gaoesa
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Everything posted by gaoesa
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The downloads have been updated once more. Screenshots enabled server side. The statistics module version number updated. The Windows censormodule now has the correct name. You only need to update the qagame binary of your choice and the server module binaries. Updates concern both Linux and Windows binaries.
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The download has been updated. In the new download the Linux server binaries have been updated. The Linux server binaries now support dynamic server modules. This was not enabled in the build from yesterday. You only need to update the Linux server binary (qagame) if you use dynamic modules. Preferably update anyway at any convenient moment so we get possible bug information from the latest build.
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You don't need the other qagame. If you don't use your own Lua library you can remove the dynamic_lua directory completely from the server. The qagame is there as a replacement for the one in the root directory for such a case if you need to have Lua scripts that load additional Lua libraries or just want to build the Lua library from your own source. I meant I think your issue was client side and not your server. The bad index for string error you got with empty client side directory would fit with this. If you didn't download a new silent.pk3 when you connected to your server when you got banned means the pk3 was already in the client directory and it was probably fine.
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Information about "bad cgame system trap: 24"
gaoesa replied to Mateos's topic in General Discussion
I think the error might be reported by the engine side. It was unclear if what you have crashing is the server or the client. Possibly the difference comes by us handling some corrupted values more carefully. I.e. not falling into an endless loop. Depending what you specifically mean by the crash. Stops responding sounds like there is some infinite loop. I don't know what you mean by 7 and 8.1. -
It is very well possible that the issues you have are unrelated. Merely having corrupted server files doesn't result bans. Only if you have a proxy binary that acts similarly to cheats that you force players to download from your server it is possible the heuristic detections will "catch" it.
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If you unpack the binaries from the silent.pk3 you should be able to connect to your server without issues. This unpacking issue can be caused by something like file permissions. The program Files directory requires administrator privileges for writing files. If you copy the game outside of the Program Files, you don't need to run the game as an administrator, which is preferable.
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Is your game installed to Program Files directory? The error indicates that the correct client binary was not opened and loaded by the engine.
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Please rename the silent directory of your client install and try again without any downloaded pk3 files from any servers. Don't delete the current pk3 files you have so that you can identify which file is causing it.
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What was the ban reason in the bans?
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The download has been updated. Fixes door bug for Linux servers. You only need to update the qagame binary of your server.
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What silencer meant to say, is that it is a bug, but it's not a code change we have done. We have a build system that produces a binary with the bug. We can also build without it. You will get a server binary without the bug soon. Finding out why we have a problem with the usual build system is still unclear. Thank you for the offer to help anyway.
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I deleted it because it was completely off-topic, the content didn't make sense, for example, how does "will never be detected" part have to do with protecting players from admins who use proxy binaries to hack the computers of their players. The post was just kid rage from someone who didn't even bother reading the post he quoted. I will let it stay this time. But please, pay more attention to what you post and where.
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Unfortunately this is a sad testament of the state of the ET community. It has been visible for a long time around here too. To make matters even worse, ET client game is one huge CVE with no realistic way to protect players. Only thing I can think of is if a project like ET Legacy client would start checking the binaries it loads to prevent proxying the mods, or at least giving the users an option to allow it case by case. However, I don't believe it will ever happen and there is the political element too, which is always present in the GPL projects.
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It would have all the issues related to menu modifications. We are trying to solve the problem of quickly connecting to the servers players are regulars or want to join back. At least that has been the problem definition in this thread. This is the easy approach. Allowing servers to add client modifications to the offline state has many unresolved problems. Including the conditional activation of the second menu of a specific server.
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We are currently discussing about the possibility to improve the favorite server list and make it accessible from the initial offline view. I don't know what if anything we can come up, but that approach could make it easier to join servers where players play regularly or have liked their stay while avoiding the issues that are related to menu modifications.
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They have always had two menu system. It s just the main menu modified. They are not hacking 0.9.0, you just joined their 0.8.2 server. Every server is on the same line with 0.9.0. I find it disturbing you rather accuse than check the silent mod version of the server you joined. Even more so because there is literally no way to confuse the two version while keeping your eyes open while loading.
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There is nothing stopping players having custom menus when they start the game. The only limitation is that servers can't force their modifications to the players. If there is a way to support such modifications in a way that players have a choice, we can implement it. But for now, there is no such way and I don't know how to do it either. While you see the buttons for your server as such a great thing that you feel comfortable breaking client games, I can assure you that a lot of players will not appreciate your actions against them. So, if your regulars appreciate the menus, they can install those menus manually and be safe from having the menus altered by any other server they would visit.
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I don't understand why the players should have such menus while they are not on the server. Surely the players expect their games to be intact even if they visit some random server. The additional menu is used while on the server and it is for the admins to have a possibility for branding and for creating additions that are relevant for their server without making alterations to the client games. Enabling the additional menu while offline is troublesome, the players will need to have a choice if that is what they want for their game and/or which additional menu they wish to use, from your server or from some other server. If there are modifications to the menus that benefit all players, we can surely modify the silent menus for next versions, if there are people who want to suggest such modifications.
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You can try to convince the players to install your menus by hand. But it is not possible for the server to make the changes to the client game. Since having a second menu is not as bad as changing the actual client menus, we can consider adding that functionality to the offline clients. That requires changes to the client so it is not going to be possible with this version. Race for the last menu to get unzipped by the client game would still be an issue if we do that though.
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The additional menu is active only when the player is on the server that references it.
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You have a original menu modifying custom pk3 in either etmain or in silent directory.
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Do you have the old qagame and the new client pk3 on that server? http://et.trackbase.net/server/43650/ http://et.trackbase.net/server/44904/
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On my server the mod_version is set correctly. I can see from trackbase.net that it is set correctly for other servers too. I don't know how it could show it wrongly on your server. Maybe you are pointing at a different server with the Rcon Unlimited?
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Ok. The PunkBuster check is causing the kick. Remove that check and it will be fine. The forcecvar is not an issue, the mod will ignore forcing the rate cvar. This is when doing /silent_version in the client? This is known and old problem .After the initial download, which is done with 0.8.2 or whatever, the silent version displays the version with which the download was made. It will be correct after the player makes the next connect to the server.
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Rate stepping increases the rate every time there are fragmented packets coming from the server. There is no kick functionality though. So that one you need to explain a bit more. It is a usual problem for players to have too low rate setting and servers forcing or sv_cvaring inadequate values. That is the reason this was added. Do you have a Lua that is checking forced cvars? That could explain the kicking issue.