From chr.ejlertsen at has.dk Sun Sep 1 06:09:53 2002 From: chr.ejlertsen at has.dk (Christian Ejlertsen) Date: Sun, 1 Sep 2002 12:09:53 +0200 Subject: Variable for even teams? Message-ID: <000801c2519f$b7502cd0$1000a8c0@puter> Hi Is there a variable to enable automatic even teams ? Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From WolfShield at hotmail.com Sun Sep 1 08:05:24 2002 From: WolfShield at hotmail.com (Wolf) Date: Sun, 1 Sep 2002 08:05:24 -0400 Subject: [mohaa] Variable for even teams? References: <000801c2519f$b7502cd0$1000a8c0@puter> Message-ID: Try this: seta g_teamForceBalance "0" ----- Original Message ----- From: Christian Ejlertsen To: mohaa at icculus.org Sent: Sunday, September 01, 2002 6:09 AM Subject: [mohaa] Variable for even teams? Hi Is there a variable to enable automatic even teams ? Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From mac at clanzone.at Sun Sep 1 09:50:40 2002 From: mac at clanzone.at (Michael Weisser) Date: Sun, 1 Sep 2002 15:50:40 +0200 Subject: Server crash on linux Message-ID: <471C34162DED1E4B8404554E00261E7F080244@CX1EXCN001.globalcore.net> Hi there ... I've little written in the past cause most problems postet here should be in the category RTFM ... but atm i am having a problem with 1 of my mohaa servers that has not be experienced before afaik... read this .. ASSERT: [fgame/g_main.cpp:94] No player spawn position named ''. Can't spawn player. (fyi) ASSERT: [qcommon/common.c:406] No player spawn position named ''. Can't spawn player. (fyi) ******************** ERROR: No player spawn position named ''. Can't spawn player. ******************** ----- Server Shutdown ----- ------ Unloading fgameded.so ------ --------------------------- maybe there is 1 that could help ... awaiting your kind answer(s) thnx mac From sanderdehond at home.nl Sun Sep 1 09:58:31 2002 From: sanderdehond at home.nl (Sander de Hond) Date: Sun, 1 Sep 2002 15:58:31 +0200 Subject: [mohaa] Server crash on linux References: <471C34162DED1E4B8404554E00261E7F080244@CX1EXCN001.globalcore.net> Message-ID: <000901c251bf$a860ba30$e7f033d5@cc2436b> Is this with all the maps ? Or one in particular ? Sander ----- Original Message ----- From: "Michael Weisser" To: Sent: Sunday, September 01, 2002 3:50 PM Subject: [mohaa] Server crash on linux Hi there ... I've little written in the past cause most problems postet here should be in the category RTFM ... but atm i am having a problem with 1 of my mohaa servers that has not be experienced before afaik... read this .. ASSERT: [fgame/g_main.cpp:94] No player spawn position named ''. Can't spawn player. (fyi) ASSERT: [qcommon/common.c:406] No player spawn position named ''. Can't spawn player. (fyi) ******************** ERROR: No player spawn position named ''. Can't spawn player. ******************** ----- Server Shutdown ----- ------ Unloading fgameded.so ------ --------------------------- maybe there is 1 that could help ... awaiting your kind answer(s) thnx mac From enroll+mohaa_linux at spawn.ims.att.com Sun Sep 1 09:54:59 2002 From: enroll+mohaa_linux at spawn.ims.att.com (List) Date: Sun, 1 Sep 2002 09:54:59 -0400 Subject: [mohaa] Server crash on linux References: <471C34162DED1E4B8404554E00261E7F080244@CX1EXCN001.globalcore.net> Message-ID: <006901c251bf$988cc180$f00a0a0a@mommabear> What map were you running at the time of the crash? --Hammer ----- Original Message ----- From: "Michael Weisser" To: Sent: Sunday, September 01, 2002 9:50 AM Subject: [mohaa] Server crash on linux | Hi there ... | | I've little written in the past cause most problems postet here should | be in the category RTFM ... but atm i am having a problem with 1 of my | mohaa servers that has not be experienced before afaik... | | read this .. | | ASSERT: [fgame/g_main.cpp:94] No player spawn position named ''. Can't | spawn player. | (fyi) | ASSERT: [qcommon/common.c:406] No player spawn position named ''. Can't | spawn player. | (fyi) | ******************** | ERROR: No player spawn position named ''. Can't spawn player. | | ******************** | ----- Server Shutdown ----- | ------ Unloading fgameded.so ------ | --------------------------- | | maybe there is 1 that could help ... awaiting your kind answer(s) | | thnx | | mac | From mac at clanzone.at Sun Sep 1 12:19:53 2002 From: mac at clanzone.at (Michael Weisser) Date: Sun, 1 Sep 2002 18:19:53 +0200 Subject: AW: [mohaa] Server crash on linux Message-ID: <471C34162DED1E4B8404554E00261E7F127EA1@CX1EXCN001.globalcore.net> Sorry forgot that ... ist a standart tdm map .. remagen -----Urspr?ngliche Nachricht----- Von: List [mailto:enroll+mohaa_linux at spawn.ims.att.com] Gesendet: Sonntag, 01. September 2002 15:55 An: mohaa at icculus.org Betreff: Re: [mohaa] Server crash on linux What map were you running at the time of the crash? --Hammer ----- Original Message ----- From: "Michael Weisser" To: Sent: Sunday, September 01, 2002 9:50 AM Subject: [mohaa] Server crash on linux | Hi there ... | | I've little written in the past cause most problems postet here should | be in the category RTFM ... but atm i am having a problem with 1 of my | mohaa servers that has not be experienced before afaik... | | read this .. | | ASSERT: [fgame/g_main.cpp:94] No player spawn position named ''. Can't | spawn player. | (fyi) | ASSERT: [qcommon/common.c:406] No player spawn position named ''. Can't | spawn player. | (fyi) | ******************** | ERROR: No player spawn position named ''. Can't spawn player. | | ******************** | ----- Server Shutdown ----- | ------ Unloading fgameded.so ------ | --------------------------- | | maybe there is 1 that could help ... awaiting your kind answer(s) | | thnx | | mac | From tourinho at shadow.ucpel.tche.br Sun Sep 1 22:01:18 2002 From: tourinho at shadow.ucpel.tche.br (Gustavo Passos Tourinho) Date: Sun, 1 Sep 2002 23:01:18 -0300 (BRT) Subject: Logging games Message-ID: Hello all. How can I log and get status of games in my linux server? Thanks tourinho -- [ Student @ Universidade Catlica de Pelotas ] [ - http://www.ucpel.tche.br ] [ ] [ Interested in: ] [ - Programming (C, C++, Python, Assembly) ] [ - Linux and Stuff ] From WolfShield at hotmail.com Sun Sep 1 22:13:58 2002 From: WolfShield at hotmail.com (Randall) Date: Sun, 1 Sep 2002 22:13:58 -0400 Subject: [mohaa] Logging games References: Message-ID: http://stats.clanfx.com/ ----- Original Message ----- From: "Gustavo Passos Tourinho" To: Sent: Sunday, September 01, 2002 10:01 PM Subject: [mohaa] Logging games > > Hello all. > > How can I log and get status of games in my linux server? > > Thanks > tourinho > > -- > [ Student @ Universidade Catlica de Pelotas ] > [ - http://www.ucpel.tche.br ] > [ ] > [ Interested in: ] > [ - Programming (C, C++, Python, Assembly) ] > [ - Linux and Stuff ] > > > From icculus at clutteredmind.org Sun Sep 1 23:19:52 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sun, 1 Sep 2002 23:19:52 -0400 (EDT) Subject: [mohaa] Server crash on linux In-Reply-To: <471C34162DED1E4B8404554E00261E7F080244@CX1EXCN001.globalcore.net> Message-ID: > maybe there is 1 that could help ... awaiting your kind answer(s) Are you running any mods or odd configurations? Does it happen with a _default_ installation? (That is, you start the server with no config, run "g_gametype 1" and "map dm/mohdm1" and it still crashes. Last person that had a crashbug told me they did this, and it turned out to be some Crow King thing causing the trouble anyhow.) Where does the crash occur ("happens when I shoot someone", "happens when restarting the level", "happens when I plant the bomb")? "It happens randomly" means you've got bad RAM, a buggy kernel/distro, or you haven't looked closely enough. Let me know. --ryan. From mac at clanzone.at Mon Sep 2 09:19:01 2002 From: mac at clanzone.at (Michael Weisser) Date: Mon, 2 Sep 2002 15:19:01 +0200 Subject: AW: [mohaa] Server crash on linux Message-ID: <471C34162DED1E4B8404554E00261E7F127EA5@CX1EXCN001.globalcore.net> Atm it seems that i resolved this 1. The prob was the glibc. After reassembling it the server did not crash anymore .. weird thing .. anyway, thanx a lot Ryan for your suggestions ;) Rgds mac -----Urspr?ngliche Nachricht----- Von: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Gesendet: Montag, 02. September 2002 05:20 An: mohaa at icculus.org Betreff: Re: [mohaa] Server crash on linux > maybe there is 1 that could help ... awaiting your kind answer(s) Are you running any mods or odd configurations? Does it happen with a _default_ installation? (That is, you start the server with no config, run "g_gametype 1" and "map dm/mohdm1" and it still crashes. Last person that had a crashbug told me they did this, and it turned out to be some Crow King thing causing the trouble anyhow.) Where does the crash occur ("happens when I shoot someone", "happens when restarting the level", "happens when I plant the bomb")? "It happens randomly" means you've got bad RAM, a buggy kernel/distro, or you haven't looked closely enough. Let me know. --ryan. From tourinho at shadow.ucpel.tche.br Mon Sep 2 17:43:47 2002 From: tourinho at shadow.ucpel.tche.br (Gustavo Passos Tourinho) Date: Mon, 2 Sep 2002 18:43:47 -0300 (BRT) Subject: Stats Message-ID: Hello again. Well I got http://stats.clanfx.com/ stats and it work fine thanks. But.. http://games.manboobs.com/~moh/ I saw that we can have individual information. Is it avaiable? Or all .html in player dir are create manually? Thanks again. Tourinho -- [ Student @ Universidade Catlica de Pelotas ] [ - http://www.ucpel.tche.br ] [ ] [ Interested in: ] [ - Programming (C, C++, Python, Assembly) ] [ - Linux and Stuff ] From tourinho at shadow.ucpel.tche.br Mon Sep 2 18:18:47 2002 From: tourinho at shadow.ucpel.tche.br (Gustavo Passos Tourinho) Date: Mon, 2 Sep 2002 19:18:47 -0300 (BRT) Subject: [mohaa] Stats In-Reply-To: Message-ID: Got it works. Sorry disturb. On Mon, 2 Sep 2002, Gustavo Passos Tourinho wrote: > Hello again. > > Well I got http://stats.clanfx.com/ stats and it work fine thanks. > > But.. http://games.manboobs.com/~moh/ I saw that we can have individual > information. > > Is it avaiable? Or all .html in player dir are create manually? > > Thanks again. > > Tourinho > > -- [ Student @ Universidade Catlica de Pelotas ] [ - http://www.ucpel.tche.br ] [ ] [ Interested in: ] [ - Programming (C, C++, Python, Assembly) ] [ - Linux and Stuff ] From caretaker at hellahivemind.com Mon Sep 2 21:29:47 2002 From: caretaker at hellahivemind.com (The Caretaker) Date: Mon, 2 Sep 2002 20:29:47 -0500 Subject: [mohaa] Stats References: Message-ID: <001101c252e9$63fc4550$8c6ed7a4@intrepid> *This message was transferred with a trial version of CommuniGate(tm) Pro* Try out AEstats as well. This program creates individual player stats as well as rankings. Go to http://www.planetquake.com/aeons/aestats/ to pick it up. If you want to see the results, go to www.devil-dogs.net and click on the Stats link. [^DD^]Hellboy www.devil-dogs.net ----- Original Message ----- From: "Gustavo Passos Tourinho" To: Sent: Monday, September 02, 2002 4:43 PM Subject: [mohaa] Stats > *This message was transferred with a trial version of CommuniGate(tm) Pro* > Hello again. > > Well I got http://stats.clanfx.com/ stats and it work fine thanks. > > But.. http://games.manboobs.com/~moh/ I saw that we can have individual > information. > > Is it avaiable? Or all .html in player dir are create manually? > > Thanks again. > > Tourinho > > -- > [ Student @ Universidade Catlica de Pelotas ] > [ - http://www.ucpel.tche.br ] > [ ] > [ Interested in: ] > [ - Programming (C, C++, Python, Assembly) ] > [ - Linux and Stuff ] > > > From JNagle at franuniv.edu Tue Sep 3 09:32:29 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Tue, 3 Sep 2002 09:32:29 -0400 Subject: [mohaa] Maps Message-ID: Bit of advice....stick with the standard maps because when you start running customed maps you lose players because it is very slow to download maps 'in game'.....maybe throw one new map in the rotation and see how that does first.....just an idea.... Zaphod Leader of MOSS "Randall" tmail.com> cc: Subject: [mohaa] Maps 08/31/2002 09:02 AM Please respond to mohaa Thanks for all the server set-up help. Where is a good place to get maps? thanks From JNagle at franuniv.edu Tue Sep 3 09:57:50 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Tue, 3 Sep 2002 09:57:50 -0400 Subject: [mohaa] Variable for even teams? Message-ID: Wouldn't a zero indicate 'false?'....1 is usually TRUE/YES and 0 is usually FASLE/NO....am I correct here? Zaphod Leader of MOSS "Wolf" tmail.com> cc: Subject: Re: [mohaa] Variable for even teams? 09/01/2002 08:05 AM Please respond to mohaa Try this: seta g_teamForceBalance "0" ----- Original Message ----- From: Christian Ejlertsen To: mohaa at icculus.org Sent: Sunday, September 01, 2002 6:09 AM Subject: [mohaa] Variable for even teams? Hi Is there a variable to enable automatic even teams ? Christian From rutek at goc.pl Tue Sep 3 10:15:33 2002 From: rutek at goc.pl (DR) Date: Tue, 3 Sep 2002 16:15:33 +0200 Subject: hello. Message-ID: <00e201c25354$5dd2f5a0$3203050a@delldr> rutek at goclaw:/home/games/MOHAA$ ./mohaa_lnxded +set com_hunkMegs 128 +set com_zoneMegs 64 +set developer 1 +set cheats 0 +set dedicated 1 +set net_port 12203 +exec server.cfg --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/rutek/.mohaa/main /home/games/MOHAA/main /home/games/MOHAA/main/user-rockets_useless.pk3 (4 files) /home/games/MOHAA/main/user-real_blood_lite.pk3 (13 files) /home/games/MOHAA/main/user-elites_bloodyremix_mod4.pk3 (13 files) /home/games/MOHAA/main/qcovak-pooter-realism.pk3 (18 files) /home/games/MOHAA/main/pak6.pk3 (104 files) /home/games/MOHAA/main/pak5.pk3 (259 files) /home/games/MOHAA/main/pak4.pk3 (593 files) /home/games/MOHAA/main/pak3.pk3 (669 files) /home/games/MOHAA/main/pak2.pk3 (4722 files) /home/games/MOHAA/main/pak1.pk3 (772 files) ---------------------- 7249 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg execing localized.cfg execing autoexec.cfg execing custom.cfg You are now setup for medium mode. ............ Loaded 515 localization entries --- Localization: reading file global/inventory.txt Loading Localization File global/inventory.txt --- Error: Invalid Entry... RefName: item LocName: Colt 45 Attempting to Recover. --- Warning: Recovered From Error, Data May have been lost. --- Error: Invalid Entry... RefName: item LocName: pistol Attempting to Recover. --- Warning: Recovered From Error, Data May have been lost. --- Error: Invalid Entry... RefName: item LocName: Binoculars Attempting to Recover. --- Warning: Recovered From Error, Data May have been lost. --- Error: Invalid Entry... RefName: item LocName: Compass Attempting to Recover. --- Warning: Recovered From Error, Data May have been lost. Loaded 519 localization entries --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 1034 localization entries execing server.cfg sv_maxclients will be changed upon restarting. g_gametype will be changed upon restarting. ------ Server Initialization ------ Server: obj/obj_team2 ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- LoadLibrary (fgameded.so) ==== InitGame ==== sizeof(Actor) == 2960 Magic sizeof actor numer: 2896 ------------------ Event system initialized: 154 classes 1303 events 802648 total memory in response list ==== CleanupGame ==== CM_LoadMap( maps/obj/obj_team2.bsp, 0 ) ^~^~^ Can't find textures/general_industrial/deckgrate_set1b.tga ^~^~^ Can't find textures/general_industrial/utilboxtop.tga ^~^~^ Can't find textures/general_industrial/utilboxside.tga ^~^~^ Can't find textures/general_industrial/utilboxfront.tga ^~^~^ Can't find textures/general_structure/jh_conc2.tga ^~^~^ Can't find textures/general_industrial/rembridgebeam1.tga ^~^~^ Can't find textures/das_boot/ironwall1.tga :(((( Adding script: 'obj/obj_team2_precache.scr' TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files). TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files). TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files). TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files). TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files). WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/MP40/reload_mp40_stand.skc ^~^~^ Can't find models/player/allied_oss.tik Tiki:LoadFile Couldn't load models/player/allied_oss.tik ^~^~^ Can't find models/player/allied_oss_fps.tik Tiki:LoadFile Couldn't load models/player/allied_oss_fps.tik ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Can't find models/player/german_elite_gestapo.tik Tiki:LoadFile Couldn't load models/player/german_elite_gestapo.tik ^~^~^ Can't find models/player/german_elite_gestapo_fps.tik Tiki:LoadFile Couldn't load models/player/german_elite_gestapo_fps.tik Channel named Bip01 L Clavicle pos not added. (Bone will not work without it) Channel named Bip01 R Clavicle pos not added. (Bone will not work without it) :(((( -------------------- Spawning Entities ----------------------- soundtrack switched to . -------------------- Actual Spawning Entities ----------------------- ^~^~^ Add the following line to the *_precache.scr map script: cache models/animate/military_radio.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/emitters/smoke_smallfry.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/emitters/adamspark.tik -------------------- Actual Spawning Entities Done ------------------ 108 ms ^~^~^ Add the following line to the *_precache.scr map script: cache models/animate/fx_explosion_tank.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/static/v2.tik ^~^~^ Game (Event: 'setthread', Object: 'Trigger') : ^~^~^ Could not find label 'bomb_message' in 'maps/obj/obj_team2.scr' 0 teams with 0 entities Adding script: 'obj/obj_team2.scr' ^~^~^ Can't find models/player/allied_oss.tik Tiki:LoadFile Couldn't load models/player/allied_oss.tik ^~^~^ Can't find models/player/allied_oss_fps.tik Tiki:LoadFile Couldn't load models/player/allied_oss_fps.tik ^~^~^ Can't find models/player/german_elite_gestapo.tik Tiki:LoadFile Couldn't load models/player/german_elite_gestapo.tik ^~^~^ Can't find models/player/german_elite_gestapo_fps.tik Tiki:LoadFile Couldn't load models/player/german_elite_gestapo_fps.tik -- Loading Plane Bombing SCR model is vehicles/p47fly.tik Spawned BomberPath 7 model is vehicles/p47fly.tik Spawned BomberPath 6 model is vehicles/p47fly.tik Spawned BomberPath 5 model is vehicles/p47fly.tik Spawned BomberPath 4 Spawned bomberspeaker 6 Spawned bomberspeaker 4 Adding autosave names Spawned ExploderSmashed 1 Spawned ExploderSmashed 2 Spawned ExploderSmashed 3 Spawned ExploderSmashed 4 Spawned ExploderSmashed 5 Spawned ExploderChunk 1 Spawned ExploderChunk 2 Spawned ExploderChunk 3 Spawned ExploderChunk 4 Spawned ExploderChunk 5 Spawned ExploderChunk 6 Spawned ExploderChunk 7 Spawned ExploderChunk 8 Spawned ExploderChunk 9 ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/dummy.tik Spawned ExploderFire 1 Spawned ExploderFire 2 Spawned ExploderFire 3 Spawned ExploderFire 4 Spawned ExploderFire 5 Spawned ExploderFire 6 Spawned ExploderFire 7 Spawned ExploderFire 8 Spawned ExploderFire 9 Spawned ExploderFire 10 Spawned Exploder 1 Spawned Exploder 2 Spawned Exploder 3 Spawned Exploder 4 Spawned Exploder 5 Spawned Exploder 6 Spawned Exploder 7 Spawned Exploder 8 Spawned Exploder 9 Spawned Exploder 10 Spawned Exploder 11 Spawned Exploder 12 125 entities spawned 172 simple entities spawned 0 entities inhibited -------------------- Spawning Entities Done ------------------ 245 ms -----------PARSING UBERSOUND (SERVER)------------ Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level. CG_Command_ProcessFile: ubersound/ubersound.scr Parse/Load time: 0.194000 seconds. -------------UBERSOUND DONE (SERVER)--------------- -----------PARSING UBERDIALOG (SERVER)------------ Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level. CG_Command_ProcessFile: ubersound/uberdialog.scr Parse/Load time: 0.993000 seconds. -------------UBERDIALOG DONE (SERVER)--------------- ------ Server Initialization Complete ------ 9.74 seconds soundtrack switched to music/obj_team2.mus. playing music/obj_team2.mus music set to normal with fallback normal Loading Ambient.scr execing banned.cfg execing tweak.cfg execing tweak2.cfg Hitch warning: 9860 msec frame time this is ok ?? RuTeK From lundrog at yahoo.com Tue Sep 3 11:35:23 2002 From: lundrog at yahoo.com (Roger Lund) Date: Tue, 3 Sep 2002 08:35:23 -0700 (PDT) Subject: [mohaa] remove me In-Reply-To: Message-ID: <20020903153523.10977.qmail@web40309.mail.yahoo.com> please remove me __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From WolfShield at hotmail.com Tue Sep 3 15:25:48 2002 From: WolfShield at hotmail.com (Randall) Date: Tue, 3 Sep 2002 15:25:48 -0400 Subject: [mohaa] Variable for even teams? References: Message-ID: yes, was just example and I forgot to explain the 0 and 1. Assumed everyone knew that. ----- Original Message ----- From: To: Sent: Tuesday, September 03, 2002 9:57 AM Subject: Re: [mohaa] Variable for even teams? Wouldn't a zero indicate 'false?'....1 is usually TRUE/YES and 0 is usually FASLE/NO....am I correct here? Zaphod Leader of MOSS "Wolf" tmail.com> cc: Subject: Re: [mohaa] Variable for even teams? 09/01/2002 08:05 AM Please respond to mohaa Try this: seta g_teamForceBalance "0" ----- Original Message ----- From: Christian Ejlertsen To: mohaa at icculus.org Sent: Sunday, September 01, 2002 6:09 AM Subject: [mohaa] Variable for even teams? Hi Is there a variable to enable automatic even teams ? Christian From JNagle at franuniv.edu Tue Sep 3 15:49:31 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Tue, 3 Sep 2002 15:49:31 -0400 Subject: [mohaa] Variable for even teams? Message-ID: Never Assume you know what that means :-)..... Zaphod Leader of MOSS "Randall" tmail.com> cc: Subject: Re: [mohaa] Variable for even teams? 09/03/2002 03:25 PM Please respond to mohaa yes, was just example and I forgot to explain the 0 and 1. Assumed everyone knew that. ----- Original Message ----- From: To: Sent: Tuesday, September 03, 2002 9:57 AM Subject: Re: [mohaa] Variable for even teams? Wouldn't a zero indicate 'false?'....1 is usually TRUE/YES and 0 is usually FASLE/NO....am I correct here? Zaphod Leader of MOSS "Wolf" tmail.com> cc: Subject: Re: [mohaa] Variable for even teams? 09/01/2002 08:05 AM Please respond to mohaa Try this: seta g_teamForceBalance "0" ----- Original Message ----- From: Christian Ejlertsen To: mohaa at icculus.org Sent: Sunday, September 01, 2002 6:09 AM Subject: [mohaa] Variable for even teams? Hi Is there a variable to enable automatic even teams ? Christian From esilva at silvex.com Tue Sep 3 20:34:49 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Tue, 3 Sep 2002 17:34:49 -0700 (PDT) Subject: [mohaa] Maps In-Reply-To: References: Message-ID: <40929.24.199.16.170.1031099689.squirrel@www.silvex.com> Zaphod, what do you mean by "to download maps 'in game'" ? I thought you had to had the map already downloaded on your computer before the map started. It is not like Red Alert or some other games were, if you didn't have the map the server will send it to you! Thanks, Ed Silva Silvex Consulting Inc. (714) 504-6870 Cell (888) 209-0946 Pager > > Bit of advice....stick with the standard maps because when you start running > customed maps you lose players because it is very slow to download maps 'in > game'.....maybe throw one new map in the rotation and see how that does > first.....just an idea.... > > Zaphod > Leader of MOSS > > > > > "Randall" > tmail.com> > cc: > > Subject: [mohaa] Maps > > 08/31/2002 > 09:02 AM > Please respond > to mohaa > > > > > > > > > > Thanks for all the server set-up help. > Where is a good place to get maps? > > thanks From lundrog at yahoo.com Tue Sep 3 22:14:04 2002 From: lundrog at yahoo.com (Roger Lund) Date: Tue, 3 Sep 2002 19:14:04 -0700 (PDT) Subject: uninscribe In-Reply-To: <40929.24.199.16.170.1031099689.squirrel@www.silvex.com> Message-ID: <20020904021404.66478.qmail@web40306.mail.yahoo.com> uninscribe __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From shough at chartermi.net Tue Sep 3 22:23:39 2002 From: shough at chartermi.net (Simon P. Hough) Date: Tue, 3 Sep 2002 22:23:39 -0400 Subject: [mohaa] uninscribe Message-ID: That's unsubscribe:) -----Original Message----- From: Roger Lund [mailto:lundrog at yahoo.com] Sent: Tuesday, September 03, 2002 10:14 PM To: mohaa at icculus.org Subject: [mohaa] uninscribe uninscribe __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From steve at smjfreeman.gioserve.com Wed Sep 4 01:14:10 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Wed, 4 Sep 2002 06:14:10 +0100 Subject: [mohaa] uninscribe References: <20020904021404.66478.qmail@web40306.mail.yahoo.com> Message-ID: <00c701c253d1$e79cfa10$0a00a8c0@stevefre> Would you like to borrow my pen? ;o) ----- Original Message ----- From: "Roger Lund" To: Sent: Wednesday, September 04, 2002 3:14 AM Subject: [mohaa] uninscribe > uninscribe > > __________________________________________________ > Do You Yahoo!? > Yahoo! Finance - Get real-time stock quotes > http://finance.yahoo.com > From JNagle at franuniv.edu Wed Sep 4 09:36:27 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Wed, 4 Sep 2002 09:36:27 -0400 Subject: [mohaa] Maps Message-ID: Yes, that is what I am saying.....like any game server does....it will download the map to you if you do nothave it which usually seems to take 3x as long as it normally would if you just dl'ed it normally. It is BEST to have the map before hand. Unfornately once you get regulars on a server like ours then when they see the new map they have to dl it 'in game' or 'offline'...but 'in-game' seems to be the mostly dl'ed way....we usually make a map pack and advertise it which helps...have a ton of people dl a new map in-game usually lags the server..... Zaphod Leader of MOSS "Eduardo E. Silva" To: Subject: Re: [mohaa] Maps 09/03/2002 08:34 PM Please respond to mohaa Zaphod, what do you mean by "to download maps 'in game'" ? I thought you had to had the map already downloaded on your computer before the map started. It is not like Red Alert or some other games were, if you didn't have the map the server will send it to you! Thanks, Ed Silva Silvex Consulting Inc. (714) 504-6870 Cell (888) 209-0946 Pager > > Bit of advice....stick with the standard maps because when you start running > customed maps you lose players because it is very slow to download maps 'in > game'.....maybe throw one new map in the rotation and see how that does > first.....just an idea.... > > Zaphod > Leader of MOSS > > > > > "Randall" > tmail.com> > cc: > > Subject: [mohaa] Maps > > 08/31/2002 > 09:02 AM > Please respond > to mohaa > > > > > > > > > > Thanks for all the server set-up help. > Where is a good place to get maps? > > thanks From enroll+mohaa_linux at spawn.ims.att.com Wed Sep 4 10:06:19 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Wed, 4 Sep 2002 10:06:19 -0400 Subject: [mohaa] Maps References: Message-ID: <03e901c2541c$3fd69480$9ae73687@coco> How do you download the map in-game? I've seen the server config for allowing downloads, but I've never seen this work. Suggestions? --[MC]Hammer ----- Original Message ----- From: To: Sent: Wednesday, September 04, 2002 9:36 AM Subject: Re: [mohaa] Maps | | Yes, that is what I am saying.....like any game server does....it will | download the map to you if you do nothave it which usually seems to take 3x | as long as it normally would if you just dl'ed it normally. It is BEST to | have the map before hand. Unfornately once you get regulars on a server | like ours then when they see the new map they have to dl it 'in game' or | 'offline'...but 'in-game' seems to be the mostly dl'ed way....we usually | make a map pack and advertise it which helps...have a ton of people dl a | new map in-game usually lags the server..... | | Zaphod | Leader of MOSS | | | | | "Eduardo E. | Silva" To: | Subject: Re: [mohaa] Maps | | 09/03/2002 | 08:34 PM | Please | respond to | mohaa | | | | | | | Zaphod, | | what do you mean by "to download maps 'in game'" ? I thought you had to had | the map already downloaded on your computer before the map started. It is | not | like Red Alert or some other games were, if you didn't have the map the | server | will send it to you! | | Thanks, | | Ed Silva | Silvex Consulting Inc. | (714) 504-6870 Cell | (888) 209-0946 Pager | | > | > Bit of advice....stick with the standard maps because when you start | running | > customed maps you lose players because it is very slow to download maps | 'in | > game'.....maybe throw one new map in the rotation and see how that does | > first.....just an idea.... | > | > Zaphod | > Leader of MOSS | > | > | > | > | > "Randall" | > tmail.com> | > cc: | > | > Subject: [mohaa] Maps | > | > 08/31/2002 | > 09:02 AM | > Please respond | > to mohaa | > | > | > | > | > | > | > | > | > | > Thanks for all the server set-up help. | > Where is a good place to get maps? | > | > thanks | | | | | | From JNagle at franuniv.edu Wed Sep 4 12:34:12 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Wed, 4 Sep 2002 12:34:12 -0400 Subject: [mohaa] Maps Message-ID: If you don't have the map the server downloads it to you and puts it in the right directory.....all automatic....easy stuff.... Zaphod Leader of MOSS "Enroll Id" s.att.com> cc: Subject: Re: [mohaa] Maps 09/04/2002 10:06 AM Please respond to mohaa How do you download the map in-game? I've seen the server config for allowing downloads, but I've never seen this work. Suggestions? --[MC]Hammer ----- Original Message ----- From: To: Sent: Wednesday, September 04, 2002 9:36 AM Subject: Re: [mohaa] Maps | | Yes, that is what I am saying.....like any game server does....it will | download the map to you if you do nothave it which usually seems to take 3x | as long as it normally would if you just dl'ed it normally. It is BEST to | have the map before hand. Unfornately once you get regulars on a server | like ours then when they see the new map they have to dl it 'in game' or | 'offline'...but 'in-game' seems to be the mostly dl'ed way....we usually | make a map pack and advertise it which helps...have a ton of people dl a | new map in-game usually lags the server..... | | Zaphod | Leader of MOSS | | | | | "Eduardo E. | Silva" To: | Subject: Re: [mohaa] Maps | | 09/03/2002 | 08:34 PM | Please | respond to | mohaa | | | | | | | Zaphod, | | what do you mean by "to download maps 'in game'" ? I thought you had to had | the map already downloaded on your computer before the map started. It is | not | like Red Alert or some other games were, if you didn't have the map the | server | will send it to you! | | Thanks, | | Ed Silva | Silvex Consulting Inc. | (714) 504-6870 Cell | (888) 209-0946 Pager | | > | > Bit of advice....stick with the standard maps because when you start | running | > customed maps you lose players because it is very slow to download maps | 'in | > game'.....maybe throw one new map in the rotation and see how that does | > first.....just an idea.... | > | > Zaphod | > Leader of MOSS | > | > | > | > | > "Randall" | > tmail.com> | > cc: | > | > Subject: [mohaa] Maps | > | > 08/31/2002 | > 09:02 AM | > Please respond | > to mohaa | > | > | > | > | > | > | > | > | > | > Thanks for all the server set-up help. | > Where is a good place to get maps? | > | > thanks | | | | | | From icculus at clutteredmind.org Wed Sep 4 17:45:05 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Wed, 4 Sep 2002 17:45:05 -0400 (EDT) Subject: [mohaa] uninscribe In-Reply-To: <20020904021404.66478.qmail@web40306.mail.yahoo.com> Message-ID: > uninscribe Send a blank mail to mohaa-unsubscribe at icculus.org to get off the list. Let me know if that doesn't work. --ryan. From tourinho at shadow.ucpel.tche.br Wed Sep 4 18:33:04 2002 From: tourinho at shadow.ucpel.tche.br (Gustavo Passos Tourinho) Date: Wed, 4 Sep 2002 19:33:04 -0300 (BRT) Subject: What for is used.. Message-ID: Hello all.. this files newconfig.cfg localized.cfg Must have what kind of configuration? Thanks -- [ Student @ Universidade Catlica de Pelotas ] [ - http://www.ucpel.tche.br ] [ ] [ Interested in: ] [ - Programming (C, C++, Python, Assembly) ] [ - Linux and Stuff ] From enroll+mohaa_linux at spawn.ims.att.com Wed Sep 4 22:02:30 2002 From: enroll+mohaa_linux at spawn.ims.att.com (EnrollId) Date: Wed, 4 Sep 2002 22:02:30 -0400 Subject: [mohaa] Maps References: Message-ID: <00f701c25480$4e2a7e70$f00a0a0a@mommabear> Well I just tried that and all I got was a "map not found" error on the MoH:AA client! Can someone publish the configuration required to make this work? Thanks, --[MC]Hammer ----- Original Message ----- From: To: Sent: Wednesday, September 04, 2002 12:34 PM Subject: Re: [mohaa] Maps | | If you don't have the map the server downloads it to you and puts it in the | right directory.....all automatic....easy stuff.... | | Zaphod | Leader of MOSS | | | | | "Enroll Id" | | s.att.com> cc: | Subject: Re: [mohaa] Maps | 09/04/2002 10:06 AM | Please respond to mohaa | | | | | | | How do you download the map in-game? I've seen the server config for | allowing downloads, but I've never seen this work. Suggestions? | | --[MC]Hammer | | | ----- Original Message ----- | From: | To: | Sent: Wednesday, September 04, 2002 9:36 AM | Subject: Re: [mohaa] Maps | | | | | | Yes, that is what I am saying.....like any game server does....it will | | download the map to you if you do nothave it which usually seems to take | 3x | | as long as it normally would if you just dl'ed it normally. It is BEST to | | have the map before hand. Unfornately once you get regulars on a server | | like ours then when they see the new map they have to dl it 'in game' or | | 'offline'...but 'in-game' seems to be the mostly dl'ed way....we usually | | make a map pack and advertise it which helps...have a ton of people dl a | | new map in-game usually lags the server..... | | | | Zaphod | | Leader of MOSS | | | | | | | | | | "Eduardo E. | | Silva" To: | | Subject: Re: [mohaa] Maps | | | | 09/03/2002 | | 08:34 PM | | Please | | respond to | | mohaa | | | | | | | | | | | | | | Zaphod, | | | | what do you mean by "to download maps 'in game'" ? I thought you had to | had | | the map already downloaded on your computer before the map started. It is | | not | | like Red Alert or some other games were, if you didn't have the map the | | server | | will send it to you! | | | | Thanks, | | | | Ed Silva | | Silvex Consulting Inc. | | (714) 504-6870 Cell | | (888) 209-0946 Pager | | | | > | | > Bit of advice....stick with the standard maps because when you start | | running | | > customed maps you lose players because it is very slow to download maps | | 'in | | > game'.....maybe throw one new map in the rotation and see how that does | | > first.....just an idea.... | | > | | > Zaphod | | > Leader of MOSS | | > | | > | | > | | > | | > "Randall" | | > tmail.com> | | > cc: | | > | | > Subject: [mohaa] Maps | | > | | > 08/31/2002 | | > 09:02 AM | | > Please respond | | > to mohaa | | > | | > | | > | | > | | > | | > | | > | | > | | > | | > Thanks for all the server set-up help. | | > Where is a good place to get maps? | | > | | > thanks | | | | | | | | | | | | | | | | | From caretaker at hellahivemind.com Thu Sep 5 01:08:50 2002 From: caretaker at hellahivemind.com (The Caretaker) Date: Thu, 5 Sep 2002 00:08:50 -0500 Subject: [mohaa] Maps References: <00f701c25480$4e2a7e70$f00a0a0a@mommabear> Message-ID: <000701c2549a$52c3b6d0$8c6ed7a4@intrepid> *This message was transferred with a trial version of CommuniGate(tm) Pro* To my knowledge, auto downloading has never worked. You may have to wait until the expansion pack. [^DD^]Hellboy www.devil-dogs.net ----- Original Message ----- From: "EnrollId" To: Sent: Wednesday, September 04, 2002 9:02 PM Subject: Re: [mohaa] Maps *This message was transferred with a trial version of CommuniGate(tm) Pro* Well I just tried that and all I got was a "map not found" error on the MoH:AA client! Can someone publish the configuration required to make this work? Thanks, --[MC]Hammer ----- Original Message ----- From: To: Sent: Wednesday, September 04, 2002 12:34 PM Subject: Re: [mohaa] Maps | | If you don't have the map the server downloads it to you and puts it in the | right