Back to Medal of Honor: Pacific Assault

MOHPA updates thread

Historical capture recovered from the Wayback Machine · captured 2005-03-09 · 6 posts
In order to have the important info on MOHPA updates, programs, etc easily accessible to read without all the other comments I have made this thread in which admins will keep updated as we can. This does not mean do not post on news you find yourselves. it just means that this thread will remain locked and we will copy and paste the info here for others to read easily.

Thanks to all who are putting forth efforts for MOHPA!

[D12C]SpaZ
Teamwarfare Competition Director
"If there's one thing that comes across crisply and clearly in this one spoken word, it is that this guy is very responsible, inordinately busy, and not accustomed to or particularly appreciative of having people mess with him." -TWrecks
Patch Details
Originally posted by: {UNO}ATRAIN
From PMOH

"A Medal of Honor: Pacific Assault patch will be released in the future, however we have the details as to what it will contain.

=============================================

PATCH CONTENTS

=============================================
1. Mouse and Input Lag (single and multiplayer)

2. Dedicated Server CPU Utilization (multiplayer)

3. 999 Ping Bug (multiplayer)

4. Spawn Code Server Hitching (multiplayer)

5. Miscellaneous Single Player Bug Fixes
=============================================

Addressing Mouse Lag

=============================================
This patch improves the responsiveness of the renderer and greatly reduces
the time lag between user input (mouse movements, button clicks) and the corresponding visual updates on-screen, and should result in a much more responsive feel to the game as a whole. In multiplayer games, the responsiveness is improved for all model detail settings, but for performance reasons it only affects "medium" and "high" model detail in single player games.
=============================================

Dedicated Server CPU Utilization

=============================================
win_dedicated_sleep
This cvar has a default value of 1, and will be saved to server.cfg
whenever it is changed. The cvar specifies the number of milliseconds
that a dedicated server will completely relinquish control to the operating system each frame. Increasing the value of the cvar effectively reduces the CPU utilization of a MOHA dedicated server process. Increase this cvar if you are running multiple instances of dedicated servers or other necessary processes on your CPU. Set this cvar to 0 if you want an instance of the MOHA dedicated server to use the CPU whenever it is available (100% utilization). A value of 0 can result in a slight performance increase,
especially on low spec machines with several connected users. Increasing this
cvar can result in a performance decrease. You may change this cvar at runtime
or at the command line; we recommend a range of 0 to 10 (integer only).
=============================
There's also a bunch of info on spawning-related cvars (some of which may have already been covered in the Supplemental Guide)
Patched games will only see patched servers. When you patch your game the server list will only display servers running the patch.
Old saved games will be accessible. May not load to exact location but at minimum will load from last load-transition.

I've tested it out, and it seems to be working great. Look forward to it soon!"
Remove Intro from Startup
Originally posted by: [D12C]SpaZ
Skip intro when starting MOHPA:
Add this to your shortcut
+set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1

example:
"C: \Program Files\EA GAMES\Medal of Honor Pacific Assault(tm)\mohpa.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1

Originally posted by: [D12C]SpaZ
The Medal of Honor Pacific Assault™ Patch
EA GAMES

Thank you for downloading Medal of Honor Pacific Assault™ Patch.

http://www.eagames.com/official/moh/pacassault/us/downloads.jsp

This patch contains the following fixes:

Mouse and Input Lag (single and multiplayer)
Dedicated Server CPU Utilization (multiplayer)
999 Ping Bug (multiplayer)
Spawn Code Server Hitching (multiplayer)
Miscellaneous Single Player Bug Fixes
Please read the included Read Me file for more information.

Patch Details
Originally posted by: {UNO}ATRAIN
From PMOH

"A Medal of Honor: Pacific Assault patch will be released in the future, however we have the details as to what it will contain.

