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hellreturn

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  1. Like
    hellreturn got a reaction from clan DIABOLIK in Server Timeout: after intermission and after warmup countdown   
    To be honest benchmark will not help you much unless you have your own dedicated server. If you have your own server I would suggest using munin or any other lower level monitoring tools to monitor your HD, CPU and RAM usage. Munin has good plugins too. 
  2. Like
    hellreturn got a reaction from clan DIABOLIK in Server Timeout: after intermission and after warmup countdown   
    If that fixed the issue then it seems like HD I/O issue on your server. Try this command on u Linux shell and 
    dd if=/dev/zero of=test bs=64k count=16k conv=fdatasyncAnd post the output here. It might give an idea if something is wrong with hard drives. 
  3. Like
    hellreturn reacted to Jhonny/Shinobi in !pistolwars ?   
    Hello,
     
    There is currently panzerwar, sniperwar and riflewar . . . so I was wondering if a !pistolwar could be also added to the next edition of the silentmod ?
     
     
    With kind regards.
     
     
    EDIT: Also could !knifewar be added aswell ?
  4. Like
    hellreturn reacted to Jhonny/Shinobi in Fearless Assassins Gameday | 22-23 March   
    http://i61.tinypic.com/so7977.jpg

    This event is hosted by Fearless Assassins, for information or questions visit:
    Fearless Assassins Gameday

    Teamspeak:
    Server Name: =F|A= Clan TeamSpeak
    Server IP: ts.clan-fa.com:4666
  5. Like
    hellreturn got a reaction from clan DIABOLIK in GeoIP data   
    OR You can run cron on your server to get new geoip.dat every month That would be much easier ... I try to set up my basic things as cron so I don't have to worry to update it and it always get updated. 
  6. Like
    hellreturn reacted to Sol in etpro and the silent anticheat?   
    I thought always that this 'inside' feature is the best side of this anticheat, it makes it more secure and more difficult to understand by crackers. Additionally making something from outside is a way harder than inside, there is several reasons that explain that: compatibility, security, complexity.
  7. Like
    hellreturn reacted to Chuckun in Will this LUA work? (Novice needs help :P)   
    I know that typing [g] shows your silEnT GUID and typing it into fireteam chat whilst not in a fireteam will work to do it privately, but for absolute security, I wanted to make a custom command of !myguid so I made this LUA script.. Problem is I have never ever touched anything LUA or ET related, so I have no idea if this will even work and I have no means of testing it.. So I wonder if someone can tell me if I've done anything wrong, and/or if it will actually work?
    ---------------------------------------------------------------------- -- Filename: myguid.lua ---------------------------------------------------------------------- -- MyGUID - Prints your silEnT GUID just like /cl_guid would for etkey based GUIDs. ---------------------------------------------------------------------- -- Created by =F|A=Chuckun -- If you use it, please donate to our clan to help fund the servers -- Any amount will help!! -- Fearless-Assassins.com ---------------------------------------------------------------------- -- For use with shrubbot, exec 'getmyguid' ---------------------------------------------------------------------- description = "silEnT GUID Command" version = "1.0"    function et_InitGame(levelTime,randomSeed,restart)     local modname = string.format("%s", description)     et.G_Print(string.format("%s loaded\n", modname))     et.RegisterModname(modname) end function et_ConsoleCommand(command)     if et.trap_Argv(0) == "getmyguid" then         local userinfo = et.trap_GetUserinfo( playerID )         local guid     = et.Info_ValueForKey( userinfo, "sil_guid" )         et.trap_SendServerCommand(clientNum, "print \"^osilEnT GUID: ^7"..guid.."\n")     end     return 1 end Or perhaps there's an easier way to simply print the GUID within the command's exec line, with no need for any LUA mod?
  8. Like
    hellreturn reacted to gaoesa in Will this LUA work? (Novice needs help :P)   
    You could make a custom command that sends you a private message. As an alternative.
  9. Like
    hellreturn reacted to BECK in Objective captured visual screen indicator   
    I would like to request an enhancement to the HUD.   It would be nice to have a visual indicator (maybe the green circle thingie with the exclamation point in it) on the screen while an objective has been captured by another player.   Right now, as far as I know you have to look in the player list to see if someone has something.  Its an extra tap and it sometimes goes unnoticed with all the other noise and chatter that someone actually has the objective.   Think about a map like Frostbite, I know there are times when I didn't realize allies had the docs and I'm totally out of position and they win the map.  
     
