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Admin Mod NEWS
Domain admin-mod.de gone for good
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19.08.2006
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The German web presence for Admin Mod used to be reachable under two domains: adminmod.de and admin-mod.de. In the beginning neither of the domains were registered by the Admin Mod Team but by other individuals. Although this worked well for some years, we have gone through quite some trouble over the last years as those people started to lose interest and eventually sold the domains. This has led to the web pages being unavailable from time to time under either one or the other web address. In the meantime the Admin Mod Team was lucky enough to acquire the adminmod.de domain (thank God for that) but wasn't able to get into possession of admin-mod.de, too.
Which brings us to today where we're once again facing the situation that the current owner of admin-mod.de has no interest in using that domain for Admin Mod. In fact, we were lucky enough to copy the German web presence to a backup server since it was hosted on a server owned by the same guy which is now gone. So we now have the German web pages hosted on our own server and under adminmod.de owned by us. Unfortunately the owner of admin-mod.de got a little greedy and is asking a ridiculous price for admin-mod.de which we are not willing to pay. That means that we have to say Good-bye to admin-mod.de once and for all.
So the domain admin-mod.de is no longer a valid address for the German Admin Mod web presence. I presume that noone will pay the price asked and thus it will one day go the way of all domains: hogged by some domain grabber presenting dubious ads under it.
Please change any links pointing to admin-mod.de that you still have to adminmod.de and let us know if you find any old links on our web pages or in the forums that still point to admin-mod.de. Sorry for the trouble. That's what you get sometimes for relying on other people. |
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-[ florian ]-
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Metamod 1.19 released
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17.04.2006
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Metamod 1.19 has been released. This release supports the new HL engine interface functions QueryClientCvarValue2() and ClientCvar2(), adds support for "Move In! 1.0" and "Special Death Match Alpha 2.0" and fixes a few bugs, one of which prevented the use of Metamod 1.18 on older servers e.g. CS1.5.
As ususal you can download it from the Metamod website or the Metamod SourceForge page. |
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-[ florian ]-
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Metamod: Thanks for you help
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09.04.2006
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Thank you everyone who helped analysing that bug we had in Metamod by sending in server logs. We consider the bug now found and successfully squished. If you were among those who had problems running a listenserver on an older version of HL with Metamod 1.18, you may want to download some preview binaries of the upcoming Metamod release 1.19 and see if these fix your problem. If not, let us know by leaving a comment here. |
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-[ florian ]-
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Metamod: Help squish the bug
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11.01.2006
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If you are running an old HL server or have an old HL/CS/etc. installation, you can help investigate a bug in Metamod. "Old" here means anything pre-Steam, since if you are running Steam then you will have had the newest, latest version pushed upon you anyway. Now, if you managed to somehow have skipped the last Steam updates in the past, say, two to four months, and your server is actually still running, then please read on, too! Everyone else with up-to-date versions can now go back doing whatever you did before you came here. =)
There is currently a bug in Metamod that unfortunately only manifests in a visible form in old servers. We're mostly talking 1311x and 411x servers here. Older, too, if you really still run such a beast. We need some info on the engine interface from all the different variations out there. So the more info about different server versions and installations we can gather, the better.
If you are willing to help out and spare a few minutes and can afford to restart your server or fire up a listenserver, here's how. You will have to download a special version of the Metamod DLL which will dump lots of gibberish into the servers log file. (You will have to run the server (i.e. client for a listenserver) with logging turned on.) Add info on your servers version and build date and Mod version to the logfile and send it to us via email. The download is an archive that contains a Readme.txt file with instructions on what to do, what info to gather and where to send the log file to. There is a Windows and a Linux version available.
In case you are worried about sharing information from your logs, we're really only looking for the additional info that Metamod spews out. That is on most cases confined to one log file during server startup which usually contains no private info like passwords etc. That is the only logfile we need. If you're still concerned, the file is in plaintext format, so you can edit out anything private. |
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-[ florian ]-
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Admin Mod wants YOU!
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04.10.2005
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We get a lot of questions whether we want to port Admin Mod to the Source engine. Actually, we do, but we have a lack in programmers as you might have noticed from Florian's news item down there. ;) So, we are looking for people wanting to help us by contributing. (We are not looking for new AM team members though. We need people who actually do something. =) Depending on your contributions to the project and your behavior you may become part of the AM team automatically over time.)

So, whom exactly do we look for?