=============================================

PATCH CONTENTS

=============================================
1. Mouse and Input Lag (single and multiplayer)

2. Dedicated Server CPU Utilization (multiplayer)

3. 999 Ping Bug (multiplayer)

4. Spawn Code Server Hitching (multiplayer)

5. Miscellaneous Single Player Bug Fixes
=============================================

Addressing Mouse Lag

=============================================
This patch improves the responsiveness of the renderer and greatly reduces
the time lag between user input (mouse movements, button clicks) and the corresponding visual updates on-screen, and should result in a much more responsive feel to the game as a whole. In multiplayer games, the responsiveness is improved for all model detail settings, but for performance reasons it only affects "medium" and "high" model detail in single player games.
=============================================

Dedicated Server CPU Utilization

=============================================
win_dedicated_sleep
This cvar has a default value of 1, and will be saved to server.cfg
whenever it is changed. The cvar specifies the number of milliseconds
that a dedicated server will completely relinquish control to the operating system each frame. Increasing the value of the cvar effectively reduces the CPU utilization of a MOHA dedicated server process. Increase this cvar if you are running multiple instances of dedicated servers or other necessary processes on your CPU. Set this cvar to 0 if you want an instance of the MOHA dedicated server to use the CPU whenever it is available (100% utilization). A value of 0 can result in a slight performance increase,
especially on low spec machines with several connected users. Increasing this
cvar can result in a performance decrease. You may change this cvar at runtime
or at the command line; we recommend a range of 0 to 10 (integer only).
=============================
There's also a bunch of info on spawning-related cvars (some of which may have already been covered in the Supplemental Guide)
Patched games will only see patched servers. When you patch your game the server list will only display servers running the patch.
Old saved games will be accessible. May not load to exact location but at minimum will load from last load-transition.

I've tested it out, and it seems to be working great. Look forward to it soon!"


[D12C]Tripped
TeamWarfare MOH Competition Manager

Originally posted by: |Dave|
All you server admins out there, please add the following. I beg you. It makes the game more enjoyable. Please post in support of the use of the following in ladder matches.

//Allow Lean and run. MoH:AA style.
set dmflags 262144

//Allow all Axis skins
set sv_allowed_axis_skins "axis_armyworker_MP axis_armygilly_MP axis_armyofficer_MP axis_armynco_MP axis_armyinfantry_MP axis_marineofficer_MP axis_marinenco_MP axis_marineinfantry_MP axis_marinegilly_MP"

//Allow all Allied skins
set sv_allowed_allied_skins "allied_nurse_MP allied_recruit1_MP allied_navypilot1_MP allied_navysailor1_MP allied_navypt1_MP allied_navyxo_MP allied_marine1_MP allied_marine2_MP allied_marine3_MP allied_marine4_MP"


Now I ask you all for help. What should I set dm_playerspawn_method to? I'm using "group" right now and it's ok... but I'm curious as to if anyone has had success with any of the others ones. For Invader mode.
Originally posted by: {UNO}ATRAIN
I think the patch added a few more "spawn" options. Here is the list from the patch readme.

"random" - players will spawn in a random location. This is the least computationally expensive (fastest) method.

"farthest" - players will spawn in the farthest location from the enemy. This method is not recommended on large maps.

"team" - players will spawn far from the enemy, but close to an ally.

"notvisible" - players will be placed close to enemies, but not in visible line of sight of the enemy. This is the most computationally expensive (slowest) method, and might cause performance problems with large numbers of players on slower servers.

“notfacing” – players will be placed close to enemies, but only when the enemies aren’t currently facing where the player will spawn. This has the potential to be computationally expensive (but not as slow as “notvisible”). For this reason, by default we do not use this method once dm_playerspawn_threshhold players are on the map. This is currently the default spawn heuristic for FFA, TDM and Invader modes.

"bufferedclose" – Players will always spawn at least 65 feet away from an enemy, but otherwise as close to an enemy as possible.

"closest" - players will spawn in the closest spot to an enemy. This is a fine method to chose if you just want high levels of mindless carnage.

"group" - players will spawn in the closest spot to an ally.

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