    I like how right now there is the popup when a dynamite is planted.  It shows the location of the dynamite and it is clear and obvious that an engineer is needed quickly.   I think the same kind of notification would be nice - just a little green popup when someone has an objective.  
     
    Now - I'm not sure how this would be handled on maps like Baserace, where both teams can have objective.   Maybe some kind of alternate colors (blue and red) for the icon to show which team has an objective.
     
    Well, thanks for the consideration.
  10. Like
    hellreturn reacted to gaoesa in etpro and the silent anticheat?   
    Like solar and Dragonji already pointed out, ETPro sourcecode is not available. But I will add as a representative of the silEnT mod team, that even if ETPro source code would be available, there would be no motivation for the silEnT mod team to add features to it. If we would do anything with it, we would just look for things we could use to improve our mod.
  11. Like
    hellreturn reacted to gaoesa in Server restarting on loading custom campaign   
    I think I now know why it didn't work. You had this in your campaigncycle.cfg
    set d_initial "set g_gametype 4 ; oasis ; set nextcampaign vstr d2" While it indeed needs to have the map command to start the game.
    set d_initial "set g_gametype 4 ; map oasis ; set nextcampaign vstr d2" Like in the original campaigncycle.cfg.
  12. Like
    hellreturn reacted to ChammA in silEnT mod release 0.8.1   
    Sure will send you a msg. I can not PM yet.
     
    HC server is pretty crazy. lol. You got to concentrate more not to kill your Team mates. 
     
    If you see Red colored ChammA, that will be me. 
  13. Like
    hellreturn got a reaction from ChammA in silEnT mod release 0.8.1   
    Glad to see you again! Poke me up when you play will join It was fun! 
     
    Sorry might have missed it! The gameplay of hardcore server makes me focus on doing obj all the time and I miss the PM's. My bad!
  14. Like
    hellreturn reacted to ChammA in silEnT mod release 0.8.1   
    Well  I moved 3 months back. And I sent few msgs to you on server.... Guess you did not see em.
     
    PM is disabled so.. waiting to 10k xp..
     
    Great to play on F|A with this ping (I used to play with 300+ when I was in F|A). Now I am enjoying it. Ha ha.
  15. Like
    hellreturn reacted to TheSilencerPL in silEnT mod release 0.8.1   
    We didn't change anything that could cause lags. Most probably it's related to the network, not the mod itself. We've been playing on our server on 0.8.1 for a long time now and we haven't noticed any change in that regard.
  16. Like
    hellreturn reacted to Dragonji in Help with XPSave & Custom Sounds   
    512 hunkmegs is way too much, I'd suggest something between 128-192.
  17. Like
    hellreturn got a reaction from LarryWall in Help with XPSave & Custom Sounds   
    Will check what's wrong over the weekend.. or tonight cos it's not 5 mins work. At least not for me cos it been ages i made sound pack even for my clan. So I will get u going over the weekend. (No Promises cos real life comes first)
     
    PS: Dedicated server for Perl is over kill. SSD KVM VPS works instead of that Just a suggestion.
  18. Like
    hellreturn got a reaction from LarryWall in Help with XPSave & Custom Sounds   
    This is a scripting error and I need to check where it's failing.  First and foremost merge your 2 pk3's to one. With 2 different ones it's hard to debug what's wrong. 
     
    You are using DRi sound pack.. or that's what i noticed from your files...I will need to fire up my test server to see what's wrong with your pk3.. 
  19. Like
    hellreturn reacted to Rel!c in Help with XPSave & Custom Sounds   
    our sound pack is the best
     
    seems you have all the help needed here but let me know if there is anything i can do.
  20. Like
    hellreturn got a reaction from LarryWall in Help with XPSave & Custom Sounds   
    You don't need to send me any $$. We are here to help anyone as far as we can. Sure you can donate to MyGamingTalk.com. Donation option is right on corner of the forums. 
     