directory.....all automatic....easy stuff.... | | Zaphod | Leader of MOSS | | | | | "Enroll Id" | | s.att.com> cc: | Subject: Re: [mohaa] Maps | 09/04/2002 10:06 AM | Please respond to mohaa | | | | | | | How do you download the map in-game? I've seen the server config for | allowing downloads, but I've never seen this work. Suggestions? | | --[MC]Hammer | | | ----- Original Message ----- | From: | To: | Sent: Wednesday, September 04, 2002 9:36 AM | Subject: Re: [mohaa] Maps | | | | | | Yes, that is what I am saying.....like any game server does....it will | | download the map to you if you do nothave it which usually seems to take | 3x | | as long as it normally would if you just dl'ed it normally. It is BEST to | | have the map before hand. Unfornately once you get regulars on a server | | like ours then when they see the new map they have to dl it 'in game' or | | 'offline'...but 'in-game' seems to be the mostly dl'ed way....we usually | | make a map pack and advertise it which helps...have a ton of people dl a | | new map in-game usually lags the server..... | | | | Zaphod | | Leader of MOSS | | | | | | | | | | "Eduardo E. | | Silva" To: | | Subject: Re: [mohaa] Maps | | | | 09/03/2002 | | 08:34 PM | | Please | | respond to | | mohaa | | | | | | | | | | | | | | Zaphod, | | | | what do you mean by "to download maps 'in game'" ? I thought you had to | had | | the map already downloaded on your computer before the map started. It is | | not | | like Red Alert or some other games were, if you didn't have the map the | | server | | will send it to you! | | | | Thanks, | | | | Ed Silva | | Silvex Consulting Inc. | | (714) 504-6870 Cell | | (888) 209-0946 Pager | | | | > | | > Bit of advice....stick with the standard maps because when you start | | running | | > customed maps you lose players because it is very slow to download maps | | 'in | | > game'.....maybe throw one new map in the rotation and see how that does | | > first.....just an idea.... | | > | | > Zaphod | | > Leader of MOSS | | > | | > | | > | | > | | > "Randall" | | > tmail.com> | | > cc: | | > | | > Subject: [mohaa] Maps | | > | | > 08/31/2002 | | > 09:02 AM | | > Please respond | | > to mohaa | | > | | > | | > | | > | | > | | > | | > | | > | | > | | > Thanks for all the server set-up help. | | > Where is a good place to get maps? | | > | | > thanks | | | | | | | | | | | | | | | | | From shockwave at clanshortfuse.com Thu Sep 5 10:32:08 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 5 Sep 2002 10:32:08 -0400 Subject: Server control programs for Linux Message-ID: <012801c254e9$049238c0$0401a8c0@Asgard> Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From richardnharrison at btinternet.com Thu Sep 5 11:07:35 2002 From: richardnharrison at btinternet.com (richardnharrison at btinternet.com) Date: Thu, 5 Sep 2002 16:07:35 +0100 (BST) Subject: [mohaa] Server control programs for Linux Message-ID: <7278159.1031238455141.JavaMail.root@127.0.0.1> Excellent idea. If your at a stage of a stable release i would love to see it. Hazzie. > from: "[-SF-]Shockwave" > date: Thu, 05 Sep 2002 15:32:08 > to: mohaa at icculus.org > subject: Re: [mohaa] Server control programs for Linux > > Hello all, > > I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: > > (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. > > (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. > > (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. > (a) each user connected gets to see the server output > (b) each user can see what the other users have sent to the server > > > I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: > > - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable > - ability to easily kick players by their player number rather than typing their names in quotes > (I hate trying to type in those long names with weird characters while the server output spams my console) > - monitoring of team killers for warnings and autokick > - ability to ban players by IP address > > I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. > > If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. > > > Shockwave From grahd at cwfh.com Thu Sep 5 11:28:21 2002 From: grahd at cwfh.com (David M. Graham) Date: Thu, 5 Sep 2002 10:28:21 -0500 Subject: [mohaa] Server control programs for Linux References: <7278159.1031238455141.JavaMail.root@127.0.0.1> Message-ID: <001401c254f0$df3df8e0$5d3110a7@fdcsg.1dc.com> I also agree, this would make my admin headaches much easier to work with. Firewalker ----- Original Message ----- From: To: Sent: Thursday, September 05, 2002 10:07 AM Subject: Re: [mohaa] Server control programs for Linux > Excellent idea. If your at a stage of a stable release i would love to see it. > > Hazzie. > > > from: "[-SF-]Shockwave" > > date: Thu, 05 Sep 2002 15:32:08 > > to: mohaa at icculus.org > > subject: Re: [mohaa] Server control programs for Linux > > > > Hello all, > > > > I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: > > > > (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. > > > > (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. > > > > (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. > > (a) each user connected gets to see the server output > > (b) each user can see what the other users have sent to the server > > > > > > I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: > > > > - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable > > - ability to easily kick players by their player number rather than typing their names in quotes > > (I hate trying to type in those long names with weird characters while the server output spams my console) > > - monitoring of team killers for warnings and autokick > > - ability to ban players by IP address > > > > I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. > > > > If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. > > > > > > Shockwave > > From ohbahsan at rocketmail.com Thu Sep 5 11:42:45 2002 From: ohbahsan at rocketmail.com (=?big5?q?Rodney=20Chang?=) Date: Thu, 5 Sep 2002 23:42:45 +0800 (CST) Subject: [mohaa] Server control programs for Linux In-Reply-To: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: <20020905154245.61990.qmail@web40502.mail.yahoo.com> > - ability to easily kick players by their player number rather than > typing their names in quotes > (I hate trying to type in those long names with weird characters Each player is assigned a client number, which you can see when you issue the "status" command. You can kick players using their client number with the command "clientkick ". This helps when you have to kick players with long/weird names. > I haven't noticed any server messages that indicate what team a > player is on, but the score column seems to offer a possible clue. If you set the developer variable to 2, the server messages will indicate whether the player chose allies, axis, or auto-join. This should give you a better indication of a player's team, unless of course everyone selected auto-join. In my experience though relatively few players will auto-join, so you can find out these players' teams by recursively checking their opponents' teams. ----------------------------------------------------------------- < ??? Yahoo!?? > www.yahoo.com.tw From scratch at xmission.com Thu Sep 5 11:51:56 2002 From: scratch at xmission.com (scratch) Date: Thu, 5 Sep 2002 09:51:56 -0600 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: <000801c254f4$29c4ec40$e29a46a6@SCRATCH> This sounds great, and I'll be happy to help you test it. I have a couple questions. - ability to easily kick players by their player number rather than typing their names in quotes Why not just "clientkick"? I haven't typed a name into a console in years. - monitoring of team killers for warnings and autokick How is this going to work? As far as I can tell, the server console munges all the scoring output. I have to fire up a game to see what's actually going on. - ability to ban players by IP address Is this using something like "banned.cfg"? Because I can't get it to work in MOH:AA. I've had to keep seperate instances of Crow's running on different machines for each port in the meantime. Again, count me in. warren- From scratch at xmission.com Thu Sep 5 11:58:46 2002 From: scratch at xmission.com (scratch) Date: Thu, 5 Sep 2002 09:58:46 -0600 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000801c254f4$29c4ec40$e29a46a6@SCRATCH> Message-ID: <001801c254f5$1e460060$e29a46a6@SCRATCH> Damn, you people are fast today. Rephrase my email as, "What they said!" :) w- From clammar at poczta.onet.pl Thu Sep 5 12:02:22 2002 From: clammar at poczta.onet.pl (Clammar) Date: Thu, 5 Sep 2002 18:02:22 +0200 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: <000d01c254f5$9e8fcc60$0301a8c0@hello> If you wanna some space on my linux RH 7.2 box, let me now Clammar ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 4:32 PM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From grahd at cwfh.com Thu Sep 5 12:18:50 2002 From: grahd at cwfh.com (David M. Graham) Date: Thu, 5 Sep 2002 11:18:50 -0500 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000d01c254f5$9e8fcc60$0301a8c0@hello> Message-ID: <003a01c254f7$ec7dfc10$5d3110a7@fdcsg.1dc.com> I have a 7.3 box if you want to test. Firewalker ----- Original Message ----- From: Clammar To: mohaa at icculus.org Sent: Thursday, September 05, 2002 11:02 AM Subject: Re: [mohaa] Server control programs for Linux If you wanna some space on my linux RH 7.2 box, let me now Clammar ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 4:32 PM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From enroll+mohaa_linux at spawn.ims.att.com Thu Sep 5 12:21:28 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Thu, 5 Sep 2002 12:21:28 -0400 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: <034f01c254f8$64b4d370$f00a0a0a@mommabear> Shockwave, This is great. I assume you've seen Crow King's Autokick (http://www.filefront.com/?filepath=/mohaacrew/tools/Autokick12beta.zip), you may get more ideas from that. One of the ideas I've been toying around with is a dynamic config program that manages not only user/server interaction, but game map deployment. For example, using rcon and expect, I've been able to create map rotations for different gametype/maps, ie. a TDM, followed by OBJ, by rTDM. Unfortunately, I can't seem to get all the timing correct for detecting map end, changing gametype and starting new maps. The players that have tried it have liked the idea. Let me know if you need beta testing. --[MC]Hammer ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 10:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From JNagle at franuniv.edu Thu Sep 5 12:45:44 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Thu, 5 Sep 2002 12:45:44 -0400 Subject: [mohaa] Server control programs for Linux Message-ID: Red Hat 7.2 or 7.3 ...shouldn't matter which version for what we are testing..... Jason Nagle Network Tech A+ Certified Service Professional "David M. Graham" To: Subject: Re: [mohaa] Server control programs for Linux 09/05/2002 12:18 PM Please respond to mohaa I have a 7.3 box if you want to test. Firewalker ----- Original Message ----- From: Clammar To: mohaa at icculus.org Sent: Thursday, September 05, 2002 11:02 AM Subject: Re: [mohaa] Server control programs for Linux If you wanna some space on my linux RH 7.2 box, let me now Clammar ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 4:32 PM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux.? This program is written in Perl and has been?tested on a stock RedHat?7.2 Linux?server.? So far I have been able to do the following: (1)? The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using?SSH to connect to the game server remotely. (2)? A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see.? This is good for advertising the server name & IP, policies, and email of the server admin. (3)? Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. ??? (a) each user connected gets to see the server output ??? (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages.? I hate fat-fingering messages and not being able to correct them.? The project is still under development and?all of the settings are built into the program itself at this stage.? I intend to allow settings to be specified via?configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first.? Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes ??? (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue.? I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value.? If I can separate the player list by those values while monitoring kill messages, it might be possible to use that?information together?to determine if a player has killed someone on his own team.? If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested.? With any luck and barring any snags, I'll have most of it done soon. Shockwave From shockwave at clanshortfuse.com Thu Sep 5 13:11:41 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 5 Sep 2002 13:11:41 -0400 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000801c254f4$29c4ec40$e29a46a6@SCRATCH> <001801c254f5$1e460060$e29a46a6@SCRATCH> Message-ID: <023701c254ff$4ee4b400$0401a8c0@Asgard> Hello all, I want to thank Rodney and scratch for pointing out the "clientkick" command. I've been trying to use "kill" because I didn't know there was any other command available. This makes everything so much simpler! As far as determining which players are on what team, I have noticed that setting "developer 2" shows more detailed information, however it only displays the command invoked and doesn't indicate whether it was successful or not. As a test, I removed the localization file from my global directory and it helps a little because it will yield a "localization error" message with text stating either that the join took place or the error encountered while executing the command. Another idea I had was to track every kill and check it against the team scores. With the developer cvar set greater than 0, every kill message is broadcast to the log. If the team score is decreased after a kill that isn't a suicide, then it makes sense that a player killed a teammate. I'm going to have to play around with it a bit and see if I can get it to work reliably. Regarding scratch's question about how banning would work, here's my idea. Each time a player joins, the list of players and their IP's would be refreshed and tabled. I figure that a common file of banned IP's can be read and kept in memory for comparison. If there is a match, the player would be kicked. Since I'm already intercepting the server log output and have the ability to interrogate it, this should be possible. I also like the idea of changing maps and game types dynamically. There is a server variable "sv_maplist" that I have manually edited via the server console to make the map rotation change without forcing a restart, but I didn't try changing to a map that wasn't applicable to the game type already set. I'll play around with that and see what specifying a map that belongs to a different gametype will do when I get a chance. Thanks for the suggestion, Hammer. For the record, I haven't seen Crow King's utility but I hear that a lot of people like it. I guess I should download it and give it a try at some point. I personally didn't want to be forced to use a Windows PC to handle that function which is part of the reason I wanted to develop something that would run under Linux. I want to be sure to say that I really appreciate all the feedback. Anyone who is interested in kicking the tires will definitely get the opportunity. I do have a stable version of the programs currently running on my own server, but as I said before they only have the limited functionality I mentioned earlier. Once I smooth some of the rough edges, I'll release them for testing. Shockwave From scratch at xmission.com Thu Sep 5 13:51:28 2002 From: scratch at xmission.com (scratch) Date: Thu, 5 Sep 2002 11:51:28 -0600 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000801c254f4$29c4ec40$e29a46a6@SCRATCH> <001801c254f5$1e460060$e29a46a6@SCRATCH> <023701c254ff$4ee4b400$0401a8c0@Asgard> Message-ID: <000501c25504$dcc0d3d0$e29a46a6@SCRATCH> Again, this all sounds great, but I'm confused about the console output. Am I the only one who receives completely munged scoring info in the console? And I don't mean gibberish, I mean it's simply incorrect. I remember this being a bug developers have had with other games using the Q3 engine, so I assumed it was a known issue. Also, Crow's AutoKick does not have tk-banning enabled yet for what I assumed to be precisely this reason. One can't kick negative scores when the scores reported are inaccurate. Like I mentioned before, I have to join the game and check the score as spectator to see what the hell is really going on -- which is particularly difficult to do as often as necessary, especially considering I'm running multiple dedicated ports (thank God school is back in session here... now I only have to monitor from about 4 to 10 pm.. heh). So, is it just me? FYI, Shockwave, Crow's uses RCON to enforce bans simply by running an "rcon status" at whatever interval you decide and kicking any name or IP it recognizes as banned. Works OK, I guess, but I'd be much more happy with something that was native to the server and handled multiple ports. scratch- ----- Original Message ----- From: "[-SF-]Shockwave" To: Sent: Thursday, September 05, 2002 11:11 AM Subject: Re: [mohaa] Server control programs for Linux > Hello all, > > I want to thank Rodney and scratch for pointing out the "clientkick" > command. I've been trying to use "kill" because I didn't know there was any > other command available. This makes everything so much simpler! > > As far as determining which players are on what team, I have noticed that > setting "developer 2" shows more detailed information, however it only > displays the command invoked and doesn't indicate whether it was successful > or not. As a test, I removed the localization file from my global directory > and it helps a little because it will yield a "localization error" message > with text stating either that the join took place or the error encountered > while executing the command. Another idea I had was to track every kill and > check it against the team scores. With the developer cvar set greater than > 0, every kill message is broadcast to the log. If the team score is > decreased after a kill that isn't a suicide, then it makes sense that a > player killed a teammate. I'm going to have to play around with it a bit > and see if I can get it to work reliably. > > Regarding scratch's question about how banning would work, here's my idea. > Each time a player joins, the list of players and their IP's would be > refreshed and tabled. I figure that a common file of banned IP's can be > read and kept in memory for comparison. If there is a match, the player > would be kicked. Since I'm already intercepting the server log output and > have the ability to interrogate it, this should be possible. > > I also like the idea of changing maps and game types dynamically. There is > a server variable "sv_maplist" that I have manually edited via the server > console to make the map rotation change without forcing a restart, but I > didn't try changing to a map that wasn't applicable to the game type already > set. I'll play around with that and see what specifying a map that belongs > to a different gametype will do when I get a chance. Thanks for the > suggestion, Hammer. > > For the record, I haven't seen Crow King's utility but I hear that a lot of > people like it. I guess I should download it and give it a try at some > point. I personally didn't want to be forced to use a Windows PC to handle > that function which is part of the reason I wanted to develop something that > would run under Linux. > > I want to be sure to say that I really appreciate all the feedback. Anyone > who is interested in kicking the tires will definitely get the opportunity. > I do have a stable version of the programs currently running on my own > server, but as I said before they only have the limited functionality I > mentioned earlier. Once I smooth some of the rough edges, I'll release them > for testing. > > > Shockwave > > > From escape.key at verizon.net Thu Sep 5 13:56:51 2002 From: escape.key at verizon.net (Escape Key) Date: Thu, 5 Sep 2002 13:56:51 -0400 Subject: [mohaa] Server control programs for Linux In-Reply-To: <000d01c254f5$9e8fcc60$0301a8c0@hello> Message-ID: <000801c25505$9d701140$6401a8c0@Front> You are most definitly THE MAN!!! I'm running Slackware on 3 boxes. I'd be happy to help test.... -john -----Original Message----- From: Clammar [mailto:clammar at poczta.onet.pl] Sent: Thursday, September 05, 2002 12:02 PM To: mohaa at icculus.org Subject: Re: [mohaa] Server control programs for Linux If you wanna some space on my linux RH 7.2 box, let me now Clammar ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 4:32 PM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From ohbahsan at rocketmail.com Thu Sep 5 14:38:59 2002 From: ohbahsan at rocketmail.com (=?big5?q?Rodney=20Chang?=) Date: Fri, 6 Sep 2002 02:38:59 +0800 (CST) Subject: [mohaa] Server control programs for Linux In-Reply-To: <023701c254ff$4ee4b400$0401a8c0@Asgard> Message-ID: <20020905183859.94463.qmail@web40506.mail.yahoo.com> > setting "developer 2" shows more detailed information, however it > only > displays the command invoked and doesn't indicate whether it was > successful > or not. This is interesting. Are you saying that sometimes trying to join a team won't work? How can that happen? Does that mean mohaa has a force team-balance feature? I have tested this out myself too, and the way I determine a player's team is by using the choose-team command that was issued last before the player makes a kill or gets killed. The localization error message is very creative, I think this eliminates the uncertainty of auto-join players. I'll have to look into that more. ----------------------------------------------------------------- < ??? Yahoo!?? > www.yahoo.com.tw From JNagle at franuniv.edu Thu Sep 5 15:29:08 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Thu, 5 Sep 2002 15:29:08 -0400 Subject: [mohaa] Server control programs for Linux Message-ID: Yes, MOHAA has a team balance feature....it is one of the settings...to see all the settings in mohaa you can type: cmdlist Zaphod Leader of MOSS Rodney Chang cc: Subject: Re: [mohaa] Server control programs 09/05/2002 for Linux 02:38 PM Please respond to mohaa > setting "developer 2" shows more detailed information, however it > only > displays the command invoked and doesn't indicate whether it was > successful > or not. This is interesting. Are you saying that sometimes trying to join a team won't work? How can that happen? Does that mean mohaa has a force team-balance feature? I have tested this out myself too, and the way I determine a player's team is by using the choose-team command that was issued last before the player makes a kill or gets killed. The localization error message is very creative, I think this eliminates the uncertainty of auto-join players. I'll have to look into that more. ----------------------------------------------------------------- < ??? Yahoo!?? > www.yahoo.com.tw From rcjmack at msn.com Thu Sep 5 17:22:47 2002 From: rcjmack at msn.com (Jon Mack) Date: Thu, 05 Sep 2002 16:22:47 -0500 Subject: [mohaa] Server control programs for Sun Message-ID: An HTML attachment was scrubbed... URL: From WolfShield at hotmail.com Thu Sep 5 19:14:00 2002 From: WolfShield at hotmail.com (Randall) Date: Thu, 5 Sep 2002 19:14:00 -0400 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: Post it so we can test it ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 10:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From hajov at home.nl Fri Sep 6 14:13:08 2002 From: hajov at home.nl (Hajo van Vulpen) Date: Fri, 6 Sep 2002 20:13:08 +0200 Subject: [mohaa] Server control programs for Linux In-Reply-To: Message-ID: <001001c255d1$0d95eb90$af8bccd4@cc23716a> Debian Tester here :-) -----Oorspronkelijk bericht----- Van: Randall [mailto:WolfShield at hotmail.com] Verzonden: vrijdag 6 september 2002 1:14 Aan: mohaa at icculus.org Onderwerp: Re: [mohaa] Server control programs for Linux Post it so we can test it ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 10:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From caretaker at hellahivemind.com Fri Sep 6 14:31:36 2002 From: caretaker at hellahivemind.com (Wes Mauer) Date: Fri, 6 Sep 2002 13:31:36 -0500 Subject: [mohaa] Server control programs for Linux References: <001001c255d1$0d95eb90$af8bccd4@cc23716a> Message-ID: <001901c255d3$a21fd210$8c6ed7a4@intrepid> I would love to test it on my RH 7.3 server. E-mail me offline at caretaker at hellahivemind.com if you like. [^DD^]Hellboy www.devil-dogs.net ----- Original Message ----- From: Hajo van Vulpen To: mohaa at icculus.org Sent: Friday, September 06, 2002 1:13 PM Subject: RE: [mohaa] Server control programs for Linux Debian Tester here J -----Oorspronkelijk bericht----- Van: Randall [mailto:WolfShield at hotmail.com] Verzonden: vrijdag 6 september 2002 1:14 Aan: mohaa at icculus.org Onderwerp: Re: [mohaa] Server control programs for Linux Post it so we can test it ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 10:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From caretaker at hellahivemind.com Fri Sep 6 14:36:21 2002 From: caretaker at hellahivemind.com (Wes Mauer) Date: Fri, 6 Sep 2002 13:36:21 -0500 Subject: [mohaa] Server control programs for Linux References: <001001c255d1$0d95eb90$af8bccd4@cc23716a> <001901c255d3$a21fd210$8c6ed7a4@intrepid> Message-ID: <002301c255d4$4c3c6790$8c6ed7a4@intrepid> Sorry for the return receipt request. It was an old setting that I was screwing around with and forgot to turn off. DOH! [^DD^]Hellboy www.devil-dogs.net ----- Original Message ----- From: Wes Mauer To: mohaa at icculus.org Sent: Friday, September 06, 2002 1:31 PM Subject: Re: [mohaa] Server control programs for Linux I would love to test it on my RH 7.3 server. E-mail me offline at caretaker at hellahivemind.com if you like. [^DD^]Hellboy www.devil-dogs.net ----- Original Message ----- From: Hajo van Vulpen To: mohaa at icculus.org Sent: Friday, September 06, 2002 1:13 PM Subject: RE: [mohaa] Server control programs for Linux Debian Tester here J -----Oorspronkelijk bericht----- Van: Randall [mailto:WolfShield at hotmail.com] Verzonden: vrijdag 6 september 2002 1:14 Aan: mohaa at icculus.org Onderwerp: Re: [mohaa] Server control programs for Linux Post it so we can test it ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 10:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From wokka at justfamily.org Fri Sep 6 18:17:02 2002 From: wokka at justfamily.org (charles 'wokka' goldsmith) Date: Fri, 6 Sep 2002 17:17:02 -0500 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> Message-ID: <004601c255f3$202c8e40$0afbfd0a@wokka.org> I've got a freebsd 4.6.2 box I can test with if you need it. wokka ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Thursday, September 05, 2002 9:32 AM Subject: [mohaa] Server control programs for Linux Hello all, I have been working for the last week or so on creating a server control program for Linux. This program is written in Perl and has been tested on a stock RedHat 7.2 Linux server. So far I have been able to do the following: (1) The server program launches the game and can be used in conjunction with "screen" to allow flexibility for people using SSH to connect to the game server remotely. (2) A multiple line server message printed to the game console can be automated to broadcast at regular intervals for every player to see. This is good for advertising the server name & IP, policies, and email of the server admin. (3) Using the client program I wrote, multiple users can connect to the server program via sockets and issue commands to the server. (a) each user connected gets to see the server output (b) each user can see what the other users have sent to the server I originally got the idea when Ryan mentioned using named pipes and was prompted to start work on the project after I realized that the backspace key won't work when trying to edit console messages. I hate fat-fingering messages and not being able to correct them. The project is still under development and all of the settings are built into the program itself at this stage. I intend to allow settings to be specified via configuration files so the program code won't need to be adjusted, however I have been more focused on getting the whole thing to actually work first. Currently I am working on the following functionality: - individual dynamic filtering of server output to clients to keep feedback uncluttered and customizable - ability to easily kick players by their player number rather than typing their names in quotes (I hate trying to type in those long names with weird characters while the server output spams my console) - monitoring of team killers for warnings and autokick - ability to ban players by IP address I haven't noticed any server messages that indicate what team a player is on, but the score column seems to offer a possible clue. I haven't thoroughly experimented with it, but it appears that members of the same team share the same score value. If I can separate the player list by those values while monitoring kill messages, it might be possible to use that information together to determine if a player has killed someone on his own team. If anyone knows of a better way to determine this information, please contact me. If anyone has any other ideas regarding functionality or any other suggestions I'm interested. With any luck and barring any snags, I'll have most of it done soon. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From tgarske at garske-properties.com Fri Sep 6 19:29:04 2002 From: tgarske at garske-properties.com (Tom Garske) Date: Fri, 6 Sep 2002 18:29:04 -0500 Subject: [mohaa] uninscribe In-Reply-To: <20020904021404.66478.qmail@web40306.mail.yahoo.com> Message-ID: uninscribe From icculus at clutteredmind.org Sat Sep 7 03:02:52 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sat, 7 Sep 2002 03:02:52 -0400 (EDT) Subject: [mohaa] uninscribe In-Reply-To: Message-ID: > uninscribe I know that no one reads those messages the mailing list sends back when you first subscribe, but if you had, you'd have seen that: 1) To unsubscribe, you send a blank email to mohaa-unsubscribe at icculus.org 2) "unsubscribe", for the second time this week, is spelled "unsubscribe". I don't understand how people manage to send a mail to mohaa-subscribe and never think to send one to mohaa-unsubscribe. Ok, I'll stop bitching now. If mohaa-unsubscribe doesn't work, email me directly and I'll manually remove you from the list. --ryan. From warrenw at xmission.com Sat Sep 7 04:01:12 2002 From: warrenw at xmission.com (Warren Woodward) Date: Sat, 7 Sep 2002 02:01:12 -0600 Subject: [mohaa] uninscribe In-Reply-To: ; from icculus@clutteredmind.org on Sat, Sep 07, 2002 at 03:02:52AM -0400 References: Message-ID: <20020907020112.A16455@xmission.com> On Sat, Sep 07, 2002 at 03:02:52AM -0400, Ryan C. Gordon wrote: > > > uninscribe > > I know that no one reads those messages the mailing list sends back when > you first subscribe, but if you had, you'd have seen that: > > 1) To unsubscribe, you send a blank email to mohaa-unsubscribe at icculus.org > 2) "unsubscribe", for the second time this week, is spelled "unsubscribe". > > > I don't understand how people manage to send a mail to mohaa-subscribe and > never think to send one to mohaa-unsubscribe. > > Ok, I'll stop bitching now. > > If mohaa-unsubscribe doesn't work, email me directly and I'll manually > remove you from the list. > > --ryan. Ryan, I administer both a majordomo and a Mailman listserv with over 300 lists privately operated by my clients. Rule number 1 of list management -- NO ONE READS! Just "dd" his addy from the file. He's not gonna figure it out . :) -- warren woodward XMission DSL Domo/Mailman warrenw at xmission.com (801) 303-0819 (877) XMISSION From WolfShield at hotmail.com Sat Sep 7 09:35:04 2002 From: WolfShield at hotmail.com (Randall) Date: Sat, 7 Sep 2002 09:35:04 -0400 Subject: [mohaa] uninscribe References: <20020907020112.A16455@xmission.com> Message-ID: There ya go... VI is every everyones friend ----- Original Message ----- From: "Warren Woodward" To: Sent: Saturday, September 07, 2002 4:01 AM Subject: Re: [mohaa] uninscribe > On Sat, Sep 07, 2002 at 03:02:52AM -0400, Ryan C. Gordon wrote: > > > > > uninscribe > > > > I know that no one reads those messages the mailing list sends back when > > you first subscribe, but if you had, you'd have seen that: > > > > 1) To unsubscribe, you send a blank email to mohaa-unsubscribe at icculus.org > > 2) "unsubscribe", for the second time this week, is spelled "unsubscribe". > > > > > > I don't understand how people manage to send a mail to mohaa-subscribe and > > never think to send one to mohaa-unsubscribe. > > > > Ok, I'll stop bitching now. > > > > If mohaa-unsubscribe doesn't work, email me directly and I'll manually > > remove you from the list. > > > > --ryan. > > Ryan, I administer both a majordomo and a Mailman listserv with over 300 lists > privately operated by my clients. Rule number 1 of list management -- NO ONE > READS! > > Just "dd" his addy from the file. He's not gonna figure it out . :) > -- > warren woodward > XMission DSL > Domo/Mailman > warrenw at xmission.com > (801) 303-0819 > (877) XMISSION > From shockwave at clanshortfuse.com Sat Sep 7 11:40:55 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 7 Sep 2002 11:40:55 -0400 Subject: MOHAA Linux admin tool - UPDATE Message-ID: <015b01c25684$f816a2a0$0401a8c0@Asgard> Hello everyone! I have been working on the programs and am happy to report that the server component is finished and it appears to be stable after the last batch of tests I have run. The client program is also functional, but I am going to work on it a little more before I release anything just to be sure I worked out most of the kinks. In the meantime, I figured it might be a good idea to let everyone know some more of the technical details. This way if anyone has any ideas, comments, questions, or criticisms I can address them before I release the code. Hopefully this will make it a better utility in the long run. Having said that, here is a list of the loader's features: - Configuration file On startup, a configuration file is read to provide the loader with information needed to operate the game server and the loader itself. This is where the command to launch MOHAA is located along with several other settings that adjust how the loader operates. If you are running more than one server on a system, they should each have their own config file specified on the command line. Below is a copy of the configuration file I am currently using: # # MOHAA Loader Configuration File # # - All characters after a "#" on a line are comments and will be ignored. # - All blank lines will be ignored. # - The only option that must be specified in this file is PROGRAM. Without # it, the loader cannot operate. All other settings have defaults already # specified within the loader itself. # # # Specify the fully qualified path to the game server program including all # command line options. # PROGRAM = /usr/local/games/MOHAA/mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 18 +set developer 2 +map dm/mohdm1 +exec server.cfg # # Specify message broadcast interval in seconds. # MSG_INTERVAL = 300 # # Specify if messages are to be printed. Setting this to anything other than # "Y" will suppress message output to the server. Normal processing will # continue regardless of how this is set. # MSG_PRINT = Y # # Specify limit of how many lines of the total message to print during each # broadcast. Setting this to any value less than "1" will not impose any limit # at all. Values of "1" or greater will cause the number of lines specified by # this value to print with the appropriate