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Messages - QwazyWabbit

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121
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: June 11, 2016, 09:59:32 PM »
I'll look at where the scores are captured and written to the file. There's a great deal of time between the frag or capture that triggers the intermission and the scoring of the game within the intermission. I suspect it's also possible to quit the server in the intermission and lose the registration of a high score.

122
weapons / Re: WallFly broken? Goto and invite not working
« on: June 10, 2016, 10:10:05 PM »
Since I've sort of taken over the TMG mod maintenance on the Bitbucket site I'll look into what can be done about that limbo mode. I was thwarted a few times by it too and I don't know why it exists except for the purpose of displaying the welcome message. MotD?

I'm flying home from a business trip in Houston tomorrow so I'll be able to do some testing on my server this weekend or next week.

123
weapons / Re: WallFly broken? Goto and invite not working
« on: June 09, 2016, 09:46:11 PM »
Beaver, where did you get your q2admin source?

I recommend using the git repository:

git clone https://github.com/tastyspleen/q2admin-tsmod

It also uses the -fPIC option.

See if that builds OK  for you.

Both the repo version and the one in the TS archive build OK on my systems.

Edit: the TS version builds x86_64 library, the GIT repo builds I386 (32-bit) library.
If you use the TS version from the archive supplied you'll need to modify lines 8 and 9 of the Makefile to read:

CFLAGS  = -m32 -O2 -fPIC -ffast-math -w -DGAME_INCLUDE -DLINUX -DSTDC_HEADERS -I/usr/include
LDFLAGS = -m32 -ldl -lm -shared

124
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: June 03, 2016, 06:35:02 PM »
Quote
hscores are working well now. i had a some pemission issue on the folder or files that may have been preventing it from writing.
is there anyway to be notified at end of match that hscores were updated?
or even display the highscore chart at the very end before map change.

It should have written a message in the server console and the log that it was unable to save the file. It would do it if it can't create the file or if the folder didn't exist. It doesn't put it to player consoles but I suppose it could. It's silent on success unless you set developer 1. The file is written early in the beginning of BeginIntermission but there are some long time delays in the scoreboard where it seems to pause. I didn't analyze it very closely because it seemed to be a logical place for it to be but the mod does have some delays built in where players could disconnect between the end of the match and the movement of all the clients to intermission. This might delete their scores before they could be sorted and saved. I'll have to test that and log the timestamps when those events occur but it will have to wait until I get home.

I noticed you had strange ownership on your home directory, they're all owned by root and that isn't the norm. Look into the "chown" command to see how to set ownership permissions on your home. Having to always su between root and your login isn't normal. I remember needing to compile and move the game DLL as root and run the game as regular user.

It looks like valid combos are
ctf 1/0
railserver 1/0

dm always 1, coop always 0

I'll test the mod in ctf 0 mode and see where it's broken. I have not touched the DM scoreboard code yet but there might be something hung in the spawn-up in FFA mode. The bots don't quite spawn perfectly either, I think they spawn at random points in some maps and they end up inside walls or spaces where they die. I'd like to see that fixed.

Use set show_highscores 1 in your config file to make it automatically show the high score table after the scoreboard intermission.


125
Quake / Re: New Anticheat Release
« on: June 02, 2016, 10:01:41 PM »
Went looking for a map in the quake2 tree using Windows Explorer and Windows Defender popped a message about malware detected. Sure enough, it was false positive on anticheat.dll:

Category: Trojan

Description: This program is dangerous and executes commands from an attacker.

Recommended action: Remove this software immediately.

Items:
file:C:\Quake2\anticheat.DLL

Get more information about this item online.
https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fAutobatl.A!cl&threatid=2147709037&enterprise=0

Strange thing was this Windows 10 machine had been loading and running the DLL only a few days ago. The file was quarantined.