    For the playsound through rcon:
     
    http://mygamingtalk.com/wiki/index.php/Silent_Server_Console_Commands#playsound_.5Bslot.23.7Cname.5D_.5Bfilename.5D
     
    That way you can check if sound is working or not. You will need to give path of the sound which you would like to test.
     
    If you can play the sound through rcon then .wav file is fine and it's scripting error. I will help you out in the evening once i reach home. Drop me a PM with RCON password and server IP and I will see what I can do.
  21. Like
    hellreturn reacted to Dragonji in admin.cfg usage in shrubbot   
    [admin] name = ETPlayer sguid = 12345678912345678912345678912345 guid = 98765432198765432198765432198765 level = 5 flags = greeting = greeting_sound = [admin] name = sguid = 98765432198765432198765432198765 guid = 12345678912345678912345678912345 level = 3 flags = AbC greeting = greeting_sound =
  22. Like
    hellreturn got a reaction from LarryWall in Help with XPSave & Custom Sounds   
    What error u get? Can u play those sound using playsound command from rcon? 
     
    OR It doesn't work through UI? 
  23. Like
    hellreturn reacted to BECK in play sound command (ATTN BECK)   
    heh, you just assume    Petty arguments aside, I can share it here for you or anyone else who wants to do custom sounds this way.  The advantage of this is that you can restrict certain sounds by shrubbot level.  We use this as a small benefit for regulars, vip regulars and members.
     
    In full disclosure, another member of IoW wrote these scripts, so I can't really help you if things aren't working or this is poorly written or wrong or causes your server to crash.  Use at your own risk!   All I know is, it works...
     
