TeknoMW2 v1.1 Loader Q&A

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TeknoMW2 v1.1 Loader Q&A

Postby Smurfette » Thu Nov 26, 2009 1:34 pm

Hello!

I've decided to make a quick Q&A post. I'll answer the most common questions first... but with time, more qa's will get added. You can post your questions here, please note though, I'm going to remove your posts after answering them.


Here it is, revision: 2

    Q: When is the release date?
    A: We don't know. Expect another update on Monday (2009-11-30).

    Q: Why it's taking so long? It's a simple fix!
    A: It's not. It's taking so long because a lot of code is wrapped around Steam. ...Also, I'm trying to make it as generic as possible, so it works on future updates.

    Q: Latest patch removed the console! It's encrypted/etc!
    A: Latest patch files do not have console at all. It's not encrypted or moved to some .dll file. However, our loader has its own capability of executing console command functions. I will try to create a custom console window.

    Q: Will the custom console window be in-game or separate?
    A: I don't know yet. Ideally I would like to paint it directly into the frame buffer, so it would look like a part of the game. If it's too much work, you will have to Alt+Tab to it.

    Q: Will you make dedicated servers where people can join a server that has admin and all that kind of stuff?
    A: We do not know. It can be lobby based or old-school, where people join already existing game.

    Q: Will you release it sooner because we have a LAN party and we love you so much?
    A: Sorry, no. It simply needs more work. We're not keeping it private for no reason.

    Q: Will IW be able to patch it?
    A: We hope they won't be able to patch it. I'm doing my best to avoid hardcoding anything, so far everything runs smoothly on any mw2 executable it gets.

    Q: Will the Steam be required?
    A: At this time we haven't decided yet. Making it Steam-less is totally doable. Again, we do not want to help piracy in any way, so it's a hard decision. One thing is certain, it works only on original executables, if a crack will be detected, the loader will refuse to work (due to some lame patches those groups have made which prevent a proper connection).

    Q: I only have a LAN connection, will this work?
    A: Like the answer above suggests, we don't know yet. Most likely: Yes.

    Q: It won't work on cracked versions?!
    A: We don't know or care. You are free to test it though... *when* it comes out.

    Q: You're breaking the holy DMCA!
    A: Well, first of all, we're not in USA to care about DMCA. We're Europe-based so EU-CD applies to us. Second, we're still not breaking either of those. Why? There are several reasons: 1) We're not releasing any copyrighted material. 2) We do not break any copy protection (to get the game you need to pay for it over steam, and thats the "copy" protection). 3) Our releases are programmed in 100% by us. 4) Code injection is legal, for example, most (if not all) Anti-Virus applications do that.


Post your own questions now. :rambo:
Last edited by Smurfette on Thu Nov 26, 2009 2:18 pm, edited 2 times in total.
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Re: TeknoMW2 v1.1 Loader Q&A

Postby Reaver » Thu Nov 26, 2009 7:04 pm

All crap posts will get deleted.
Those who criticize our generation forget who raised it.

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Re: TeknoMW2 v1.1 Loader Q&A

Postby .:Solo:. » Thu Nov 26, 2009 8:22 pm

anatoli12 wrote:OK guys good job!!! :good: :good: :bravo: :bravo: YOU'RE THE BEST!! But I've got a question... Will it be able to play with friend over Steam or someother way?? ;> ;) :teknogods: :teknogods:

depends if they make it with or without steam,

i got a question to,
the previously loader got my pc's stuck at giving error message:

"A debugger has been found running on your PC, please shut it down
and restart the program"

i googled alot.
got some help in the IRC, but even after clean instal, 1000 driver instals, and etc
it still has the error.
now in the IRC i talked to Phrost, he sais it has something to do with the way the loaders works.
So my question is does this loader uses the same method as the previous one
or is this just my pc
(i was planning on installing Win7 anyway so dont take evort to change your codes or something)

tnx in advantage

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Re: TeknoMW2 v1.1 Loader Q&A

Postby Fuklaw » Thu Nov 26, 2009 10:33 pm

First of all, thanx for the updates and for all the time you've put into making MW2's multiplayer accessible for everyone.