126
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: June 02, 2016, 09:10:42 PM »
Quote from: beaver{KEA} on June 02, 2016, 12:58:50 PM
Quote from: beaver{KEA} on June 02, 2016, 12:58:50 PM
im running 2.12 and switched to DM server. but i cannot join or start playing for some reason.

also in CTF the highscores. im not sure if they are recording currently because we played a game and the next map the score didnt display but was higher that the ones listed.

I am on the road so I can't test this until after next week. A quick look at the code shows me there might be a problem with DM. It looks like it's always CTF but you can select rails or non-rails and play the usual weapons. Try keeping CTF set and turn off rails mode and see how that plays. At this point I'm not sure DM was ever a playable mode for this mod. I know CO-OP is definitely disabled.

If highscores is 1 the game is recording highscores files in ./ctf/cfg/hs/*.bin and *.txt. If in doubt, delete all the files in that folder and see that it creates new ones as it plays. If the highscores files already exist for a map it won't write new ones and you might see some ancient highscores from them. I don't think you'll have any problems deleting them with the game active, it doesn't keep those files opened or locked.


127
/dev/random / Re: The Strange and Interesting Thread
« on: May 31, 2016, 11:08:53 PM »
There's a video on YouTube of some dudes with a homebrew railgun into the side of a Saturn. It penetrated the door panel and it looks like didn't even deform the panel, it kind of fractured it without elastically deforming the metal. It met a cross beam inside the door and deformed it without breaking or penetration. It was a big armature though, and they never measured the muzzle velocity so I have no idea what the energy might have been and it kind of disappointed me since I expected it to do as you described and continue drilling the car. But it was a flat-nose armature and not the sabot round the Navy plans.

They also put another shot into ballistic gel with some effect but it didn't' blow it apart.

Mach 3+ SR-71 heated to 700+ degrees in cruise on the leading edges from friction with the air, even at high altitudes. But this takes a while to build up and stabilized at constant airspeed.

But yes, high velocity means brief time in contact with meat and less energy transfer to the meat as they meet.

128
/dev/random / Re: The Strange and Interesting Thread
« on: May 31, 2016, 04:28:38 PM »
All that us rednecks wanna know is will we need a special permit to go deer hunting with it or will the ordinary Big Game license be okay? :)

I posted something years ago about them cloning Mammoth DNA. If they can bring back dinosaurs... you see where I'm going with this? Yee haw?

Talk to your local game warden. :)

I'll get my calculator out to compute the effective energy of a 30-06 or 7mm vs a 50,000 Joule rail rifle but I think anything hitting a deer at Mach 7 might just put a hole through the animal and all the trees behind it for half a mile. That's assuming there's a hole in the animal and it doesn't actually make it hamburger meat. The latter may go contrary to the purpose of the hunt. :)

Edit:
I looked it up. A 30-06 delivers about 2700 lb-ft of at the target (180 gr. @ 2600 ft/s), that's about 3661 Joules so we're talking very reasonable holes in deer.

A 50,000 J personal rail gun delivers 36,880 lb-ft at the target so you'd definitely want a smaller gun... say a .22 cal. 5,000 J model. Such a weapon would be both lighter on the target and lighter on the bearer since the power supply could fit in a small backpack. Backstop would still be a concern.

129
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 31, 2016, 04:17:21 PM »
Added efficiency stats to HUD in player and chase modes.
Eff. is displayed as percentage and also as ratio of frags/shots fired.
Fixed match countdown timer format so it's always double digits in the HUD.
TMG is now version 0.2.12

130
/dev/random / Re: The Strange and Interesting Thread
« on: May 30, 2016, 03:17:15 PM »
I knew that the technology had been around for years, I thought maybe they had hit a new tech advance with the projectile speed.  I thought it was a cool story, so I shared it.

The first Railgun kill happened on December 9th, 1997   :biggungrin:

Love it.

It's certainly topical for Q2. I'm just disappointed that the news people are so stupid about topics - but not surprised.