MSG_LINE_DELAY between each line. # Once the limit has been reached, the program will pause for the number of # seconds indicated by MSG_INTERVAL. # MSG_LINE_LIMIT = 0 # # Specify the amount of time to wait between printing each line in seconds. # MSG_LINE_DELAY = 0 # # Specify server broadcast message content. Each line of text must begin with # the text "MSG_LINE" and will be broadcast in the order it appears here. If # you want to split broadcasts into logical groups using the MSG_LINE_LIMIT # setting but don't want to print content for all possible lines in a given # grouping, use a null line: # e.g. MSG_LINE = NULL # The line will count towards the limit, but not be printed. # MSG_LINE = Welcome to RAGNAROK! Server IP: 216.42.80.176 MSG_LINE = Server Admin email: shockwave at clanshortfuse.com MSG_LINE = No Realism. Friendly Fire OFF. Have fun and fight honorably. # # Ban messages can be tailored by using the BAN_MSG_START and BAN_MSG_END # config variables. The START component will be printed before the player's # name and the END component will be printed after the player's name. After # the player has been kicked, the message will be assembled and sent to the # console. # # # Specify start text of ban message. # BAN_MSG_START = # # Specify end text of ban message. # BAN_MSG_END = ##################### # # E O F # The configuration file is re-read after each message interval has elapsed to provide for the ability to change every setting with the exception of PROGRAM. Simply use a text editor and make whatever changes you require and they will be picked up during the next message cycle, whether you have opted to broadcast anything or not. I spent some time thinking about how to handle server message broadcasts and I tried to develop a structure that would be both easy to use and flexible. I have tested every combination I could think of and everything runs smoothly. If the explanation given in the configuration file of how it all works still leaves anyone with questions, please let me know. Also, if anyone requires message handling that this system doesn't support I'd like to hear the specifics. - Command line overrides Options can be placed on the command line to override program defaults not handled by the configuration file. Here is the output generated by invoking the loader's --help option: Usage: mohaa_loader [--host host] [--port port] [--cfg filename] [--log filename] [--ban filename] mohaa_loader --defaults mohaa_loader --help --host IP address or host name: name must resolve to an IP address (e.g. localhost or 192.168.1.1 or www.myserver.com) --port port number --cfg path to configuration file, including filename itself (e.g. /usr/local/games/MOHAA/yourconfig.cfg) --log path to game server log file, including filename itself (e.g. /usr/local/games/MOHAA/server.log) --ban path to banned IP file, including filename itself (e.g. /usr/local/games/MOHAA/badboys.cfg) --defaults prints current program defaults and exits --help prints this usage information and exits As you can see, you have the ability to either share or specify different files for banned IP addresses. However, it is important to note that the log files and configuration files for each server you are running be separate and properly specified on the command line. Running the command with the --defaults option will dump the internal program defaults so you can see what the settings will be if they are not overridden either on the command line or in the configuration file. I also want to take a moment and discuss the --host and --port options, specifically as they relate to system security. I have set the program default for --host to "localhost" because I didn't employ any encryption on the socket connections. Specifying an Internet address means that the socket will be exposed externally and that might not be the best idea. Personally, I use PuTTY (a free utility found here: http://www.chiark.greenend.org.uk/~sgtatham/putty/ ) to connect to the game server if I'm using a Windows system or "ssh" from the Linux shell prompt if I'm on a Linux system because the connection is encrypted. Once connected, I invoke the program I want to run by using the "screen" program (e.g. screen batch_file_that_starts_loader). This allows me to to detach from the process and keep it running. I can then disconnect and go about my business. To regain control, I ssh back into the server and issue the command "screen -r" to pick up the process. I can at any time while connected to the process to kill it entirely. I apologize if this is review for any of you, but I want to be sure I explain the situation thoroughly. - Game server by clients via sockets The loader starts the game server using a piped open in order to feed input to the server process. Once the server is running, the loader forks processes to handle server messaging, monitoring output for kicking banned IP's, and servicing incoming client connections. If the client connection process receives a connection request, it forks two processes to handle input and output from the client respectively. Each additional client that connects will receive its own set of I/O processes as well. So far I have connected with two clients at the same time and everything worked well. The client program operates similarly and forks to accommodate I/O on separate processes. The result is smooth traffic flow without devouring large amounts of server resources. Unfortunately, I was unable to latch onto the output from the game server itself directly. Piped opens, IPC::Open2, and named pipes didn't seem to allow it much less facilitate good communications with clients attempting to connect to the loader. Therefore, server output is processed by opening filehandles to the server log and tailing it. The data is fed to the loader's input channel and subsequently out via sockets to each client connected. - Banned IP file handling As I stated earlier, there is a process running whose job is solely to monitor server output and react accordingly. This is the process that watches for banned players. When a player connects, it re-reads the banned IP file and checks it against the players currently connected to the server. Upon getting a match, the player in question is kicked and a ban message is output to the server. ====== Well, that's about all I have for now. I've been a little short on sleep lately, so I apologize in advance for anything I may have omitted. Next on the list will be finishing off the client program so I can release everything to those who have expressed an interest in testing. Any feedback, technical or otherwise, is solicited. I want to make this a viable tool for all of us who are responsible for administrating Linux MOHAA game servers and the best way to do that is to maintain an open forum. Thanks for your time and I'll let everyone know when the client is finished. With any luck it will be either today or tomorrow. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From grahd at cwfh.com Sat Sep 7 23:32:13 2002 From: grahd at cwfh.com (David M. Graham) Date: Sat, 7 Sep 2002 22:32:13 -0500 Subject: [mohaa] MOHAA Linux admin tool - UPDATE In-Reply-To: <015b01c25684$f816a2a0$0401a8c0@Asgard> Message-ID: <000401c256e8$55cc9ef0$8c68b4d1@cwfh.com> Way to go Shockwave. Hopefully we will have an excellent tool for us MOH:AA admins to use. Look forward to testing it out.........I probably speak for the group too!... Firewalker -----Original Message----- From: [-SF-]Shockwave [mailto:shockwave at clanshortfuse.com] Sent: Saturday, September 07, 2002 10:41 AM To: mohaa at icculus.org Subject: [mohaa] MOHAA Linux admin tool - UPDATE Hello everyone! I have been working on the programs and am happy to report that the server component is finished and it appears to be stable after the last batch of tests I have run. The client program is also functional, but I am going to work on it a little more before I release anything just to be sure I worked out most of the kinks. In the meantime, I figured it might be a good idea to let everyone know some more of the technical details. This way if anyone has any ideas, comments, questions, or criticisms I can address them before I release the code. Hopefully this will make it a better utility in the long run. Having said that, here is a list of the loader's features: - Configuration file On startup, a configuration file is read to provide the loader with information needed to operate the game server and the loader itself. This is where the command to launch MOHAA is located along with several other settings that adjust how the loader operates. If you are running more than one server on a system, they should each have their own config file specified on the command line. Below is a copy of the configuration file I am currently using: # # MOHAA Loader Configuration File # # - All characters after a "#" on a line are comments and will be ignored. # - All blank lines will be ignored. # - The only option that must be specified in this file is PROGRAM. Without # it, the loader cannot operate. All other settings have defaults already # specified within the loader itself. # # # Specify the fully qualified path to the game server program including all # command line options. # PROGRAM = /usr/local/games/MOHAA/mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 18 +set developer 2 +map dm/mohdm1 +exec server.cfg # # Specify message broadcast interval in seconds. # MSG_INTERVAL = 300 # # Specify if messages are to be printed. Setting this to anything other than # "Y" will suppress message output to the server. Normal processing will # continue regardless of how this is set. # MSG_PRINT = Y # # Specify limit of how many lines of the total message to print during each # broadcast. Setting this to any value less than "1" will not impose any limit # at all. Values of "1" or greater will cause the number of lines specified by # this value to print with the appropriate MSG_LINE_DELAY between each line. # Once the limit has been reached, the program will pause for the number of # seconds indicated by MSG_INTERVAL. # MSG_LINE_LIMIT = 0 # # Specify the amount of time to wait between printing each line in seconds. # MSG_LINE_DELAY = 0 # # Specify server broadcast message content. Each line of text must begin with # the text "MSG_LINE" and will be broadcast in the order it appears here. If # you want to split broadcasts into logical groups using the MSG_LINE_LIMIT # setting but don't want to print content for all possible lines in a given # grouping, use a null line: # e.g. MSG_LINE = NULL # The line will count towards the limit, but not be printed. # MSG_LINE = Welcome to RAGNAROK! Server IP: 216.42.80.176 MSG_LINE = Server Admin email: shockwave at clanshortfuse.com MSG_LINE = No Realism. Friendly Fire OFF. Have fun and fight honorably. # # Ban messages can be tailored by using the BAN_MSG_START and BAN_MSG_END # config variables. The START component will be printed before the player's # name and the END component will be printed after the player's name. After # the player has been kicked, the message will be assembled and sent to the # console. # # # Specify start text of ban message. # BAN_MSG_START = # # Specify end text of ban message. # BAN_MSG_END = ##################### # # E O F # The configuration file is re-read after each message interval has elapsed to provide for the ability to change every setting with the exception of PROGRAM. Simply use a text editor and make whatever changes you require and they will be picked up during the next message cycle, whether you have opted to broadcast anything or not. I spent some time thinking about how to handle server message broadcasts and I tried to develop a structure that would be both easy to use and flexible. I have tested every combination I could think of and everything runs smoothly. If the explanation given in the configuration file of how it all works still leaves anyone with questions, please let me know. Also, if anyone requires message handling that this system doesn't support I'd like to hear the specifics. - Command line overrides Options can be placed on the command line to override program defaults not handled by the configuration file. Here is the output generated by invoking the loader's --help option: Usage: mohaa_loader [--host host] [--port port] [--cfg filename] [--log filename] [--ban filename] mohaa_loader --defaults mohaa_loader --help --host IP address or host name: name must resolve to an IP address (e.g. localhost or 192.168.1.1 or www.myserver.com) --port port number --cfg path to configuration file, including filename itself (e.g. /usr/local/games/MOHAA/yourconfig.cfg) --log path to game server log file, including filename itself (e.g. /usr/local/games/MOHAA/server.log) --ban path to banned IP file, including filename itself (e.g. /usr/local/games/MOHAA/badboys.cfg) --defaults prints current program defaults and exits --help prints this usage information and exits As you can see, you have the ability to either share or specify different files for banned IP addresses. However, it is important to note that the log files and configuration files for each server you are running be separate and properly specified on the command line. Running the command with the --defaults option will dump the internal program defaults so you can see what the settings will be if they are not overridden either on the command line or in the configuration file. I also want to take a moment and discuss the --host and --port options, specifically as they relate to system security. I have set the program default for --host to "localhost" because I didn't employ any encryption on the socket connections. Specifying an Internet address means that the socket will be exposed externally and that might not be the best idea. Personally, I use PuTTY (a free utility found here: http://www.chiark.greenend.org.uk/~sgtatham/putty/ ) to connect to the game server if I'm using a Windows system or "ssh" from the Linux shell prompt if I'm on a Linux system because the connection is encrypted. Once connected, I invoke the program I want to run by using the "screen" program (e.g. screen batch_file_that_starts_loader). This allows me to to detach from the process and keep it running. I can then disconnect and go about my business. To regain control, I ssh back into the server and issue the command "screen -r" to pick up the process. I can at any time while connected to the process to kill it entirely. I apologize if this is review for any of you, but I want to be sure I explain the situation thoroughly. - Game server by clients via sockets The loader starts the game server using a piped open in order to feed input to the server process. Once the server is running, the loader forks processes to handle server messaging, monitoring output for kicking banned IP's, and servicing incoming client connections. If the client connection process receives a connection request, it forks two processes to handle input and output from the client respectively. Each additional client that connects will receive its own set of I/O processes as well. So far I have connected with two clients at the same time and everything worked well. The client program operates similarly and forks to accommodate I/O on separate processes. The result is smooth traffic flow without devouring large amounts of server resources. Unfortunately, I was unable to latch onto the output from the game server itself directly. Piped opens, IPC::Open2, and named pipes didn't seem to allow it much less facilitate good communications with clients attempting to connect to the loader. Therefore, server output is processed by opening filehandles to the server log and tailing it. The data is fed to the loader's input channel and subsequently out via sockets to each client connected. - Banned IP file handling As I stated earlier, there is a process running whose job is solely to monitor server output and react accordingly. This is the process that watches for banned players. When a player connects, it re-reads the banned IP file and checks it against the players currently connected to the server. Upon getting a match, the player in question is kicked and a ban message is output to the server. ====== Well, that's about all I have for now. I've been a little short on sleep lately, so I apologize in advance for anything I may have omitted. Next on the list will be finishing off the client program so I can release everything to those who have expressed an interest in testing. Any feedback, technical or otherwise, is solicited. I want to make this a viable tool for all of us who are responsible for administrating Linux MOHAA game servers and the best way to do that is to maintain an open forum. Thanks for your time and I'll let everyone know when the client is finished. With any luck it will be either today or tomorrow. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From sanderdehond at home.nl Sun Sep 8 06:17:00 2002 From: sanderdehond at home.nl (Sander de Hond) Date: Sun, 8 Sep 2002 12:17:00 +0200 Subject: Good Job Shockwave Message-ID: <000c01c25720$de8eb6a0$e7f033d5@cc2436b> Good job, As Firewalker already said : We are waiting for a good tool! I hope we can test it soon, I really need a good tool for my/our servers. Thanks alot for all the work! Sander -------------- next part -------------- An HTML attachment was scrubbed... URL: From WolfShield at hotmail.com Sun Sep 8 11:42:35 2002 From: WolfShield at hotmail.com (Randall) Date: Sun, 8 Sep 2002 11:42:35 -0400 Subject: MOHAA BOTs References: <000401c256e8$55cc9ef0$8c68b4d1@cwfh.com> Message-ID: Are there such things as bots in MOH? If so, where can one get some, learn to make them? Thanks -------------- next part -------------- An HTML attachment was scrubbed... URL: From enroll+mohaa_linux at spawn.ims.att.com Sun Sep 8 11:52:34 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Sun, 8 Sep 2002 11:52:34 -0400 Subject: Server shutdown --- duplicate aliases error References: <000401c256e8$55cc9ef0$8c68b4d1@cwfh.com> Message-ID: <001d01c2574f$c1d28f30$f00a0a0a@mommabear> Anyone know what this means ... it's working on one linux box, but not on another. Both are Sun RaQ4r and share the same configs: ------ Server Initialization ------ Server: dm/failureland ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- DUPLICATE ALIASES: sdkfz_snd_idle and sdkfz_snd_idle ******************** ERROR: SV_FindIndex: overflow max512 create1 name sound/weapons/explo/exp_interior_02.wav0 ******************** ----- Server Shutdown ----- ------ Unloading fgameded.so ------ --------------------------- --[MC]Hammer -------------- next part -------------- An HTML attachment was scrubbed... URL: From mazzic at yahoo.com Sun Sep 8 12:11:52 2002 From: mazzic at yahoo.com (Mazzic) Date: Sun, 8 Sep 2002 11:11:52 -0500 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000801c254f4$29c4ec40$e29a46a6@SCRATCH> <001801c254f5$1e460060$e29a46a6@SCRATCH> <023701c254ff$4ee4b400$0401a8c0@Asgard> Message-ID: <003201c25752$72938340$6401a8c0@hot.rr.com> Hello Shockwave, I have written my own MOHAA adminsitration utility and with the use of the log file and RCON commands and have been able to handle TK'ers. Sounds like your going down the right track. Here is how I have done it. Since you have Developer 2 set you are getting alot of info. Such as who joined Allies or Axis. Keep that info in memory. What you don't have is if they joined by using AutoJoin. The log file will just say they autojoined but never indicates which side. If you have kept track of players names and which slots they are in, you can do a RCON SESSIONx command. whereas the x is slot number that player is in. It will tell you which weapon the player is using and which side he is on. 1=spectator 3=ally 4=axis. One thing you should do in your code is enforce a unique name feature. No two players are allowed to have the exact name. Since you have to scan your list of players by name to turn into a slot number, you could be referencing the wrong one if two people have the same name. Then to check for TK's it is a simple matter of seeing which sides the killer and victim are on. If both are the same side, whola a TK has occurred. I also keep some ingame stats. Counting peoples kills, deaths, tks, etc. I watch the chat messages for some vulgar language and issue warnings. I do a RCON SV_MAPLIST to retrieve the list of the maps. Players can say !NEXTMAP and the program will message back to the server with the name of the next map. If your intersted in seeing it in action, connect to my server. In gamespy its Mazzic's Server otherwise it is at IP 63.170.71.60. Type !HELP in the chat window for a list of commands. -Mazzic ----- Original Message ----- From: "[-SF-]Shockwave" To: Sent: Thursday, September 05, 2002 12:11 PM Subject: Re: [mohaa] Server control programs for Linux > Hello all, > > I want to thank Rodney and scratch for pointing out the "clientkick" > command. I've been trying to use "kill" because I didn't know there was any > other command available. This makes everything so much simpler! > > As far as determining which players are on what team, I have noticed that > setting "developer 2" shows more detailed information, however it only > displays the command invoked and doesn't indicate whether it was successful > or not. As a test, I removed the localization file from my global directory > and it helps a little because it will yield a "localization error" message > with text stating either that the join took place or the error encountered > while executing the command. Another idea I had was to track every kill and > check it against the team scores. With the developer cvar set greater than > 0, every kill message is broadcast to the log. If the team score is > decreased after a kill that isn't a suicide, then it makes sense that a > player killed a teammate. I'm going to have to play around with it a bit > and see if I can get it to work reliably. > > Regarding scratch's question about how banning would work, here's my idea. > Each time a player joins, the list of players and their IP's would be > refreshed and tabled. I figure that a common file of banned IP's can be > read and kept in memory for comparison. If there is a match, the player > would be kicked. Since I'm already intercepting the server log output and > have the ability to interrogate it, this should be possible. > > I also like the idea of changing maps and game types dynamically. There is > a server variable "sv_maplist" that I have manually edited via the server > console to make the map rotation change without forcing a restart, but I > didn't try changing to a map that wasn't applicable to the game type already > set. I'll play around with that and see what specifying a map that belongs > to a different gametype will do when I get a chance. Thanks for the > suggestion, Hammer. > > For the record, I haven't seen Crow King's utility but I hear that a lot of > people like it. I guess I should download it and give it a try at some > point. I personally didn't want to be forced to use a Windows PC to handle > that function which is part of the reason I wanted to develop something that > would run under Linux. > > I want to be sure to say that I really appreciate all the feedback. Anyone > who is interested in kicking the tires will definitely get the opportunity. > I do have a stable version of the programs currently running on my own > server, but as I said before they only have the limited functionality I > mentioned earlier. Once I smooth some of the rough edges, I'll release them > for testing. > > > Shockwave > From shockwave at clanshortfuse.com Sun Sep 8 23:59:13 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sun, 8 Sep 2002 23:59:13 -0400 Subject: [mohaa] Server control programs for Linux References: <012801c254e9$049238c0$0401a8c0@Asgard> <000801c254f4$29c4ec40$e29a46a6@SCRATCH> <001801c254f5$1e460060$e29a46a6@SCRATCH> <023701c254ff$4ee4b400$0401a8c0@Asgard> <003201c25752$72938340$6401a8c0@hot.rr.com> Message-ID: <032b01c257b5$43d19160$0401a8c0@Asgard> Hi Mazzic, Thanks a lot for the information! I didn't know about the "sessionx" command, but I'm looking forward to using it when I add TK auto-kick functionality to my program. The problem I found with the "developer 2" setting and the "join allies / join axis" command messages is that they don't assure that the player actually completes the request successfully. For example, they can be denied due to server imposed mandatory wait periods before switching teams and you would never know. The only way I have found that indicates success or failure before your mention of the "sessionx" command was to induce localization errors by removing the localization.txt file. That way, failure messages would show up in the server output. This is obviously not the best approach given the necessity in some circumstances for the existence of a localization file, so I am very pleased to hear about you success with "sessionx". I've been busy programming lately, but I will make it a point to check out your server. The stuff you have been able to do sounds intriguing. Thanks again for your help! Shockwave ----- Original Message ----- From: "Mazzic" To: Sent: Sunday, September 08, 2002 12:11 PM Subject: Re: [mohaa] Server control programs for Linux > Hello Shockwave, > > I have written my own MOHAA adminsitration utility and with the use of the > log file and RCON commands and have been able to handle TK'ers. Sounds like > your going down the right track. > > Here is how I have done it. Since you have Developer 2 set you are getting > alot of info. Such as who joined Allies or Axis. Keep that info in memory. > What you don't have is if they joined by using AutoJoin. The log file will > just say they autojoined but never indicates which side. > > If you have kept track of players names and which slots they are in, you can > do a RCON SESSIONx command. whereas the x is slot number that player is in. > It will tell you which weapon the player is using and which side he is on. > 1=spectator 3=ally 4=axis. One thing you should do in your code is enforce > a unique name feature. No two players are allowed to have the exact name. > Since you have to scan your list of players by name to turn into a slot > number, you could be referencing the wrong one if two people have the same > name. > > Then to check for TK's it is a simple matter of seeing which sides the > killer and victim are on. If both are the same side, whola a TK has > occurred. > > I also keep some ingame stats. Counting peoples kills, deaths, tks, etc. I > watch the chat messages for some vulgar language and issue warnings. I do a > RCON SV_MAPLIST to retrieve the list of the maps. Players can say !NEXTMAP > and the program will message back to the server with the name of the next > map. > > If your intersted in seeing it in action, connect to my server. In gamespy > its Mazzic's Server otherwise it is at IP 63.170.71.60. Type !HELP in the > chat window for a list of commands. > > -Mazzic > > > ----- Original Message ----- > From: "[-SF-]Shockwave" > To: > Sent: Thursday, September 05, 2002 12:11 PM > Subject: Re: [mohaa] Server control programs for Linux > > > > Hello all, > > > > I want to thank Rodney and scratch for pointing out the "clientkick" > > command. I've been trying to use "kill" because I didn't know there was > any > > other command available. This makes everything so much simpler! > > > > As far as determining which players are on what team, I have noticed that > > setting "developer 2" shows more detailed information, however it only > > displays the command invoked and doesn't indicate whether it was > successful > > or not. As a test, I removed the localization file from my global > directory > > and it helps a little because it will yield a "localization error" message > > with text stating either that the join took place or the error encountered > > while executing the command. Another idea I had was to track every kill > and > > check it against the team scores. With the developer cvar set greater > than > > 0, every kill message is broadcast to the log. If the team score is > > decreased after a kill that isn't a suicide, then it makes sense that a > > player killed a teammate. I'm going to have to play around with it a bit > > and see if I can get it to work reliably. > > > > Regarding scratch's question about how banning would work, here's my idea. > > Each time a player joins, the list of players and their IP's would be > > refreshed and tabled. I figure that a common file of banned IP's can be > > read and kept in memory for comparison. If there is a match, the player > > would be kicked. Since I'm already intercepting the server log output and > > have the ability to interrogate it, this should be possible. > > > > I also like the idea of changing maps and game types dynamically. There > is > > a server variable "sv_maplist" that I have manually edited via the server > > console to make the map rotation change without forcing a restart, but I > > didn't try changing to a map that wasn't applicable to the game type > already > > set. I'll play around with that and see what specifying a map that > belongs > > to a different gametype will do when I get a chance. Thanks for the > > suggestion, Hammer. > > > > For the record, I haven't seen Crow King's utility but I hear that a lot > of > > people like it. I guess I should download it and give it a try at some > > point. I personally didn't want to be forced to use a Windows PC to > handle > > that function which is part of the reason I wanted to develop something > that > > would run under Linux. > > > > I want to be sure to say that I really appreciate all the feedback. > Anyone > > who is interested in kicking the tires will definitely get the > opportunity. > > I do have a stable version of the programs currently running on my own > > server, but as I said before they only have the limited functionality I > > mentioned earlier. Once I smooth some of the rough edges, I'll release > them > > for testing. > > > > > > Shockwave > > From wokka at justfamily.org Mon Sep 9 00:28:02 2002 From: wokka at justfamily.org (charles 'wokka' goldsmith) Date: Sun, 8 Sep 2002 23:28:02 -0500 Subject: OT: BF1942 Message-ID: <000d01c257b9$491563a0$0afbfd0a@wokka.org> I know you couldn't say anything Ryan, but do you know any info about the rumor that the ship date for bf1942 got pushed back from Sept 10th? Also, if you need beta testers, I have a FreeBSD 4.6 box waiting :) Thanks! wokka From shockwave at clanshortfuse.com Mon Sep 9 00:44:19 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 00:44:19 -0400 Subject: Admin tool ready for testing Message-ID: <033d01c257bb$916aed80$0401a8c0@Asgard> Hello all, I am happy to announce that the programs I have been working on lately are now ready for testing. I have just finished testing the modification I have made to the client utility and everything seems to be working well. Here is a list of the client utility features programmed so far: - Configuration file Like its server counterpart, this program also utilizes a configuration file. Here is a copy: # # MOHAA Linux Server Admin Tool - Client Configuration File # # - All characters after a "#" on a line are comments and will be ignored. # - All blank lines will be ignored. # - The only option that must be specified in this file is PROGRAM. Without # it, the loader cannot operate. All other settings have defaults already # specified within the loader itself. # # # Specify the starting value for terminal filtering state. The state must # either be set to ENABLED or DISABLED. Disabling content filtering will allow # all server log output to be printed to the terminal screen regardless of the # filter mode selected. # FILTER_STATE = ENABLED # # Specify the starting value for terminal content filtering mode. The filter # mode must be set to one of the following: # # ALL - All server output to the terminal will be suppressed. # NORMAL - Normal filtering will be used. This setting suppresses most # messages from the server that aren't very important unless you # are trying to debug. You will still see chat and broadcasts, # kill/death, connection/disconnection, status displays, most server # initialization lines, as well as messages that don't show up too # often. # CHAT - This mode suppresses everything except chat and broadcast messages. # FILTER_MODE = NORMAL ############################# # # E O F It's a little sparse right now, but I hope to add some additional features to it soon. I had the beginnings of a system that allowed custom user filtering but I decided to pull it for now so I could release something and get some test results. I settled for enhancing the NORMAL filter mode so that only a reasonable amount of feedback makes it to the terminal. - Command line overrides Options can be placed on the command line to override program defaults not handled by the configuration file. Here is the output generated by invoking the client's --help option: Usage: mohaa_client [--host host] [--port port] [--cfg filename] [--log filename] mohaa_client --defaults mohaa_client --version mohaa_client --help --host IP address or host name: name must resolve to an IP address (e.g. localhost or 192.168.1.1 or www.myserver.com) --port port number --cfg path to configuration file, including filename itself (e.g. /usr/local/games/MOHAA/your_client_config.cfg) --log path to game server log file, including filename itself (e.g. /usr/local/games/MOHAA/server.log) --defaults prints current program defaults and exits --version prints current program version and exits --help prints this usage information and exits - Dynamic filtering commands You have the ability to issue commands to the client utility to instantly change filtering settings. I had some issues trying to share variables between processes and unfortunately the most direct solution was to use some downloaded CPAN modules and risk operating system support issues. I decided to keep the code to stock modules in order to mitigate the possibility of compatibility problems and ended up incorporating a named FIFO pipe unique to each client process for handling I/O between processes. It worked rather well. Here is the list of commands I have added so far: *** Client Utility Commands =========================== /? or /help - display this help text /?f or /f? - display current terminal filter settings /f on - ENABLE terminal filtering /f off - DISABLE terminal filtering /f all - set terminal filter mode to ALL /f chat - set terminal filter mode to CHAT /f norm - set terminal filter mode to NORMAL I've created a tar archive of the necessary files and gzipped it. The whole thing weighs in at about 8.5K and contains the following files: 13926 2002-09-08 23:27:08 ./bin/mohaa_admin 11890 2002-09-09 00:11:43 ./bin/mohaa_client 4433 2002-09-08 23:32:09 ./mohaa_admin.cfg 1388 2002-09-08 23:32:27 ./mohaa_client.cfg 202 2002-09-08 23:29:34 ./ban.cfg 799 2002-09-08 23:38:54 ./README.txt I haven't spent a lot of time writing up information, but I hopefully did enough to make it usable. I'll be happy to work with anyone interested in testing and will provide as much additional support and explanation as I can. Anyone who is still interested should email me directly at the following address to arrange delivery: shockwave at clanshortfuse.com My first priority will be to fix any bugs or issues with the current feature set. Assuming the testing progresses smoothly, I plan on adding TK auto-kick capability to the next versions as well as a few other things that have been mentioned. As always your comments and ideas are welcome. Thanks again to everyone who has taken the time to offer feedback and help. