Author Topic: Mod idea - Gun Game  (Read 13961 times)

Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #45 on: December 20, 2010, 11:19:29 PM »
well... dropped packets would explain it... but... i believe its another issue do to latency in a clean code q2 mod :/ i had the same exact problem when i connected to a cleancode ffa server paril put up ages ago for testing purposes

not being able to move was definitely the biggest problem...

also, i believe removing all items except maybe ammo would be a good touch :P i found it kinda lame that people could stack up to 200/100 when you have to use sg or mg to kill them... just a starting amount of like 125 health and 50 armor would be awesome i think
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Offline adz1La

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Re: Mod idea - Gun Game
« Reply #46 on: December 21, 2010, 12:12:34 AM »
armor is for newbs..if anything give them 102 health so you can't spawn kill with rail
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Offline The Happy Friar

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Re: Mod idea - Gun Game
« Reply #47 on: December 21, 2010, 04:58:12 AM »
How can we get a linux binary as clean code is cpp?  The account quadz provides me with only does c, no c++.
...eh?
happyfriar@fragbait:~$ which g++
/usr/bin/g++
happyfriar@fragbait:~$ g++ --version
g++ (Debian 4.3.2-1.1) 4.3.2
Copyright (C) 2008 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

Hmmm.....  I looked up compiling c++ on linux in yahoo/google & follow that instructions, but the command never worked, it said it didn't exist.  But at the moment I can't log in.  I logged in once, then it wouldn't let me type, so I closed putty & went to re-login & now it always times out.  :?
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Offline console

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Re: Mod idea - Gun Game
« Reply #48 on: December 21, 2010, 05:27:31 AM »
Hmmm.....  I looked up compiling c++ on linux in yahoo/google & follow that instructions, but the command never worked, it said it didn't exist.  But at the moment I can't log in.  I logged in once, then it wouldn't let me type, so I closed putty & went to re-login & now it always times out.  :?

Hm.  The system thinks you're still logged in.

Nevertheless, that would not normally prevent you from logging in a second time.

I use PuTTY here as well.

. . . Ah.  Well - the system auto-banned your IP for 30 minutes, due to repeated failed login attempts.

Dec 21 04:53:55 fragbait sshd[16943]: Invalid user g++ from 184.9.xxx.xxx
Dec 21 04:53:55 fragbait sshd[16943]: Failed none for invalid user g++ from 184.9.xxx.xxx port 61046 ssh2
Dec 21 04:53:58 fragbait sshd[16943]: Failed password for invalid user g++ from 184.9.xxx.xxx port 61046 ssh2
Dec 21 04:53:59 fragbait sshd[16943]: Failed password for invalid user g++ from 184.9.xxx.xxx port 61046 ssh2
Dec 21 04:54:07 fragbait sshd[16967]: Invalid user ****** from 184.9.xxx.xxx
Dec 21 04:54:07 fragbait sshd[16967]: Failed none for invalid user ****** from 184.9.xxx.xxx port 61057 ssh2
Dec 21 04:54:20 fragbait sshd[16974]: pam_unix(sshd:auth): authentication failure; logname= uid=0 euid=0 tty=ssh ruser= rhost=184-9-xxx.xxx user=happyfriar
Dec 21 04:54:21 fragbait sshd[16974]: Failed password for happyfriar from 184.9.xxx.xxx port 61067 ssh2
Dec 21 04:54:25 fragbait sshd[16974]: Failed password for happyfriar from 184.9.xxx.xxx port 61067 ssh2
Dec 21 04:54:27 fragbait sshd[16974]: Accepted password for happyfriar from 184.9.xxx.xxx port 61067 ssh2
2010-12-21 04:54:28,747 fail2ban.actions: WARNING [ssh] Ban 184.9.xxx.xxx


 :lolsign:

So you finally did get the correct login/password, but the ban system was already set in motion from the previous failures.


Anyway, you should be able to login now.

BTW, since you're using PuTTY, you'll be able to save the username/password settings so you don't have to guess each time.


Regards,

quadz

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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #49 on: December 21, 2010, 09:19:03 AM »
also, i believe removing all items except maybe ammo would be a good touch :P i found it kinda lame that people could stack up to 200/100 when you have to use sg or mg to kill them... just a starting amount of like 125 health and 50 armor would be awesome i think

Interesting thought, but the idea is to make it hard to win. I also envision this being extremely FFA. I did my MG, SG, and blaster kills during testing by shooting at a victem already being pummeled with rockets and chaingun fire.
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Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #50 on: December 21, 2010, 11:37:23 AM »
ra2 maps maybe? lol idk... needed more starting ammo too i think

and some protection doesnt hurt, like a 100/50 or somethin or 125/50... but being able to just keep stacking up and running away grabbing health and stuff :/ PLUS i think you skipped over hand grenades :P fun shit lol or is that the last one? never got past sg on the few quick rounds...
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #51 on: December 21, 2010, 03:39:04 PM »
ra2 maps maybe? lol idk... needed more starting ammo too i think

and some protection doesnt hurt, like a 100/50 or somethin or 125/50... but being able to just keep stacking up and running away grabbing health and stuff :/ PLUS i think you skipped over hand grenades :P fun shit lol or is that the last one? never got past sg on the few quick rounds...

I had problems getting the nades into the rotation at first. I stopped trying to add them for the sake of getting it out on time.
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Offline haunted

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Re: Mod idea - Gun Game
« Reply #52 on: December 21, 2010, 06:03:05 PM »
nades! :exqueezeme:
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Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #53 on: December 21, 2010, 07:40:32 PM »
should end with hand nades lol would be pretty fun to finish rounds with hand nades...

or pull something like railz and have them always available but it wont advance you if you get the kill with em
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