Here's a look at it from 2009: http://www.popularmechanics.com/military/a2289/4231461/

... and a world record 10.64 MJ shot from 2008 YouTube:
https://www.youtube.com/watch?v=ZourRsUsnho

It only took them a year or two to get to 30MJ.

FWIW, 30MJ is only 8.33 kw-hr so a generator doesn't have to be huge to recharge the capacitors.

A Joule is 1 Volt-Amp second so 30MJ delivered in 10ms is 3 x 10^7 / .01 or 3 million amps at 1000 volts... a nice arc-flash.

I love science!

Imagine the recoil!

131
/dev/random / Re: The Strange and Interesting Thread
« on: May 29, 2016, 04:01:10 PM »
military railgun 'bullets' could travel at Mach 6 - http://www.foxnews.com/us/2016/05/29/first-look-at-navys-experimental-railgun-that-can-fire-at-4500-miles-hour.html?intcmp=hplnws

First look? Not hardly. This weapon has been in development for 20 years. It might be the first time for Fox News but they can hardly be counted on to be current with technology. This is the first deployment of the weapon for testing at sea, so perhaps this can be a "first look" at what a production weapon might look like. They even used footage that is over 4 years old. This was a very poorly done report.

CBS reported on this TWO YEARS AGO.

https://www.youtube.com/watch?v=ygHN-vplJZg

Advantages of rail guns:

1. No gun powder.
No need for storage of giant bags of gun powder and no need for stacks of crewmen to load and fire the weapon.

2. Extreme muzzle velocity.
Artillery is limited in range by how fast it can push a projectile out of the barrel. Conventional guns accelerate the projectile with expanding gas from the detonation of gun powder. As the gas expands the force behind the projectile in the barrel is constantly decreasing, limiting the muzzle velocity. Increasing the amount of gun powder to increase muzzle velocity requires increasing the wall thickness of the barrel to withstand the increased pressures. This increases the weight and size of the gun. Range is limited by the muzzle velocity and terminal velocity of the projectile, larger projectiles are required to deliver greater kinetic energy and are enhanced by explosive charges in the projectile. (Think about Missouri's 16-inch guns and 2300 pound projectiles.)
Rail guns accelerate the projectile with nearly constant force for the entire length of the barrel. Taking the Navy at their word at 2000 m/s muzzle velocity (Mach 6) and estimating the length of the barrel at 10 meters with force applied for 10 ms, this computes to about 20,400 g.

3. Electric power.
Rate of fire is limited only by the ability to recharge the capacitor bank that powers the impulse system and the reload time of the weapon. BAE has been developing an automatic reloader for the prototype.

4. Smaller, lighter, projectiles.
This allows for storage of several times more projectiles in the magazine and easier reloading. No need for 2 ton hoists to handle them. This allows the platform to fire more projectiles at more targets before returning to port to reload.

5. Zero defense against a KE weapon.
The weapon kills by penetration. Energy is dissipated as pure heat in the target. Stationary targets such as concrete bunkers can be repeatedly hit with extreme accuracy and pulverized no matter how thick. Impact in the ground near the target causes earthquake damage at the target that can actually be more effective than a direct hit.

The rail gun's disadvantages:
Vulnerabilities of its electrical supply.
Ablation of the rail material as the armature propels down the barrel, caused by arcing between the armature and the rails. Specification of the rail material is probably classified since this is critical to success and lifetime of the weapon.
Intimacy of contact between the armature and rails is critically important to efficiency of the weapon.
Insulation of the sabot from the rails. Probably Nylon or Delrin sleeves. This can be mitigated by delivering the projectiles in their sleeves and mating the armatures to the sabots at load time. Delrin would be my guess, since it's very machinable and holds tolerances and doesn't melt and peel like Nylon.

Did they mention there's no gun powder?


http://www.nrl.navy.mil/media/videos/high-power-railgun-research

132
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 29, 2016, 12:25:12 PM »
OK, highscores are fixed.

set highscores "1" to enable them.