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From icculus at clutteredmind.org Mon Sep 9 01:36:41 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Mon, 9 Sep 2002 01:36:41 -0400 (EDT) Subject: [mohaa] OT: BF1942 In-Reply-To: <000d01c257b9$491563a0$0afbfd0a@wokka.org> Message-ID: > I know you couldn't say anything Ryan, but do you know any info about the > rumor that the ship date for bf1942 got pushed back from Sept 10th? > > Also, if you need beta testers, I have a FreeBSD 4.6 box waiting :) I can't talk about bf1942, please stop asking. --ryan. From jackie at hwzcorp.com Mon Sep 9 04:53:59 2002 From: jackie at hwzcorp.com (Jackie Lee Choon Yau) Date: Mon, 9 Sep 2002 16:53:59 +0800 Subject: [mohaa] Admin tool ready for testing Message-ID: <810A882BFC79334782BA0912A91BF6D90362D2@hcorp01.hwzcorp.com> i am most keen to try it on my server. Please deliver the package Jackie Medal of Honour: Allied Assault v1.11 Server: gs1.gameaxis.com:12203 -----Original Message----- From: [-SF-]Shockwave [mailto:shockwave at clanshortfuse.com] Sent: Monday, September 09, 2002 12:44 PM To: mohaa at icculus.org Subject: [mohaa] Admin tool ready for testing Hello all, I am happy to announce that the programs I have been working on lately are now ready for testing. I have just finished testing the modification I have made to the client utility and everything seems to be working well. Here is a list of the client utility features programmed so far: - Configuration file Like its server counterpart, this program also utilizes a configuration file. Here is a copy: # # MOHAA Linux Server Admin Tool - Client Configuration File # # - All characters after a "#" on a line are comments and will be ignored. # - All blank lines will be ignored. # - The only option that must be specified in this file is PROGRAM. Without # it, the loader cannot operate. All other settings have defaults already # specified within the loader itself. # # # Specify the starting value for terminal filtering state. The state must # either be set to ENABLED or DISABLED. Disabling content filtering will allow # all server log output to be printed to the terminal screen regardless of the # filter mode selected. # FILTER_STATE = ENABLED # # Specify the starting value for terminal content filtering mode. The filter # mode must be set to one of the following: # # ALL - All server output to the terminal will be suppressed. # NORMAL - Normal filtering will be used. This setting suppresses most # messages from the server that aren't very important unless you # are trying to debug. You will still see chat and broadcasts, # kill/death, connection/disconnection, status displays, most server # initialization lines, as well as messages that don't show up too # often. # CHAT - This mode suppresses everything except chat and broadcast messages. # FILTER_MODE = NORMAL ############################# # # E O F It's a little sparse right now, but I hope to add some additional features to it soon. I had the beginnings of a system that allowed custom user filtering but I decided to pull it for now so I could release something and get some test results. I settled for enhancing the NORMAL filter mode so that only a reasonable amount of feedback makes it to the terminal. - Command line overrides Options can be placed on the command line to override program defaults not handled by the configuration file. Here is the output generated by invoking the client's --help option: Usage: mohaa_client [--host host] [--port port] [--cfg filename] [--log filename] mohaa_client --defaults mohaa_client --version mohaa_client --help --host IP address or host name: name must resolve to an IP address (e.g. localhost or 192.168.1.1 or www.myserver.com) --port port number --cfg path to configuration file, including filename itself (e.g. /usr/local/games/MOHAA/your_client_config.cfg) --log path to game server log file, including filename itself (e.g. /usr/local/games/MOHAA/server.log) --defaults prints current program defaults and exits --version prints current program version and exits --help prints this usage information and exits - Dynamic filtering commands You have the ability to issue commands to the client utility to instantly change filtering settings. I had some issues trying to share variables between processes and unfortunately the most direct solution was to use some downloaded CPAN modules and risk operating system support issues. I decided to keep the code to stock modules in order to mitigate the possibility of compatibility problems and ended up incorporating a named FIFO pipe unique to each client process for handling I/O between processes. It worked rather well. Here is the list of commands I have added so far: *** Client Utility Commands =========================== /? or /help - display this help text /?f or /f? - display current terminal filter settings /f on - ENABLE terminal filtering /f off - DISABLE terminal filtering /f all - set terminal filter mode to ALL /f chat - set terminal filter mode to CHAT /f norm - set terminal filter mode to NORMAL I've created a tar archive of the necessary files and gzipped it. The whole thing weighs in at about 8.5K and contains the following files: 13926 2002-09-08 23:27:08 ./bin/mohaa_admin 11890 2002-09-09 00:11:43 ./bin/mohaa_client 4433 2002-09-08 23:32:09 ./mohaa_admin.cfg 1388 2002-09-08 23:32:27 ./mohaa_client.cfg 202 2002-09-08 23:29:34 ./ban.cfg 799 2002-09-08 23:38:54 ./README.txt I haven't spent a lot of time writing up information, but I hopefully did enough to make it usable. I'll be happy to work with anyone interested in testing and will provide as much additional support and explanation as I can. Anyone who is still interested should email me directly at the following address to arrange delivery: shockwave at clanshortfuse.com My first priority will be to fix any bugs or issues with the current feature set. Assuming the testing progresses smoothly, I plan on adding TK auto-kick capability to the next versions as well as a few other things that have been mentioned. As always your comments and ideas are welcome. Thanks again to everyone who has taken the time to offer feedback and help. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Jackie Lee Choon Yau.vcf Type: text/x-vcard Size: 180 bytes Desc: Jackie Lee Choon Yau.vcf URL: From ryan at serveitup.com Mon Sep 9 10:33:00 2002 From: ryan at serveitup.com (ServeItUp-Ryan) Date: Mon, 9 Sep 2002 07:33:00 -0700 Subject: [mohaa] Admin tool ready for testing In-Reply-To: <810A882BFC79334782BA0912A91BF6D90362D2@hcorp01.hwzcorp.com> Message-ID: <000301c2580d$cc5cfb20$6401a8c0@2000laptop> Me as well.. -----Original Message----- From: Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] Sent: Monday, September 09, 2002 1:54 AM To: mohaa at icculus.org Subject: RE: [mohaa] Admin tool ready for testing Importance: High i am most keen to try it on my server. Please deliver the package Jackie Medal of Honour: Allied Assault v1.11 Server: gs1.gameaxis.com:12203 -----Original Message----- From: [-SF-]Shockwave [mailto:shockwave at clanshortfuse.com] Sent: Monday, September 09, 2002 12:44 PM To: mohaa at icculus.org Subject: [mohaa] Admin tool ready for testing Hello all, I am happy to announce that the programs I have been working on lately are now ready for testing. I have just finished testing the modification I have made to the client utility and everything seems to be working well. Here is a list of the client utility features programmed so far: - Configuration file Like its server counterpart, this program also utilizes a configuration file. Here is a copy: # # MOHAA Linux Server Admin Tool - Client Configuration File # # - All characters after a "#" on a line are comments and will be ignored. # - All blank lines will be ignored. # - The only option that must be specified in this file is PROGRAM. Without # it, the loader cannot operate. All other settings have defaults already # specified within the loader itself. # # # Specify the starting value for terminal filtering state. The state must # either be set to ENABLED or DISABLED. Disabling content filtering will allow # all server log output to be printed to the terminal screen regardless of the # filter mode selected. # FILTER_STATE = ENABLED # # Specify the starting value for terminal content filtering mode. The filter # mode must be set to one of the following: # # ALL - All server output to the terminal will be suppressed. # NORMAL - Normal filtering will be used. This setting suppresses most # messages from the server that aren't very important unless you # are trying to debug. You will still see chat and broadcasts, # kill/death, connection/disconnection, status displays, most server # initialization lines, as well as messages that don't show up too # often. # CHAT - This mode suppresses everything except chat and broadcast messages. # FILTER_MODE = NORMAL ############################# # # E O F It's a little sparse right now, but I hope to add some additional features to it soon. I had the beginnings of a system that allowed custom user filtering but I decided to pull it for now so I could release something and get some test results. I settled for enhancing the NORMAL filter mode so that only a reasonable amount of feedback makes it to the terminal. - Command line overrides Options can be placed on the command line to override program defaults not handled by the configuration file. Here is the output generated by invoking the client's --help option: Usage: mohaa_client [--host host] [--port port] [--cfg filename] [--log filename] mohaa_client --defaults mohaa_client --version mohaa_client --help --host IP address or host name: name must resolve to an IP address (e.g. localhost or 192.168.1.1 or www.myserver.com) --port port number --cfg path to configuration file, including filename itself (e.g. /usr/local/games/MOHAA/your_client_config.cfg) --log path to game server log file, including filename itself (e.g. /usr/local/games/MOHAA/server.log) --defaults prints current program defaults and exits --version prints current program version and exits --help prints this usage information and exits - Dynamic filtering commands You have the ability to issue commands to the client utility to instantly change filtering settings. I had some issues trying to share variables between processes and unfortunately the most direct solution was to use some downloaded CPAN modules and risk operating system support issues. I decided to keep the code to stock modules in order to mitigate the possibility of compatibility problems and ended up incorporating a named FIFO pipe unique to each client process for handling I/O between processes. It worked rather well. Here is the list of commands I have added so far: *** Client Utility Commands =========================== /? or /help - display this help text /?f or /f? - display current terminal filter settings /f on - ENABLE terminal filtering /f off - DISABLE terminal filtering /f all - set terminal filter mode to ALL /f chat - set terminal filter mode to CHAT /f norm - set terminal filter mode to NORMAL I've created a tar archive of the necessary files and gzipped it. The whole thing weighs in at about 8.5K and contains the following files: 13926 2002-09-08 23:27:08 ./bin/mohaa_admin 11890 2002-09-09 00:11:43 ./bin/mohaa_client 4433 2002-09-08 23:32:09 ./mohaa_admin.cfg 1388 2002-09-08 23:32:27 ./mohaa_client.cfg 202 2002-09-08 23:29:34 ./ban.cfg 799 2002-09-08 23:38:54 ./README.txt I haven't spent a lot of time writing up information, but I hopefully did enough to make it usable. I'll be happy to work with anyone interested in testing and will provide as much additional support and explanation as I can. Anyone who is still interested should email me directly at the following address to arrange delivery: shockwave at clanshortfuse.com My first priority will be to fix any bugs or issues with the current feature set. Assuming the testing progresses smoothly, I plan on adding TK auto-kick capability to the next versions as well as a few other things that have been mentioned. As always your comments and ideas are welcome. Thanks again to everyone who has taken the time to offer feedback and help. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From warrenw at xmission.com Mon Sep 9 14:54:30 2002 From: warrenw at xmission.com (Warren Woodward) Date: Mon, 9 Sep 2002 12:54:30 -0600 Subject: [mohaa] Admin tool ready for testing In-Reply-To: <033d01c257bb$916aed80$0401a8c0@Asgard>; from shockwave@clanshortfuse.com on Mon, Sep 09, 2002 at 12:44:19AM -0400 References: <033d01c257bb$916aed80$0401a8c0@Asgard> Message-ID: <20020909125430.A18738@xmission.com> This looks great. Naturally, I have about a hundred questions, and seeing as there is so much interest here, and it all pretty well pertains to the linux ded server we're all using, I'm gonna ask them here in public. Ok, so I spent about an hour tweaking this for my default port server (a Team DM) and it *seems* to be up and running. Now, I'm not a Perl jockey, and far from an expert on this engine, so forgive me in advance for my spectacular failures in interpreting all your work. I'm old and set in my ways, I guess, so naturally the default config this ships with wasn't exactly what I wanted, so I have tried to juryrig it to my needs, and this is probably causing more problems. First off, I'm an addict of "admin". I use this to screen all my game servers so I can attach to the console from anywhere (I use "screen -mDS moh0" for this particular server). So, am I right that the client is kind of the same thing? Only problem is that I can't really figure out what the client is supposed to do, expect tail the filtered console output. I use admin to stats, kick, clientkick, say, etc. What I did here was exit the PROGRAM field to start with "screen -mds moh0" at the start, and this seems to have worked normally. I guess I'm just a little confused about the purpose of the client and whether or not I've disabled some function by this action. Are there commands not yet invoked in this beta? The other problem I'm having, and this may be fairly important, is that though the mohaa_admin util is running, outside of launching the game it seems to be doing nothing else whatsoever. Since players are fickle as all get out, none of them have yet bothered to reenter the game since I brought it down to play with all this stuff, so I've so far had no real chance to watch it in action. But I've fired up a game client on my laptop and I've been watching for server messages (none), and for curiosity sake I added the IP of the laptop to the ban.cfg and rejoined with no problem (I tried to exec the config from the console, and it's no likey). I guess the short question to this tome would be.. um, what is it supposed to be doing? Seems it's launched the game, and that's about it. Incidentally, have you had any issues with multiple copies of the admin tool running on one machine? I don't forsee any, I was just going to build a second config and rename everything accoudingly and launch away. And, er.. there were more quesitons, but this is probably enough to keep you busy for a while. I'll leave it there for now. Again, kudos. warren - From shockwave at clanshortfuse.com Mon Sep 9 15:35:16 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 15:35:16 -0400 Subject: [mohaa] Admin tool ready for testing References: <033d01c257bb$916aed80$0401a8c0@Asgard> <20020909125430.A18738@xmission.com> Message-ID: <00f701c25838$084752a0$0401a8c0@Asgard> Hey Warren, I'll do my best to answer your questions. > I'm old and set in my ways, I guess, so naturally the default config this > ships with wasn't exactly what I wanted, so I have tried to juryrig it to > my needs, and this is probably causing more problems. First off, I'm an > addict of "admin". I use this to screen all my game servers so I can > attach to the console from anywhere (I use "screen -mDS moh0" for this > particular server). I use "screen" to start my server as well. Here's what I use to start my server: #!/bin/bash # # save last copy of log file cp ~/.mohaa/main/qconsole.log ~/.mohaa/main/qconsole_last.log # truncate log > ~/.mohaa/main/qconsole.log # start server screen mohaa_admin I love having the ability to disconnect from the session and log out without causing the server to quit. It's a life saver when bundled with remote access via SSH. > ... What I did here was exit the PROGRAM > field to start with "screen -mds moh0" at the start, and this seems to > have worked normally. I guess I'm just a little confused about the > purpose of the client and whether or not I've disabled some function by > this action. Are there commands not yet invoked in this beta? > The PROGRAM option in the server configuration file is used as an argument in a piped open statement so the admin tool can send commands directly to the game server program. If you have added anything to that option other than the fully qualified path to the mohaa_lnxded binary with the appropriate command line options it requires, then that is the first thing I would change. Adding additional programs into that stream will inhibit the admin tool's ability to issue commands to the game server. When I was developing the program I tried to do what you did and I couldn't get the game server to respond to automated commands. This is most likely why you won;t get kicked when your IP is in the ban.cfg file and why the autmoated server broadcast messaging isn't working. The "screen" component is suppressing the admin tool's input stream to the game server. Currently, the admin tool does the following: - implements a robust automated server broadcast messaging system - re-reads the ban.cfg file when every new player connects and kicks those listed with a custom ban message - allows multiple clients to issue commands to the server using the client program The Client Utility does the following: - allows admin commands to be issued to the game server - provides dynamic filtering of server output using local commands - filter can be enabled and disabled and has 3 modes - ALL: no server output printed - NORMAL: only relevant server output printed - CHAT: only chat and broadcast messages printed I fully intend to add more features assuming that these versions pass muster with everyone who is testing them. I've learned the hard way not to build too many features into a program before finding out whether it even floats. I am sincerely hoping that I will get a bunch of feature requests from everyone who tries it so that I can incorporate them into the next release. Some of the ideas I already have in mind are: Server ========= - autokick of TK's and high ping players - stats processing - web enabled viewing of stats - web interface for server admin - player voting for map and game type changes Client ========= - user defined content filtering - batch file execution These are just some of the concepts I have been kicking around in my head. > Incidentally, have you had any issues with multiple copies of the admin > tool running on one machine? I don't forsee any, I was just going to > build a second config and rename everything accoudingly and launch away. > I haven't tried to do that yet because my machine isn't ideally suited for running multiple instances of the game. Assuming that the server tool's port, config, and log options are different in each instance, you shouldn't have any problems. I think I addressed these points in the server's .cfg file in greater detail. Let me know if I need to add more instructions. > And, er.. there were more quesitons, but this is probably enough to keep > you busy for a while. I'll leave it there for now. > > Again, kudos. > Thanks! Keep the questions, ideas, and comments coming. I really want to encourage everyone to give as much feedback as possible. I'm not the most knowledgeable MOH:AA admin out there, but I have learned a lot from the other admins in the community and I love to program. Thanks for your feedback and questions, Warren. If you've got more, fire away! Shockwave ----- Original Message ----- From: "Warren Woodward" To: Sent: Monday, September 09, 2002 2:54 PM Subject: Re: [mohaa] Admin tool ready for testing > This looks great. Naturally, I have about a hundred questions, and seeing > as there is so much interest here, and it all pretty well pertains to the > linux ded server we're all using, I'm gonna ask them here in public. > > Ok, so I spent about an hour tweaking this for my default port server > (a Team DM) and it *seems* to be up and running. Now, I'm not a Perl > jockey, and far from an expert on this engine, so forgive me in advance > for my spectacular failures in interpreting all your work. > > I'm old and set in my ways, I guess, so naturally the default config this > ships with wasn't exactly what I wanted, so I have tried to juryrig it to > my needs, and this is probably causing more problems. First off, I'm an > addict of "admin". I use this to screen all my game servers so I can > attach to the console from anywhere (I use "screen -mDS moh0" for this > particular server). So, am I right that the client is kind of the same > thing? Only problem is that I can't really figure out what the client is > supposed to do, expect tail the filtered console output. I use admin to > stats, kick, clientkick, say, etc. What I did here was exit the PROGRAM > field to start with "screen -mds moh0" at the start, and this seems to > have worked normally. I guess I'm just a little confused about the > purpose of the client and whether or not I've disabled some function by > this action. Are there commands not yet invoked in this beta? > > The other problem I'm having, and this may be fairly important, is that > though the mohaa_admin util is running, outside of launching the game it > seems to be doing nothing else whatsoever. Since players are fickle as > all get out, none of them have yet bothered to reenter the game since I > brought it down to play with all this stuff, so I've so far had no real > chance to watch it in action. But I've fired up a game client on my > laptop and I've been watching for server messages (none), and for > curiosity sake I added the IP of the laptop to the ban.cfg and rejoined > with no problem (I tried to exec the config from the console, and it's no > likey). I guess the short question to this tome would be.. um, what is it > supposed to be doing? Seems it's launched the game, and that's about it. > > Incidentally, have you had any issues with multiple copies of the admin > tool running on one machine? I don't forsee any, I was just going to > build a second config and rename everything accoudingly and launch away. > > And, er.. there were more quesitons, but this is probably enough to keep > you busy for a while. I'll leave it there for now. > > Again, kudos. > > > warren - From warrenw at xmission.com Mon Sep 9 16:54:41 2002 From: warrenw at xmission.com (Warren Woodward) Date: Mon, 9 Sep 2002 14:54:41 -0600 Subject: [mohaa] Admin tool ready for testing In-Reply-To: <00f701c25838$084752a0$0401a8c0@Asgard>; from shockwave@clanshortfuse.com on Mon, Sep 09, 2002 at 03:35:16PM -0400 References: <033d01c257bb$916aed80$0401a8c0@Asgard> <20020909125430.A18738@xmission.com> <00f701c25838$084752a0$0401a8c0@Asgard> Message-ID: <20020909145441.A4357@xmission.com> OK, that made too much sense for me to have considered early on a Monday morning. I get it now, and this is pretty slick (I also made a full-path alias to the client for ease). Now,screen is working nicely, and the server is broadcasting the messages just right. But I can still join from my "banned" laptop. Also, is there anything in effect yet in the client tool that automatically adds a banned IP to the ban.cfg? Or does it need to be added manually? And if so, does the client need to be restarted, or will it read the edited ban.cfg on the fly? One other thing. What's the clean kill command for this? Anytime I ctrl-c it, I have to clean up leftover tails, etc. Not a big problem... just wondering if it's been addressed yet. I know, I know... give them an inch... Sorry if you've answered these already. Somewhere in the midsts of playing with all this I have a few thousand DSL users to take care of, too. :p Incidentally, if you're interested in trying this server out yourself, it's freakshow.xmission.com (default port, the other on 12204 isn't running this code yet). But seriously, this rules. I like it. -- warren woodward XMission DSL Domo/Mailman warrenw at xmission.com (801) 303-0819 (877) XMISSION From tourinho at shadow.ucpel.tche.br Mon Sep 9 17:46:12 2002 From: tourinho at shadow.ucpel.tche.br (Gustavo Passos Tourinho) Date: Mon, 9 Sep 2002 18:46:12 -0300 (BRT) Subject: Change server messages Message-ID: Hello all. How can I change (translate) servers message (ie. kill messages)?? Thanks tourinho -- [ Student @ Universidade Catlica de Pelotas ] [ - http://www.ucpel.tche.br ] [ ] [ Interested in: ] [ - Programming (C, C++, Python, Assembly) ] [ - Linux and Stuff ] From shockwave at clanshortfuse.com Mon Sep 9 18:35:13 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 18:35:13 -0400 Subject: [mohaa] Admin tool ready for testing References: <033d01c257bb$916aed80$0401a8c0@Asgard> <20020909125430.A18738@xmission.com> <00f701c25838$084752a0$0401a8c0@Asgard> <20020909145441.A4357@xmission.com> Message-ID: <01c601c25851$2c87fca0$0401a8c0@Asgard> Hello Warren, > Now,screen is working nicely, and the server is broadcasting the messages > just right. But I can still join from my "banned" laptop. It sounds to me like one or more of the following is happening: (1) The server can't read the ban.cfg file for some reason - doesn't exist - looking in the wrong spot - bad permissions - the path to the ban.cfg file isn't a fully qualified pathname (2) The "developer 1" setting isn't set or working properly (3) The IP address in the file isn't entered properly - wrong IP address - extra characters on the line other than whitespace Let me explain how the ban logic works and we can proceed from there. The server monitoring process sifts through the server output stream looking for certain events. In the case of the ban logic, it looks for a string that ends in " has entered the battle". Once this message is intercepted, the process re-reads the ban.cfg file and issues a "status" command to the game server. As the status display is produced, each player's IP address is compared to the array of banned IP's in memory. A match causes a "clientkick" command to be issued, followed by a ban message. The first thing I would do is check to see if you generate a " has entered the battle" message in the server output when you connect. If not, ensure that you have the "developer" cvar set to either "1" or "2" and see if that fixes it. It's pretty easy to spot because if this is set correctly, every time a player joins a status display gets printed to the output automatically. If this message isn't being generated, then that's what's wrong. If you are generating the message and nothing happens, then I would check to be sure your ban.cfg file is where it's expected and is readable. You can also try running "mohaa_admin --defaults" on the command line and you'll see where the default ban file location is for your system. Try leaving out the --ban option and placing the file in the default location to see if the ban logic works. Failure to read the ban.cfg file isn't a fatal error at this point so it won't be advertised if it isn't working properly. If you still can't get it to work, write back to me with what happens when you try each of the steps I've outlined and I will change the code in order to provide better feedback regarding the disposition of the ban file. I did find something that I do want to mention. The default server configuration file "mohaa_admin.cfg" doesn't have the BAN_MSG_START and BAN_MSG_END options commented out. In this configuration you will only see the player's name print if a ban message is broadcast. This is because the player name is sandwiched between these two variables in order to generate custom ban messages. To get the default ban message to print correctly, simply comment out the two options in the server configuration file by placing a single "#" in front of each. I've already made this change to the default server configuration file so this won't be an issue in the future. > ... Also, is there > anything in effect yet in the client tool that automatically adds a banned > IP to the ban.cfg? Or does it need to be added manually? And if so, does > the client need to be restarted, or will it read the edited ban.cfg on the > fly? There is no method for adding an IP to the ban.cfg file without manually editing it ...yet. That is one of the things I wanted to add but I decided to table it for this initial release. The client doesn't have anything to do with the ban.cfg file at this point. It is handled exclusively by the server monitoring process and is re-read with each player connection to the server. > One other thing. What's the clean kill command for this? Anytime I ctrl-c > it, I have to clean up leftover tails, etc. Not a big problem... just > wondering if it's been addressed yet. I know, I know... give them an > inch... > I have tested this on my own RedHat 7.2 server and have seen it tested on a RedHat 7.3 box and a effectively cleans up everything. Let me give you some background information. When the admin tool is running, it will spawn 3 processes. The first process launches the game server and is responsible for providing input to the game server interface itself. It then launches two more processes that handle server output monitoring and new client connections respectively. With no clients connected to the admin tool, you should see a process for the game server and 3 processes for the admin tool. Each client that connects causes the tool's communication process to spawn two more processes: one for input and one for output. The client utility does the same thing. Killing the client utility with a should cause it's 2 processes to go away as well as the 2 processes spawned by the tool to handle the I/O. If you attempt to manually kill any of the processes for either program, you will circumvent the clean-up logic in place and the processes won't be disposed of properly. If you are connected to the screen process and issue a , you should see all server processes disappear. To test this, use the "top" program from another terminal when the server tool is running and hit "M" to filter active processes by memory usage. You should see what I have described. Record the process ID's of the server processes and then try connecting with a client form another terminal. Record the new process ID's and then disconnect the client by doing a from it. Everything should happen just as I described it above. If not, let me know what happened to what processes. By the way, don't do anything funky to start the client utility like use "screen" with it while you're doing the test. Keeping it "vanilla" is the best way to figure out what's happening. Also, please tell me your OS version, kernel version, and perl version if you still are having problems. Keep 'em coming, Warren! Shockwave ----- Original Message ----- From: "Warren Woodward" To: Sent: Monday, September 09, 2002 4:54 PM Subject: Re: [mohaa] Admin tool ready for testing > OK, that made too much sense for me to have considered early on a Monday > morning. I get it now, and this is pretty slick (I also made a full-path > alias to the client for ease). > > Now,screen is working nicely, and the server is broadcasting the messages > just right. But I can still join from my "banned" laptop. Also, is there > anything in effect yet in the client tool that automatically adds a banned > IP to the ban.cfg? Or does it need to be added manually? And if so, does > the client need to be restarted, or will it read the edited ban.cfg on the > fly? > > One other thing. What's the clean kill command for this? Anytime I ctrl-c > it, I have to clean up leftover tails, etc. Not a big problem... just > wondering if it's been addressed yet. I know, I know... give them an > inch... > > Sorry if you've answered these already. Somewhere in the midsts of > playing with all this I have a few thousand DSL users to take care of, > too. :p > > Incidentally, if you're interested in trying this server out yourself, > it's freakshow.xmission.com (default port, the other on 12204 isn't > running this code yet). > > But seriously, this rules. I like it. > -- > warren woodward > XMission DSL > Domo/Mailman > warrenw at xmission.com > (801) 303-0819 > (877) XMISSION > > > > From warrenw at xmission.com Mon Sep 9 19:05:11 2002 From: warrenw at xmission.com (Warren Woodward) Date: Mon, 9 Sep 2002 17:05:11 -0600 Subject: [mohaa] Admin tool ready for testing In-Reply-To: <01c601c25851$2c87fca0$0401a8c0@Asgard>; from shockwave@clanshortfuse.com on Mon, Sep 09, 2002 at 06:35:13PM -0400 References: <033d01c257bb$916aed80$0401a8c0@Asgard> <20020909125430.A18738@xmission.com> <00f701c25838$084752a0$0401a8c0@Asgard> <20020909145441.A4357@xmission.com> <01c601c25851$2c87fca0$0401a8c0@Asgard> Message-ID: <20020909170511.A14130@xmission.com> On Mon, Sep 09, 2002 at 06:35:13PM -0400, [-SF-]Shockwave wrote: > The first thing I would do is check to see if you generate a " has entered > the battle" message in the server output when you connect. If not, ensure > that you have the "developer" cvar set to either "1" or "2" and see if that > fixes it. It's pretty easy to spot because if this is set correctly, every > time a player joins a status display gets printed to the output > automatically. If this message isn't being generated, then that's what's > wrong. It is. I failed to add the dir in mohaa_admin to reflect the correct path. It's Monday, you see. I expect it'll work fine when the server restarts (or does this reload every level?... I'll look at that). > I did find something that I do want to mention. The default server > configuration file "mohaa_admin.cfg" doesn't have the BAN_MSG_START and > BAN_MSG_END options commented out. In this configuration you will only see > the player's name print if a ban message is broadcast. This is because the > player name is sandwiched between these two variables in order to generate > custom ban messages. To get the default ban message to print correctly, > simply comment out the two options in the server configuration file by > placing a single "#" in front of each. I've already made this change to the > default server configuration file so this won't be an issue in the future. Just to clarify, you are suggesting that the BAN_MSG_START and _END be commented out of the config if someone does *not* want customized messages, right? > There is no method for adding an IP to the ban.cfg file without manually > editing it ...yet. That is one of the things I wanted to add but I decided > to table it for this initial release. The client doesn't have anything to > do with the ban.cfg file at this point. It is handled exclusively by the > server monitoring process and is re-read with each player connection to the > server. Cool. Not a problem at all. I think we're all pretty confortable with a simple text exit, anyway. > > I have tested this on my own RedHat 7.2 server and have seen it tested on a > RedHat 7.3 box and a effectively cleans up everything. Let me And a few minutes after I sent this, I figured that out. And that the tail is envoked by the admin for use. I'm here now, you can start class. > Keep 'em coming, Warren! I can't. You're answering everything. I"ll be toying more tonight when I can concentrate and test more. -- warren woodward XMission DSL Domo/Mailman warrenw at xmission.com (801) 303-0819 (877) XMISSION From shockwave at clanshortfuse.com Mon Sep 9 19:40:57 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 19:40:57 -0400 Subject: [mohaa] Admin tool ready for testing References: <033d01c257bb$916aed80$0401a8c0@Asgard> <20020909125430.A18738@xmission.com> <00f701c25838$084752a0$0401a8c0@Asgard> <20020909145441.A4357@xmission.com> <01c601c25851$2c87fca0$0401a8c0@Asgard> <20020909170511.A14130@xmission.com> Message-ID: <01d401c2585a$5bd0b2a0$0401a8c0@Asgard> Hey Warren, > It is. I failed to add the dir in mohaa_admin to reflect the correct > path. It's Monday, you see. I expect it'll work fine when the server > restarts (or does this reload every level?... I'll look at that). > Command line options are checked only at the time the admin tool is launched. Unfortunately you'll have to kill and restart the server to change them because they aren't part of the configuration file. However, if you do manage to put the ban.cfg file where the server expects it to be, it will begin