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carv

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carv last won the day on April 3 2013

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    mostly in the 3rd planet from the sun

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  1. No problem Diabolik i do the same thing all the time. Except I read and type bad . when setting up the server the first time i too read the letters as numbers. Update: It does seem that the level and xp reset issue on map change might be resolved after running the dboptimize. i restarted the server last night and two affected users where able to keep the level and xp after they joined. i still see the duplicate but it seems the last one entered remains and a new one is not generated on map change. ill try to keep evaluating today but am out of the country next week so i may not provide more updates till two weeks form now. Thanks for the help!
  2. Thanks Pete, Originally these were at 644 but thinking it might be a write permission issue i changed it to 777 just before i posted. Gaoesa, I do not have QMM running and yesterday afternoon i started using a spec.lua script but the problem had been occurring for a week prior to me introducing the script.. I just checked the logs and i do see the same players joining each map with the same (full length) silent uid and pbguid 12130:16 Userinfo: \cg_ident\0000000018D13D022243\cg_etver\4\cg_cmodbuild\win-x86 Jan 13 2013\cg_uinfo\13 0 100\sil_guid\587A2FD3524E61B4AD64820ED6C243C2:2\g_password\none\cl_guid\7355FD7B76ADC5B51309CAF123745B19\name\^1-SG-^7Ali^4cia\cl_punkbuster\1\cl_anonymous\0\snaps\20\rate\25000\cl_wwwDownload\1\ip\69.206.68.160:27960 12130:16 ClientBegin: 0 I just ran the dboptimize command but now i need to restart the server to see see if it made any changes. Thanks all for your input. Ill keep trying to see what it could be. If I figure it out ill post back. If anyone has any other ideas please let me know.
  3. Also i just noticed in my silent/Database folder i have two userxpdb and two userdb. I did not create nor copy the second ones there so am not sure why this has occurred. but this does some to point to a db issue, no? http://i315.photobucket.com/albums/ll448/carvster1/ScreenHunter_01Apr111054.jpg
  4. HI, I am having a weird issue that started a few weeks ago. Some of our players will lose XP and level on a map change or reconnect while other players do not. it seems to affect some of the new players joining (new to our server but not new to ET as I have known them for years) The server was started in march and at first things seemed fine but now some new players are suffering this issue while other new players are ok. Also, i have checked with the installation of some of the players and they are fine on other silent server (which tell me their game folders and permissions (admin right, compatibility mode) to folders and installation are fine) so it seems to point to an issue in my database or configuration. since it only affects some players i tend to think it is more a db issue so i stated doing !usersearch command to see if i can find any anomalies and i see that the players losing level have multiple userdb entries. could this be the problem?? i compared this to the users that do not have any issues and they appear only once while the affected users appear many times. affected user (losing xp and level every map change) 10:05:37 AM:> !usersearch name alicia ------------------------------------- USERSEARCH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Page 1/(1) Searching from names for: alicia Searching from levels for: levels not included Searching from IPs for starting: IPs not included __#____|_silEnT ID_|__PBGUID__|___Last Seen___|________IP________|_Level_|_Ban_|___Name__ 1 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 2 | | -SG-Alicia 4 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 0 | | -SG-Alicia 5 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 0 | | -SG-Alicia 2 | D6C243C2 | 23745B19 | 4 days | 69.206.68.160 | 0 | | -SG-Alicia 3 | D6C243C2 | 23745B19 | 4 days | 69.206.68.160 | 0 | | -SG-Alicia 6 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 0 | | -SG-Alicia 7 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 2 | | -SG-Alicia 8 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 0 | | -SG-Alicia 9 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 2 | | -SG-Alicia 10 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 0 | | -SG-Alicia 11 | D6C243C2 | 23745B19 | 3 days | 69.206.68.160 | 2 | | -SG-Alicia USERSEARCH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - unaffected user: Searching from names for: tom Searching from levels for: levels not included Searching from IPs for starting: IPs not included __#____|_silEnT ID_|__PBGUID__|___Last Seen___|________IP________|_Level_|_Ban_|___Name__ 1 | 1F4C8B6E | BE84CF9B | 11 mins | 86.136.185.6 | 30 | | Cy4|TomaHawk so first question: does it sound like my user db is corrupt? if so should i manually delete the users or is there a way to save or export the db and then remove the duplicates? Or am i totally off in my thinking it is a db issue? if so what other possibilities could it be? btw i am on silent 6.3 and this is a newer server that has only had that version on it. also here is the xp portion of my cfg file // XP Save configuration set g_XPSave 21 set g_XPSaveMaxAge_xp "12o" set g_XPSaveMaxAge "12o" set g_XPSaveMinXP "-1" set g_damageXP "0" set g_damageXPLevel "50" set g_maxXP "-1" set g_xpdecay "0" set g_xpdecayrate "0" set g_xpdecayfloor "0.0" Thanks!!
