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Messages - QwazyWabbit

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1
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.

2
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


3
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?


4
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/


5
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".

6
Politics / Re: Current Politics & History Only Thread
« on: February 18, 2019, 03:12:38 PM »
Here is another story where it would have been best to let the story develop before rushing to judgement.

Cory Booker 'withholding' judgment on Smollett case after calling it 'attempted modern-day lynching'
https://www.foxnews.com/politics/cory-booker-withholding-judgment-on-smollett-case-after-calling-it-attempted-modern-day-lynching

I am not sure what happened, but some of the initial story lines, seem to be falling apart.

Smollett is openly gay. He alleged he was beaten up by two men and it was being investigated as a hate crime. Police are now saying it appears they were known to him and apparently one of them was actually once on the same show as Smollett. Implication is that the attack was staged or possibly just an argument between people that knew each other and not a hate crime.

7
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".

8
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.

9
/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.

10
/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.

11
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?

12
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: October 02, 2018, 06:06:51 AM »
It might not show anything informative but look at the log/tmgserver-err.log and see what it says.

Try not using a shell script to start the start script and see what happens.


Another thing to try is to run the startup without the exec wrapper and do it from the command line to see all the output.

./q2mon.pl ./r1q2ded 147.135.15.122 27910 +set game ctf +set logfile_name ctfserver.log +set logfile 0 +exec railwarz.cfg

13
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: September 30, 2018, 12:19:18 PM »
If using make all you must create .depends in each of the folders in the binaries folder.

14
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: September 30, 2018, 12:16:12 PM »
The following procedure assumes you have cloned the git archive from Tastyspleen with this command:
git clone https://github.com/tastyspleen/r1q2-archive.git

I put my copy in my account's quake2 folder.

From the terminal, drill down into the ~/quake2/r1q2-archive/binaries/r1q2ded folder and check to see if there is a .depends folder. This MUST exist before the build will work. ls -las will disclose it. If not, type mkdir .depends to create it.

Next, go up one directory level (cd ..) to the binaries directory and then type make r1q2ded and it should build correctly and report success. This will build r1q2ded for the native architecture of your machine. (64-bits is typical)
You will find the executable in the binaries/r1q2ded/ folder. This executable will use gamex86_64.so as the game dll.


15
/dev/random / Re: The Man Thread
« on: September 28, 2018, 09:28:33 PM »
Hawking, Hawkins. He’s dead now and doesn’t care anymore. He won’t show up to Focalor’s parties either but I’m sure everyone is relieved. Reporters pronouncing names? Hopeless.

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