| File | Description |
| sodlch14.zip (Dec. 31, 1999) |
Version 1.04 of the SOD Launcher Program |
| sod_backend.tar.gz (Jan. 29, 2000 release). sod_backend_rel2.tar.gz (April 1, 2000 release). |
SOD Backend software. You need Linux, D3, Perl, and a WWW server (Apache) installed to run a SOD site like mine. This is software is bound by the GPL agreement. If you are going to modify, extend, etc... SOD then please contact Shiva and tell me what you plan on doing. Not only am I interested in what you plan on doing, but right now there is no revision control system on SOD. So I want all addons/modifications done in a sane manner such that they can be enjoyed by all. |
| monvserv.zip (Jan. 29, 2000 release). monvserv_rel2.zip (April 1, 2000 release). |
The Monitor_Server module of SOD. It should work on Windows without any problems. This is the module responsible for shutting down idle servers, in game remote admining, and kicking off whiners/complainers/foul mouths off the server. |
| Levels that now contain a DALLAS script for Linux. All contain the DALLAS source unless specified | ||
(no DALLAS source) |
(no DALLAS source) |
(no DALLAS source) |
(no DALLAS source) |
||
| Original posts of these levels cause problems for SOD, and are the double file problem in MN3. Fixed versions are below: | ||
| Legacy stuff, not needed in Linux server 1.4 and above. | ratpak.zip | RatPak fixed so it does not crash the Linux server. Problem with this and Pyroglyphic is it imports the maximum number of textures for a MN3 file. For some reason this causes grief for the Linux server and crashes it within seconds of someone joining the game. To fix the problem I just renamed the .GAM file inside the MN3 to something else, so D3 does not drag in the textures. My question is why does the dedicated server drag in textures? |
| pyroglyphic.zip | Pyroglyphic fixed so it does not crash on the Linux server. Same problem as for RatPak, with same fix. |
| wc.zip | Wildcard Castle fixed so it works on a Linux server. I don't know if this level needed fixing or not, but all of Skyrat's levels that looked like this (from a MN3 file perspective) always killed the server. So I fixed it and probably saved myself some headache down the line. |