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Messages - QwazyWabbit

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76
Quake / Re: r1q2 how to compile - linux?
« on: August 02, 2019, 09:54:18 AM »
Yep. You need the development libs for libjpeg and libpng.

The first error was because you don't have the header for png file format and its stuctures.
The second error was because you don't have the info for jpeg files.

sudo apt-get update
sudo apt-get upgrade

Then use your package manager to install the development libraries for libjpeg and libpng. These are not just the application libs but they are the libs and headers just like you installed for the OpenGL.

Note: you can generally ignore warnings in the compiler output during make, the r1q2 code is getting a bit old and the compilers complain about usages that used to pass without warning but ERRORS are what you want to watch for and fix their causes.

Once you have updates, I recommend you 'make clean' and 'make'. You don't want old *.o files laying around.



77
Quake / Re: r1q2 how to compile - linux? R1CH 'ard?
« on: August 01, 2019, 09:21:17 PM »
Quote
Did you check the OpenGL installation by copy-pasting their sample code in that Wiki? If it works then cd into the r1q2 binaries and did make ref_gl complete without errors?
Quote
I checked and it worked like in tutorial.

Good. It means the GL package installation worked.

No, its landing at same place:
Code: [Select]
make[1]: *** [<builtin>: gl_image.o] Error 1
make[1]: Leaving directory '/home/lsd/r1q2-archive/binaries/ref_gl'
make: *** [Makefile:17: ref_gl] Error 2

Again, you omitted the critical point of error from your "landing at same place".
Yes, make lands at the same place but not necessarily for the same cause.


Quote
anyway  ref_gl its r1ch R1GL or just opengl?

Please read the documentation r1ch provided.
It looks like there is no install and you didn't read the documentation on what to do once you get a successful build.
If there were an install recipe, it will fail if any part of the build failed previously so it's pointless to do it.
I haven't built r1ch's code on Linux for several years, I don't remember all the steps.

The ref_gl code becomes ref_r1gl.dll on Windows, I can only presume that it is ref_gl.so on Linux and it's "r1gl" as stated.

It depends on zlib, libjpeg, libpng so you will need the development libraries for them also.

Missing ANY pieces of the packages on which it depends will "land at same place": make[1] Error 1 or Error 2
you must scroll up to see the actual point of error in order to diagnose the failure. Omitting that error information
from your posts makes it impossible to help you.


78
Quake / Re: r1q2 how to compile - linux? R1CH 'ard?
« on: August 01, 2019, 09:05:01 AM »
Keep to step by step.

Did you check the OpenGL installation by copy-pasting their sample code in that Wiki? If it works then cd into the r1q2 binaries and did make ref_gl complete without errors?

From your post it looks like it worked but your r1q2 client isn’t opening the ref_gl but is opening ref_softx, the software renderer. This is not part of r1q2 but comes with quake2 for Linux. You have me a little confused now.

Did you do ‘make install’ after building r1q2 successfully? I believe this was the next step but check the instructions for r1q2 as I don’t have access right now. R1q2 does assume you have the original Quake2 for Linux previously installed.




79
Quake / Re: r1q2 how to compile - linux? R1CH 'ard?
« on: July 31, 2019, 11:35:10 PM »
The fatal line is actually a little bit above where your post quotes:

In file included from ../../ref_gl/gl_draw.c:23:0:
../../ref_gl/gl_local.h:27:19: fatal error: GL/gl.h: No such file or directory
 #include <GL/gl.h>

The #include <GL/gl.h> means the build expects a module (the OpenGL module libraries and their headers) to be installed on your Linux and the path to that library to be available to the compiler.

You'll have to search for how to install the OpenGL development libraries for your version of Linux.

QwazyWabbit

P.S. If you are not intending to build the full client and the ref_gl but only want to build the r1q2ded server then all you need to do is 'make r1q2ded' and you are done. The dedicated server binary will be in the r1q2ded directory.

80
coop / Re: Custom coop sourcode/dll/so. file from coop v.0.01b
« on: July 22, 2019, 12:20:32 PM »
Since my name was kinda-sorta-almost mentioned I will respond.

The dll code you want is in the coop folder of the repository quadz directed you to.

You can build just that dll from the sources using the tools mentioned.
VS2005 is deprecated and I don't believe Microsoft has it available for download anymore so you'll have to search for a legitimate copy of it.
I would not recommend doing that. I recommend using VS2019 Community Edition, the current toolset, and download it directly from Microsoft for free.

Since you don't exactly specify if your running a Windows or Linux server I assume you want the Windows DLL.
I have attached it here. This is the 32-bit DLL.

QwazyWabbit (not the mama)

81
Quake / Re: Looking for assistance with R1Q2 anticheat on server
« on: July 17, 2019, 10:50:35 PM »
Good. I'm glad you found some documentation. When you get done configuring AC for your server you can explain it to me. :) I've never fully configured one myself. I believe the hashes are md5 hashes. That by itself might be a problem for AC these days since MD5 is vulnerable to hash collisions (non-identical files generating the same hash). I don't know if it's possible to design a spiked skin that would pass AC validation and still be usable in the game as a valid skin. SHA256 is preferred for code signing and SSL certificates now. The key to AC is the anticheat.dll and that source has never been public. The server requests a hash of a file on the client and the client computes the hash and reports it, they must match your whitelist or it's a bad skin. I do believe anticheat.dll has references to SHA256 so you might look into that.