reading and processing it the next time a player joins and you won't have to shut it down, > Just to clarify, you are suggesting that the BAN_MSG_START and _END be > commented out of the config if someone does *not* want customized > messages, right? > That's correct. If you execute "mohaa_admin --defaults" on the command line, it will show you what the default ban message components are among other things. If this is cool, just be sure to comment out the configuration file options and you're all set. I made the start and end message variables to give people a little more artistic license with the message. > Cool. Not a problem at all. I think we're all pretty confortable with a > simple text exit, anyway. > If everything continues to run smoothly, I'll implement the ability for clients to add entries to the ban.cfg file on the fly. I would be interested in hearing how you and others would like it to operate. That functionality goes along with another idea I wanted to try: banning foul-mouthed bad sports. The last time I was monitoring my server, some player was using the map exploit for Destroyed Village. He told a bunch of people who told him to stop to F*** off. When I told him to "please watch the language", he said "F*** you too". Needless to say I exercised my admin privileges and booted him, but it left me thinking it might be interesting to have a language filter, fed by a user defined external list of bad words, that could temp/perm ban players after X number of offenses. Multiple levels of warning messages could also be employed, possibly increasing in severity with each subsequent infraction... Anyway, I'm glad to hear that things are working better for you. Keep me posted! Shockwave ----- Original Message ----- From: "Warren Woodward" To: Sent: Monday, September 09, 2002 7:05 PM Subject: Re: [mohaa] Admin tool ready for testing > On Mon, Sep 09, 2002 at 06:35:13PM -0400, [-SF-]Shockwave wrote: > > The first thing I would do is check to see if you generate a " has entered > > the battle" message in the server output when you connect. If not, ensure > > that you have the "developer" cvar set to either "1" or "2" and see if that > > fixes it. It's pretty easy to spot because if this is set correctly, every > > time a player joins a status display gets printed to the output > > automatically. If this message isn't being generated, then that's what's > > wrong. > > It is. I failed to add the dir in mohaa_admin to reflect the correct > path. It's Monday, you see. I expect it'll work fine when the server > restarts (or does this reload every level?... I'll look at that). > > > I did find something that I do want to mention. The default server > > configuration file "mohaa_admin.cfg" doesn't have the BAN_MSG_START and > > BAN_MSG_END options commented out. In this configuration you will only see > > the player's name print if a ban message is broadcast. This is because the > > player name is sandwiched between these two variables in order to generate > > custom ban messages. To get the default ban message to print correctly, > > simply comment out the two options in the server configuration file by > > placing a single "#" in front of each. I've already made this change to the > > default server configuration file so this won't be an issue in the future. > > Just to clarify, you are suggesting that the BAN_MSG_START and _END be > commented out of the config if someone does *not* want customized > messages, right? > > > There is no method for adding an IP to the ban.cfg file without manually > > editing it ...yet. That is one of the things I wanted to add but I decided > > to table it for this initial release. The client doesn't have anything to > > do with the ban.cfg file at this point. It is handled exclusively by the > > server monitoring process and is re-read with each player connection to the > > server. > > Cool. Not a problem at all. I think we're all pretty confortable with a > simple text exit, anyway. > > > > > I have tested this on my own RedHat 7.2 server and have seen it tested on a > > RedHat 7.3 box and a effectively cleans up everything. Let me > > And a few minutes after I sent this, I figured that out. And that the > tail is envoked by the admin for use. I'm here now, you can start class. > > > Keep 'em coming, Warren! > > I can't. You're answering everything. I"ll be toying more tonight when I > can concentrate and test more. > > > -- > warren woodward > XMission DSL > Domo/Mailman > warrenw at xmission.com > (801) 303-0819 > (877) XMISSION > > > > From shockwave at clanshortfuse.com Mon Sep 9 20:46:35 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 20:46:35 -0400 Subject: Admin Tool beta: --host option info Message-ID: <020201c25863$86c8ac20$0401a8c0@Asgard> Hello all, If anyone participating in the beta test is using the --host option on the command line for the server program, I recommend that you do so with caution. Specifying an Internet accessible address for this command line option exposes the admin tool to the Internet and that isn't necessarily a good thing. Since the admin tool doesn't employ passwords or encryption of any kind, anyone attempting to connect to the IP address and port specified will be granted full access to the game server. Because of this, I strongly recommend that you use the default setting of "localhost" because it will keep your server much more secure. I originally added this option to allow administrators to specify internal IP's for multi-homed systems. If you do decide to use the --host option, only specify an IP address that is either limited to a non-public pool or not routed to the Internet in any way. If you require remote access to your server, use a client utility that employs the SSH2 protocol to connect to the game server. Once connected, your communications traffic will be encrypted and you are free to use local addressing to run the programs. Linux has an SSH client pre-installed, but if you are using a Windows PC you will need to download a utility like PuTTY to accomplish the same thing. It's free and available here: http://www.chiark.greenend.org.uk/~sgtatham/putty/ My father once told me, "A little paranoia goes a long way." If you're just a little paranoid about the potential danger of using this option, I'm sure it will go a long way towards keeping you out of harm's way. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From shockwave at clanshortfuse.com Mon Sep 9 20:59:56 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 9 Sep 2002 20:59:56 -0400 Subject: [mohaa] Change server messages References: Message-ID: <02ac01c25865$62b27940$0401a8c0@Asgard> Hey Gustavo, What you are looking for is a file called "localization.txt". It handles translation of messages that the server generates. The file itself explains how to manipulate the settings. To extract the file, first you need to change your current directory to the "main" subdirectory under the application root directory where all the ".pk3" files are kept. Once there, issue the following command to extract the localization file: unzip -u Pak0.pk3 global/localization.txt It will place the file in a subdirectory called "global", one level down from your current location. Simply edit the file using your favorite text editor and you should be set. Shockwave ----- Original Message ----- From: "Gustavo Passos Tourinho" To: Sent: Monday, September 09, 2002 5:46 PM Subject: [mohaa] Change server messages > Hello all. > > How can I change (translate) servers message (ie. kill messages)?? > > Thanks > > tourinho > > -- > [ Student @ Universidade Catlica de Pelotas ] > [ - http://www.ucpel.tche.br ] > [ ] > [ Interested in: ] > [ - Programming (C, C++, Python, Assembly) ] > [ - Linux and Stuff ] > From warrenw at xmission.com Tue Sep 10 14:56:34 2002 From: warrenw at xmission.com (Warren Woodward) Date: Tue, 10 Sep 2002 12:56:34 -0600 Subject: multi ports Message-ID: <20020910125634.A22792@xmission.com> After some moderate damming and helling, I have the Admin tool running nicely of seperate ports, and sharing the ban.cfg file. Now Shock, is there any way we can parse banning by name into this structure? Or is this on the to-do list? Only real bug I've found is when the client spews a series of rapid-fire status commands once in a while, and then stops running status altogether until it's restarted (the client, not the server). Any thoughts to this? It seems to happen most after a level change, or some other event that sends a lot of code to the console. -- warren woodward XMission DSL Domo/Mailman warrenw at xmission.com (801) 303-0819 (877) XMISSION From shockwave at clanshortfuse.com Wed Sep 11 09:21:20 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Wed, 11 Sep 2002 09:21:20 -0400 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> Message-ID: <003401c25996$25339860$0401a8c0@Asgard> Hey Warren, Sorry to take so long to get back to you. I had to take care of a couple of family things that popped up yesterday unexpectedly. > Now Shock, is there any way we can parse banning by name into this > structure? Or is this on the to-do list? > I hadn't considered using player name as a way of banning people because I have seen many occasions where two different people have used the same name. Even in the case of IP address there can be innocent victims. Anyone using a Dial-up Internet account which employs DHCP will basically get a new IP address every time they connect. If you have any suggestions or can give me a better idea of what you need, I'd be happy to discuss the issue with you further. > Only real bug I've found is when the client spews a series of rapid-fire > status commands once in a while, and then stops running status altogether > until it's restarted (the client, not the server). Any thoughts to this? Technically speaking, the operating system is supposed to buffer all the data being sent to the client so this kind of thing doesn't happen. Are you saying that the client stops responding even to local commands like "/?" or "/f off"? What about any keyboard input at all? Does what you type show on the screen? Does a abort the process cleanly or are there still processes left? I just want to be sure I understand what you mean by "stops running" before I attempt a fix. One of my primary short-term goals is to make the tool easier to install and configure. If there are any issues you had trying to get it running or ideas that would've made it easier for you, please let me know. I'd like to get the installation and configuration stuff squared way before I begin work on some of the enhancements we have talked about for the next release. Shockwave ----- Original Message ----- From: "Warren Woodward" To: Sent: Tuesday, September 10, 2002 2:56 PM Subject: [mohaa] multi ports > After some moderate damming and helling, I have the Admin tool running > nicely of seperate ports, and sharing the ban.cfg file. > > Now Shock, is there any way we can parse banning by name into this > structure? Or is this on the to-do list? > > Only real bug I've found is when the client spews a series of rapid-fire > status commands once in a while, and then stops running status altogether > until it's restarted (the client, not the server). Any thoughts to this? > It seems to happen most after a level change, or some other event that > sends a lot of code to the console. > > > -- > warren woodward > XMission DSL > Domo/Mailman > warrenw at xmission.com > (801) 303-0819 > (877) XMISSION > > > > From mike at Benstead.net Wed Sep 11 12:07:21 2002 From: mike at Benstead.net (Mike Benstead) Date: Wed, 11 Sep 2002 17:07:21 +0100 Subject: FAQ? Message-ID: <000101c259ad$4f61d0e0$0200a8c0@amd1800> Hi, I am looking to set up a dedicated linux server for MOHAA I have the mohaa_lnxded_1.11.tar.gz and have followed the instructions given. (please point me to a FAQ if there is one) My question is do I have to upload ALL of the files from my Win32 installation or just a small number (Pak*.* for example?) Regards Mike -------------- next part -------------- An HTML attachment was scrubbed... URL: From sanderdehond at home.nl Wed Sep 11 12:15:44 2002 From: sanderdehond at home.nl (Sander de Hond) Date: Wed, 11 Sep 2002 18:15:44 +0200 Subject: Dedicated server install Message-ID: <000901c259ae$7b58e480$e7f033d5@cc2436b> Hi, You need to install the main dir of your win32 installation. The place where all the pakxx.pk3 files are stored. Then you only need to upload the linux patch to the mohaa dir and you're ready to go. Good Luck, Sander -------------- next part -------------- An HTML attachment was scrubbed... URL: From enroll+mohaa_linux at spawn.ims.att.com Wed Sep 11 12:16:36 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Wed, 11 Sep 2002 12:16:36 -0400 Subject: [mohaa] FAQ? References: <000101c259ad$4f61d0e0$0200a8c0@amd1800> Message-ID: <00c701c259ae$9c08d000$f00a0a0a@mommabear> Here's my MOHAA dir, works okay: MOHAA: -rw-rw-r-- 1 coco home 4274844 Aug 27 14:07 fgameded.so drwxrwsr-x 5 coco home 1024 Sep 9 15:17 main/ -rwxr-xr-x 1 coco home 532592 Aug 27 14:07 mohaa_lnxded* MOHAA/main: -rw-rw-r-- 1 coco home 98668934 Aug 27 14:04 Pak0.pk3 -rw-rw-r-- 1 coco home 119631347 Aug 27 14:05 Pak1.pk3 -rw-rw-r-- 1 coco home 365587748 Aug 27 14:06 Pak2.pk3 -rw-rw-r-- 1 coco home 87555605 Aug 27 14:06 Pak3.pk3 -rw-rw-r-- 1 coco home 34046379 Aug 27 14:07 Pak4.pk3 -rw-rw-r-- 1 coco home 87721422 Aug 27 14:07 Pak5.pk3 drwxrwsr-x 2 coco home 1024 Aug 27 14:19 configs/ -rw-rw-r-- 1 coco home 702 Aug 27 14:04 newconfig.cfg -rw-rw-r-- 1 coco home 11202988 Aug 27 14:07 pak6.pk3 MOHAA/main/configs: -rw-rw-r-- 1 coco home 0 Aug 27 14:19 unnamedsoldier.cfg --[MC]Hammer ----- Original Message ----- From: Mike Benstead To: mohaa at icculus.org Sent: Wednesday, September 11, 2002 12:07 PM Subject: [mohaa] FAQ? Hi, I am looking to set up a dedicated linux server for MOHAA I have the mohaa_lnxded_1.11.tar.gz and have followed the instructions given. (please point me to a FAQ if there is one) My question is do I have to upload ALL of the files from my Win32 installation or just a small number (Pak*.* for example?) Regards Mike -------------- next part -------------- An HTML attachment was scrubbed... URL: From warrenw at xmission.com Wed Sep 11 12:26:36 2002 From: warrenw at xmission.com (Warren Woodward) Date: Wed, 11 Sep 2002 10:26:36 -0600 Subject: [mohaa] multi ports In-Reply-To: <003401c25996$25339860$0401a8c0@Asgard>; from shockwave@clanshortfuse.com on Wed, Sep 11, 2002 at 09:21:20AM -0400 References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> Message-ID: <20020911102636.B18614@xmission.com> My primary reason on banning by name is to keep certain words and phrases taboo. You know how it is, you spend all this time running a good, clean, fair server that everyone enjoys, and suddenly someone named "CuntFace" joins and kinds throws all your work out the window. There are also some clan-based idiots I like to keep away. For example, there is some group named (kor) that likes to join as a bunch and start mowing down their teammates. With CrowKing's, I simply entered (kor) as a banned name, and that way they at least can't play as a group which seems to be discouraging enough. I just found the name banning to be useful for things like this. Thought I'd toss it out there for ya. One other side note, Crow's also has the ability to auto-kick nick stealers, which is really nice, too. Something you might want to consider for future releases. Now the other thing. I may have been unclear. What seems to be happening is that the admin tool appears to randomly send multiple commands to the console. When I said it then "locks up", I was referring specifically to the "status" command it sends at regular intervals, which occasionally spews out in 5 to 10 immediately successive executions (so the console suddenly gets pages of status) and then stops sending that command altogether for an undetermined period of time. Perhaps a better example is something I observed last night. "MadIrishman" was pouring lead into his teammates at the spawn point, so I took the chance to test out the ban in public, which worked perfectly. And I had altered the Kick message in the admin file (not the config)to say "is now a banned l0ser.". When the level reloaded and he was removed, this happened: broadcast: print "MAD IRISHMAN was kicked\n" Going to CS_ZOMBIE for MAD IRISHMAN broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" 12 instances of it. Which, frankly, was kind of cool, because everyone in the server definately saw it. :) But still, it's a good representation of the way these commands are getting send in multi-sequence to the console for some reason. I did find two instances of the client and the tail running during these periods, but can't observe a direct correlation between this. Anyway, I can provide whatever specifics you would like. As to the installation, nah, I think it was pretty straightforward. Lord knows I was having a busy day, and the half-attention I could provide to the project was 80% responsible to my misunderstandings of it's function. I suppose a newbie step-by-step walkthrough would help people, but outside that I really have no suggestions that you aren't probably already considering. Again, this rules. I'm really pleased with it. We have a slew of other MOH servers here at XMission, and I'm turning the other admins onto this tool. They're pleased with the features in this early release. -- warren woodward XMission DSL Domo/Mailman warrenw at xmission.com (801) 303-0819 (877) XMISSION From shockwave at clanshortfuse.com Wed Sep 11 19:07:55 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Wed, 11 Sep 2002 19:07:55 -0400 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> <20020911102636.B18614@xmission.com> Message-ID: <013501c259e8$126fd980$0401a8c0@Asgard> Hi Warren, > My primary reason on banning by name is to keep certain words and phrases > taboo. You know how it is, you spend all this time running a good, clean, > fair server that everyone enjoys, and suddenly someone named "CuntFace" > joins and kinds throws all your work out the window. There are also some > clan-based idiots I like to keep away. For example, there is some group > named (kor) that likes to join as a bunch and start mowing down their > teammates. With CrowKing's, I simply entered (kor) as a banned name, and > that way they at least can't play as a group which seems to be > discouraging enough. I just found the name banning to be useful for > things like this. Thought I'd toss it out there for ya. > You make an excellent point. I had thought about possibly adding the ability to ban players like this, but I wasn't sure how far I should go with it. I could theoretically allow a simple case-insensitive string match, or I could go to the other extreme and try to implement a more robust pattern matching capability. I'd like to get some more feedback on what kinds of matches you would like to have the program make. Should case make a difference? Should case sensitivity be an option? Should there be options for matching only at the beginning or end of a player name? Should options be applied to individual entries or for the file as a whole? Let me know what would work best for you. If you can give me a few more details, I'd be happy to add that functionality. > One other side note, Crow's also has the ability to auto-kick nick > stealers, which is really nice, too. Something you might want to consider > for future releases. > I'm not sure if I understand the term "nick stealer". Could you explain this a little further? Regarding the multiple occurrences of status messages to the client, I have thought of a way around this and am currently working on a better method. It's going to require that I tweak the way the server processes operate with each other, but I think I can stop the spamming of status messages. As far as the spamming of extra kick messages after the level reloaded is concerned, that is a new one to me. I've seen it spew out a single extra kick message on occasion. It usually happens when the server is initially launched after I have just killed it testing ban message printing. I always figured it was unflushed data and never gave it much thought. The fact that it was issued more than once to the console output is a real surprise. I'm going to take a closer look at the logic that handles this and see what I can do. Thanks for the additional info. > I suppose a newbie step-by-step walkthrough would help people... It's already in the works. Please don't hesitate to offer any suggestions. Sometimes what I think is straight-forward isn't to someone else. An external perspective would be appreciated. > Again, this rules. I'm really pleased with it. We have a slew of other > MOH servers here at XMission, and I'm turning the other admins onto this > tool. They're pleased with the features in this early release. > Excellent! Make sure to tell them to send any feedback they have my way. I'd even love to see a prioritized list of desirable features/fixes so I can align my programming efforts with administrative needs. Thanks again for all your help and patience. It's helped a lot. Shockwave ----- Original Message ----- From: "Warren Woodward" To: Sent: Wednesday, September 11, 2002 12:26 PM Subject: Re: [mohaa] multi ports > My primary reason on banning by name is to keep certain words and phrases > taboo. You know how it is, you spend all this time running a good, clean, > fair server that everyone enjoys, and suddenly someone named "CuntFace" > joins and kinds throws all your work out the window. There are also some > clan-based idiots I like to keep away. For example, there is some group > named (kor) that likes to join as a bunch and start mowing down their > teammates. With CrowKing's, I simply entered (kor) as a banned name, and > that way they at least can't play as a group which seems to be > discouraging enough. I just found the name banning to be useful for > things like this. Thought I'd toss it out there for ya. > > One other side note, Crow's also has the ability to auto-kick nick > stealers, which is really nice, too. Something you might want to consider > for future releases. > > Now the other thing. I may have been unclear. What seems to be happening > is that the admin tool appears to randomly send multiple commands to the > console. When I said it then "locks up", I was referring specifically to > the "status" command it sends at regular intervals, which occasionally > spews out in 5 to 10 immediately successive executions (so the console > suddenly gets pages of status) and then stops sending that command > altogether for an undetermined period of time. Perhaps a better example > is something I observed last night. "MadIrishman" was pouring lead into > his teammates at the spawn point, so I took the chance to test out the ban > in public, which worked perfectly. And I had altered the Kick message in > the admin file (not the config)to say "is now a banned l0ser.". When the > level reloaded and he was removed, this happened: > > > broadcast: print "MAD IRISHMAN was kicked\n" > Going to CS_ZOMBIE for MAD IRISHMAN > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > 12 instances of it. Which, frankly, was kind of cool, because everyone in > the server definately saw it. :) But still, it's a good representation of > the way these commands are getting send in multi-sequence to the console > for some reason. I did find two instances of the client and the tail > running during these periods, but can't observe a direct correlation > between this. > > Anyway, I can provide whatever specifics you would like. > > As to the installation, nah, I think it was pretty straightforward. Lord > knows I was having a busy day, and the half-attention I could provide to > the project was 80% responsible to my misunderstandings of it's function. > I suppose a newbie step-by-step walkthrough would help people, but outside > that I really have no suggestions that you aren't probably already > considering. > > Again, this rules. I'm really pleased with it. We have a slew of other > MOH servers here at XMission, and I'm turning the other admins onto this > tool. They're pleased with the features in this early release. > > -- > warren woodward > XMission DSL > Domo/Mailman > warrenw at xmission.com > (801) 303-0819 > (877) XMISSION > > > > From mazzic at yahoo.com Thu Sep 12 00:18:14 2002 From: mazzic at yahoo.com (Mazzic) Date: Wed, 11 Sep 2002 23:18:14 -0500 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> <20020911102636.B18614@xmission.com> <013501c259e8$126fd980$0401a8c0@Asgard> Message-ID: <001801c25a13$6a7c3a80$6401a8c0@hot.rr.com> I'll just throw this out there. I added one feature to my program that serves two purposes...it was Name Protection. I added a file with Nicknames and their IP's. So that no one was able to impersonate certain named individuals (provided they had something like cable modem which pretty well gives you a consistent IP). So simply by added a name that you wish to ban in that list, with a bogus ip..such as 0.0.0.0 .. since the ip would never match, the player with that name would get kicked. So I had added like console,0.0.0.0 So that no one could come into the game named console.. -Mazzic ----- Original Message ----- From: "[-SF-]Shockwave" To: Sent: Wednesday, September 11, 2002 6:07 PM Subject: Re: [mohaa] multi ports > Hi Warren, > > > My primary reason on banning by name is to keep certain words and phrases > > taboo. You know how it is, you spend all this time running a good, clean, > > fair server that everyone enjoys, and suddenly someone named "CuntFace" > > joins and kinds throws all your work out the window. There are also some > > clan-based idiots I like to keep away. For example, there is some group > > named (kor) that likes to join as a bunch and start mowing down their > > teammates. With CrowKing's, I simply entered (kor) as a banned name, and > > that way they at least can't play as a group which seems to be > > discouraging enough. I just found the name banning to be useful for > > things like this. Thought I'd toss it out there for ya. > > > > You make an excellent point. I had thought about possibly adding the > ability to ban players like this, but I wasn't sure how far I should go with > it. I could theoretically allow a simple case-insensitive string match, or > I could go to the other extreme and try to implement a more robust pattern > matching capability. I'd like to get some more feedback on what kinds of > matches you would like to have the program make. Should case make a > difference? Should case sensitivity be an option? Should there be options > for matching only at the beginning or end of a player name? Should options > be applied to individual entries or for the file as a whole? Let me know > what would work best for you. If you can give me a few more details, I'd be > happy to add that functionality. > > > One other side note, Crow's also has the ability to auto-kick nick > > stealers, which is really nice, too. Something you might want to consider > > for future releases. > > > > I'm not sure if I understand the term "nick stealer". Could you explain > this a little further? > > Regarding the multiple occurrences of status messages to the client, I have > thought of a way around this and am currently working on a better method. > It's going to require that I tweak the way the server processes operate with > each other, but I think I can stop the spamming of status messages. As far > as the spamming of extra kick messages after the level reloaded is > concerned, that is a new one to me. I've seen it spew out a single extra > kick message on occasion. It usually happens when the server is initially > launched after I have just killed it testing ban message printing. I always > figured it was unflushed data and never gave it much thought. The fact that > it was issued more than once to the console output is a real surprise. I'm > going to take a closer look at the logic that handles this and see what I > can do. Thanks for the additional info. > > > I suppose a newbie step-by-step walkthrough would help people... > > It's already in the works. Please don't hesitate to offer any suggestions. > Sometimes what I think is straight-forward isn't to someone else. An > external perspective would be appreciated. > > > Again, this rules. I'm really pleased with it. We have a slew of other > > MOH servers here at XMission, and I'm turning the other admins onto this > > tool. They're pleased with the features in this early release. > > > > Excellent! Make sure to tell them to send any feedback they have my way. > I'd even love to see a prioritized list of desirable features/fixes so I can > align my programming efforts with administrative needs. Thanks again for > all your help and patience. It's helped a lot. > > > Shockwave > > > ----- Original Message ----- > From: "Warren Woodward" > To: > Sent: Wednesday, September 11, 2002 12:26 PM > Subject: Re: [mohaa] multi ports > > > > My primary reason on banning by name is to keep certain words and phrases > > taboo. You know how it is, you spend all this time running a good, clean, > > fair server that everyone enjoys, and suddenly someone named "CuntFace" > > joins and kinds throws all your work out the window. There are also some > > clan-based idiots I like to keep away. For example, there is some group > > named (kor) that likes to join as a bunch and start mowing down their > > teammates. With CrowKing's, I simply entered (kor) as a banned name, and > > that way they at least can't play as a group which seems to be > > discouraging enough. I just found the name banning to be useful for > > things like this. Thought I'd toss it out there for ya. > > > > One other side note, Crow's also has the ability to auto-kick nick > > stealers, which is really nice, too. Something you might want to consider > > for future releases. > > > > Now the other thing. I may have been unclear. What seems to be happening > > is that the admin tool appears to randomly send multiple commands to the > > console. When I said it then "locks up", I was referring specifically to > > the "status" command it sends at regular intervals, which occasionally > > spews out in 5 to 10 immediately successive executions (so the console > > suddenly gets pages of status) and then stops sending that command > > altogether for an undetermined period of time. Perhaps a better example > > is something I observed last night. "MadIrishman" was pouring lead into > > his teammates at the spawn point, so I took the chance to test out the ban > > in public, which worked perfectly. And I had altered the Kick message in > > the admin file (not the config)to say "is now a banned l0ser.". When the > > level reloaded and he was removed, this happened: > > > > > > broadcast: print "MAD IRISHMAN was kicked\n" > > Going to CS_ZOMBIE for MAD IRISHMAN > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > broadcast: print "^Bconsole: MAD IRISHMAN is now a banned l0ser.\n" > > > > 12 instances of it. Which, frankly, was kind of cool, because everyone in > > the server definately saw it. :) But still, it's a good representation of > > the way these commands are getting send in multi-sequence to the console > > for some reason. I did find two instances of the client and the tail > > running during these periods, but can't observe a direct correlation > > between this. > > > > Anyway, I can provide whatever specifics you would like. > > > > As to the installation, nah, I think it was pretty straightforward. Lord > > knows I was having a busy day, and the half-attention I could provide to > > the project was 80% responsible to my misunderstandings of it's function. > > I suppose a newbie step-by-step walkthrough would help people, but outside > > that I really have no suggestions that you aren't probably already > > considering. > > > > Again, this rules. I'm really pleased with it. We have a slew of other > > MOH servers here at XMission, and I'm turning the other admins onto this > > tool. They're pleased with the features in this early release. > > > > -- > > warren woodward > > XMission DSL > > Domo/Mailman > > warrenw at xmission.com > > (801) 303-0819 > > (877) XMISSION > > > > > > > > From richardnharrison at btinternet.com Thu Sep 12 02:48:55 2002 From: richardnharrison at btinternet.com (Richard Harrison) Date: Thu, 12 Sep 2002 07:48:55 +0100 Subject: Password Protected server question Message-ID: Hi, can someone point me in the right direction. I am trying and failing to password protect my server. I have tried the following from the console with rcon access ( I have done a rcon status to prove to my self I have rcon access). 1) rcon set sv privateclients 14 rcon set sv_privatepassword test rcon restart that did not work 2) rcon Password test rcon restart that did not work Can someone tell me how they got there server password protected please. Am I missing quotes, have I the correct case or syntax? Cheers, Hazzie. From scratch at xmission.com Thu Sep 12 03:32:23 2002 From: scratch at xmission.com (scratch) Date: Thu, 12 Sep 2002 01:32:23 -0600 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> <20020911102636.B18614@xmission.com> <013501c259e8$126fd980$0401a8c0@Asgard> Message-ID: <001101c25a2e$890ad860$e29a46a6@SCRATCH> Is this getting too off topic for this list? I didn't really intend to create a thread like this, and I'm sure anyone interested can move it elsewhere. Let us know. > You make an excellent point. I had thought about possibly adding the > ability to ban players like this, but I wasn't sure how far I should go with > it. I could theoretically allow a simple case-insensitive string match, or > I could go to the other extreme and try to implement a more robust pattern > matching capability. Actually, I think it would work best as a case-insensitive string match. Offhand, I can think of two reasons this is better. 1) following my previous example, that (kor) clan of idiots tend to show up as "(kor), (Kor), (KoR), {k0r}", ad naseaum, and it would partially simplify the filters if I didn't have to worry about case structure, and 2) having an unspecific string match allows the admin to nuke anyone with certain words in their nick -- and we all know how creative pubescents can be. Crow Kings works this way, and it's effective. It's also nice to be able to keep players from tagging their nicks with "admin" or "console" and then threatening to ban anyone who kills them, another all too common practice. > I'm not sure if I understand the term "nick stealer". Could you explain > this a little further? Its a minor issue, but can be useful. Some more harassing players like to join with the nick of someone already in the game, then begin to impersonate them. Who the hell knows why -- lack of dates, I think. It would be great if the tool checked existing player names upon a new join, and disallowed a name that already exists. And as Mazzik just mentioned, nick registration can be a cool tool, too. I occasionally get email from people who thought they were talking to me in the game, when in fact it was just some punk pretending to be me. And all too clear in my mind are memories of my Counter Strike server, which would get swamped with players pretending to me one of the admins once they figured out none was actually present. This all is, again, quite secondary. The top of my wish list is auto-TK detection. I'd like to be able to leave my server alone for a couple hours and not have to worry about the TK'ers that are inevitably taking over. You da man. warren From mike at benstead.net Thu Sep 12 06:04:55 2002 From: mike at benstead.net (Mike Benstead) Date: Thu, 12 Sep 2002 11:04:55 +0100 Subject: Starting up In-Reply-To: <001101c25a2e$890ad860$e29a46a6@SCRATCH> Message-ID: <000501c25a43$d8837e00$0200a8c0@amd1800> I am new to running servers via linux so if u can stay with me ;) I have uploaded all the files needed and am attempting to start the server. (I have checked the MD5 against my Win32 install and they are all the same. Pak0 and Pak2 do not match those md5 strings given in the README file but I guess that may be due to the files being patched?) When I start the server I get the following Should I be worried about these? couldn't exec localized.cfg couldn't exec custom.cfg I then enter g_gametype 1 and map dm/mohdm1 Server Initialization starts but does no look too good with corrupt data warnings... Could anyone tell me where I am going wrong? --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/dungeon/.mohaa/main /home/dungeon/MOH/MOHAA/main /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) ---------------------- 18294 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg couldn't exec localized.cfg execing autoexec.cfg couldn't exec custom.cfg You are now setup for easy mode. Opening IP socket: localhost:12203 Hostname: porsche.aeternamtech.com Alias: porsche IP: 66.252.1.2 --- Common Initialization Complete --- 1652 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 1242 localization entries g_gametype 1 g_gametype will be changed upon restarting. map dm/mohdm1 ------ Server Initialization ------ Server: dm/mohdm1 ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_green.