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Messages - QwazyWabbit

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1036
Trouble Shooting / Re: Can't win
« on: August 24, 2008, 12:13:03 PM »
Tracing route to tastyspleen.net [74.54.186.226]
over a maximum of 30 hops:

[snip]
  7   108 ms    52 ms   247 ms  66.109.9.210
  8    81 ms    65 ms    67 ms  The-Planet.GigabitEthernet7-3.ar2.DAL2.gblx.net [64.208.170.198]
  9    69 ms    68 ms    80 ms  te9-2.dsr01.dllstx3.theplanet.com [70.87.253.14]
 10    66 ms    65 ms    65 ms  te1-4.dsr01.dllstx2.theplanet.com [70.87.253.114]
 11    65 ms    74 ms    64 ms  po1.car06.dllstx6.theplanet.com [12.96.160.8]
 12    63 ms    61 ms    63 ms  tastyspleen.net [74.54.186.226]


Looks like a fair amount of congestion between RoadRunner and ThePlanet's peer routers at hop 7. This will have to be corrected by the respective engineering teams where they interface unless you can route around it somehow. Most ISP's ignore source routing unless it is their own QoS at work. Rather high pings within The Planet's network as well. I'm a little surprised at that.

Good luck, I will be interested in seeing your results.

It's fairly consistent inside ThePlanet, here's my result just a few minutes ago:
Tracing route to tastyspleen.net [74.54.186.226]
over a maximum of 30 hops:

  1    <1 ms    <1 ms    <1 ms  192.168.1.1
  2     5 ms     4 ms     4 ms  10.35.107.3
  3     3 ms     4 ms     4 ms  P9-1.LCR-03.LSANCA.verizon-gni.net [130.81.32.154]
  4    18 ms    19 ms    19 ms  so-7-0-0-0.PEER-RTR1.SJC80.verizon-gni.net [130.81.17.135]
  5    18 ms    19 ms    19 ms  130.81.15.46
  6    18 ms    19 ms    19 ms  so-1-0-0.mpr1.sjc2.us.above.net [64.125.30.174]
  7    27 ms    27 ms    27 ms  so-1-0-0.mpr3.lax9.us.above.net [64.125.26.25]
  8    81 ms    82 ms    79 ms  so-0-1-0.mpr3.iah1.us.above.net [64.125.25.46]
  9    80 ms    79 ms    79 ms  xe-1-1-0.er1.iah1.above.net [64.125.26.222]
 10    83 ms    82 ms    82 ms  209.66.99.94.available.above.net [209.66.99.94]
 11    56 ms    57 ms    57 ms  et5-4.ibr04.dllstx3.theplanet.com [70.87.253.53]
 12    54 ms    54 ms    54 ms  te7-2.dsr02.dllstx3.theplanet.com [70.87.253.26]
 13    54 ms    54 ms    54 ms  te1-3.dsr02.dllstx2.theplanet.com [70.87.253.122]
 14    53 ms    57 ms    55 ms  po2.car06.dllstx6.theplanet.com [12.96.160.40]
 15    54 ms    54 ms    54 ms  tastyspleen.net [74.54.186.226]

1037
Trouble Shooting / Re: AVG found win32 virus in anticheat.dll
« on: August 24, 2008, 12:07:17 PM »
AVG tends to have a high false-positive rate, especially the heuristic scanner. I suppose that's a good thing, better to be safe than sorry, but it sure is a hassle sometimes. A high false-alarm rate also desensitizes the users to alarms (boy who cried wolf) that do matter.

NOD32 is a better A-V if you can afford to buy it or feel like cracking the 30-day trial. It has a better heuristic scanner and doesn't false out on programs like anticheat.dll.

I just scanned a freshly downloaded copy of anticheat.dll on a system equipped with AVG 7.5.523 Network Edition with Virus Base Version 270.06.07/1631 and it came back clean (no virus found in anticheat.dll).
AVG identified the file checksum as FFEF65C8C000F17E41F10E9F1141C75E.

(It's been a while since I used AVG freeware.)

A possible remedy for AVG users for when r1ch updates the dll or AVG drops the check somehow:
1. Temporarily disable AVG antivirus file system protections.
2. Download and install anticheat.dll to the Quake II folder.
3. Add anticheat.dll to the "Potentially Unwanted Programs Exceptions" list of AVG.
4. Enable AVG normal file system protections.

1038
Quake / Re: Co-op appears to be fixed!
« on: August 23, 2008, 04:37:36 PM »
I don't know how WallFly is implemented, I suspect it is an external process.

Q2Admin is the source of the malfunction, at least in vanilla coop. I just completed a full game in coop mode from beginning to end without a crash, Q2 3.21 server engine and the 3.21 release of the game dll.

Q2Admin is a proxy DLL, it is named gamei386.so on Linux systems and the actual game DLL is renamed to gamei386.real.so and Q2Admin loads the game DLL. Q2Admin then filters everything that happens between the game and the engine.