    First you need formatting.lua.  I think it was supposed to be a general purpose utility script that is shared by other scripts.
    function makeDisplayString(text, color, length, alignment) -- Initialize display string local displayString -- Get the display length of the text local textDisplayLength = displayLength(text) -- If the text display length fits in the desired display length if textDisplayLength <= length then -- Create enough padding to make the text the correct length for display local padding = "" for i = 1, length - textDisplayLength do padding = padding .. ' ' end -- If alignment is set to centered if alignment == "center" and string.len(padding) >= 2 then -- Find the middle of the padding and put each half on one side of the string local paddingSplitPoint = math.floor(string.len(padding) / 2) displayString = string.sub(padding, 1, paddingSplitPoint) .. text .. string.sub(padding, paddingSplitPoint + 1) -- Otherwise, if alignment was set to right elseif alignment == "right" then -- Put the padding at the beginning of the string displayString = padding .. text else -- Otherwise add the padding to the end of the string (left aligned) displayString = text .. padding end -- If the text is too big to fit in the desired display length else -- If the display length was specified as a very low number (so can't display the text properly) if length <= 3 then -- Fill the display length with dots displayString = "" for i = 1, length do displayString = displayString .. '.' end -- Otherwise, the display length has enough space to show part of the text else -- Create a table to hold parts of the text (chunks beginning with a color code [if possible]) local textTable = {} -- Split up the text into color coded pieces until there is no more text local moreText = true while moreText do -- Try to find the first occurence of a color code local firstColorCodeLocation = string.find(text, "%^[^%^]") -- Initialize text part local textPart -- If there are no color codes in the text if not firstColorCodeLocation then -- Set the text part to the entire text and specify that there is no more text to add textPart = text moreText = false -- Otherwise, a color code was found else -- If the first color code is not at the beginning of the text if firstColorCodeLocation > 1 then -- Set the text part to the text leading up to the first color code textPart = string.sub(text, 1, firstColorCodeLocation - 1) -- Otherwise, the first color code is at the beginning of the text else -- Attempt to find the second color code local secondColorCodeLocation = string.find(text, "%^[^%^]", firstColorCodeLocation + 2) -- If the second color code is found if secondColorCodeLocation then -- Set the text part to be the text leading up to the second color code (including the first one) textPart = string.sub(text, 1, secondColorCodeLocation - 1) else -- Otherwise, set the text part to the entire remaining text and specify that there is no more text to add textPart = text moreText = false end end -- After determining a text part for the table remove that part from the text text = string.sub(text, string.len(textPart) + 1) end -- Add the text part to the table table.insert(textTable, textPart) end -- Set the amount of text needed to fill the desired display length (not including the ellipses) local displayTextNeeded = length - 3 -- Initialize the display string that will hold the display text displayString = "" -- While more text is needed while displayTextNeeded > 0 do -- Get the next text part from the table and remove the table entry for it local nextTextPart = textTable[1] table.remove(textTable, 1) -- If the text part begins with a color code if string.find(nextTextPart, "%^[^%^]") then -- Get the amount of text needed from the text part (or as much as possible) and update the text needed nextTextPart = string.sub(nextTextPart, 1, displayTextNeeded + 2) displayTextNeeded = displayTextNeeded - (string.len(nextTextPart) - 2) -- Otherwise, there is no color code in the text part else -- Get the amount of text needed from the text part (or as much as possible) and update the text needed nextTextPart = string.sub(nextTextPart, 1, displayTextNeeded) displayTextNeeded = displayTextNeeded - string.len(nextTextPart) end -- Add the text part to the display string displayString = displayString .. nextTextPart end -- Now that no more text is needed, add ellipses to show that it didn't fit displayString = displayString .. colorString("...", color) end end displayString = colorString(displayString, color) -- return the formatted string return displayString end function colorString(text, color) if color then -- If text does not begin with a color code if string.find(text, "%^[^%^]") ~= 1 then -- Add the color code to the beginning of the text text = '^' .. color .. text end end -- Return text with color code return text end function displayLength(text) -- Initialize the display length to the full length of the text local textDisplayLength = string.len(text) -- Loop through each color code for colorCode in string.gmatch(text, "%^[^%^]") do -- Subtract the color code characters from the display length textDisplayLength = textDisplayLength - string.len(colorCode) end return textDisplayLength end function makeLine(character, length) -- Initialize the line string local line = "" -- Add characters until the string is as long as specified for i = 1, length do line = line .. character end -- Return the print line return line end function trim(s, side) -- Initialize the number of spaces removed to 0 local i = 0 -- If the right side was not specified if side ~= 'r' then -- While there are spaces at the beginning of the string while string.find(s, "^%s") do -- Remove the first space and increment counter s = string.gsub(s, "^%s", "") i = i + 1 end end -- If the left side was not specified if side ~= 'l' then -- While there are spaces at the end of the string while string.find(s, "%s$") do -- Remove the last space and increment counter s = string.gsub(s, "%s$", "") i = i + 1 end end -- Return the trimmed string and the amount of spaces removed return s, i end function printETLine(clientNum, text) -- Print the specified text into the specified client's console if clientNum ~= "[i]" then et.trap_SendServerCommand(clientNum, 'print "' .. text .. '\n"') else et.G_Print( text ) end end function printMessage(clientNum, text, messageType) -- Print the specified text into the specified client's console if clientNum ~= "[i]" then et.trap_SendServerCommand(clientNum, messageType .. ' "' .. text .. '"') else et.G_Print( text ) end end Then playsound.lua contains the command implementation