  5. Hi, It would be good to have a way to define an objective (like the big gun on railgun, or north and south gun on oasis, fuel dump) and then make it so the offensive team cannot plant dyno there or get there until a certain time has passed. Enhmod does something like this but i think they either fling the player or remove their pliers when they come in proximity of obj. I think having some sort of anti-rush capability would be good in silent mod especially considering most servers want to limit rushing in some form or another and you may not always have admins present on the game server so this would be a way to automate this.
  6. Sorry. I never even read the names on the post.
  7. Sorry im not familar with et 3.0.0 but a quick google search brought this link http://forums.warchest.com/showthread.php/32500-ExitLevel-Executed/page2 maybe this might help ?
  8. Hi all, This may not be a question specific to silent mod but I hope someone here might know this answer. Is there a limit to how many sounds you can put in a custom sound pack? Whether it is in file size, number of sounds, or a menu limit? I have a soundpakabout 20 mbytes and I use the v8 and v9 of rthem but I get all the way to v999 and v09 sounds. These last two menus will not work but all the pervious v9 menu sounds work without issue. I can call up the sounds with a play sound cmd so I know the format of the wav is ok. Also I have tried seem e of the sounds in a lower menu portion like v97 and it works so I do believe the issue might be a game limit but just want to see if some one could verify this for me or not. I know it's a lot of sounds but hey,I like my sounds, but it is driving me crazy just not knowing. Thanks!
  9. You should have everything you need by default in siLenT mod. but you have to set g_spreeOptions to at least a 5 for what you are looking for to enable killing sprees.and mulitkills. g_spreeOptions copied from the 6.3 wikiDescription: Options to control the display of killingsprees. Type: bitmask Parameters: 1 Enable killingsprees 2 Enable killingspree ends 4 Enable multikills 8 When set, a top 3 current killing sprees message will be printed every minute, similar to binoc masters, and a map's longest killing spree will be printed every two minutes 16 At the beginning of the intermission the highest spree and the 3 highest sprees which are still active will be shown 32 /kill will end a spree 64 Teamswitching will end a spree 128 Multikill messages will be delayed g_multikillTime milliseconds, to prevent the doublekill -> multikill -> megakill -> etc. flooding 256 Killing bots doesn't count for multikills or killingsprees (Note: they DO count for ending kill/deathsprees) 512 Display the map and overall spree record when entering intmission 1024 Summary: don't enable this flag if you don't have enabled g_spreeOptions flag 512 OR g_XPSave flag 16 or Shrubbot flag t Spree records are automatically saved into XPSave file when a map ends. By enabling this flag, you also store the spreerecord at the points where g_XPSave flag 16 would store XP. When you don't have set XPSave flag 16 and g_spreeOptions flag 512 and not allow users to use !spreerecord you should NOT set this flag as it takes some extra resources. When XPSave flag 16 is set this doesn't matter (it actually takes much less resources then). When only g_spreeOptions flag 512 or shrubbot flag t is set it won't do much harm anyway (your server won't explode) 2048 Enable revivesprees ( [revive] blocks ) Default: 0 If you want to customize your sounds you can look here for that
  10. Also, you might want to to check if your server host rebooted the server. They have done that to me me twice before while we were on game and at first I thought the server crashed but it was the host rebooting hardware. Another time they replaced hardware adn moved us to a new machine with the same IP Did you have to restart the server?
  11. I have not nesesarily seen this, McBeth. I have seen if you send a pm to a group and if your part of that group you will see it twice. First time as a send and the second time as a receive. But this is normal operation.
  12. I too like the idea of the b_stickycharge cvar like BECK and gaoesa mentioned. I think it could solve the issue and it was probably for that same reason they included it in ETPub. I think it would be a great addition to Silent mod With regard to increasing the engineer chargebar (or FLD OP or Medic) this would mean they are always charging up quick but that does not really fix the issue but rather tries to recover from it faster but it speeds up the charge bar all the time and not just after a spawn.
  13. So does this mean it cannot be set? I tried checking g_chargeType but it did not give me a result so I can only guess that silent mod does not support it? I think it wold be a good feature to have so we can set it so if soemone /kills then they will spawn with their old charge levels but if they get killed they spawn fully charged up (as they do come in as reinforcements). I have died many time as engy only to get back to the obj and still cant build it cause i run out of the littel chagre i had.
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