gaoesa
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Everything posted by gaoesa
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// silencer // LUA_32BITS to get 32-bit integers and 'float' and // LUA_C89_NUMBERS to get 'long' and 'double, which was the traditional // combination before 5.3. /* @@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You ** can also define LUA_32BITS in the make file, but changing here you ** ensure that all software connected to Lua will be compiled with the ** same configuration. */ #define LUA_32BITS /* @@ LUA_USE_C89 controls the use of non-ISO-C89 features. ** Define it if you want Lua to avoid the use of a few C99 features ** or Windows-specific features on Windows. */ #define LUA_USE_C89 We have these defined at the top of the luaconf.h. Maybe you need them too.
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The liblua you have is compiled as 32 bit binary with 32 bit integers?
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I think we need to refer to TheSilencerPL with this problem. But just to clarify, do you get that error by only running some "Hello World" test script or does it appear when you load more functionalities from additional libraries?
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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.
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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.
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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.com/wiki/Silent_Mod_Server_Cvar#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.
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You can find answers to most if not all of your questions from our wiki http://mygamingtalk.com/wiki/SilEnT_Mod
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Sounds like there could be something that is installed as a service and is keeping track of the executable. You should check everything that can be found from the services tab of task manager (location may vary depending of your Windows version).
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You got multiple detections for hacking the engine (ET.exe) in memory (not possible to identify the actual cheat or program). I don't think it is false (as in bug) as these are also very old detections and have never given false detections in the past. It doesn't come from for example proxying the client dll. As you told in your unban thread at sky-e, you have installed multiple cheats in the past, so maybe one of those is not cleanly uninstalled. You should do a process dump of ET.exe using task manager to see if there is anything recognizable and weird loaded to the process, after you get the ban on your test server of course.
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I already pm'd him few days back to connect to my server so I can see the ban. Yes, there is a way to get detection classification code from the info sent by the client. If you want to make comparisons, you need to use 0.8.1, because it has most detections enabled from old versions. http://www.wolffiles.de/index.php?filebase&cat=1&scat=14&p=2
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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.
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Your configs are irrelevant for silEnT bans. This is not a ban appeal forum either. There is another reason why it is happening on map change and based on the description, this doesn't sound like a false in any way.
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Re-check the g_dbMaxAliases with rcon while the server is running. However, it is possible it is set, but still not active, if the order of executing the commands in the startup cfg is wrong. This looks like it isn't even trying to initialize it. That suggests the g_dbMaxAliases is not set or gets cleared before the mod launches. In all error cases it would print some error message. The g_dbMaxAliases can be only set at startup, that means it must have a positive value before the very first map command is executed in the configs. Or you can set it on the command line too. The server has to be fully restarted for the value change to take effect.
- 9 replies
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- g_dbmaxaliases
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The shrubbot !nextmap command is supposed to end the map in a tie and start the intermission for map voting. This is different from how it originally worked, which is, it just executed the nextmap cvar. From the description it sounds like the map script could indeed be missing something, which triggers some form of infinite loop in the server. Both of these things can be defined as bugs of course, one in the map and one in the mod. If you have other frag only maps that work correctly, I would compare the scripts to see what is possibly missing. That is the faster way to get it working. Just a thought I got while writing this post, have you checked that the g_gametype is still 6 when the valhalla map is running and has not changed.
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Clients have a cvar that forces redirect without asking the player about it. This cva has existed since server redirecting was introduced to the offical ET SDK (2.60 etmain). We removed that client cvar. It has nothing to do with facades. Facades in general are engine things that allow connections with 2.55 protocol as well as 2.60 protocol. I have no idea how you can reboot a facade without rebooting the server as it is the very same thing. I have no idea why this is in bug reports as I don't see any bug report in it. For the question: do we do anything against server facades, no we have not done anything against server facades and we will not do anything against those either. If you have an external server for the only purpose to redirect clients to new servers (no matter if it is because you have moved your server or you want to deceive players), we have not done anything against those servers either. What we have done is that players no longer get redirected to another server without asking those players first. What would be interesting would be more info about those rcon hack vulnerabilities you referred as I'm not aware of any.
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Censoring is done server side. You need to update the server binary from the download, not the client binary.
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Please check the log if it says anything about the aliases database during initialization.
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Welcome! This is what we have written for installing the silEnT mod: http://mygamingtalk.com/wiki/Silent_Mod_Installation The Wiki covers most of the things related to silEnT: http://mygamingtalk.com/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.
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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.
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This is not a ban appeal forum. And there is no bug in the AC.
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We have only tested with 10.10 OS X and using ET Legacy. It is possible that our binary is no longer compatible with so outdated OS X version. The good news is that OS X upgrades are free and ET Legacy works.
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ET 2.60d (OS X version) has a known issue with downloading mods. Maps and custom pk3s download and expand normally. Placing the silent pk3 is a requirement for playing with 2.60d, I don't know if ET Legacy for OS X has addressed that issue.
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Ask him to put the silent-0.9.0-pk3 to the silent directory by hand.
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I'm assuming your intent is to report a false detection. Topic header and a process listing from a random moment when the game is not even running, without any other content doesn't give us anything to work with. Only things that are attached to the ET process can give a detection. If you're running programs that somehow interact with the game, try disabling them and adding one by one to see if one of those is causing it. Try to create a reproducible case. Finally, this is not a ban appeal forum. We have not found a single false detection in the history of our AC. EDIT: Also, process listing doesn't tell us anything even if the game is running. If you know how to create a process dump, it shows everything that is loaded into the process.
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After some searching the unpure client error looks to be an old thing that can happen from time to time for various reasons. The common suggestions for clients enabling downloads and completely restarting the game. Apparently ET Legacy etlded has a fix for it, or for some form of it. Sorry I can't give exact resolutiom for the issue, but it's not a mod issue and I'm not familiar with the problem.