I just have 1 question, this loader you're working on... is it supposed to counter Steam's loss of connection for non-retail players or does it create some sort of alternate route allowing us to play only against other people using the loader? I guess that would be the Non-Steam alternative.

Frankly i haven't paid much attention to the new sistem IW has been using for MP.
So correct me if i'm wrong, by using the current 1.0.166 MP patch - although being disconnected from steam 5 minutes into the match - we're actually playing against people who actually bought the game?

Maybe i'm not making much sense because of the lack of sleep (lab report due tomorrow :sadpanda: ).
I'll update/reply later once i've made some sense of it, or once i've slept.
cheers

Commissar Fuklaw out
HERESY!
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Re: TeknoMW2 v1.1 Loader Q&A

Postby DarkLP » Thu Nov 26, 2009 11:27 pm

I know this question sounds stupid. but will it work on Xp,Vista and 7?
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Re: TeknoMW2 v1.1 Loader Q&A

Postby Jum-Jum » Fri Nov 27, 2009 12:54 am

TKDeMoNiK had a nice question on IRC which I would like an answer for aswell,

Where are the levels and stuff saved for when you play MP?
If it is IWNets servers or Steam, then how will you be able to change class, fix your upgrades, level up, etc?
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Re: TeknoMW2 v1.1 Loader Q&A

Postby ewqewqewq » Fri Nov 27, 2009 3:43 am

Quick question: Will there be an option to play the game in windowed mode? And even better, would it be possible to run the game in a window with no border (so that you can run the game at your desktop resolution to make the game cover the whole screen with alt-tabbing being instantaneous)?

Disclaimer: Yes, I know that isn't really the purpose of the loader, but it would be a pretty nifty feature to have, wouldn't it? ;-)
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Re: TeknoMW2 v1.1 Loader Q&A

Postby Moorka » Fri Nov 27, 2009 12:19 pm

Open source?.. Do you want to make a present to IW? :D
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Re: TeknoMW2 v1.1 Loader Q&A

Postby Lawbster » Fri Nov 27, 2009 1:11 pm

lol reaver, cant post Q&As without getting the SWE?! people here, you know it.

Anyway, from what ive read up until now ive figured it this way.

The loader will let you play on a LAN with your friends as long as they have the loader themselves.
You will not get any ranks or xp during your loader usage, simply for hosting and events.
Although it will go through steam, its does not co operate with iw's servers.

My q's:
1.Will you be able to see that ur friend has joined a game via the loader on steam, so you can join the same one?
2.Will it support custom maps eventually?
3.I like having something to work for, such as ranks and perks. Are you adding a little something like this yourselves?
4.You have not made yourselves etirely clear on some points, it can be confusing. You need a "This is what the loader allows you to do", post. While comparing it to IW's system.

This was more for your loader in general, not just this upcoming one.
Thanks, and good work! ;>
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Re: TeknoMW2 v1.1 Loader Q&A

Postby R4ziel » Fri Nov 27, 2009 2:24 pm

Hail Teknogods for their dedication to make our beloved game dedicated too :bravo:

I have an original COD MW2 and I don't really care if it works on pirated versions. I just have a few questions which I hope will get answered.

1. We have a major OFFLINE lan every month where we play mostly COD. There is no internet connection close to the venue so if this requires steam then that basically makes it an online version still? I would, if it's possible and not out of line asking, like to ask if you can make it completely offline with no internet connection required at all...

2. If it is offline, not requiring steam at all, have you guys got a method of "finding" games on a LAN network? Like a server browser were used to or some way of telling which maps being played and who is playing.

3. PLayer limits? Would it be possible for the user to set this to say a max of 64? Not that we play 64 man matches but it is a valid q.

Thanks and keep up the amazing work! :good:
Last edited by R4ziel on Fri Nov 27, 2009 3:08 pm, edited 1 time in total.
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