In Windows, Q2admin is named gamex86.dll and the game is named gamex86.real.dll.

1039
Quake / Re: Co-op appears to be fixed!
« on: August 23, 2008, 12:31:43 PM »
Remove the q2admin overlay DLL to take it out of the picture. Run the straight game DLL for a while to see if it behaves.
The last time I ran a vanilla coop server it crashed due to some bugs in q2admin. Running 3.21 server and plain vanilla game DLL runs coop just fine.

1040
/dev/random / Re: Bigfoot Found!
« on: August 19, 2008, 08:16:20 PM »
The conmen con the conmen.

1041
Quake / Re: Co-op appears to be fixed!
« on: August 19, 2008, 08:07:57 PM »
I can't tell you how many strange things happen on this server. When you're on the level (3rd usually) which will be the one that ultimately crashes, as soon as the level starts you find that the "talk" function has stopped working, your weapon change doesn't work so you're stuck with one weapon and your fov is forced back to 90. Completely random and non-sensical things.
Today I was in Co-op on apparently the 3rd level. I have a bind that functions as "give grenades". As soon as I hit it the console came back with the message "no racial insults". I hit it again a few times and got the same repeated message. And no grenades. I didn't know "give grenades" was a racial insult.
I give up......
 :miffed: 


The q2admin proxy is malfunctioning when the game DLL is in coop mode. It starts by censoring everything and degenerates until there's a crash of the server.  You might be able to get more stability out of the mod if you don't run q2admin on top of it.

1042
Quake / Re: Co-op appears to be fixed!
« on: August 19, 2008, 08:06:23 PM »
Could be the game version that TP is using "gamedate = May 28 2008"

And or its running the R1Q2 server, Rich has disable the viewing of the *.cin and the *.pcx.


X7

Can't view cinematics in DM mode either but IIRC, there was something about level.next pointing to a .cin or something. I can't remember now. I will have to do some diffing & debugging this weekend to come up with anything more specific. Suffice to say, all the mods that would do a coop mode will exhibit the same problems.


1043
Religion, and the Changing Moral Zeitgeist / Re: Ye Religion Thread
« on: August 19, 2008, 08:01:42 PM »
Science as religion, see "The Stars, My Destination" by Alfred Bester.

The Scientific People.

Quant. Suff.



-- Yes, the Bester that the Babylon character is named after. Winner of the first Hugo award.

1044
Quake / Re: Co-op appears to be fixed!
« on: August 17, 2008, 09:17:14 PM »
Old bug somewhere in all the co-op modes. The mods all share the same genetic defects from the old game code. I think it's related to the maps. LOX crashes in co-op mode after 3 or 4 maps IIRC, I can't remember exactly. It's been a while since I tried to track it down. I "fixed several different server crashing bugs in coop mode" back in 2005 but I didn't list the specific changes in my change notes. I will have to diff the source to find the specifics. Some of the cinematic events might be related to this bug.

1045
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 12:46:40 PM »
I just tested it and it appears to be client side only, I don't see a way to execute anything similar in the server yet.

To use it client side:
Create the /cfg folder under /quake2/baseq2
Add your per-map configuration changes in files named mapname.cfg and place them in the /quake2/baseq2/cfg folder.

I see this as a good way to turn gl_dynamic on/off for maps with trance inducing strobe lighting. :)

1046
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 07:27:28 AM »
You can have different binds for different maps or reconfigure the server options for each map.

1047
Discussion / Re: The flashlight
« on: August 14, 2008, 07:14:53 AM »
I believe the flashlight code is in the mod code of the server. I know the flashlight command and all the supporting code is in LOX and I have made changes to it from time to time.

The command should be documented in the mod documentation if the mod supports it.
If the server code doesn't support the command then nothing can make it work.

1048
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 06:57:00 AM »
I believe this is a function of r1q2.

1049
/dev/random / Re: audio help
« on: August 12, 2008, 06:15:48 PM »
One problem you might have will be the delay between input and output if you get it to play back in realtime. The codecs in the PC generate considerable delay (more than 30ms) and you will probably have trouble playing with that kind of delay. It will give you a cool stadium effect though. :)


1050
Skins, Models and Maps / Re: Map makers/editors?
« on: August 10, 2008, 08:11:42 PM »
I am dealing with several maps that want to deposit textures in the /quake2/baseq2/textures folder and r1q2ded is refusing to download textures that are not in sub-folders with messages like:
Warning, texture 'dg_gr3upa' not in a sub-directory

Bummer.

While I can understand the discipline of getting mappers to keep their wals and environments isolated, to enforce it this late in the life of the game seems rather a pointless hassle. Especially since r1ch appears to offer no fixup in the server code to fix the locations automatically (I would have preferred a fixup path to a folder like /quake2/baseq2/textures/mapname/ for instance).

Any way to decompile and fixup just the environment and texture names/paths in the bsp?

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