82
Quake / Re: Looking for assistance with R1Q2 anticheat on server
« on: July 16, 2019, 10:14:51 PM »
When setting anticheat there are different modes it can be in.
You, as server admin are responsible for setting the AC policy.

set sv_anticheat_required "1"
// Require use of the r1ch.net anticheat module by players. Default 0.
// 0: Don't require any anticheat module.
// 1: Optionally use the anticheat module. Other clients can still play.
// 2: Enforce the anticheat module. Only valid R1Q2, EGL, Q2PRO or AprQ2 users can play.

If setting AC, mode 1 is recommended for the widest number of users. If there is a question whether a player is cheating, you can force anticheat on players individually.

The files
anticheat-hashes.txt
anticheat-cvars.txt
anticheat-tokens.txt
are required when anticheat is enabled.

The hashes file contains the hashes and filenames of permitted or disallowed models and players and weapons. It's the server admins job of creating them.
The purpose is to prevent players from using spiked models or weapon models. You can specify both allowed and disallowed models.

The cvar file specifies limits on client cvars like cl_maxfps, cl_nodelta, rate, timescale, and whether to enforce download options.

I'm not sure what the tokens file was for.

Access to the admins forum where these files were maintained was restricted. R1ch has since abandoned the r1q2 project and the r1ch.net forums.
I don't know where you can find more documentation on the files and their formats or where a valid hash file can be obtained.

QW


83
Quake / Re: Dedicated server options?
« on: June 29, 2019, 10:27:22 PM »
Use rcon or the server console to verify timelimit and fraglimit are set to expected values.
What mod are you trying to use?


84
Railwarz / TMG Version 0.2.48 Release
« on: June 27, 2019, 11:56:04 PM »
Files attached are TMG 0.2.48 full source and binaries for Windows and Linux.
The Windows binary targets Windows 10 using VS2019 and is 32-bit code.
I encourage all server admins to update to this version.

TMG_0.2.48.zip is the binaries
TMG_0.2.48_Full.zip is the source plus binaries.

As before the Git repo is at https://github.com/QwazyWabbitWOS/tmg and https://bitbucket.org/jwaggoner/tmg/src/master/


85
Quake / Re: Any setting to make spawning upon map rotation quicker?
« on: April 16, 2019, 01:06:49 AM »
I'm not sure about the precise circumstances but the hops and lag probably affect the reconnect latency.

A server can be configured to force respawn. (dmflags has bit 10 set (value 1024))
This forces a player to be respawned upon death after a brief time even when he doesn't press the fire button.
If force respawn isn't set then it waits for the player to press the attack button to initiate respawn.

Intermission and map change is a bit different.
The client loads and parses the new map data and precaches the models, textures and sounds when the intermission expires. There is also a window of time during the intermission when you can press the attack button and terminate the intermission and reconnect. If you're waiting for the intermission to end then this might explain why you're "late to the game".

86
Trouble Shooting / Re: Menu_Main error in Q2Pro client.
« on: February 10, 2019, 08:51:59 PM »
No, you did not understand well. I have the source code for Q2pro and I have searched it for Menu_Main and it does not exist. I also have a fully installed Q2pro client and I have inspected the code in q2pro.menu and that string does not exist. Furthermore, using Menu_Main as a client command requires a bound key. The OP has bound “Menu_Main” to a key and on many server mods text that is not a valid client command is transmitted as “say” text to the game.

The OP needs to fix the bind. This can be accomplished in game.

However, if he follows the advice given, to modify config.cfg, he will have problems in future.

I will explain again how Q2 clients work:
(This applies to all Q2 clients, Quake2 from idSoftware, R1q2, Q2pro)

At startup the Q2 file system is initiated and .pak files are inventoried and made ready. The file “default.cfg” is loaded and parsed. This establishes the basic binds as idSoftware intended them.

Next, config.cfg is loaded and parsed, if it exists. (The game WRITES this file whenever you quit the client, each and every time it closes.) It writes it anew every time. Most importantly, it NEVER SAVES ALIASES. This is why you don’t edit config.cfg and why you don’t write protect it. (Q2pro uses q2config.cfg on Windows but config.cfg on non-Windows OS but IMO this is an error.)

Next, autoexec.cfg is loaded and parsed. This allows you to add or change binds by OVERRIDING the previous “default” and “config” binds and to add aliases. Since Q2 never writes to autoexec.cfg you can confidently make your changes permanent without needing to fight Q2 by write protecting any files.

And because you don’t write protect config.cfg the game will save them for you on a normal exit and you don’t need to worry about losing them.

All the OP needs to do is follow Vae's advice and bind escape to "togglemenu".

87
Trouble Shooting / Re: Menu_Main error in Q2Pro client.
« on: February 10, 2019, 03:18:35 PM »
The is no Menu_Main command in q2pro and no Menu_Main in q2pro.menu.

88
/dev/random / Re: The Strange and Interesting Thread
« on: February 04, 2019, 04:24:27 PM »

Scientology, even at the height of its culty shenanigans, never aspired to these levels of crazy-stupid.

:ugly_08:

I’m never surprised by the ability of the human mind for self-delusion, especially when reinforced by permission to yield to our base instincts and hedonism. Then there’s the power of the evil, charismatic mind and the lieutenant who will commit crimes in the name of the leader, all for the sake of sustaining a privileged lifestyle.

89
/dev/random / Re: The Strange and Interesting Thread
« on: January 09, 2019, 05:39:00 PM »
I'm surprised the flavor lasted all of three hours.

90
Trouble Shooting / Re: Cannot Connect, Security Module Not Found?
« on: November 30, 2018, 11:39:31 AM »
It’s hard to troubleshoot this without more information.
Exactly which game scanner are you using?
Exactly which Q2 client are you launching with it?
Is this failure message coming from the game scanner or the game client?
Is it a pop up message or in the game client console?

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