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Messages - Maraakate

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1
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: November 07, 2022, 05:53:23 AM »
I don't know if this is still true, but at least until it stopped working WallFly used rcon as a way to communicate partially with the server.  I had filtering enabled in q2dos to hide rcon requests from the WallFly IP.  I turned this off and I see no rcon attempts coming from WallFly.  Did this change?  Or maybe Claire does not have it communicating to me, yet.

I have not changed anything in code or firewall/routing in years, so I do not suspect this as the problem.

2
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: November 07, 2022, 05:28:26 AM »
Do you know if Claire has brought WallFly back up, and specifically if it is reaching out to non-tastyspleen servers again?  I have yet to see it appear.

If there's a discord or some other place you guys are at I can join there to make this easier instead of a thread.  It looks like the IRC is pretty inactive these days.  Even the bot on ts no longer updates the chat messages from the WallFly servers.

3
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: October 31, 2022, 07:46:08 AM »
Yes, understood.  However, the rcon commands and various text filtering, etc. from tsadmin was added years ago to my code.  Apparently the serverinfo string requirement to the protocol appears to be new?  In any case, I will double check the code and add the serverinfo requirement; though I'm assuming since it worked fine for many years until recently this check appears to be what is missing.

Thanks and PS is there a new place you guys are at?  The TS IRC channel seems to be inactive and nobody replied to me in there.

4
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: October 31, 2022, 07:10:22 AM »
I've added the serverinfo string.  If it is enough for the updated protocol I am unsure, but I believe it should be.  Let me know if this fixes the issue.  If yes, then I will update my codebase to include the change.

5
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: October 31, 2022, 06:38:59 AM »
Mara,
I don't see a version string in the server status block indicating q2admin is running on that server. Q2admin is a requirement.


QW

Q2Admin is running, but it's an older version where I reverse engineered the protocol.  If you connect like you normally would with WallFly it will work.  If you updated the code in the past year and requires some additional information and there is source available to it please let me know and I will fix it on my end.

The reason I did it this way years ago is because I was not interested in using the gamex86.dll hack for tsadmin.dll to work and the protocol was quite simple to add into the mod directly.  This makes it so I can run it on non-windows and non-win32 platforms.

6
tastyspleen.net / Re: Mara-Coop IP Moved -- WallFly Update?
« on: October 31, 2022, 05:37:35 AM »
Hi Claire,

I see WallFly has been absent on the server for the past couple of weeks.  Can you look into it?  If something needs fixed or changed on my end let me know what I need to do to help.

Thanks a lot!

7
tastyspleen.net / Mara-Coop IP Moved -- WallFly Update?
« on: October 05, 2021, 12:27:42 PM »
Hello,

I'm the admin of the mara-coop/maraakate.org server.  I had to move hosts recently and the IP is now 52.240.58.168.  It is still resolvable via maraakate.org, but it appears WallFly uses hardcoded values for the IPs and does not use DNS?  Who do I contact about getting this fixed?

Thanks,
Frank

8
I had to move hosting the new IP is 52.240.58.168.  You can still get it to via maraakate.org.  Not sure who to talk to about getting this changed for WallFly?

9
If you add new maps and they're tested then link me to them I will add them to the http server.

I'm warning you man, if you go UDP only nobody will use the server.  Just keep my HTTP link in there or experience infinite amounts of pain for users.

11
It's the game directory "coop".

So q2ded +set game coop +exec server.cfg

Example server.cfg which would go in /coop
Code: [Select]
set hostname "My Mara'akate Coop Mod Server"
set adminpass youradminpassword
set vippass yourvippassword
set sv_coop_gamemode "vanilla"
set public 1
set coop 1
set deathmatch 0
set dmflags 0
set rcon_password yourpassword
set cheats 0
set skill 3
set maxclients 8
set motd "Mara'akate's Custom Coop!| |20+ gamemodes and 250+ maps!| |Visit us at|http://dk.toastednet.org &|http://maraakate.org."
set sv_downloadserver "http://dk.toastednet.org/q2_http/"
set admin "[HCI]Mara'akate" s
set email "kprxradio@gmail.com" s
set http "http://maraakate.org" s
set g_select_empty 1
set sv_auto_save 1
set sv_spawn_protection_time "6"
set sv_filter_wallfly_rcon_request "1"
set logfile_name "logs/coop.log"
set logfile "3"
set sv_coop_check_player_exit "0"
set sv_vote_disallow_flags "1024"
setmaster maraakate.org master.q2servers.com master.qtracker.com master.quakeservers.net:27900 netdome.biz:27900
map base1

I would recommend not changing setmaster and sv_downloadserver.  These are necessary to be listed on a master server and for the HTTP downloading to work properly.

There's actually 2 pak files that are required for this to function properly they go in /coop dir
http://dk.toastednet.org/q2_http/coop/pak0.pak
http://dk.toastednet.org/q2_http/coop/pak1.pak

Here's the mapcoop.txt file which goes in /coop dir
http://dk.toastednet.org/q2_http/coop/mapcoop.txt

Here's the checkpoint files that go in coop/maps dir
http://dk.toastednet.org/q2_http/coop/checkpoints.zip

I think this is everything (minus the custom maps like 1964, etc) but if not I can 7-zip the entire coop mod directory.  The pak files are necessary though because some assets needed rename to prevent name collisions with the three original gamemodes.

12
The source code has been available since it's inception.  This mod does not require R1Q2 protocol and rarely hits the limits of svc_frames that would require the zlib compression.

You can download the mod and the ded server which is a Windows version of Q2DOS at https://bitbucket.org/neozeed/q2dos/downloads/ .  If you absolutely require a Win64 build I can provide it on the downloads page as our codebase is x64 compatible.  The ded server for this mod is actually running on an x64 compile now.  Obviously, Q2DOS supports HTTP downloading so the biggest plus to having an R1Q2 ded server version is already done.

If you absolutely refuse to use these binaries then port it to R1Q2 yourself.  I'm not interested.

13
The problem was delta angles also need to be reset.  So with that said...  <crossposting>

I'm pleased to announce that after a long time I was able to debug the teleport/summon commands occasionally giving you distorted/tilted viewangles.  Have fun everyone and thanks for everyone who continues to play this server.  A lot of small bugs have been fixed since it's introduction and we went months without a crash.

14
coop / Re: Mara-coop
« on: April 13, 2018, 05:01:12 PM »
I'm pleased to announce that after a long time I was able to debug the teleport/summon commands occasionally giving you distorted/tilted viewangles.  Have fun everyone and thanks for everyone who continues to play this server.  A lot of small bugs have been fixed since it's introduction and we went months without a crash.

15
coop / Re: Mara-coop
« on: April 01, 2017, 07:26:40 PM »
The inability to get into the server the other day was a legitimate issue with WallFly occasionally causing some sort of weird SZ_GetSpace overflow that requires a restart of the server.  Usually happens after long uptimes and I haven't been able to specifically narrow down why that occurs.

Otherwise, you should be able to get into the server now just fine, minus the botched icons.  Some of those icons are required though, like for the xatrix, rogue and zaero weapons.  So they'll probably be small and fucked up if you're using a bunch of custom assets and custom HUDs, etc.  Stuff I don't typically support.

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