    require("formatting") -- Initialize a table to hold all possible sounds soundTable = {} -- Initialize a table to hold all players playsound cvar values playsoundCvarTable = {} function et_InitGame(levelTime, randomSeed, restart) -- Read sounds into soundTable local configFile, length = et.trap_FS_FOpenFile("playsound.cfg", et.FS_READ) -- If there were no errors opening the file if length ~= -1 then -- Read data from config file and close it local soundData = et.trap_FS_Read(configFile, length) et.trap_FS_FCloseFile(configFile) -- For each sound block in config file for soundBlock in string.gmatch(soundData, "[%w%-_]+[%s\n\r]+%b{}") do -- Get the sound command name local sound = string.match(soundBlock, "[%w%-_]+") -- Initialize parameter table for the sound command local soundParameterTable = {} -- Get level required from the sound block soundParameterTable["level"] = tonumber(string.sub(string.match(soundBlock, "level:[%d_]+"), 7)) -- Get a list of sound filenames from the sound block local soundFilenameList = {} for soundFilenameLine in string.gmatch(soundBlock, "sound:[%w%-_]+.wav") do local soundFilename = string.sub(soundFilenameLine, 7) table.insert(soundFilenameList, soundFilename) end soundParameterTable["sounds"] = soundFilenameList -- Add the sound parameters to the sound table soundTable[string.lower(sound)] = soundParameterTable end end end function et_CvarValue(clientNum, cvar, value) -- Add the cvar value to the script cvar table playsoundCvarTable[clientNum][cvar] = value end function et_ClientConnect(clientNum, firstTime, isBot) -- Querry server to get cvar value et.G_QueryClientCvar(clientNum, "playsound_method") -- Initialize the playsound_method cvar to nil since we do not know the value yet local clientCvarValueTable = {} -- Add client to the cvar table playsoundCvarTable[clientNum] = clientCvarValueTable -- Return nil to indicate that the player was not rejected by this function return nil end function et_ClientDisconnect(clientNum) -- Remove the player from the playsound cvar table playsoundCvarTable[clientNum] = nil end function et_ConsoleCommand(command) -- If client executed play command from console if string.lower(et.trap_Argv(0)) == "play" then -- If there were at least 3 parameters (including command name) if et.trap_Argc() >= 3 then -- Get client's admin level local clientNum=0 local clientLevel=0 if et.trap_Argv(1) == "[i]" then -- When CONSOLE executes this command, there is no clientNum. So we force the value to 50 -- Avoids a server crash, which is always good clientLevel = 50 else clientNum = et.trap_Argv(1) clientLevel = et.G_shrubbot_level(clientNum) end -- Get sound client passed as a parameter local sound = et.trap_Argv(2) -- Get the parameter table for the requested sound local soundParameterTable = soundTable[string.lower(sound)] -- If the sound exists if soundParameterTable then -- Get the level required to play the sound local level = soundParameterTable["level"] -- If the client has high enough level if clientLevel >= level then -- Choose a random sound from the parameters local soundFilename = soundParameterTable["sounds"][math.random(# soundParameterTable["sounds"])] -- -- Play the sound -- local soundPath = "sound/playsound/" .. soundFilename -- -- et.trap_SendConsoleCommand(et.EXEC_NOW, soundCommand) -- et.G_globalSound(soundPath) -- Loop through the clients and play sound based on their cvar playsound_method for slot, clientCvarValueTable in pairs(playsoundCvarTable) do local playsoundMethod = clientCvarValueTable["playsound_method"] or "sound" if playsoundMethod == "sound" then -- Play the sound for the client local soundPath = "sound/playsound/" .. soundFilename local soundIndex = et.G_SoundIndex(soundPath) et.G_ClientSound(slot, soundIndex) end if playsoundMethod == "text" then local soundText = soundParameterTable["text"] -- Send message to the client showing the text version of the sound command printETLine(slot, soundText) printETLine(slot, "test") end end else -- Otherwise warn client that they do not have high enough level printETLine(clientNum, "^oplay: ^7Permission denied") end else -- Otherwise inform client that the sound doesn't exist printETLine(clientNum, "^oplay: ^7The sound you specified does not exist") end else -- Otherwise inform client that they need to specify a sound name printETLine(clientNum, "^oplay: ^7You must specify a sound name") end -- Return 1 to indicate that the command was handled by this function return 1 end if string.lower(et.trap_Argv(0)) == "listsounds" then -- Initialize display variables local columnSeparator = " " local lineCharacter = '-' local borderColor = '9' local textColor = 'f' local columnWidth = 12 local numberColumns = 6 -- Get client's admin level local clientNum=0 local clientLevel=0 if et.trap_Argv(1) == "[i]" then -- When CONSOLE executes this command, there is no clientNum. So we force the value to 50 -- Avoids a server crash, which is always good clientLevel = 50 else clientNum = et.trap_Argv(1) clientLevel = et.G_shrubbot_level(clientNum) end -- Create a table to hold sounds available to the client local playerSoundTable = {} -- For each sound in the sound table for sound, parameterTable in pairs(soundTable) do -- If the client has high enough level if clientLevel >= parameterTable['level'] then -- Add sound to player sound table table.insert(playerSoundTable, sound) end end -- Sort player sound table in alphebetical order table.sort(playerSoundTable) -- Get number of characters that would be removed from the trimmed separator local trimmedSeparator, charactersRemoved = trim(columnSeparator) -- Determine line length based on number of columns, column width, and the separator display length local lineLength = (columnWidth * numberColumns) + (displayLength(columnSeparator) * (numberColumns + 1)) - charactersRemoved -- Print a line to act as the top border of the chart -- printETLine(clientNum, colorString(makeLine(lineCharacter, lineLength), borderColor)) -- While there are sounds in the player sound table while # playerSoundTable > 0 do -- Initialize line holding sound names local soundsLine = colorString(trim(columnSeparator, 'l'), borderColor) -- For each column for i = 1, numberColumns do -- Add the sound from the beginning of the list soundsLine = soundsLine .. makeDisplayString(playerSoundTable[1] or '', textColor, columnWidth, "left") -- If this is not the last column if i < numberColumns then -- Add a separator (column border) soundsLine = soundsLine .. colorString(columnSeparator, borderColor) else -- Otherwise add a separator with the right side trimmed soundsLine = soundsLine .. colorString(trim(columnSeparator, 'r'), borderColor) end -- Remove first sound from the beginning of the table table.remove(playerSoundTable, 1) end -- Print the sound line followed by a border line printETLine(clientNum, soundsLine) -- printETLine(clientNum, colorString(makeLine(lineCharacter, lineLength), borderColor)) end -- Return 1 to indicate that the command was handled by this function return 1 end -- Return 0 to pass any command for standard et processing return 0 end There is some stuff in here about having clients opt out of the sounds, but I don't think it was ever finished nor does it work AFAIK.    But take them as-is if you like.
     
