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Messages - QwazyWabbit

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1141
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.

1142
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.

1143
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.

1144
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.

1145
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.

1146
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]

1147
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.

1148
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.

1149
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.

1150
/dev/random / Re: Bigfoot Found!
« on: August 19, 2008, 08:16:20 PM »
The conmen con the conmen.

1151
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.

1152
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.


1153
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.

1154
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.

1155
Politics / Re: another terrorist attack
« on: August 14, 2008, 01:27:24 PM »
Interesting analogy and one I was thinking about too.

I think this war was fought already and it was called the Mexican-American war, 1845-1848.

Texas won independence from Mexico in 1836 but was not recognized independent by Mexico even though they signed a surrender to that effect (Treaties of Velasco).
The Republic of Texas by treaty, petitioned to join the U.S.
Texas was annexed to the U.S. in late 1845.
Mexico viewed this as a violation of it's provincial claim to Texas and indifferent to warnings from France and Britain not to fuck with the US, declared war in 1846.
Northern Californians in the Mexican province of Alta California also sought independence from Mexico.
The U.S. declared war and responded with army and naval forces, eventually defeating Mexico and forcing Mexico to relinquish sovereignty over what is now Texas, California, New Mexico, Colorado, Arizona, Nevada, Utah, and Wyoming.

In that case Mexico played the part of Georgia, the United States played the part of Russia and Alta California was playing Abkhazia and Texas represented South Ossetia.

The Russian version of the game is a little different in that Russia was issuing passports to South Ossetian's to give them a bigger reason to be there "defending Russians".

Interesting how history repeats itself in different times and places, isn't it?

Of course, as always, being ethical Good Guys as is our Manifest Destiny, the US paid large sums of money to Mexico as part of the cession agreement. (Treaty of Guadalupe Hidalgo)

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