Once enabled, commanding "hscore" will display the high scores list for the current map.
If highscores is set to zero, using cmd hscore displays the usual scoreboard, just as F1 would.
This doesn't interfere with F1 for normal scoreboard.

set show_highscores "1" to tell the server to display high score list during the intermission after displaying the scoreboard.


133
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 28, 2016, 08:22:24 PM »
Added cvar, dropflag_delay to allow server admin to control delay time before a player can pick up a flag he just dropped. Max. 3 secs, min 0, default is 1 sec.

Increased max. maps in maplist to 300. :)

134
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 24, 2016, 07:26:54 PM »
Quote from: beaver{KEA} on May 24, 2016, 06:17:26 PM
Quote from: beaver{KEA} on May 24, 2016, 06:17:26 PM
Man that's awesome!  Wish I knew what you knew lol

I def need to get caught up on Linux knowledge.

All this got me wondering.  In the mapvote GUI menu. Can we increase the value above 42? Let's say 256? Just to make it match?

Quote from: beaver{KEA} on May 24, 2016, 06:17:26 PM
Quote from: beaver{KEA} on May 24, 2016, 06:17:26 PM
Man that's awesome!  Wish I knew what you knew lol

I def need to get caught up on Linux knowledge.

All this got me wondering.  In the mapvote GUI menu. Can we increase the value above 42? Let's say 256? Just to make it match?

That's a big change. The map vote menu is a cascade of 3 views for going forward and back in the menus. There are 14 map names in each menu plus 1 for the "More  maps.." and "..back" lines,  3 * 14 is 42, the answer to life, the universe and everything. It was OK to design it that way for a limited set of maps but it will take a complete redesign to do it in a function that can handle a dynamic menu. The three menus were copy-paste-modify clones of each other but a proper redesign should do it quite differently.

That's one for later I think unless one of the other modders out there has solved it. LOX doesn't use menus for that, you just type the name of the map you want with "vote map mapname" and if the map exists on the server it proceeds with the vote, it doesn't have to be on a list. I think with CTF it's a lot different since not all maps are CTF compatible so it was necessary to restrict the list.

The original Q2 menu was supposed to fit inside the help computer plate and frame. This makes it opaque but the system was also designed for 640 x 480 screens and a very limited number of lines of text. I find the transparent list very hard to read if the scene isn't dark.

One thing you can do in the mean time is just keep the best maps in the top 42 and/or rotate the map list files every month or so. LOX has monthly rotations in 12 maplist files and automatically changes map list files on its own.

135
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 24, 2016, 04:40:54 PM »
OK, I figured out why the maplist is messed up on Linux and not Windows.

The maps_ctf.txt on your Linux server was edited on Windows and somehow transferred without translation for line endings. If you use FTP to transfer a text file to a Linux server you have to remember to set ASCII mode before the transfer or it will get sent with the Windows line endings. Best way to handle FTP is with FileZilla, it takes care of that for you automagically.
 
Windows uses \r\n for line endings and OS X and Linux use \n just to keep it interesting.

The s_map.c module is the code responsible for reading the maps from the maplist file and populating the array that's used for mapvote, with all those extra CRLF's in there it's introducing blank data to the array and when the mapvote command function presents the list it dumps the whole thing, empty data and all.

You don't have all the Linux packages installed on your server yet. It's missing a lot of things, the 'man' command for one, dos2unix would have been nice, it converts Windows CRLF to LF but it's not available on your server. I recommend running a few package add-ons to give yourself more tools on the server.

I converted the file using this perl one-liner and your maplist is now working fine.
perl -pi -e 's/\r\n/\n/g' /home/quake2/ctf/cfg/maps_ctf.txt

I'm going to run it on more of the text files for completeness.

FWIW, the extra arrow character was the CR being appended to the map list elements in the menu.

Here's another command to see the line endings: hexdump -c filename.txt

I'm also going to look into the s_map code to see if there's a way to detect and fix this when it happens again for someone else.

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