    Next, the format of the playsound.cfg file is this:
    wewin { level:1 sound:the_game.wav } ... So you've got the command (as in !play wewin), the minimum shrubbot level required to use the sound (note all higher levels can use it), then the sound file name itself.   The sound file must be in 'sound/playsound/'  in your pk3 file, or else you can change the path coded in the playsound.lua file.  But this way, you can just edit playsound.cfg to add your sounds, the command string and level required to run it.   No end to the amount of sounds you can have.
     
    Next, define the commands in your shrubbot.cfg file:
    [command] command = ^bplay exec = play [i] [1] desc = Play a sound syntax = levels = 0 1 2 3 4 5 [command] command = ^blistsounds exec = listsounds [i] desc = List all sounds syntax = levels = 0 1 2 3 4 5 Finally, be sure to include the LUA scripts in your et config files:
    set lua_modules "playsound.lua"
  24. Like
    hellreturn reacted to Petbark in Help with XPSave & Custom Sounds   
    @beck if you download our pk3 file either from our silent server (abcsilent.abcclan.org) or from here and have a look inside it you will see how it is done. Else pm me.
     
    @Larrywall Yes it is possible have a look inside our pk3 file to see.
     
     
    Briefly you need to edit wm_quickmessageAlt.menu
     
     
    If you look through this above you should see where the edits are.
     
     
    Then you need to edit the wm_allies_chat.voice and the wm_axis_chat.voice
     
    This above was added in at the end of the existing file.
     
    More info.
    If you look at this line
     
    QM_MENU_ITEM( "1. ^7Monty Python", exec "VoiceChat Monty"; close wm_ABC_Sounds, "1", 1 )
                                 [name shown in menu], exec"VoiceChat [name of voicechat]
     
    So when this is selected off quick chat it will play from wm_allies_chat.voice 
     
     
    So different people will hear a different message.
     
    Good luck if you followed that.
  25. Like
    hellreturn reacted to BECK in play sound command (ATTN BECK)   
    What he means is we have stuff like:  !play goodgame   or !play welose     or !play fu  or other stuff like that.   So one custom command that accepts a parameter that determines the sound that is played.
     
    Our !play command is like this:
    [command] command = ^bplay exec = play [i] [1] desc = Play a sound syntax = levels = 0 1 2 3 4 5 But it does use a custom LUA script that configures what sounds are available and at what shrubbot level.  We did it because there is (was?) a limit of 63 custom commands and we wanted WAY more.     I suppose you could do what fanboi has with one change:
    [command] command = ^bplay exec = playsound sound/misc/[1].wav desc = Play a sound syntax = levels = 0 1 2 3 4 5 that might work - but then people would have to know what sounds you have in your custom pak.
     
    EDIT:
    Oh, and because we manage this through LUA and config files, we also have a !listsounds command that displays the sounds available for each shrubbot level.
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