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/drinkglass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_blue.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thick_lavender.tik WARNING: had to sanitize the name for client 0 ------ Server Initialization Complete ------ 15.01 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/dummy.tik Hitch warning: 15704 msec frame time Hitch warning: 542 msec frame time From shockwave at clanshortfuse.com Thu Sep 12 08:56:47 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 12 Sep 2002 08:56:47 -0400 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> <20020911102636.B18614@xmission.com> <013501c259e8$126fd980$0401a8c0@Asgard> <001801c25a13$6a7c3a80$6401a8c0@hot.rr.com> Message-ID: <000e01c25a5c$5e14aea0$0401a8c0@Asgard> Hello Mazzic, Great idea! The match of name and IP is a terrific way of handling the issue. Thanks again for your help! Shockwave ----- Original Message ----- From: "Mazzic" To: Sent: Thursday, September 12, 2002 12:18 AM Subject: Re: [mohaa] multi ports > I'll just throw this out there. I added one feature to my program that > serves two purposes...it was Name Protection. > > I added a file with Nicknames and their IP's. So that no one was able to > impersonate certain named individuals (provided they had something like > cable modem which pretty well gives you a consistent IP). > > So simply by added a name that you wish to ban in that list, with a bogus > ip..such as 0.0.0.0 .. since the ip would never match, the player with that > name would get kicked. > > So I had added like > > console,0.0.0.0 > > So that no one could come into the game named console.. > > -Mazzic > > From shockwave at clanshortfuse.com Thu Sep 12 09:03:49 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 12 Sep 2002 09:03:49 -0400 Subject: [mohaa] multi ports References: <20020910125634.A22792@xmission.com> <003401c25996$25339860$0401a8c0@Asgard> <20020911102636.B18614@xmission.com> <013501c259e8$126fd980$0401a8c0@Asgard> <001101c25a2e$890ad860$e29a46a6@SCRATCH> Message-ID: <002101c25a5c$d6c1a060$0401a8c0@Asgard> Hello Warren, Thanks for the extra information. I'll be working on the next release starting this morning and I'll let you know as soon as I have something for you. Shockwave ----- Original Message ----- From: "scratch" To: Sent: Thursday, September 12, 2002 3:32 AM Subject: Re: [mohaa] multi ports > Is this getting too off topic for this list? I didn't really intend to > create a thread like this, and I'm sure anyone interested can move it > elsewhere. Let us know. > > > You make an excellent point. I had thought about possibly adding the > > ability to ban players like this, but I wasn't sure how far I should go > with > > it. I could theoretically allow a simple case-insensitive string match, > or > > I could go to the other extreme and try to implement a more robust pattern > > matching capability. > > Actually, I think it would work best as a case-insensitive string match. > Offhand, I can think of two reasons this is better. 1) following my > previous example, that (kor) clan of idiots tend to show up as "(kor), > (Kor), (KoR), {k0r}", ad naseaum, and it would partially simplify the > filters if I didn't have to worry about case structure, and 2) having an > unspecific string match allows the admin to nuke anyone with certain words > in their nick -- and we all know how creative pubescents can be. Crow Kings > works this way, and it's effective. It's also nice to be able to keep > players from tagging their nicks with "admin" or "console" and then > threatening to ban anyone who kills them, another all too common practice. > > > I'm not sure if I understand the term "nick stealer". Could you explain > > this a little further? > > Its a minor issue, but can be useful. Some more harassing players like to > join with the nick of someone already in the game, then begin to impersonate > them. Who the hell knows why -- lack of dates, I think. It would be great > if the tool checked existing player names upon a new join, and disallowed a > name that already exists. And as Mazzik just mentioned, nick registration > can be a cool tool, too. I occasionally get email from people who thought > they were talking to me in the game, when in fact it was just some punk > pretending to be me. And all too clear in my mind are memories of my > Counter Strike server, which would get swamped with players pretending to me > one of the admins once they figured out none was actually present. > > This all is, again, quite secondary. The top of my wish list is auto-TK > detection. I'd like to be able to leave my server alone for a couple hours > and not have to worry about the TK'ers that are inevitably taking over. > > You da man. > > > warren From sigurbjartur.helgason at acotaeknival.is Thu Sep 12 09:52:50 2002 From: sigurbjartur.helgason at acotaeknival.is (Sigurbjartur Helgason) Date: Thu, 12 Sep 2002 13:52:50 -0000 Subject: [mohaa] Starting up Message-ID: I got the same errors, but it works fine non the less. Check out https://bugzilla.icculus.org/show_bug.cgi?id=26 for more info. Regards, Sigurbjartur -----Original Message----- From: Mike Benstead [mailto:mike at benstead.net] Sent: 12. september 2002 10:05 To: mohaa at icculus.org Subject: [mohaa] Starting up I am new to running servers via linux so if u can stay with me ;) I have uploaded all the files needed and am attempting to start the server. (I have checked the MD5 against my Win32 install and they are all the same. Pak0 and Pak2 do not match those md5 strings given in the README file but I guess that may be due to the files being patched?) When I start the server I get the following Should I be worried about these? couldn't exec localized.cfg couldn't exec custom.cfg I then enter g_gametype 1 and map dm/mohdm1 Server Initialization starts but does no look too good with corrupt data warnings... Could anyone tell me where I am going wrong? --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/dungeon/.mohaa/main /home/dungeon/MOH/MOHAA/main /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) ---------------------- 18294 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg couldn't exec localized.cfg execing autoexec.cfg couldn't exec custom.cfg You are now setup for easy mode. Opening IP socket: localhost:12203 Hostname: porsche.aeternamtech.com Alias: porsche IP: 66.252.1.2 --- Common Initialization Complete --- 1652 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 1242 localization entries g_gametype 1 g_gametype will be changed upon restarting. map dm/mohdm1 ------ Server Initialization ------ Server: dm/mohdm1 ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_green.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/drinkglass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_blue.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thick_lavender.tik WARNING: had to sanitize the name for client 0 ------ Server Initialization Complete ------ 15.01 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/dummy.tik Hitch warning: 15704 msec frame time Hitch warning: 542 msec frame time From mike at benstead.net Thu Sep 12 10:09:34 2002 From: mike at benstead.net (Mike Benstead) Date: Thu, 12 Sep 2002 15:09:34 +0100 Subject: [mohaa] Starting up In-Reply-To: Message-ID: <000001c25a66$05b55890$0200a8c0@amd1800> In the example on the web page it goes on from the errors and you get -------------------- Spawning Entities ----------------------- I don't get this so I guess the server has stopped. Is there a list of console commands? Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Sigurbjartur Helgason [mailto:sigurbjartur.helgason at acotaeknival.is] Sent: 12 September 2002 14:53 To: 'mohaa at icculus.org' Subject: RE: [mohaa] Starting up I got the same errors, but it works fine non the less. Check out https://bugzilla.icculus.org/show_bug.cgi?id=26 for more info. Regards, Sigurbjartur -----Original Message----- From: Mike Benstead [mailto:mike at benstead.net] Sent: 12. september 2002 10:05 To: mohaa at icculus.org Subject: [mohaa] Starting up I am new to running servers via linux so if u can stay with me ;) I have uploaded all the files needed and am attempting to start the server. (I have checked the MD5 against my Win32 install and they are all the same. Pak0 and Pak2 do not match those md5 strings given in the README file but I guess that may be due to the files being patched?) When I start the server I get the following Should I be worried about these? couldn't exec localized.cfg couldn't exec custom.cfg I then enter g_gametype 1 and map dm/mohdm1 Server Initialization starts but does no look too good with corrupt data warnings... Could anyone tell me where I am going wrong? --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/dungeon/.mohaa/main /home/dungeon/MOH/MOHAA/main /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) ---------------------- 18294 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg couldn't exec localized.cfg execing autoexec.cfg couldn't exec custom.cfg You are now setup for easy mode. Opening IP socket: localhost:12203 Hostname: porsche.aeternamtech.com Alias: porsche IP: 66.252.1.2 --- Common Initialization Complete --- 1652 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 1242 localization entries g_gametype 1 g_gametype will be changed upon restarting. map dm/mohdm1 ------ Server Initialization ------ Server: dm/mohdm1 ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_green.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/drinkglass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_blue.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thick_lavender.tik WARNING: had to sanitize the name for client 0 ------ Server Initialization Complete ------ 15.01 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/dummy.tik Hitch warning: 15704 msec frame time Hitch warning: 542 msec frame time From mike at benstead.net Thu Sep 12 12:41:43 2002 From: mike at benstead.net (Mike Benstead) Date: Thu, 12 Sep 2002 17:41:43 +0100 Subject: Starting up In-Reply-To: <000001c25a66$05b55890$0200a8c0@amd1800> Message-ID: <000101c25a7b$47d14710$0200a8c0@amd1800> I am pulling my hair out :| I am trying to run the server on FreeBSD 4.6-RC. If this is a poor choice could someone recommend a good alternative. Or maybe there is a list if OS supports? I can cant find any documentation whosoever. Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Mike Benstead [mailto:mike at benstead.net] Sent: 12 September 2002 15:10 To: mohaa at icculus.org Subject: RE: [mohaa] Starting up In the example on the web page it goes on from the errors and you get -------------------- Spawning Entities ----------------------- I don't get this so I guess the server has stopped. Is there a list of console commands? Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Sigurbjartur Helgason [mailto:sigurbjartur.helgason at acotaeknival.is] Sent: 12 September 2002 14:53 To: 'mohaa at icculus.org' Subject: RE: [mohaa] Starting up I got the same errors, but it works fine non the less. Check out https://bugzilla.icculus.org/show_bug.cgi?id=26 for more info. Regards, Sigurbjartur -----Original Message----- From: Mike Benstead [mailto:mike at benstead.net] Sent: 12. september 2002 10:05 To: mohaa at icculus.org Subject: [mohaa] Starting up I am new to running servers via linux so if u can stay with me ;) I have uploaded all the files needed and am attempting to start the server. (I have checked the MD5 against my Win32 install and they are all the same. Pak0 and Pak2 do not match those md5 strings given in the README file but I guess that may be due to the files being patched?) When I start the server I get the following Should I be worried about these? couldn't exec localized.cfg couldn't exec custom.cfg I then enter g_gametype 1 and map dm/mohdm1 Server Initialization starts but does no look too good with corrupt data warnings... Could anyone tell me where I am going wrong? --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/dungeon/.mohaa/main /home/dungeon/MOH/MOHAA/main /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) ---------------------- 18294 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg couldn't exec localized.cfg execing autoexec.cfg couldn't exec custom.cfg You are now setup for easy mode. Opening IP socket: localhost:12203 Hostname: porsche.aeternamtech.com Alias: porsche IP: 66.252.1.2 --- Common Initialization Complete --- 1652 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 1242 localization entries g_gametype 1 g_gametype will be changed upon restarting. map dm/mohdm1 ------ Server Initialization ------ Server: dm/mohdm1 ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_green.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/drinkglass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thin_blue.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/miscobj/book_closed_thick_lavender.tik WARNING: had to sanitize the name for client 0 ------ Server Initialization Complete ------ 15.01 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/dummy.tik Hitch warning: 15704 msec frame time Hitch warning: 542 msec frame time From achen-mohaa at divo.net Thu Sep 12 13:05:33 2002 From: achen-mohaa at divo.net (achen-mohaa at divo.net) Date: Thu, 12 Sep 2002 10:05:33 -0700 (PDT) Subject: Pak file availability Message-ID: <1031850334.17158.bFr9cGIDRBkyzZmLi5ozgXGHMmRslZUnvbn@micropixel.com> I remember that there was some talk a few weeks back for making MOHAA pak files available for download so that those without the game could serve. Was there any definite answer on that? Thanks. -a From JNagle at franuniv.edu Thu Sep 12 13:22:57 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Thu, 12 Sep 2002 13:22:57 -0400 Subject: [mohaa] Pak file availability Message-ID: The answer is no...it would be against copyright to do that...sorry! Jason Nagle Network Tech A+ Certified Service Professional achen-mohaa at d ivo.net To: mohaa at icculus.org cc: 09/12/2002 Subject: [mohaa] Pak file availability 01:05 PM Please respond to mohaa I remember that there was some talk a few weeks back for making MOHAA pak files available for download so that those without the game could serve. Was there any definite answer on that? Thanks. -a From achen-mohaa at divo.net Thu Sep 12 13:44:23 2002 From: achen-mohaa at divo.net (Andrew A. Chen) Date: Thu, 12 Sep 2002 10:44:23 -0700 (PDT) Subject: [mohaa] Pak file availability In-Reply-To: Message-ID: <1031852664.57047.TvZlGH07VXS36aub5orvsul6usK3ungdJ5p@micropixel.com> sigh. I guess those of us who want to only serve the game will have to buy it, too. Thanks. --- Andrew A. Chen Divo Networks On Thu, 12 Sep 2002 JNagle at franuniv.edu wrote: > > The answer is no...it would be against copyright to do that...sorry! > > Jason Nagle > Network Tech > A+ Certified Service Professional > > > > > achen-mohaa at d > ivo.net To: mohaa at icculus.org > cc: > 09/12/2002 Subject: [mohaa] Pak file availability > 01:05 PM > Please > respond to > mohaa > > > > > > > I remember that there was some talk a few weeks back for making MOHAA pak > files available for download so that those without the game could serve. > Was there any definite answer on that? Thanks. > > -a > > > > > From sigurbjartur.helgason at acotaeknival.is Thu Sep 12 13:57:17 2002 From: sigurbjartur.helgason at acotaeknival.is (Sigurbjartur Helgason) Date: Thu, 12 Sep 2002 17:57:17 -0000 Subject: [mohaa] Starting up Message-ID: Hi, I don't get that line either, why don't you just try it instead of assuming it doesn't work? Regards, Sigurbjartur > -----Original Message----- > From: Mike Benstead [mailto:mike at benstead.net] > Sent: 12. september 2002 14:10 > To: mohaa at icculus.org > Subject: RE: [mohaa] Starting up > > > In the example on the web page it goes on from the errors and you get > > -------------------- Spawning Entities ----------------------- > > I don't get this so I guess the server has stopped. > > Is there a list of console commands? > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Sigurbjartur Helgason > [mailto:sigurbjartur.helgason at acotaeknival.is] > Sent: 12 September 2002 14:53 > To: 'mohaa at icculus.org' > Subject: RE: [mohaa] Starting up > > I got the same errors, but it works fine non the less. > > Check out https://bugzilla.icculus.org/show_bug.cgi?id=26 for > more info. > > > Regards, > Sigurbjartur > > -----Original Message----- > From: Mike Benstead [mailto:mike at benstead.net] > Sent: 12. september 2002 10:05 > To: mohaa at icculus.org > Subject: [mohaa] Starting up > > > I am new to running servers via linux so if u can stay with me ;) > > I have uploaded all the files needed and am attempting to start the > server. > > (I have checked the MD5 against my Win32 install and they are all the > same. > Pak0 and Pak2 do not match those md5 strings given in the README file > but I > guess that may be due to the files being patched?) > > When I start the server I get the following > > Should I be worried about these? > > couldn't exec localized.cfg > couldn't exec custom.cfg > > I then enter g_gametype 1 and map dm/mohdm1 > > Server Initialization starts but does no look too good with > corrupt data > warnings... > > Could anyone tell me where I am going wrong? > > --- Common Initialization --- > Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 > ----- FS_Startup ----- > Current search path: > /home/dungeon/.mohaa/main > /home/dungeon/MOH/MOHAA/main > /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 > files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) > /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) > /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) > /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) > /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) > /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) > > ---------------------- > 18294 files in pk3 files > execing default.cfg > execing menu.cfg > execing newconfig.cfg > Config: unnamedsoldier.cfg > execing configs/unnamedsoldier.cfg > couldn't exec localized.cfg > execing autoexec.cfg > couldn't exec custom.cfg > You are now setup for easy mode. > Opening IP socket: localhost:12203 > Hostname: porsche.aeternamtech.com > Alias: porsche > IP: 66.252.1.2 > --- Common Initialization Complete --- 1652 ms > --- Localization: I see 0 localization files > --- Localization: reading file global/localization.txt > Loading Localization File global/localization.txt > Loaded 1242 localization entries > g_gametype 1 > g_gametype will be changed upon restarting. > map dm/mohdm1 > > ------ Server Initialization ------ > Server: dm/mohdm1 > ------ Unloading fgameded.so ------ > ------- Attempting to load ./fgameded.so ------- > ^~^~^ Box data is corrupted for > 'models/human/allied_pilot/allied_pilot.skd' > ^~^~^ Morph targets data is corrupted for > 'models/human/allied_pilot/allied_pilot.skd' > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/book_closed_thin_green.tik > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/drinkglass.tik ^~^~^ Add the following line to the > *_precache.scr map script: cache > models/miscobj/book_closed_thin_blue.tik > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/book_closed_thick_lavender.tik > WARNING: had to sanitize the name for client 0 > ------ Server Initialization Complete ------ 15.01 seconds > ^~^~^ Add the > following line to the *_precache.scr map script: cache > models/fx/dummy.tik > Hitch warning: 15704 msec frame time Hitch warning: 542 msec > frame time > src="http://www.atv.is/images/pstl.asp" > border=1> > From mike at benstead.net Thu Sep 12 14:04:52 2002 From: mike at benstead.net (Mike Benstead) Date: Thu, 12 Sep 2002 19:04:52 +0100 Subject: [mohaa] Starting up In-Reply-To: Message-ID: <000201c25a86$e549c610$0200a8c0@amd1800> Apologies for jumping in at the deep end. It would seem the server is running as expected, I just cannot connect to it. I am going to try it on another machine and see what I get Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Sigurbjartur Helgason [mailto:sigurbjartur.helgason at acotaeknival.is] Sent: 12 September 2002 18:57 To: 'mohaa at icculus.org' Subject: RE: [mohaa] Starting up Hi, I don't get that line either, why don't you just try it instead of assuming it doesn't work? Regards, Sigurbjartur > -----Original Message----- > From: Mike Benstead [mailto:mike at benstead.net] > Sent: 12. september 2002 14:10 > To: mohaa at icculus.org > Subject: RE: [mohaa] Starting up > > > In the example on the web page it goes on from the errors and you get > > -------------------- Spawning Entities ----------------------- > > I don't get this so I guess the server has stopped. > > Is there a list of console commands? > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Sigurbjartur Helgason > [mailto:sigurbjartur.helgason at acotaeknival.is] > Sent: 12 September 2002 14:53 > To: 'mohaa at icculus.org' > Subject: RE: [mohaa] Starting up > > I got the same errors, but it works fine non the less. > > Check out https://bugzilla.icculus.org/show_bug.cgi?id=26 for > more info. > > > Regards, > Sigurbjartur > > -----Original Message----- > From: Mike Benstead [mailto:mike at benstead.net] > Sent: 12. september 2002 10:05 > To: mohaa at icculus.org > Subject: [mohaa] Starting up > > > I am new to running servers via linux so if u can stay with me ;) > > I have uploaded all the files needed and am attempting to start the > server. > > (I have checked the MD5 against my Win32 install and they are all the > same. > Pak0 and Pak2 do not match those md5 strings given in the README file > but I > guess that may be due to the files being patched?) > > When I start the server I get the following > > Should I be worried about these? > > couldn't exec localized.cfg > couldn't exec custom.cfg > > I then enter g_gametype 1 and map dm/mohdm1 > > Server Initialization starts but does no look too good with > corrupt data > warnings... > > Could anyone tell me where I am going wrong? > > --- Common Initialization --- > Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 > ----- FS_Startup ----- > Current search path: > /home/dungeon/.mohaa/main > /home/dungeon/MOH/MOHAA/main > /home/dungeon/MOH/MOHAA/main/Pak6.pk3 (104 > files) /home/dungeon/MOH/MOHAA/main/Pak5.pk3 (259 files) > /home/dungeon/MOH/MOHAA/main/Pak4.pk3 (593 files) > /home/dungeon/MOH/MOHAA/main/Pak3.pk3 (669 files) > /home/dungeon/MOH/MOHAA/main/Pak2.pk3 (4722 files) > /home/dungeon/MOH/MOHAA/main/Pak1.pk3 (772 files) > /home/dungeon/MOH/MOHAA/main/Pak0.pk3 (11175 files) > > ---------------------- > 18294 files in pk3 files > execing default.cfg > execing menu.cfg > execing newconfig.cfg > Config: unnamedsoldier.cfg > execing configs/unnamedsoldier.cfg > couldn't exec localized.cfg > execing autoexec.cfg > couldn't exec custom.cfg > You are now setup for easy mode. > Opening IP socket: localhost:12203 > Hostname: porsche.aeternamtech.com > Alias: porsche > IP: 66.252.1.2 > --- Common Initialization Complete --- 1652 ms > --- Localization: I see 0 localization files > --- Localization: reading file global/localization.txt > Loading Localization File global/localization.txt > Loaded 1242 localization entries > g_gametype 1 > g_gametype will be changed upon restarting. > map dm/mohdm1 > > ------ Server Initialization ------ > Server: dm/mohdm1 > ------ Unloading fgameded.so ------ > ------- Attempting to load ./fgameded.so ------- > ^~^~^ Box data is corrupted for > 'models/human/allied_pilot/allied_pilot.skd' > ^~^~^ Morph targets data is corrupted for > 'models/human/allied_pilot/allied_pilot.skd' > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/book_closed_thin_green.tik > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/drinkglass.tik ^~^~^ Add the following line to the > *_precache.scr map script: cache > models/miscobj/book_closed_thin_blue.tik > ^~^~^ Add the following line to the *_precache.scr map script: cache > models/miscobj/book_closed_thick_lavender.tik > WARNING: had to sanitize the name for client 0 > ------ Server Initialization Complete ------ 15.01 seconds > ^~^~^ Add the > following line to the *_precache.scr map script: cache > models/fx/dummy.tik > Hitch warning: 15704 msec frame time Hitch warning: 542 msec > frame time > src="http://www.atv.is/images/pstl.asp" > border=1> > From grahd at cwfh.com Thu Sep 12 23:45:39 2002 From: grahd at cwfh.com (David M. graham) Date: Thu, 12 Sep 2002 22:45:39 -0500 Subject: [mohaa] Server Crashes In-Reply-To: Message-ID: <004c01c25ad8$09eae520$8c68b4d1@cwfh.com> Ryan, here we go again! (no debugging symbols found)...(no debugging symbols found)... Program received signal SIGSEGV, Segmentation fault. 0x0805bac5 in strcpy () (gdb) bt #0 0x0805bac5 in strcpy () #1 0xbfff33fc in ?? () #2 0x0808517e in strcpy () #3 0x4048fb7f in PM_SetWaterLevel () from /svrgms/mohaa/fgameded.so #4 0x404903c3 in PmoveSingle () from /svrgms/mohaa/fgameded.so #5 0x4049056a in Pmove () from /svrgms/mohaa/fgameded.so #6 0x4051891e in Player::ClientMove () from /svrgms/mohaa/fgameded.so #7 0x40519f83 in Player::ClientThink () from /svrgms/mohaa/fgameded.so #8 0x404d78e7 in G_ClientThink () from /svrgms/mohaa/fgameded.so #9 0x0807de82 in strcpy () #10 0x0807e08f in strcpy () #11 0x0807e1b1 in strcpy () #12 0x0808263f in strcpy () #13 0x08061a35 in strcpy () #14 0x08061c20 in strcpy () #15 0x08062729 in strcpy () #16 0x0808b343 in strcpy () #17 0x42017499 in __libc_start_main () from /lib/i686/libc.so.6 (gdb) -----Original Message----- From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Sent: Saturday, August 17, 2002 9:05 PM To: mohaa at icculus.org Subject: RE: [mohaa] Server Crashes > Ok I did as requested, only have 1 client able to connect. I make a > change to the variable sv_maxclients to 16 and the server pukes. Yikes...that's scary. The next step involves running the server under gdb: cd /where/i/installed/mohaa gdb ./mohaa_lnxded This will print: [bunch of gdb copyright stuff here] (gdb) When you get to that "(gdb)" prompt, type "r" and hit return. The server will start. Punch in: g_gametype 1 sv_maxclients 16 map dm/mohdm1 And let the thing crash. When it does, gdb should report that it has, and put you back at the "(gdb)" prompt. Hit "bt" and enter. You should get something like this: (gdb) bt #0 0x401b8265 in poll () from /lib/libc.so.6 #1 0x40211685 in ?? () #2 0x40210780 in ?? () #3 0x40210b61 in ?? () #4 0x4021092a in ?? () #5 0x40205d38 in ?? () #6 0x40205e05 in ?? () #7 0x401d0b0f in gethostbyname_r () from /lib/libc.so.6 #8 0x401cfa74 in gethostbyname () from /lib/libc.so.6 #9 0x8055292 in lookup_host () #10 0x80576d4 in gethttp () #11 0x8059e92 in http_loop () #12 0x806292b in retrieve_url () #13 0x805e8cd in main () #14 0x4012b577 in __libc_start_main () from /lib/libc.so.6 (gdb) (Not that specifically, but gobbeldygook like it.) Send me that gobbeldygook. If it says something like "program terminated normally", we've got big trouble. --ryan. From scratch at xmission.com Sat Sep 14 03:15:13 2002 From: scratch at xmission.com (scratch) Date: Sat, 14 Sep 2002 01:15:13 -0600 Subject: UT23k Message-ID: <000f01c25bbe$7869aae0$e29a46a6@SCRATCH> [scratch at freakshow1 ut2003_demo]$ less README.linux *snip* Q: So what about this mailing list? A: Send a blank email to ut2003-subscribe at icculus.org to get on the list. ... Q: Who are you? A: My name's Ryan. Busy boy. No wonder we haven't heard from you much this week. Nice job. /me signs up scratch- From WolfShield at hotmail.com Sat Sep 14 17:16:05 2002 From: WolfShield at hotmail.com (Randall) Date: Sat, 14 Sep 2002 17:16:05 -0400 Subject: BSP converter Message-ID: Is there a bsp2map converter so I can modify levels? -------------- next part -------------- An HTML attachment was scrubbed... URL: From humpback at felisberto.net Sat Sep 14 21:41:44 2002 From: humpback at felisberto.net (humpback at felisberto.net) Date: Sun, 15 Sep 2002 02:41:44 +0100 (WEST) Subject: Linux Dedicated Server? Message-ID: <1588.192.168.0.45.1032054104.squirrel@www.felisberto.net> hello. I downloaded the Beta dedicated server from www.mohcenter.com . I tried running it but it say that it was expierd. No new version is available at the ea.com site. Can any one help? Does this beta version worked ok ? If soo any ideas on how to run it now ? (Changing the computer date IS NOT an option). Thanks for any help Gustavo Felisberto From jalapeno at xmission.com Sat Sep 14 22:03:08 2002 From: jalapeno at xmission.com (Nick Brooks) Date: Sat, 14 Sep 2002 20:03:08 -0600 Subject: [mohaa] Linux Dedicated Server? References: <1588.192.168.0.45.1032054104.squirrel@www.felisberto.net> Message-ID: <3D83EA5C.8070506@xmission.com> ftp://ftp.ea.com/pub/ea/pr/mohaa_lnxded_1.11.tar.gz humpback at felisberto.net wrote: > hello. I downloaded the Beta dedicated server from www.mohcenter.com . > I tried running it but it say that it was expierd. No new version is > available at the ea.com site. > Can any one help? > Does this beta version worked ok ? If soo any ideas on how to run it now ? > (Changing the computer date IS NOT an option). > Thanks for any help > > Gustavo Felisberto > > > > From humpback at felisberto.net Sat Sep 14 22:13:41 2002 From: humpback at felisberto.net (humpback at felisberto.net) Date: Sun, 15 Sep 2002 03:13:41 +0100 (WEST) Subject: [mohaa] Linux Dedicated Server? In-Reply-To: <3D83EA5C.8070506@xmission.com> References: <1588.192.168.0.45.1032054104.squirrel@www.felisberto.net> <3D83EA5C.8070506@xmission.com> Message-ID: <1698.192.168.0.45.1032056021.squirrel@www.felisberto.net> Thanks. Any idea of bots for this? Having an empty server is not good :) > ftp://ftp.ea.com/pub/ea/pr/mohaa_lnxded_1.11.tar.gz > > humpback at felisberto.net wrote: >> hello. I downloaded the Beta dedicated server from www.mohcenter.com . >> I tried running it but it say that it was expierd. No new version is >> available at the ea.com site. >> Can any one help? >> Does this beta version worked ok ? If soo any ideas on how to run it >> now ? (Changing the computer date IS NOT an option). >> Thanks for any help >> >> Gustavo Felisberto >> >> >> >> From enroll+mohaa_linux at spawn.ims.att.com Sat Sep 14 22:31:20 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Sat, 14 Sep 2002 22:31:20 -0400 Subject: Fw: [mohaa] Server shutdown --- duplicate aliases error Message-ID: <00d801c25c5f$fc03a120$f00a0a0a@mommabear> RESEND. ----- Original Message ----- From: Enroll Id To: mohaa at icculus.org Sent: Sunday, September 08, 2002 11:52 AM Subject: [mohaa] Server shutdown --- duplicate aliases error Anyone know what this means ... it's working on one linux box, but not on another. Both are Sun RaQ4r and share the same configs: ------ Server Initialization ------ Server: dm/failureland ------ Unloading fgameded.so ------ ------- Attempting to load ./fgameded.so ------- DUPLICATE ALIASES: sdkfz_snd_idle and sdkfz_snd_idle ******************** ERROR: SV_FindIndex: overflow max512 create1 name sound/weapons/explo/exp_interior_02.wav0 ******************** ----- Server Shutdown ----- ------ Unloading fgameded.so ------ --------------------------- --[MC]Hammer -------------- next part -------------- An HTML attachment was scrubbed... URL: From icculus at clutteredmind.org Sat Sep 14 23:19:47 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sat, 14 Sep 2002 23:19:47 -0400 (EDT) Subject: [mohaa] UT23k In-Reply-To: <000f01c25bbe$7869aae0$e29a46a6@SCRATCH> Message-ID: > Busy boy. No wonder we haven't heard from you much this week. Nice job. Yeah, it's been...hectic. :) Sorry I haven't been paying much attention to this list (and won't be for a little while longer). I hope y'all are holding your own, though. --ryan. From achen-mohaa at divo.net Sat Sep 14 22:37:45 2002 From: achen-mohaa at divo.net (Andrew A. Chen) Date: Sat, 14 Sep 2002 19:37:45 -0700 (PDT) Subject: This is a test -- IGNORE Message-ID: <1032057466.26591.hFrS2z0dn05sUMT79l3m2qUtoGEhQqeYVvG@micropixel.com> --- Andrew A. Chen Divo Networks From per at gathering.org Sun Sep 15 02:20:10 2002 From: per at gathering.org (Per Kristiansen) Date: Sun, 15 Sep 2002 08:20:10 +0200 Subject: [mohaa] UT23k In-Reply-To: ; from icculus@clutteredmind.org on Sat, Sep 14, 2002 at 11:19:47PM -0400 References: <000f01c25bbe$7869aae0$e29a46a6@SCRATCH> Message-ID: <20020915082010.E5216@gathering.org> On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > Busy boy. No wonder we haven't heard from you much this week. Nice job. > > Yeah, it's been...hectic. :) > > Sorry I haven't been paying much attention to this list (and won't be for > a little while longer). I hope y'all are holding your own, though. Shit works Me happy -- Per Kristiansen per at gathering.org From chr.ejlertsen at has.dk Fri Sep 13 08:18:40 2002 From: chr.ejlertsen at has.dk (Christian Ejlertsen) Date: Fri, 13 Sep 2002 14:18:40 +0200 Subject: how to set paswords on teams? Message-ID: <000001c25c9a$acccd820$1000a8c0@puter> Hi Well the headline says it all :) I would like to be able to set passwords on the teams for clan battles and so on. I've been looking for a logical named var ut i don't seem to see one, but then agian I might be wrong. Hope someone can help me.. Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From richardnharrison at btinternet.com Sun Sep 15 07:27:46 2002 From: richardnharrison at btinternet.com (Richard Harrison) Date: Sun, 15 Sep 2002 12:27:46 +0100 Subject: [mohaa] how to set paswords on teams? In-Reply-To: <000001c25c9a$acccd820$1000a8c0@puter> Message-ID: The only way I have found to password protect moh is the following way To Pword a server rconPassword XXXX Enter your rcon Password rcon status If you see something with numbers and a list of people on the server the password command worked rcon set sv_privateClients 14 change the number to reflect how people in total can play (I make this the exact same number as the maximum amount of people who can log into the server) rcon set sv_privatePassword XXXX make up a password for teams to play and distribute it rcon restart restarts the game rcon kick all kicks anyone on the game and starts afresh with everyone logging in. To un-pword the server do the reverse I.e rconPassword XXXX rcon status rcon set sv_privateClients 0 rcon set sv_privatePassword "" No space between "" recon restart This seems to work for me. Hope it helps you. Hazzie. -----Original Message----- From: Christian Ejlertsen [mailto:chr.ejlertsen at has.dk] Sent: 13 September 2002 13:19 To: mohaa at icculus.org Subject: [mohaa] how to set paswords on teams? Hi Well the headline says it all :) I would like to be able to set passwords on the teams for clan battles and so on. I've been looking for a logical named var ut i don't seem to see one, but then agian I might be wrong. Hope someone can help me.. Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From chr.ejlertsen at has.dk Sun Sep 15 07:35:10 2002 From: chr.ejlertsen at has.dk (Christian Ejlertsen) Date: Sun, 15 Sep 2002 13:35:10 +0200 Subject: [mohaa] how to set paswords on teams? References: Message-ID: <000f01c25cab$f31a5f30$1000a8c0@puter> Hi maybe i was to vague........ I need to know this. 1. Can erach be passworded ? 