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Discussion / Re: THE 1ST PLACE BUG
« on: August 31, 2008, 06:57:56 PM »
Who's maintaining the mod? Is it a dead mod or is source available? If we could get eyes on source maybe we can fix it.
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Discussion / Re: THE 1ST PLACE BUG« on: August 31, 2008, 06:57:56 PM »
Who's maintaining the mod? Is it a dead mod or is source available? If we could get eyes on source maybe we can fix it.
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tastyspleen.net / Re: does ts have mirc?« on: August 31, 2008, 08:55:49 AM »console, #tastyspleen-live is pretty fuckin' cool. How did you manage to stream live in-game chat? are you just parsing the logs? I would imagine the WallFly entity has a lot to do with that. If you have a client in game, anything chatted would be transmitted to it and the process could pass it to the live stream. 1038
Trouble Shooting / Re: map differs from server« on: August 27, 2008, 02:36:34 PM »The single player maps should never be distributed by download from servers I don't understand why SP maps here would be any different from SP maps elsewhere but I suppose it's possible if someone renamed a custom or modified the originals somehow. I know we like to keep several of the stock maps in the rotation lists on our servers just so people aren't locked into download mode on every map in the rotations. 1039
Trouble Shooting / Re: map differs from server« on: August 27, 2008, 02:27:37 PM »I download pak0 from my q2 cd and it still does the same thing local map differs from server .Next time i go in it fine i don't get it. Never had this problem before. Weird. Strange. I'd do a reconnect from the console when the client disconnects and see if that gets you in. Are you on a wireless LAN connection by any chance? 1040
Trouble Shooting / Re: map differs from server« on: August 26, 2008, 05:39:26 PM »
The single player maps should never be distributed by download from servers, every client should already have them (except the demo versions) since they came from idSoftware to begin with. I would never recommend altering the original PAKs from idSoftware as that will change what the client will have available in ALL modes and mods, including single player and you will introduce other potential errors when those games expect them to be there in those versions. That's probably what got the OP into this situation in the first place.
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Trouble Shooting / Re: map differs from server« on: August 26, 2008, 05:00:02 AM »
It was quite a while ago but IIRC, she downloaded the game update patch from idSoftware and someone emailed her the pak0, pak1 and pak3.pak files that contain the stock maps. I don't remember exactly which maps were missing from the demo version or why they were different from the server.
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Quake FAQs, HOWTOs, and Articles / Re: My own server, need help.« on: August 25, 2008, 08:37:04 PM »
Set port protocol to UDP, or both UDP and TCP, when configuring port forwarding in your router.
Your buddies on the internet need to know and connect to your WAN IP address and your router/firewall needs to have UDP 27910 open and forwarding to your server IP and port. You can connect internally to the 192.168.1.11 address if your router doesn't like accepting your connection to the WAN address. Some routers will handle route-backs via the WAN IP, some won't. 1043
Trouble Shooting / Re: map differs from server« on: August 25, 2008, 08:20:12 PM »
Are you using the demo version of Quake2?
Those are all stock maps and they come in the full game package but not the demo package that is downloadable. Mine Entrance (mintro) was a big clue when one of our clan members had similar trouble. To test for demo version, run in Single Player mode and then type: gamemap mintro into the console. If it fails to run, you don't have the maps for the full game. 1044
Trouble Shooting / Re: AVG found win32 virus in anticheat.dll« on: August 24, 2008, 08:15:53 PM »
I have no control over that. That particular installation is on a server at a business and they manage their whole net from it. What they do with it is their choice, not mine. AVG supports that version and the server is downloading current virus profiles for 35 machines. Whether it is deprecated or not, it's working for them. Sometimes it pays to be behind the power curve anyway, especially in mission-critical systems that are otherwise functioning.
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Trouble Shooting / Re: Can't win« on: August 24, 2008, 12:13:03 PM »Tracing route to 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] 1046
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. 1047
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. 1048
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. 1049
/dev/random / Re: Bigfoot Found!« on: August 19, 2008, 08:16:20 PM »
The conmen con the conmen.
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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. 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. |