- First and foremost for people who will port Admin Mod to the Source Engine.
- In addition to that for people who want to help improve Admin Mod's functions (HL1 and Source). (We have a big wishlist already.)
And of course, we are looking for reliable people who are willing to work as part of a development team. (Be prepared for a lot of discussions!)
Before you say that you like to contribute, let me point out that we don't want another AMX Mod. Nothing against this mod, but Admin Mod's main purpose was always the administration of the server and not changing the gameplay. Furthermore, we have a vision. AM for Source should use the same plugins like for HL1. The core might differ a lot, but the scripting interface should be the same for both.
Ok, you still feel you like to contribute? Add yourself to the developer mailing list. And it would be nice, if you could write a short mail introducing yourself, your skills and maybe also your ideas. The next days I'd like to discuss the wishlist on this list. If it is accepted, it will be published, so everybody can choose a topic he/she would like to work on.
And in other news, Sir Drink a lot joined the team some time ago. You might know him from the forums and his plugins. He is now responsible for the standard plugins and did a lot of work on them already. A bugfix for plugin_CS has been already published in the Ascript news.
It could be that the next Admin Mod release is mainly about updated plugins. We'll see.
Last but not least, I would like to thank Florian for all the work he put into the project. Where would we be without him. :) |
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-[ Black Knight ]-
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Hey there! Yes, you! Say, what brings you to this lonely part of the Web? It's been awfully quiet around here for some time now, hasn't it? Yup, I can almost see the virtual tumbleweed blowing by. No no, you're really at *Admin* Mod, alright. ;) Why has it been so silent, you ask? Oh. Good question.
Not an easy one to answer, I'm afraid. We asked you guys whether Admin Mod should be ported to the HL2 Source Engine and most voted 'yes'. Actually, we had planned to make Admin Mod for Source even before doing that poll. We were excited to get to see the new engine and plugin interface and what possibilities it would bring us. The Source Engine and its environment (SDK, libs) is a bit more demanding than the old HL1 engine was, so I got busy upgrading my boxen with larger harddrives and new OS versions and started coding. And then... stalled.
I'm going to spare you with the details but the end result of the process that followed was the decision that I couldn't keep working on Admin Mod anymore the way I did before. As much as I would have loved to take this great project to the next level, I am not in the position to dedicate my time and resources to it in the way it would be needed. Which means that I had to step down and take a backseat for a while.
Considering that I was the only one working on the code and doing most of the administrative stuff, that left Admin Mod in a rather unfortunate position as there was no one working on it anymore. But fortunately David (aka. Wraith,) and Falko (aka BlackKnight) agreed to step in and oversee things from now on.
The two have taken it upon themselves to get things rolling here again, so you'll probably hear more from them in the future. I'm sorry for the hold-up. I wish them the best of luck and hope that we'll have something new for you within a reasonable amount of time now. And that we can do it without coloured charts. =) |
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-[ florian ]-
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Email working again
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26.05.2005
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We had some trouble with emails to adminmod.org during the last weeks. The email server was moved to another machine but no one noticed that the DNS MX entries didn't get updated. That is resolved now and email is working again. So should you have tried to send us an email and it bounced you may want to resend it again now. |
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-[ florian ]-
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Half-Life 2 is out, where is Admin Mod for Source?
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21.11.2004
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As most of you will have noticed, Valve did finally release Half-Life 2. And some of you might habe noticed that the Steam Games window lists the SDK for the Source Engine, or might remember that Valve once said it would be released before/at the same time/shortly after HL2. "So", you might be asking, "where is Admin Mod for my CS:Source server then already?!"
Well, it ain't done yet. To be honest, we didn't even start writing it yet. That is because we still don't have the necessary information we need. So far only parts of the Source SDK have been released, which are those parts needed to build maps and models. But no source code is available and that is what we at Admin Mod live from. So you'll have to wait a little longer until the rest of the Source SDK, especially the sources, has been released. Which should be the case anytime now.
Even though, I'll still have to ask you to hold your horses. Valve said that the Source Engine will include something like Metamod in the future so that we will not need Metamod for Source servers to load plugins. Instead, the server has its own interface for that, the Source Engine Plugin Interface (SEPI). So we will need some time to see how that works and rewrite Admin Mod to be a SEPI plugin instead of a Metamod plugin.
Well, okay, that's maybe not the real reason. In reality we're still busy playing Half-Life 2. =) |
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-[ florian ]-
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