2. If so how to do that ? 3. If we're not able to do that let me suggest that it gets implemented. Again thanks in advance. Christian PS: If I wanted shut the server of for people o nthe outside i would use a game password not private clients, since private clients Are more reserved for people that like to be able noin their at any time, not to use as a game password. ----- Original Message ----- From: Richard Harrison To: mohaa at icculus.org Sent: Sunday, September 15, 2002 1:27 PM Subject: RE: [mohaa] how to set paswords on teams? The only way I have found to password protect moh is the following way To Pword a server rconPassword XXXX Enter your rcon Password rcon status If you see something with numbers and a list of people on the server the password command worked rcon set sv_privateClients 14 change the number to reflect how people in total can play (I make this the exact same number as the maximum amount of people who can log into the server) rcon set sv_privatePassword XXXX make up a password for teams to play and distribute it rcon restart restarts the game rcon kick all kicks anyone on the game and starts afresh with everyone logging in. To un-pword the server do the reverse I.e rconPassword XXXX rcon status rcon set sv_privateClients 0 rcon set sv_privatePassword "" No space between "" recon restart This seems to work for me. Hope it helps you. Hazzie. -----Original Message----- From: Christian Ejlertsen [mailto:chr.ejlertsen at has.dk] Sent: 13 September 2002 13:19 To: mohaa at icculus.org Subject: [mohaa] how to set paswords on teams? Hi Well the headline says it all :) I would like to be able to set passwords on the teams for clan battles and so on. I've been looking for a logical named var ut i don't seem to see one, but then agian I might be wrong. Hope someone can help me.. Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From richardnharrison at btinternet.com Sun Sep 15 08:20:33 2002 From: richardnharrison at btinternet.com (Richard Harrison) Date: Sun, 15 Sep 2002 13:20:33 +0100 Subject: [mohaa] how to set paswords on teams? In-Reply-To: <000f01c25cab$f31a5f30$1000a8c0@puter> Message-ID: Maybe i am implemting it wrong, but i found the Game Password and the publicPassword passwords variables do not work, leaving the privatePassword as the ONLY variable to work. -----Original Message----- From: Christian Ejlertsen [mailto:chr.ejlertsen at has.dk] Sent: 15 September 2002 12:35 To: mohaa at icculus.org Subject: Re: [mohaa] how to set paswords on teams? Hi maybe i was to vague........ I need to know this. 1. Can erach be passworded ? 2. If so how to do that ? 3. If we're not able to do that let me suggest that it gets implemented. Again thanks in advance. Christian PS: If I wanted shut the server of for people o nthe outside i would use a game password not private clients, since private clients Are more reserved for people that like to be able noin their at any time, not to use as a game password. ----- Original Message ----- From: Richard Harrison To: mohaa at icculus.org Sent: Sunday, September 15, 2002 1:27 PM Subject: RE: [mohaa] how to set paswords on teams? The only way I have found to password protect moh is the following way To Pword a server rconPassword XXXX Enter your rcon Password rcon status If you see something with numbers and a list of people on the server the password command worked rcon set sv_privateClients 14 change the number to reflect how people in total can play (I make this the exact same number as the maximum amount of people who can log into the server) rcon set sv_privatePassword XXXX make up a password for teams to play and distribute it rcon restart restarts the game rcon kick all kicks anyone on the game and starts afresh with everyone logging in. To un-pword the server do the reverse I.e rconPassword XXXX rcon status rcon set sv_privateClients 0 rcon set sv_privatePassword "" No space between "" recon restart This seems to work for me. Hope it helps you. Hazzie. -----Original Message----- From: Christian Ejlertsen [mailto:chr.ejlertsen at has.dk] Sent: 13 September 2002 13:19 To: mohaa at icculus.org Subject: [mohaa] how to set paswords on teams? Hi Well the headline says it all :) I would like to be able to set passwords on the teams for clan battles and so on. I've been looking for a logical named var ut i don't seem to see one, but then agian I might be wrong. Hope someone can help me.. Christian -------------- next part -------------- An HTML attachment was scrubbed... URL: From jackie at hwzcorp.com Wed Sep 18 03:31:10 2002 From: jackie at hwzcorp.com (Mr Jackie Lee Choon Yau) Date: Wed, 18 Sep 2002 15:31:10 +0800 Subject: [mohaa] UT23k References: <000f01c25bbe$7869aae0$e29a46a6@SCRATCH> <20020915082010.E5216@gathering.org> Message-ID: <005601c25ee5$5d05d420$0201a8c0@jackie> Hi everyone, just downloaded a UT2k3 Demo on linux. Trying to run a dedicated server for my community. Can someone point me in the right direction to configure and run the dedicated server? Jackie. ----- Original Message ----- From: "Per Kristiansen" To: Sent: Sunday, September 15, 2002 2:20 PM Subject: Re: [mohaa] UT23k > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > Busy boy. No wonder we haven't heard from you much this week. Nice job. > > > > Yeah, it's been...hectic. :) > > > > Sorry I haven't been paying much attention to this list (and won't be for > > a little while longer). I hope y'all are holding your own, though. > > Shit works > Me happy > > -- > Per Kristiansen > per at gathering.org From mike at benstead.net Wed Sep 18 03:38:01 2002 From: mike at benstead.net (Mike Benstead) Date: Wed, 18 Sep 2002 08:38:01 +0100 Subject: Power In-Reply-To: <005601c25ee5$5d05d420$0201a8c0@jackie> Message-ID: <000d01c25ee6$513aeb20$0200a8c0@amd1800> Anyone tell me the min spec to run a MOHAA server? Memory/CPU etc Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] Sent: 18 September 2002 08:31 To: mohaa at icculus.org Subject: Re: [mohaa] UT23k Hi everyone, just downloaded a UT2k3 Demo on linux. Trying to run a dedicated server for my community. Can someone point me in the right direction to configure and run the dedicated server? Jackie. ----- Original Message ----- From: "Per Kristiansen" To: Sent: Sunday, September 15, 2002 2:20 PM Subject: Re: [mohaa] UT23k > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > Busy boy. No wonder we haven't heard from you much this week. Nice job. > > > > Yeah, it's been...hectic. :) > > > > Sorry I haven't been paying much attention to this list (and won't be for > > a little while longer). I hope y'all are holding your own, though. > > Shit works > Me happy > > -- > Per Kristiansen > per at gathering.org From JNagle at franuniv.edu Wed Sep 18 11:11:37 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Wed, 18 Sep 2002 11:11:37 -0400 Subject: [mohaa] Power Message-ID: I would say 500+ MHz, 512 ram, 20 gig HD 7200 RPM...... Zaphod Leader of MOSS "Mike Benstead" To: Subject: [mohaa] Power 09/18/2002 03:38 AM Please respond to mohaa Anyone tell me the min spec to run a MOHAA server? Memory/CPU etc Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] Sent: 18 September 2002 08:31 To: mohaa at icculus.org Subject: Re: [mohaa] UT23k Hi everyone, just downloaded a UT2k3 Demo on linux. Trying to run a dedicated server for my community. Can someone point me in the right direction to configure and run the dedicated server? Jackie. ----- Original Message ----- From: "Per Kristiansen" To: Sent: Sunday, September 15, 2002 2:20 PM Subject: Re: [mohaa] UT23k > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > Busy boy. No wonder we haven't heard from you much this week. Nice job. > > > > Yeah, it's been...hectic. :) > > > > Sorry I haven't been paying much attention to this list (and won't be for > > a little while longer). I hope y'all are holding your own, though. > > Shit works > Me happy > > -- > Per Kristiansen > per at gathering.org From shockwave at clanshortfuse.com Wed Sep 18 15:46:55 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Wed, 18 Sep 2002 15:46:55 -0400 Subject: Admin tool - next release update Message-ID: <05cb01c25f4c$2789f120$0401a8c0@Asgard> Hello everyone, It has almost been a week since I've posted anything about the admin tool I've been developing and I wanted to share what I've been doing lately. The first priority was to fix a few things and I believe that I have taken care of them. The next was to build the supporting infrastructure that would allow successful implementation of team-kill auto-kick logic. So far, I have been making good progress and have managed to throw in a few extras along the way. Here are the lists of new modifications for both programs: Server =========== - cleaned main loop and created subroutines to make code more readable - added localization.txt file processing for handling custom server messages - created default death messages hash for identifying kills and suicides - added --opts command line option for appending data from the command line to the game server PROGRAM entry in the config file - improved communications subprocess handling of server output log data - changed ban file to handle both IP addresses and names - created new child communications process SIGTERM handler to exit gracefully and not leave any active "tail" processes when killed - added logic to monitor and record game server settings for game type, team damage, and developer message mode to ensure TK logic doesn't activate unless the server is configured properly and also deactivates if server settings change so that it either isn't relevant or its data requirements aren't met anymore - added option to the config file to set default status of TK monitoring - added logic to kick players entering the game with a name already in use by an existing player - added IMPOSTER message fragments to config file for customizing message sent to console when imposter tries to join Client =========== - cleaned main loop and created subroutines to make code more readable - removed command line option for specifying game server log file location - implemented POSIX module and other changes for better handling of pipes - added new filter option to suppress displays of automatically generated server status messages that is set in the config file and can be dynamically changed using a local command - added ability to execute local command files from the client screen - added local command to display external command file execution settings - added config file settings for specifying default command file path and whether commands executed are echoed to terminal screen Right now I'm putting the team-kill logic together and I'll hopefully be ready to release it to everyone soon. I wanted to spend some time and think the implementation over thoroughly to be sure I didn't miss anything conceptually that would cause a problem. So far, each piece I have put in place has functioned well. With some luck, I might have something worthy of release in the next few days. I'll keep everyone posted. I also want to take a moment to acknowledge everyone who has sent me feedback this past week. The fixes I have made and some of the new features are a direct result of some excellent ideas that were sent to me. Thanks for the insight and the information. Keep it coming! Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From deathsride at kmts.ca Wed Sep 18 15:41:15 2002 From: deathsride at kmts.ca (Deaths_Ride) Date: Wed, 18 Sep 2002 14:41:15 -0500 Subject: [mohaa] Admin tool - next release update References: <05cb01c25f4c$2789f120$0401a8c0@Asgard> Message-ID: <001701c25f4b$5a041c80$52743dcf@kmtswork> Hi all, How the heck do you unsubscribe from this particular list? Don -------------- next part -------------- An HTML attachment was scrubbed... URL: From dna at home.martnet.com Wed Sep 18 15:57:48 2002 From: dna at home.martnet.com (Charles) Date: Wed, 18 Sep 2002 15:57:48 -0400 (EDT) Subject: [mohaa] Admin tool - next release update In-Reply-To: <001701c25f4b$5a041c80$52743dcf@kmtswork> Message-ID: send a blank mail to mohaa-unsubscribe at icculus.org On Wed, 18 Sep 2002, Deaths_Ride wrote: > Hi all, > How the heck do you unsubscribe from this particular list? > Don Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From WolfShield at hotmail.com Wed Sep 18 15:58:06 2002 From: WolfShield at hotmail.com (Randall) Date: Wed, 18 Sep 2002 15:58:06 -0400 Subject: [mohaa] Admin tool - next release update References: <05cb01c25f4c$2789f120$0401a8c0@Asgard> Message-ID: Where does one get it from? ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 3:46 PM Subject: [mohaa] Admin tool - next release update Hello everyone, It has almost been a week since I've posted anything about the admin tool I've been developing and I wanted to share what I've been doing lately. The first priority was to fix a few things and I believe that I have taken care of them. The next was to build the supporting infrastructure that would allow successful implementation of team-kill auto-kick logic. So far, I have been making good progress and have managed to throw in a few extras along the way. Here are the lists of new modifications for both programs: Server =========== - cleaned main loop and created subroutines to make code more readable - added localization.txt file processing for handling custom server messages - created default death messages hash for identifying kills and suicides - added --opts command line option for appending data from the command line to the game server PROGRAM entry in the config file - improved communications subprocess handling of server output log data - changed ban file to handle both IP addresses and names - created new child communications process SIGTERM handler to exit gracefully and not leave any active "tail" processes when killed - added logic to monitor and record game server settings for game type, team damage, and developer message mode to ensure TK logic doesn't activate unless the server is configured properly and also deactivates if server settings change so that it either isn't relevant or its data requirements aren't met anymore - added option to the config file to set default status of TK monitoring - added logic to kick players entering the game with a name already in use by an existing player - added IMPOSTER message fragments to config file for customizing message sent to console when imposter tries to join Client =========== - cleaned main loop and created subroutines to make code more readable - removed command line option for specifying game server log file location - implemented POSIX module and other changes for better handling of pipes - added new filter option to suppress displays of automatically generated server status messages that is set in the config file and can be dynamically changed using a local command - added ability to execute local command files from the client screen - added local command to display external command file execution settings - added config file settings for specifying default command file path and whether commands executed are echoed to terminal screen Right now I'm putting the team-kill logic together and I'll hopefully be ready to release it to everyone soon. I wanted to spend some time and think the implementation over thoroughly to be sure I didn't miss anything conceptually that would cause a problem. So far, each piece I have put in place has functioned well. With some luck, I might have something worthy of release in the next few days. I'll keep everyone posted. I also want to take a moment to acknowledge everyone who has sent me feedback this past week. The fixes I have made and some of the new features are a direct result of some excellent ideas that were sent to me. Thanks for the insight and the information. Keep it coming! Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From shockwave at clanshortfuse.com Wed Sep 18 16:03:42 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Wed, 18 Sep 2002 16:03:42 -0400 Subject: [mohaa] Admin tool - next release update References: <05cb01c25f4c$2789f120$0401a8c0@Asgard> Message-ID: <060f01c25f4e$7e490e40$0401a8c0@Asgard> Hi Randall, Currently the tool is in beta test and isn't publicly available. As soon as the kinks are worked out, it will be made available to everyone via the web and instructions showing how to get it will be posted. Shockwave ----- Original Message ----- From: Randall To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 3:58 PM Subject: Re: [mohaa] Admin tool - next release update Where does one get it from? ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 3:46 PM Subject: [mohaa] Admin tool - next release update Hello everyone, It has almost been a week since I've posted anything about the admin tool I've been developing and I wanted to share what I've been doing lately. The first priority was to fix a few things and I believe that I have taken care of them. The next was to build the supporting infrastructure that would allow successful implementation of team-kill auto-kick logic. So far, I have been making good progress and have managed to throw in a few extras along the way. Here are the lists of new modifications for both programs: Server =========== - cleaned main loop and created subroutines to make code more readable - added localization.txt file processing for handling custom server messages - created default death messages hash for identifying kills and suicides - added --opts command line option for appending data from the command line to the game server PROGRAM entry in the config file - improved communications subprocess handling of server output log data - changed ban file to handle both IP addresses and names - created new child communications process SIGTERM handler to exit gracefully and not leave any active "tail" processes when killed - added logic to monitor and record game server settings for game type, team damage, and developer message mode to ensure TK logic doesn't activate unless the server is configured properly and also deactivates if server settings change so that it either isn't relevant or its data requirements aren't met anymore - added option to the config file to set default status of TK monitoring - added logic to kick players entering the game with a name already in use by an existing player - added IMPOSTER message fragments to config file for customizing message sent to console when imposter tries to join Client =========== - cleaned main loop and created subroutines to make code more readable - removed command line option for specifying game server log file location - implemented POSIX module and other changes for better handling of pipes - added new filter option to suppress displays of automatically generated server status messages that is set in the config file and can be dynamically changed using a local command - added ability to execute local command files from the client screen - added local command to display external command file execution settings - added config file settings for specifying default command file path and whether commands executed are echoed to terminal screen Right now I'm putting the team-kill logic together and I'll hopefully be ready to release it to everyone soon. I wanted to spend some time and think the implementation over thoroughly to be sure I didn't miss anything conceptually that would cause a problem. So far, each piece I have put in place has functioned well. With some luck, I might have something worthy of release in the next few days. I'll keep everyone posted. I also want to take a moment to acknowledge everyone who has sent me feedback this past week. The fixes I have made and some of the new features are a direct result of some excellent ideas that were sent to me. Thanks for the insight and the information. Keep it coming! Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From WolfShield at hotmail.com Wed Sep 18 16:10:36 2002 From: WolfShield at hotmail.com (Randall) Date: Wed, 18 Sep 2002 16:10:36 -0400 Subject: [mohaa] Admin tool - next release update References: <05cb01c25f4c$2789f120$0401a8c0@Asgard> <060f01c25f4e$7e490e40$0401a8c0@Asgard> Message-ID: ok, thanks ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 4:03 PM Subject: Re: [mohaa] Admin tool - next release update Hi Randall, Currently the tool is in beta test and isn't publicly available. As soon as the kinks are worked out, it will be made available to everyone via the web and instructions showing how to get it will be posted. Shockwave ----- Original Message ----- From: Randall To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 3:58 PM Subject: Re: [mohaa] Admin tool - next release update Where does one get it from? ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Wednesday, September 18, 2002 3:46 PM Subject: [mohaa] Admin tool - next release update Hello everyone, It has almost been a week since I've posted anything about the admin tool I've been developing and I wanted to share what I've been doing lately. The first priority was to fix a few things and I believe that I have taken care of them. The next was to build the supporting infrastructure that would allow successful implementation of team-kill auto-kick logic. So far, I have been making good progress and have managed to throw in a few extras along the way. Here are the lists of new modifications for both programs: Server =========== - cleaned main loop and created subroutines to make code more readable - added localization.txt file processing for handling custom server messages - created default death messages hash for identifying kills and suicides - added --opts command line option for appending data from the command line to the game server PROGRAM entry in the config file - improved communications subprocess handling of server output log data - changed ban file to handle both IP addresses and names - created new child communications process SIGTERM handler to exit gracefully and not leave any active "tail" processes when killed - added logic to monitor and record game server settings for game type, team damage, and developer message mode to ensure TK logic doesn't activate unless the server is configured properly and also deactivates if server settings change so that it either isn't relevant or its data requirements aren't met anymore - added option to the config file to set default status of TK monitoring - added logic to kick players entering the game with a name already in use by an existing player - added IMPOSTER message fragments to config file for customizing message sent to console when imposter tries to join Client =========== - cleaned main loop and created subroutines to make code more readable - removed command line option for specifying game server log file location - implemented POSIX module and other changes for better handling of pipes - added new filter option to suppress displays of automatically generated server status messages that is set in the config file and can be dynamically changed using a local command - added ability to execute local command files from the client screen - added local command to display external command file execution settings - added config file settings for specifying default command file path and whether commands executed are echoed to terminal screen Right now I'm putting the team-kill logic together and I'll hopefully be ready to release it to everyone soon. I wanted to spend some time and think the implementation over thoroughly to be sure I didn't miss anything conceptually that would cause a problem. So far, each piece I have put in place has functioned well. With some luck, I might have something worthy of release in the next few days. I'll keep everyone posted. I also want to take a moment to acknowledge everyone who has sent me feedback this past week. The fixes I have made and some of the new features are a direct result of some excellent ideas that were sent to me. Thanks for the insight and the information. Keep it coming! Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From steve at smjfreeman.gioserve.com Wed Sep 18 19:13:20 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Thu, 19 Sep 2002 00:13:20 +0100 Subject: [mohaa] Power References: Message-ID: <00f001c25f68$fc2cb0e0$0a00a8c0@stevefre> Ouch... heres me with my little P166 and ISDN lines.... That probably why I only manage 4 net players, and 5 lan players at once then :o) ----- Original Message ----- From: To: Sent: Wednesday, September 18, 2002 4:11 PM Subject: Re: [mohaa] Power > > I would say 500+ MHz, 512 ram, 20 gig HD 7200 RPM...... > > Zaphod > Leader of MOSS > > > > > "Mike > Benstead" To: > d.net> Subject: [mohaa] Power > > 09/18/2002 > 03:38 AM > Please > respond to > mohaa > > > > > > > Anyone tell me the min spec to run a MOHAA server? > > Memory/CPU etc > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] > Sent: 18 September 2002 08:31 > To: mohaa at icculus.org > Subject: Re: [mohaa] UT23k > > Hi everyone, > just downloaded a UT2k3 Demo on linux. > Trying to run a dedicated server for my community. > Can someone point me in the right direction to > configure and run the dedicated server? > > Jackie. > ----- Original Message ----- > From: "Per Kristiansen" > To: > Sent: Sunday, September 15, 2002 2:20 PM > Subject: Re: [mohaa] UT23k > > > > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > > > Busy boy. No wonder we haven't heard from you much this week. > Nice > job. > > > > > > Yeah, it's been...hectic. :) > > > > > > Sorry I haven't been paying much attention to this list (and won't > be > for > > > a little while longer). I hope y'all are holding your own, though. > > > > Shit works > > Me happy > > > > -- > > Per Kristiansen > > per at gathering.org > > > > > From mike at benstead.net Wed Sep 18 19:17:20 2002 From: mike at benstead.net (Mike Benstead) Date: Thu, 19 Sep 2002 00:17:20 +0100 Subject: [mohaa] Power In-Reply-To: <00f001c25f68$fc2cb0e0$0a00a8c0@stevefre> Message-ID: <000201c25f69$8989f600$0200a8c0@amd1800> So you are running a MOHAA server with ISDN and a P166? Anyone else have any comments about the type of data throughput we are talking about with a MOHAA per user? (K/sec) Regards Mike CardCounterPRO Team www.CardCounterPRO.com -----Original Message----- From: Mike Freeman [mailto:steve at smjfreeman.gioserve.com] Sent: 19 September 2002 00:13 To: mohaa at icculus.org Subject: Re: [mohaa] Power Ouch... heres me with my little P166 and ISDN lines.... That probably why I only manage 4 net players, and 5 lan players at once then :o) ----- Original Message ----- From: To: Sent: Wednesday, September 18, 2002 4:11 PM Subject: Re: [mohaa] Power > > I would say 500+ MHz, 512 ram, 20 gig HD 7200 RPM...... > > Zaphod > Leader of MOSS > > > > > "Mike > Benstead" To: > d.net> Subject: [mohaa] Power > > 09/18/2002 > 03:38 AM > Please > respond to > mohaa > > > > > > > Anyone tell me the min spec to run a MOHAA server? > > Memory/CPU etc > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] > Sent: 18 September 2002 08:31 > To: mohaa at icculus.org > Subject: Re: [mohaa] UT23k > > Hi everyone, > just downloaded a UT2k3 Demo on linux. > Trying to run a dedicated server for my community. > Can someone point me in the right direction to > configure and run the dedicated server? > > Jackie. > ----- Original Message ----- > From: "Per Kristiansen" > To: > Sent: Sunday, September 15, 2002 2:20 PM > Subject: Re: [mohaa] UT23k > > > > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > > > Busy boy. No wonder we haven't heard from you much this week. > Nice > job. > > > > > > Yeah, it's been...hectic. :) > > > > > > Sorry I haven't been paying much attention to this list (and won't > be > for > > > a little while longer). I hope y'all are holding your own, though. > > > > Shit works > > Me happy > > > > -- > > Per Kristiansen > > per at gathering.org > > > > > From wokka at justfamily.org Wed Sep 18 19:32:48 2002 From: wokka at justfamily.org (Charles "wokka" Goldsmith) Date: Wed, 18 Sep 2002 18:32:48 -0500 Subject: [mohaa] Power References: <000201c25f69$8989f600$0200a8c0@amd1800> Message-ID: <00e201c25f6b$b6928430$0ffbfd0a@cefwyn> theoretically, you can run 5 users at 3k rate, since you typically get 15k out of an isdn bonded... now whether the p166 is sufficient for this? i guess if you had a stripped down linux install with at least 256meg of ram, you could do it, but it would be limping :) its interesting to say the least... ----- Original Message ----- From: "Mike Benstead" To: Sent: Wednesday, September 18, 2002 6:17 PM Subject: RE: [mohaa] Power > So you are running a MOHAA server with ISDN and a P166? > > Anyone else have any comments about the type of data throughput we are > talking about with a MOHAA per user? (K/sec) > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Mike Freeman [mailto:steve at smjfreeman.gioserve.com] > Sent: 19 September 2002 00:13 > To: mohaa at icculus.org > Subject: Re: [mohaa] Power > > Ouch... heres me with my little P166 and ISDN lines.... > > That probably why I only manage 4 net players, and 5 lan players at once > then :o) > > ----- Original Message ----- > From: > To: > Sent: Wednesday, September 18, 2002 4:11 PM > Subject: Re: [mohaa] Power > > > > > > I would say 500+ MHz, 512 ram, 20 gig HD 7200 RPM...... > > > > Zaphod > > Leader of MOSS > > > > > > > > > > "Mike > > Benstead" To: > > > d.net> Subject: [mohaa] Power > > > > 09/18/2002 > > 03:38 AM > > Please > > respond to > > mohaa > > > > > > > > > > > > > > Anyone tell me the min spec to run a MOHAA server? > > > > Memory/CPU etc > > > > Regards > > Mike > > CardCounterPRO Team > > www.CardCounterPRO.com > > > > > > -----Original Message----- > > From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] > > Sent: 18 September 2002 08:31 > > To: mohaa at icculus.org > > Subject: Re: [mohaa] UT23k > > > > Hi everyone, > > just downloaded a UT2k3 Demo on linux. > > Trying to run a dedicated server for my community. > > Can someone point me in the right direction to > > configure and run the dedicated server? > > > > Jackie. > > ----- Original Message ----- > > From: "Per Kristiansen" > > To: > > Sent: Sunday, September 15, 2002 2:20 PM > > Subject: Re: [mohaa] UT23k > > > > > > > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > > > > > Busy boy. No wonder we haven't heard from you much this week. > > Nice > > job. > > > > > > > > Yeah, it's been...hectic. :) > > > > > > > > Sorry I haven't been paying much attention to this list (and won't > > be > > for > > > > a little while longer). I hope y'all are holding your own, though. > > > > > > Shit works > > > Me happy > > > > > > -- > > > Per Kristiansen > > > per at gathering.org > > > > > > > > > > > > From steve at smjfreeman.gioserve.com Wed Sep 18 19:33:59 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Thu, 19 Sep 2002 00:33:59 +0100 Subject: [mohaa] Power References: <000201c25f69$8989f600$0200a8c0@amd1800> Message-ID: <015801c25f6b$dfe9b510$0a00a8c0@stevefre> > Anyone else have any comments about the type of data throughput we are > talking about with a MOHAA per user? (K/sec) I think each user needs about 4kb/sec bandwidth. Therefore - 4 users on 128kbps - just. The latency of the link also determines their ping. ISDN is quite good in this respect -until it gets loaded. The PC is a shed, but I cannot a faster one with this poor net connection. Cheers Mike From steve at smjfreeman.gioserve.com Wed Sep 18 20:01:46 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Thu, 19 Sep 2002 01:01:46 +0100 Subject: [mohaa] Power References: <000201c25f69$8989f600$0200a8c0@amd1800> <00e201c25f6b$b6928430$0ffbfd0a@cefwyn> Message-ID: <017501c25f6f$befee6a0$0a00a8c0@stevefre> > now whether the p166 is sufficient for this? i guess if you had a > stripped down linux install with at least 256meg of ram, you could do it, > but it would be limping :) The PC has 98mb of RAM and is a P166 running redhat 7.2 Only LINUX could wring a MOH server out of this machine :o) From largo at current.nu Wed Sep 18 21:24:05 2002 From: largo at current.nu (Largo) Date: Wed, 18 Sep 2002 21:24:05 -0400 Subject: argh!! help please! Message-ID: <4.3.2.7.2.20020918212147.02475440@current.nu> I'm trying to set up my dedicated server on a multihomed box, and it's driving me INSANE. and where in gods name can I find a list of the cvars for MOHAA!?!? this stuff has to be the most fricking obscure documentation EVER. :P :P my server keeps wanting to be on my 192.168* lan instead of on my outside IP... even when I specify the net_ip, it still will say it's IP is 192.168.0.1 and I can't connect to it!! anyone have a WORKING .cfg file I could look at?? especially on a multi-homed box?? thanks a million for any help! "I do not believe that the same God who has endowed us with sense, reason and intellect, has intended us to forgo their use." - Galileo Galilei From escape.key at verizon.net Wed Sep 18 21:48:43 2002 From: escape.key at verizon.net (Escape Key) Date: Wed, 18 Sep 2002 21:48:43 -0400 Subject: [mohaa] argh!! help please! In-Reply-To: <4.3.2.7.2.20020918212147.02475440@current.nu> Message-ID: <001c01c25f7e$b0218520$6401a8c0@Front> Cvarlist command > -----Original Message----- > From: Largo [mailto:largo at current.nu] > Sent: Wednesday, September 18, 2002 9:24 PM > To: mohaa at icculus.org > Subject: [mohaa] argh!! help please! > > > > I'm trying to set up my dedicated server on a multihomed box, > and it's > driving me INSANE. > and where in gods name can I find a list of the cvars for > MOHAA!?!? this stuff has to be the most fricking obscure > documentation EVER. :P :P my server keeps wanting to be on my > 192.168* lan instead of on my outside > IP... even when I specify the net_ip, it still will say it's IP is > 192.168.0.1 and I can't connect to it!! > anyone have a WORKING .cfg file I could look at?? especially on a > multi-homed box?? > thanks a million for any help! > > > "I do not believe that the same God who has endowed us with > sense, reason and intellect, has intended us to forgo their use." > - Galileo Galilei > > From wokka at justfamily.org Thu Sep 19 09:58:50 2002 From: wokka at justfamily.org (Charles "wokka" Goldsmith) Date: Thu, 19 Sep 2002 08:58:50 -0500 Subject: [mohaa] argh!! help please! References: <4.3.2.7.2.20020918212147.02475440@current.nu> Message-ID: <012501c25fe4$aeffd820$0ffbfd0a@cefwyn> on the command line, use -set net_ip and -set net_port hopefully this was fixed in 1.1, haven't tested it, but the server would not broadcast to the master servers if you didn't let it use the default ip addresses... good luck with it ----- Original Message ----- From: "Largo" To: Sent: Wednesday, September 18, 2002 8:24 PM Subject: [mohaa] argh!! help please! > > I'm trying to set up my dedicated server on a multihomed box, and it's > driving me INSANE. > and where in gods name can I find a list of the cvars for MOHAA!?!? > this stuff has to be the most fricking obscure documentation EVER. :P :P > my server keeps wanting to be on my 192.168* lan instead of on my outside > IP... even when I specify the net_ip, it still will say it's IP is > 192.168.0.1 and I can't connect to it!! > anyone have a WORKING .cfg file I could look at?? especially on a > multi-homed box?? > thanks a million for any help! > > > "I do not believe that the same God who has endowed us with > sense, reason and intellect, has intended us to forgo their use." > - Galileo Galilei > > From largo at current.nu Thu Sep 19 10:35:28 2002 From: largo at current.nu (Largo) Date: Thu, 19 Sep 2002 10:35:28 -0400 Subject: [mohaa] argh!! help please! In-Reply-To: <012501c25fe4$aeffd820$0ffbfd0a@cefwyn> References: <4.3.2.7.2.20020918212147.02475440@current.nu> Message-ID: <4.3.2.7.2.20020919102037.0246b200@current.nu> hey charles :) yeah, I was trying the net_ip, but not the net_port... either way, it will say it's opening the right IP and port, but still shows my IP below that as being the internal one... also, it won't launch the server unless I specify +map dm/mohdm1 on the command line as well. doesn't seem to matter what I put in my cfg. ------->8----snip------>8------ Opening IP socket: 24.247.141.170:12203 Hostname: chan.acherondesign.com Alias: chan IP: 192.168.0.1 ------->8----snip------>8------ also, even if I let