknown anyway References: RPC how to: https://github.com/crymp-net/client-server/wiki/RPC-API-Introduction UUID RPC: https://github.com/crymp-net/client-server/blob/0f473026fed17539e25d8ad52ccddbf5b9600da4/Scripts/RPC.lua#L379-L400

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  • golden_elite13

    Seems like a nice work! Tested it and saw that you reworked the MP lobby menu to hide tabs next to main server list, and one idea came to my mind : would you think it's feasible to put back the chat tab ? that was lying here for years but empty because your back-end did not implement the gamespy chat rooms. It would be nice to have this feature back, it provides easy communication between players who are not on the same servers, ability to see messages while playing (they pop both on the chat tab of menu and on the in-game chat space on the left of the screen, as it was by default with GS), no need to connect on discord or other external place that not all of us may use. It would be really nice. What do you think about it ?

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  • Koenigsegg

    @Zi, I joined CarpNetwork - Steel Mill 24/7 a SafeWriting server using the New Client and was kicked. Kick message was "no validate received". Lol at this point, I don't know what to say. The New client on my server bypass renaming of nomads. Players have profile and IP and console message. Everything works but they can't enter the game because they skipped the renaming which initializes the player account. All your suggestions have been implemented. Maybe a bug I don't know. We will give it some time. Maybe next update fixes it all lol.

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  • Zi;

    @golden_elite13 With average player spending average 15 hours a year playing this multiplayer and year having having 8760 hours out of which third is free time, we can assume that probability of player joining server at any given point of time is 15/(8760/3) = 0.005. Now with such a low probability, we can assume that probabilty of two players opening that chat window in same time frame is nearly zero anyway, so I don't think it makes much sense to spend time implementing that feature, at least not yet. @Koenigsegg, I tried to join your server with old client several times and it worked rather randomly. 5 times that I connected it didn't let me in, 1 time it did. So it probably doesn't really matter which client players use

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