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gaoesa

gaoesa

Member Since 25 Aug 2010
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#23936 Recent AC bans on every silent server.

Posted by gaoesa on 22 June 2017 - 10:43 AM

I tested installing the official installer using Wine on Linux. Removed the options for punkbuster and minimizer. Didn't cause a ban. Real PunkBuster does not cause issues with silent AC. Also, minimizer has no reason to detour engine. But can you please check if either option causes it. Or if you still get the ban even without those checked. Also be sure that you don't have some other AC process running you might have installed for ETPro or something. There has been plenty of such programs out there from plenty of sources.




#23915 Recent AC bans on every silent server.

Posted by gaoesa on 19 June 2017 - 03:04 PM

I did investigate by inviting him to my server in private messages. Ban was not found false. The ban was a result of an official 2.60b et.exe on Windows having a detoured function while on a server.

 

BECK if you have encountered potential false bans, we would be interested in hearing about those. Send in a private message if you want to investigate something.




#22490 AC bug? Possible or not possible..

Posted by gaoesa on 21 October 2016 - 06:17 PM

The mod can detect things that are loaded into the process. For example one OpenGL hack works this way, the dll is dropped to the working directory and it gets automatically loaded instead of the actual one. It doesn't really matter how such a dll ends up in to the working directory. But note that it does not detect hacks from such dll files if they are not loaded by the ET process. The working directory is only relevant here because that is where the servers can make the clients download stuff. To be honest, I don't remember if there are such hacks that can load from silent/etmain directories automatically or if it is possible to make the client download stuff to the working directory with some zip archiving hack. Usually you would want to place such proxying dll files into the directory with the ET.exe. However, it is also possible one would connect to a server with a private AC that would install some background service which could hook the ET executable everytime it is launched and could be detected by the silent mod AC.




#22484 AC bug? Possible or not possible..

Posted by gaoesa on 20 October 2016 - 08:51 PM

Every bug is reproducible. There are no magic things happening. It is acceptible as a bug report when you can say what changes a working case into a case that bans. If there are specific actions that lead to a ban on an install which does not otherwise give a ban, then those steps are the first thing needed. Again, the same steps work to ban always or it is not those steps that is the cause. In another case, if you can find a pk3 file that makes you get banned. There are some cheats that proxy system dll files and can be inside a pk3 file in the working directory. Server specific proxy dlls (private anti-cheat programs (or other)) are not known to cause bans when connecting to a server without them. That is because the mod is reloaded every time server or map changes. The binary that is referenced by the server is used as long as the server has the sv_pure 1 setting enabled. I'm intentionally using term "not known to". So far it has not happened on testing and such a thing has not been reported. But I can't give guarantee as I have not investigated the mod loading techniques in the engine to that level. Also, self made ET client could behave differently. In any case, it would still be reproducible.

 

Everything works in a rational way and all bugs are reproducible. It is just a matter to analyze what is different and isolate the thing that is causing the ban. We can't do it on behalf of anyone. It is always good to remember that blaming a bug without actually providing any evidence for that is just an attempt to socially engineer the ban. You can compare such case to a rage botter calling admins noob when they ban him.




#22475 AC bug? Possible or not possible..

Posted by gaoesa on 20 October 2016 - 03:08 PM

Sounds like there was no bug back then and there is none now. Always insist a way to reproduce the issue. In case it was asked between the lines, missing textures don't affect the AC.




#21823 Get winning team during intermission

Posted by gaoesa on 30 June 2016 - 07:50 PM

It is in a configstring. Number 14 (CS_MULTI_MAPWINNER). Read value of the key "winner", values: 0 - Axis, 1 - Allies, -1(minus one) - Tied.




#21807 cpmtext bug

Posted by gaoesa on 28 June 2016 - 10:53 AM

Please play around with cg_popup... cvars. Those can be found from the menus as well.




#21776 XP do not save after server restart

Posted by gaoesa on 24 June 2016 - 12:25 PM

Yes. The map command on that line makes the engine start the silEnT mod. You should have your XP save cvars set before the first time the map comand is executed by the engine. The mod will otherwise delete old stored XP on initialization. In otherwords, if you have for example "exec silent.cfg" after "exec mapcycle.cfg" you should reverse the order of the exec commands on the command line.
 

This describes most of the common issues:
http://mygamingtalk....od_Installation




#21773 XP do not save after server restart

Posted by gaoesa on 23 June 2016 - 06:11 PM

Make sure on your startup you do not have any map commands before you have set up the cvars to correct values. This is a common issue with wrongly formed startup. The g_XPSave is 0 when the mod is started by the map command and the setting is set after.




#21658 using luasocket in a luascript

Posted by gaoesa on 14 June 2016 - 10:04 AM

You're using the qagame binary from the dynamic_lua directory in the zip? That is necessary for external libraries to be used. Other than that, I don't know what could be wrong. Maybe TheSilencerPL has some insight.




#21483 Individual permissions

Posted by gaoesa on 16 May 2016 - 04:44 PM

You can use !useredit to modify personal permission flags of players. We have made a separate tool to list and/or remove all personal permission flags in the user database. Unfortunately, we didn't realize the need for more commands on this area of the user database while we were still actively developing the mod.




#21370 Several Settings / bugs I'm having trouble with...

Posted by gaoesa on 23 April 2016 - 02:37 PM

I think it could be because you don't have any weapons enabled for soldier class. There is a slight difference with silEnT against other mods, as we don't default enable SMG weapons for soldiers. I.e. if you don't have any heawy weapons enabled but want to enable soldiers with SMG weapons, look at g_classWeapons http://mygamingtalk....#g_classWeapons Just a guess. I don't remember but I don't think there is a specific cvar to disable the soldier class, but it is based on disabling all the weapons from them.

 

EDIT:

I just realized that we do default enable the SMG weapons for soldiers, because that is the way people got used to them, but there is a cvar option to disable those never the less.




#21121 silEnT release 0.8.0

Posted by gaoesa on 20 March 2016 - 05:11 PM

We are already in 0.9.0. We don't supply 0.8.0 and we don't give any support for anyone who is not running 0.9.0. You shouldn't be even seeking for that old buggy version. If there is some archiving reasons for seeking it, I don't remember what hapened with this particular version, but some version don't go public at all as they have been found critically buggy in the final testing on public servers. We have to increment the version number regardless, because the ET engine doesn't provide methods to cleanly reuse the pk3 names. I.e. the engine doesn't delete the old file of the same name, but rather adds a hash to the file name of the "overwriting" file.




#20524 Hello Guys! Hoobledoop!

Posted by gaoesa on 05 December 2015 - 03:37 PM

Welcome! This is what we have written for installing the silEnT mod: http://mygamingtalk....d_Installation

The Wiki covers most of the things related to silEnT: http://mygamingtalk....wiki/SilEnT_Mod

 

For installing an Enemy Territory server, create directory for the installation to any location. From your client installation, you can copy the etded binary to the root of it and the etmain directory as a whole under the root directory. Follow the Wiki instructions to add silent to it and for the start command. You should have a working installation now, which you can then continue configuring to your needs. There are some startup scripts for servers around the net to get it running in the background, if you're using a Linux server.




#20463 If I wanted to make an addon mod for silent.

Posted by gaoesa on 26 November 2015 - 06:54 PM

Skins, weapons and alike are not checked. We have no intentions for adding such restrictions either. So you can modify the assets quite freely. Technically it is done the same way as for any other mod.