it use the default IP address (192.168.0.1) and try to connect to it from another box on my lan (192.168.0.2), it doesn't see it and won't connect. I also had to set the fs_basepath, because the server kept tacking on the name of the executable as part of the path, was very irritating... for instance, if I launched mohaa_lnxded from /usr/local/games/mohaa/, (where the main/ dir was in /usr/local/games/mohaa/main/) it would look for the main/ dir in /usr/local/games/mohaa/mohaa_lnxded/main/ and even if I changed the name of the binary to mohaaded, then it would just look for main/ in /usr/local/games/mohaa/mohaaded/main/ I initially just got frustrated and moved main/ to ~/.mohaa/main/ and it "worked" from there (ie; it found the files at least) for the record, I was using a command line something along the lines of bash$ mohaaded +set g_gametype 1 +set net_ip 24.247.141.170 +map dm/mohdm1 +set fs_basepath /usr/local/games/mohaa and it would look like the server was starting fine, but I couldn't see it or connect to it from this box (192.168.0.2) if it helps, my topology is as such: 192.168.0.1/24.247.141.170 <-- multi-homed linux router doing NAT for the LAN. (slackware 8.1pre running kernel 2.4.18) 192.168.0.2 <-- windowsXP box which I'm typing this from. thanks for any help... I remember having to jump through some hoops to get Q3A running on my NAT box about a year ago... but it did end up working with a similar commandline to above... I wish I could figure out why this one won't :( At 08:58 AM 9/19/2002 -0500, you wrote: >on the command line, use -set net_ip and -set net_port > >hopefully this was fixed in 1.1, haven't tested it, but the server would not >broadcast to the master servers if you didn't let it use the default ip >addresses... > >good luck with it > >----- Original Message ----- >From: "Largo" >To: >Sent: Wednesday, September 18, 2002 8:24 PM >Subject: [mohaa] argh!! help please! > > > > > > I'm trying to set up my dedicated server on a multihomed box, and it's > > driving me INSANE. > > and where in gods name can I find a list of the cvars for MOHAA!?!? > > this stuff has to be the most fricking obscure documentation EVER. :P :P > > my server keeps wanting to be on my 192.168* lan instead of on my outside > > IP... even when I specify the net_ip, it still will say it's IP is > > 192.168.0.1 and I can't connect to it!! > > anyone have a WORKING .cfg file I could look at?? especially on a > > multi-homed box?? > > thanks a million for any help! > > > > > > "I do not believe that the same God who has endowed us with > > sense, reason and intellect, has intended us to forgo their use." > > - Galileo Galilei > > > > "I do not believe that the same God who has endowed us with sense, reason and intellect, has intended us to forgo their use." - Galileo Galilei From shockwave at clanshortfuse.com Thu Sep 19 11:21:25 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 19 Sep 2002 11:21:25 -0400 Subject: [mohaa] argh!! help please! References: <4.3.2.7.2.20020918212147.02475440@current.nu> <4.3.2.7.2.20020919102037.0246b200@current.nu> Message-ID: <003901c25ff0$3a1f1320$0401a8c0@Asgard> Hello Largo, Sorry to hear you're having difficulties. On the odd chance that my configuration might work for you, here's my command line to start the server: /usr/local/games/MOHAA/mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 20 +set developer 2 +map dm/mohdm1 +exec server.cfg I would add the commands to set the IP and port to the command line if you have a multi-homed server. Mine isn't so I don't bother. With the line above, my server output log actually shows this: Hostname: shortfuse.netsville.com Alias: shortfuse Alias: localhost.localdomain Alias: localhost IP: 127.0.0.1 Everything has always worked fine for me though and the server appears in the public list. Here's my server.cfg file: sv_hostname "RAGNAROK @ www.netsville.com [Linux / T3 / FF off]" sv_chatter 1 //log console activity Logfile 2 //set logfile option 0=none 1=buffered, 2=continuous //3=append fraglimit 100 //Sets the limit of Frags that will end the match //( 0 = no fraglimit) timelimit 20 //Sets the amount of time (in minutes) for map changes //(0 = no timelimit) //This is the list of maps that will be cycled for the server sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm6 dm/mohdm7" set g_allowjointime 5 //This setting is instrumental in stopping //"re-spawn cheaters" in Round-based games. //Recommend setting X to around 5 or so //The default time is 30 seconds sv_allowDownload 0 //Toggles allowing client downloads from server //like custom maps 0=off 1=on set cheats 0 // disable cheat codes sv_maxRate 9000 //Max data transmit rate by clients on the server. sv_maxPing 400 //Keeps anyone with a higher ping than this value from //connecting to the server sv_fps 20 //Server FPS, this should increase performance (20 is the default) sv_floodProtect 1 //Flood protection from server crashing text messages //Enabled by DEFAULT, not totally necessary to include set flood_waitdelay 10 //Enabled by DEFAULT, not totally necessary to include set flood_persecond 4 //messages per second to be considered a flood //Enabled by DEFAULT, not totally necessary to include set flood_msgs 4 //Enabled by DEFAULT, not totally necessary to include sv_pure 0 //Pak checker, does not allow clients to use PAK files the server //doesn't have (0=off 1=on) sv_gamespy 1 //Allows your server to show up in the Gamespy browser, and the //In-game browser* (*In-game browser available in v1.1, not 1.0) set g_inactiveKick 60 //Time (in seconds) that a client will be kicked //for inactivity set g_inactiveSpectate 60 //Time (in seconds) that a client will be moved // to spectator for inactivity set g_teamdamage 0 // FF setting 0=off 1=on net_noipx 1 //Disallows IPX connections, TCP only //this is mainly a LAN consideration net_port 12203 //Sets the port # for the game to run off of //**12203 is the default //set Password xxxx //Makes ENTIRE server private //some have reported this not working after 1.11 , use //privateClients instead set sv_privateClients 0 //assigns reserved slots set privatePassword xxxxx //password for reserved slots set rconPassword xxxxxx //Sets your RCON password set g_teamForceBalance 1 // team balancing 0=off 1=on //These 2 setting were suggested to possibly help with latency issues. set cl_packetdup 3 seta pmove_fixed 0 //Finally, put a blank line at end of the config I can't take credit for it because I copied an existing layout from somewhere on the web and adjusted it to fit my needs. One of my buddies had problems with his server crashing all the time with some really nasty errors but they have disappeared after he started using this configuration file. Maybe it's just luck, but if you're having problems you might want to give this a shot. My server.cfg file is /usr/local/games/MOHAA/main/server.cfg , it is read by the game server fine, and all of the other game files the server needs are found and used as well. My log file for the server is created as $HOME/.mohaa/main/qconsole.log and has been capturing data as expected. Below is a batch file I just put together for testing and I have successfully used it to start my server. I added the +set net_IP command just for kicks and it works for me: #!/bin/bash # # save last copy of log file cp ~/.mohaa/main/qconsole.log ~/.mohaa/main/qconsole_last.log # truncate log > ~/.mohaa/main/qconsole.log # start server screen mohaa_admin ./mohaa_lnxded +set dedicated 1 +set net_IP 216.42.80.176 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 20 +set developer 2 +map dm/mohdm1 +exec server.cfg Regarding whether a system on the LAN can connect using a local IP rather than the Internet IP, I don't know whether it works or not because I've never tried it. I'd suggest trying using both the local and Internet IP's one at a time and see if you can get either to work. It might force you to use the Internet IP to join because that's the one you bound the game server to with the net_IP command. You might also have to browse the Internet server listing to see it too, but I'm not sure. I hope this helps. Shockwave ----- Original Message ----- From: "Largo" To: Sent: Thursday, September 19, 2002 10:35 AM Subject: Re: [mohaa] argh!! help please! > > hey charles :) > > yeah, I was trying the net_ip, but not the net_port... either way, it will > say it's opening the right IP and port, but still shows my IP below that as > being the internal one... > also, it won't launch the server unless I specify +map dm/mohdm1 on the > command line as well. doesn't seem to matter what I put in my cfg. > > ------->8----snip------>8------ > Opening IP socket: 24.247.141.170:12203 > Hostname: chan.acherondesign.com > Alias: chan > IP: 192.168.0.1 > ------->8----snip------>8------ > > also, even if I let it use the default IP address (192.168.0.1) and try to > connect to it from another box on my lan (192.168.0.2), it doesn't see it > and won't connect. > > I also had to set the fs_basepath, because the server kept tacking on the > name of the executable as part of the path, was very irritating... for > instance, if I launched mohaa_lnxded from /usr/local/games/mohaa/, (where > the main/ dir was in /usr/local/games/mohaa/main/) it would look for the > main/ dir in /usr/local/games/mohaa/mohaa_lnxded/main/ and even if I > changed the name of the binary to mohaaded, then it would just look for > main/ in /usr/local/games/mohaa/mohaaded/main/ > I initially just got frustrated and moved main/ to ~/.mohaa/main/ and it > "worked" from there (ie; it found the files at least) > > for the record, I was using a command line something along the lines of > bash$ mohaaded +set g_gametype 1 +set net_ip 24.247.141.170 +map dm/mohdm1 > +set fs_basepath /usr/local/games/mohaa > and it would look like the server was starting fine, but I couldn't see it > or connect to it from this box (192.168.0.2) > > if it helps, my topology is as such: > 192.168.0.1/24.247.141.170 <-- multi-homed linux router doing NAT for the > LAN. (slackware 8.1pre running kernel 2.4.18) > 192.168.0.2 <-- windowsXP box which I'm typing this from. > > thanks for any help... I remember having to jump through some hoops to get > Q3A running on my NAT box about a year ago... but it did end up working > with a similar commandline to above... I wish I could figure out why this > one won't :( > > At 08:58 AM 9/19/2002 -0500, you wrote: > >on the command line, use -set net_ip and -set net_port > > > >hopefully this was fixed in 1.1, haven't tested it, but the server would not > >broadcast to the master servers if you didn't let it use the default ip > >addresses... > > > >good luck with it > > > >----- Original Message ----- > >From: "Largo" > >To: > >Sent: Wednesday, September 18, 2002 8:24 PM > >Subject: [mohaa] argh!! help please! > > > > > > > > > > I'm trying to set up my dedicated server on a multihomed box, and it's > > > driving me INSANE. > > > and where in gods name can I find a list of the cvars for MOHAA!?!? > > > this stuff has to be the most fricking obscure documentation EVER. :P :P > > > my server keeps wanting to be on my 192.168* lan instead of on my outside > > > IP... even when I specify the net_ip, it still will say it's IP is > > > 192.168.0.1 and I can't connect to it!! > > > anyone have a WORKING .cfg file I could look at?? especially on a > > > multi-homed box?? > > > thanks a million for any help! > > > > > > > > > "I do not believe that the same God who has endowed us with > > > sense, reason and intellect, has intended us to forgo their use." > > > - Galileo Galilei > > > > > > > > > > "I do not believe that the same God who has endowed us with > sense, reason and intellect, has intended us to forgo their use." > - Galileo Galilei From shockwave at clanshortfuse.com Thu Sep 19 11:28:31 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Thu, 19 Sep 2002 11:28:31 -0400 Subject: [mohaa] argh!! help please! References: <4.3.2.7.2.20020918212147.02475440@current.nu> <4.3.2.7.2.20020919102037.0246b200@current.nu> <003901c25ff0$3a1f1320$0401a8c0@Asgard> Message-ID: <004301c25ff1$36c2fa60$0401a8c0@Asgard> Hey Largo, I made a cut and paste error. The section in my previous message where I posted the batch file to start the server: # start server screen mohaa_admin ./mohaa_lnxded +set dedicated 1 +set net_IP 216.42.80.176 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 20 +set developer 2 +map dm/mohdm1 +exec server.cfg ...should read: # start server cd /usr/local/games/MOHAA ./mohaa_lnxded +set dedicated 1 +set net_IP 216.42.80.176 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 20 +set developer 2 +map dm/mohdm1 +exec server.cfg Sorry! Shockwave From netkjot at yahoo.de Thu Sep 19 11:46:29 2002 From: netkjot at yahoo.de (Karsten Jaschultowski) Date: Thu, 19 Sep 2002 17:46:29 +0200 Subject: No subject In-Reply-To: <015801c25f6b$dfe9b510$0a00a8c0@stevefre> Message-ID: set the bandwitdt per user with sv_maxRate [bytes/sec]... when playing withg my friends i have to go down until 2000... but its quite slow Subject: Re: [mohaa] Power so calculate your bandwitdt withthe expected amount of users... Am 19.09.02 01:33:59, schrieb "Mike Freeman" : >> Anyone else have any comments about the type of data throughput we are >> talking about with a MOHAA per user? (K/sec) > >I think each user needs about 4kb/sec bandwidth. Therefore - 4 users on >128kbps - just. > >The latency of the link also determines their ping. ISDN is quite good in >this respect -until it gets loaded. > >The PC is a shed, but I cannot a faster one with this poor net connection. > >Cheers > >Mike > __________________________________________________________________ Gesendet von Yahoo! Mail - http://mail.yahoo.de Yahoo! pr?sentiert als offizieller Sponsor das Fu?ball-Highlight des Jahres: - http://www.FIFAworldcup.com From steve at smjfreeman.gioserve.com Thu Sep 19 12:26:25 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Thu, 19 Sep 2002 17:26:25 +0100 Subject: [mohaa] Power References: Message-ID: <02a601c25ff9$4ce867f0$0a00a8c0@stevefre> > so calculate your bandwitdt withthe expected amount of users... ? Not sure I understand what you mean. Sorry. I have about 14-16K/sec throughput. It accomodates 4 net players before struggling. The "expected amount of users" is how ever many I feel like on the day :o) If there is LAN players on it too, it changes from MAX 4, to MAX 10. Including my host. Little throughput really, but with 7 LAN players, ping times go to 100+ on a 100Mbps switched network. Cheers, Mike From JNagle at franuniv.edu Thu Sep 19 15:48:14 2002 From: JNagle at franuniv.edu (JNagle at franuniv.edu) Date: Thu, 19 Sep 2002 15:48:14 -0400 Subject: [mohaa] Power Message-ID: Wow....ya that would be it! Zaphod Leader of MOSS "Mike Freeman" serve.com> cc: Subject: Re: [mohaa] Power 09/18/2002 07:13 PM Please respond to mohaa Ouch... heres me with my little P166 and ISDN lines.... That probably why I only manage 4 net players, and 5 lan players at once then :o) ----- Original Message ----- From: To: Sent: Wednesday, September 18, 2002 4:11 PM Subject: Re: [mohaa] Power > > I would say 500+ MHz, 512 ram, 20 gig HD 7200 RPM...... > > Zaphod > Leader of MOSS > > > > > "Mike > Benstead" To: > d.net> Subject: [mohaa] Power > > 09/18/2002 > 03:38 AM > Please > respond to > mohaa > > > > > > > Anyone tell me the min spec to run a MOHAA server? > > Memory/CPU etc > > Regards > Mike > CardCounterPRO Team > www.CardCounterPRO.com > > > -----Original Message----- > From: Mr Jackie Lee Choon Yau [mailto:jackie at hwzcorp.com] > Sent: 18 September 2002 08:31 > To: mohaa at icculus.org > Subject: Re: [mohaa] UT23k > > Hi everyone, > just downloaded a UT2k3 Demo on linux. > Trying to run a dedicated server for my community. > Can someone point me in the right direction to > configure and run the dedicated server? > > Jackie. > ----- Original Message ----- > From: "Per Kristiansen" > To: > Sent: Sunday, September 15, 2002 2:20 PM > Subject: Re: [mohaa] UT23k > > > > On Sat, Sep 14, 2002 at 11:19:47PM -0400, Ryan C. Gordon wrote: > > > > > > > Busy boy. No wonder we haven't heard from you much this week. > Nice > job. > > > > > > Yeah, it's been...hectic. :) > > > > > > Sorry I haven't been paying much attention to this list (and won't > be > for > > > a little while longer). I hope y'all are holding your own, though. > > > > Shit works > > Me happy > > > > -- > > Per Kristiansen > > per at gathering.org > > > > > From chr.ejlertsen at has.dk Fri Sep 20 07:19:10 2002 From: chr.ejlertsen at has.dk (Christian Ejlertsen) Date: Fri, 20 Sep 2002 13:19:10 +0200 Subject: [mohaa] Power References: <02a601c25ff9$4ce867f0$0a00a8c0@stevefre> Message-ID: <001101c26097$8b0edb10$1000a8c0@puter> Hi > If there is LAN players on it too, it changes from MAX 4, to MAX 10. > Including my host. > > Little throughput really, but with 7 LAN players, ping times go to 100+ on a > 100Mbps switched network. > I seriously hope thoose 100+ ping times are for the player from the net and not the LAN. If thoose pings are for the LAN players i suggest an upgrade of your pc or the server mohaa is running on : ) Happy playing Christian From enroll+mohaa_linux at spawn.ims.att.com Fri Sep 20 08:11:32 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Fri, 20 Sep 2002 08:11:32 -0400 Subject: [mohaa] Power References: <000201c25f69$8989f600$0200a8c0@amd1800> <015801c25f6b$dfe9b510$0a00a8c0@stevefre> Message-ID: <006201c2609e$de1c2180$f00a0a0a@mommabear> | I think each user needs about 4kb/sec bandwidth. Therefore - 4 users on | 128kbps - just. I've read it's more around 5kB/sec, however I don't know if this is full-duplex. Does anyone know what the requirements are in BOTH directions. --[MC]Hammer ----- Original Message ----- From: "Mike Freeman" To: Sent: Wednesday, September 18, 2002 7:33 PM Subject: Re: [mohaa] Power | > Anyone else have any comments about the type of data throughput we are | > talking about with a MOHAA per user? (K/sec) | | | The latency of the link also determines their ping. ISDN is quite good in | this respect -until it gets loaded. | | The PC is a shed, but I cannot a faster one with this poor net connection. | | Cheers | | Mike | From wokka at justfamily.org Fri Sep 20 10:19:37 2002 From: wokka at justfamily.org (charles 'wokka' goldsmith) Date: Fri, 20 Sep 2002 09:19:37 -0500 Subject: [mohaa] Power References: <000201c25f69$8989f600$0200a8c0@amd1800> <015801c25f6b$dfe9b510$0a00a8c0@stevefre> <006201c2609e$de1c2180$f00a0a0a@mommabear> Message-ID: <002601c260b0$c08ef4a0$0afbfd0a@wokka.org> It depends on the rate setting from the client and the sv_maxrate set on the server... if the player sets for modem, which is 3000, then all it will use is 3kb/sec... or if the server sets a sv_maxrate of 3000, then all the clients will get is 3kb/sec :) wokka ----- Original Message ----- From: "Enroll Id" To: Sent: Friday, September 20, 2002 7:11 AM Subject: Re: [mohaa] Power | I think each user needs about 4kb/sec bandwidth. Therefore - 4 users on | 128kbps - just. I've read it's more around 5kB/sec, however I don't know if this is full-duplex. Does anyone know what the requirements are in BOTH directions. --[MC]Hammer ----- Original Message ----- From: "Mike Freeman" To: Sent: Wednesday, September 18, 2002 7:33 PM Subject: Re: [mohaa] Power | > Anyone else have any comments about the type of data throughput we are | > talking about with a MOHAA per user? (K/sec) | | | The latency of the link also determines their ping. ISDN is quite good in | this respect -until it gets loaded. | | The PC is a shed, but I cannot a faster one with this poor net connection. | | Cheers | | Mike | From joe at getsomewhere.net Fri Sep 20 11:05:51 2002 From: joe at getsomewhere.net (Joe Love) Date: Fri, 20 Sep 2002 10:05:51 -0500 (CDT) Subject: [mohaa] Power In-Reply-To: <002601c260b0$c08ef4a0$0afbfd0a@wokka.org> References: <000201c25f69$8989f600$0200a8c0@amd1800> <015801c25f6b$dfe9b510$0a00a8c0@stevefre> <006201c2609e$de1c2180$f00a0a0a@mommabear> <002601c260b0$c08ef4a0$0afbfd0a@wokka.org> Message-ID: <1856.131.193.170.179.1032534351.squirrel@webmail.getsomewhere.net> My last understanding of rate is that it is relative to the bandwidth used, but not an exact translation. In other words, a rate of 3000 isn't 3000bytes/sec of data. There should be a correlation between the rate and the bandwidth used, but I just don't believe it is that direct. In addition, rate tells the server at what rate to send packets, not always what rate the client sends packets. Typically the rate the client sends packets is based on the framerate of the client, usually one packet per frame. I'm not completely up to knowledge on the way the mohaa engine handles all packet movement, but that's how it's been handled in the past, and how it's likely handled in this engine. -Lyfe > It depends on the rate setting from the client and the sv_maxrate set on > the server... > > if the player sets for modem, which is 3000, then all it will use is > 3kb/sec... or if the server sets a sv_maxrate of 3000, then all the > clients will get is 3kb/sec :) > > wokka > > ----- Original Message ----- > From: "Enroll Id" > To: > Sent: Friday, September 20, 2002 7:11 AM > Subject: Re: [mohaa] Power > > > | I think each user needs about 4kb/sec bandwidth. Therefore - 4 users > on | 128kbps - just. > > I've read it's more around 5kB/sec, however I don't know if this is > full-duplex. Does anyone know what the requirements are in BOTH > directions. > > --[MC]Hammer > > ----- Original Message ----- > From: "Mike Freeman" > To: > Sent: Wednesday, September 18, 2002 7:33 PM > Subject: Re: [mohaa] Power > > > | > Anyone else have any comments about the type of data throughput we > are | > talking about with a MOHAA per user? (K/sec) > | > | > | The latency of the link also determines their ping. ISDN is quite good > in | this respect -until it gets loaded. > | > | The PC is a shed, but I cannot a faster one with this poor net > connection. | > | Cheers > | > | Mike > | From steve at smjfreeman.gioserve.com Fri Sep 20 14:13:47 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Fri, 20 Sep 2002 19:13:47 +0100 Subject: [mohaa] Power References: <02a601c25ff9$4ce867f0$0a00a8c0@stevefre> <001101c26097$8b0edb10$1000a8c0@puter> Message-ID: <038d01c260d1$77228ea0$0a00a8c0@stevefre> >I seriously hope thoose 100+ ping times are for the player from the net and not the LAN. If >thoose pings are for the LAN players i suggest an upgrade of your pc or the server mohaa is >running on : ) haha, no the server has problem with more than 10 or so players. Its the machine spec, but I don't often have LAN days so its no a problem, and when I do it seems to run very smooth for all - even those on the net coming in. I must have the most piss poor server on the list, but its a title I can live with :o)) Cheers, Mike From hajov at home.nl Sat Sep 21 15:47:26 2002 From: hajov at home.nl (Hajo van Vulpen) Date: Sat, 21 Sep 2002 21:47:26 +0200 Subject: [mohaa] Power In-Reply-To: <017501c25f6f$befee6a0$0a00a8c0@stevefre> Message-ID: <000001c261a7$b64abfe0$af8bccd4@cc23716a> Running at p1 133/48ram cable connection :) 4 players max (my little map tester :) -----Oorspronkelijk bericht----- Van: Mike Freeman [mailto:steve at smjfreeman.gioserve.com] Verzonden: donderdag 19 september 2002 2:02 Aan: mohaa at icculus.org Onderwerp: Re: [mohaa] Power > now whether the p166 is sufficient for this? i guess if you had a > stripped down linux install with at least 256meg of ram, you could do it, > but it would be limping :) The PC has 98mb of RAM and is a P166 running redhat 7.2 Only LINUX could wring a MOH server out of this machine :o) From dna at home.martnet.com Mon Sep 23 17:56:31 2002 From: dna at home.martnet.com (Charles) Date: Mon, 23 Sep 2002 17:56:31 -0400 (EDT) Subject: wallhack/landsharking...? Message-ID: Hello All.. I don't know if this has been covered before, but does anyone have a good solution for getting rid of the cheaters short of weeding them out myself? I have a 32 player server that's been up for a few weeks straight now, and I noticed whilst idling thisafternoon the amount of cheaters on the thing.. Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From richardnharrison at btinternet.com Mon Sep 23 17:59:30 2002 From: richardnharrison at btinternet.com (Richard Harrison) Date: Mon, 23 Sep 2002 22:59:30 +0100 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: How can you tell there cheating? just by visually following them? on a secondary note is there a setting or something you can run to see if people are using custom skins? Cheers, Hazzie. -----Original Message----- From: Charles [mailto:dna at home.martnet.com] Sent: 23 September 2002 22:57 To: mohaa at icculus.org Subject: [mohaa] wallhack/landsharking...? Hello All.. I don't know if this has been covered before, but does anyone have a good solution for getting rid of the cheaters short of weeding them out myself? I have a 32 player server that's been up for a few weeks straight now, and I noticed whilst idling thisafternoon the amount of cheaters on the thing.. Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From damon at daycross.com Mon Sep 23 18:46:00 2002 From: damon at daycross.com (Damon) Date: Mon, 23 Sep 2002 23:46:00 +0100 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: Lo. >dumpuser username ( or similar ) But that only tells u what skin "theyre" wearing ( doesnt it?), not if theyre using custom skins for anybody else. we have now shut mohaa server down due to the influx of cheats. we have moved onto bf1942 but a) there are no linux files yet b)there is already a wall hack for bf192. u just cant win. I tested out the mohaa cheats, ( the old saying - it takes one to know one ) ie see thru doors,walls, clear windows & more, and sure enuff whilst using them i noticed ppl shooting @ me before i had even got thru the doors etc. cheating sucks and i wish someone should knuckle down & create an ultimate anti cheat. -D -----Original Message----- From: Richard Harrison [mailto:richardnharrison at btinternet.com] Sent: 23 September 2002 23:00 To: mohaa at icculus.org Subject: RE: [mohaa] wallhack/landsharking...? How can you tell there cheating? just by visually following them? on a secondary note is there a setting or something you can run to see if people are using custom skins? Cheers, Hazzie. -----Original Message----- From: Charles [mailto:dna at home.martnet.com] Sent: 23 September 2002 22:57 To: mohaa at icculus.org Subject: [mohaa] wallhack/landsharking...? Hello All.. I don't know if this has been covered before, but does anyone have a good solution for getting rid of the cheaters short of weeding them out myself? I have a 32 player server that's been up for a few weeks straight now, and I noticed whilst idling thisafternoon the amount of cheaters on the thing.. Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From enroll+mohaa_linux at spawn.ims.att.com Mon Sep 23 19:14:11 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Mon, 23 Sep 2002 19:14:11 -0400 Subject: [mohaa] wallhack/landsharking...? References: Message-ID: <007e01c26357$8c7bbfa0$f00a0a0a@mommabear> Cheats??? What kind of cheating are you referring to? Do you have cheats enabled on your server? I know about other games' cheat methods, how are they getting around all the server stuff? How do you know they were cheating to begin with? Can you detect it? Sorry for the million questions, just peaked my curiosity since I've been getting complaints on my servers about this as well. --[MC]Hammer Mohaa Crew Clan www.mohaacrew.com ----- Original Message ----- From: "Charles" To: Sent: Monday, September 23, 2002 5:56 PM Subject: [mohaa] wallhack/landsharking...? | Hello All.. | | I don't know if this has been covered before, but does anyone have a good | solution for getting rid of the cheaters short of weeding them out | myself? I have a 32 player server that's been up for a few weeks straight | now, and I noticed whilst idling thisafternoon the amount of cheaters on | the thing.. | | | | Charles Rehill | Martnet Support | | ------------------------------------------------------------------------- | martnet.com | "Get Hooked Up" | | Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) | sales at martnet.com support at martnet.com | PO Box 42472 Philadelphia, PA 19101 | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | | Domain transfer and registration for ONLY $15/year! | http://www.martnet.com/services/whois.php | | Refer your friends to Martnet and get $$$$! | http://www.martnet.com/services/referral.shtml | ------------------------------------------------------------------------- | From enroll+mohaa_linux at spawn.ims.att.com Mon Sep 23 19:18:26 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Mon, 23 Sep 2002 19:18:26 -0400 Subject: [mohaa] wallhack/landsharking...? References: Message-ID: <007f01c26357$8d0fe950$f00a0a0a@mommabear> Damon, Where can I find the cheats you are referring to? How do they work? Where do you install them? How can you identify if someone's using it? --[MC]Hammer Mohaa Crew Clan www.mohaacrew.com ----- Original Message ----- From: "Damon" To: Sent: Monday, September 23, 2002 6:46 PM Subject: RE: [mohaa] wallhack/landsharking...? | | Lo. | >dumpuser username ( or similar ) | | But that only tells u what skin "theyre" wearing ( doesnt it?), not if | theyre using custom skins for anybody else. | we have now shut mohaa server down due to the influx of cheats. we have | moved onto bf1942 but a) there | are no linux files yet b)there is already a wall hack for bf192. u just cant | win. | | I tested out the mohaa cheats, ( the old saying - it takes one to know one ) | ie see thru doors,walls, clear windows & more, and sure enuff whilst using | them i noticed ppl shooting @ me before i had even got thru the doors etc. | cheating sucks and i wish someone should knuckle down & create an ultimate | anti cheat. | -D | | | -----Original Message----- | From: Richard Harrison [mailto:richardnharrison at btinternet.com] | Sent: 23 September 2002 23:00 | To: mohaa at icculus.org | Subject: RE: [mohaa] wallhack/landsharking...? | | | How can you tell there cheating? just by visually following them? | | on a secondary note is there a setting or something you can run to see if | people are using custom skins? | | Cheers, | | Hazzie. | | -----Original Message----- | From: Charles [mailto:dna at home.martnet.com] | Sent: 23 September 2002 22:57 | To: mohaa at icculus.org | Subject: [mohaa] wallhack/landsharking...? | | | Hello All.. | | I don't know if this has been covered before, but does anyone have a good | solution for getting rid of the cheaters short of weeding them out | myself? I have a 32 player server that's been up for a few weeks straight | now, and I noticed whilst idling thisafternoon the amount of cheaters on | the thing.. | | | | Charles Rehill | Martnet Support | | ------------------------------------------------------------------------- | martnet.com | "Get Hooked Up" | | Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) | sales at martnet.com support at martnet.com | PO Box 42472 Philadelphia, PA 19101 | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | | Domain transfer and registration for ONLY $15/year! | http://www.martnet.com/services/whois.php | | Refer your friends to Martnet and get $$$$! | http://www.martnet.com/services/referral.shtml | ------------------------------------------------------------------------- | | From rivotti at netcabo.pt Mon Sep 23 19:41:30 2002 From: rivotti at netcabo.pt (=?iso-8859-1?Q?Andr=E9_Rivotti_Casimiro?=) Date: Tue, 24 Sep 2002 00:41:30 +0100 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: <007f01c26357$8d0fe950$f00a0a0a@mommabear> Message-ID: Hi all, I've been woking on this for about 2 weeks from now. The only thing I discovered was a Win Application caled PONTO40(http://ponto40.cjb.net) that can solve some problems with cheating. The bad news is that all players must have the client version and u must have the server version connected with the server ... all the time. Since I'm using a Linux Server I din't payed too much attention. I did tryed do make a Perl script do rcon to the server and act like a guard but, I have little knowledge on using Sockets and I still didn't manage do conenct and receive messages at the same time. If anyone knows how to do this please say something, maybe we can work togheter on this... Regards Andr? Casimiro (aka Rivotti) sub-Leader >KO< Clan Portugal -----Mensagem original----- De: Enroll Id [mailto:enroll+mohaa_linux at spawn.ims.att.com] Enviada: ter?a-feira, 24 de Setembro de 2002 0:18 Para: mohaa at icculus.org Assunto: Re: [mohaa] wallhack/landsharking...? Damon, Where can I find the cheats you are referring to? How do they work? Where do you install them? How can you identify if someone's using it? --[MC]Hammer Mohaa Crew Clan www.mohaacrew.com ----- Original Message ----- From: "Damon" To: Sent: Monday, September 23, 2002 6:46 PM Subject: RE: [mohaa] wallhack/landsharking...? | | Lo. | >dumpuser username ( or similar ) | | But that only tells u what skin "theyre" wearing ( doesnt it?), not if | theyre using custom skins for anybody else. | we have now shut mohaa server down due to the influx of cheats. we have | moved onto bf1942 but a) there | are no linux files yet b)there is already a wall hack for bf192. u just cant | win. | | I tested out the mohaa cheats, ( the old saying - it takes one to know one ) | ie see thru doors,walls, clear windows & more, and sure enuff whilst using | them i noticed ppl shooting @ me before i had even got thru the doors etc. | cheating sucks and i wish someone should knuckle down & create an ultimate | anti cheat. | -D | | | -----Original Message----- | From: Richard Harrison [mailto:richardnharrison at btinternet.com] | Sent: 23 September 2002 23:00 | To: mohaa at icculus.org | Subject: RE: [mohaa] wallhack/landsharking...? | | | How can you tell there cheating? just by visually following them? | | on a secondary note is there a setting or something you can run to see if | people are using custom skins? | | Cheers, | | Hazzie. | | -----Original Message----- | From: Charles [mailto:dna at home.martnet.com] | Sent: 23 September 2002 22:57 | To: mohaa at icculus.org | Subject: [mohaa] wallhack/landsharking...? | | | Hello All.. | | I don't know if this has been covered before, but does anyone have a good | solution for getting rid of the cheaters short of weeding them out | myself? I have a 32 player server that's been up for a few weeks straight | now, and I noticed whilst idling thisafternoon the amount of cheaters on | the thing.. | | | | Charles Rehill | Martnet Support | | ------------------------------------------------------------------------- | martnet.com | "Get Hooked Up" | | Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) | sales at martnet.com support at martnet.com | PO Box 42472 Philadelphia, PA 19101 | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | | Domain transfer and registration for ONLY $15/year! | http://www.martnet.com/services/whois.php | | Refer your friends to Martnet and get $$$$! | http://www.martnet.com/services/referral.shtml | ------------------------------------------------------------------------- | | From scratch at xmission.com Mon Sep 23 20:20:02 2002 From: scratch at xmission.com (scratch) Date: Mon, 23 Sep 2002 18:20:02 -0600 Subject: [mohaa] wallhack/landsharking...? References: <007f01c26357$8d0fe950$f00a0a0a@mommabear> Message-ID: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> >Where can I find the cheats you are referring to? How do they work? Where do you install them? How can you >identify if someone's using it? ...and please bear in mind that the archives of this list are quite public, and any links posted here will accelerate the distribution of any such cheats faster than the mind can grasp. I'm whole heartedly behind dedicated server admins "knowing thine enemy", but let's keep anything outside of general discussion off-list, OK? Please? Also, I have no knowledge of existing cheats for MOH:AA, though considering it's based on the Quake 3engine, I'm sure they're out there. But I can also promise you that 98% of the "OMFG, WALLHAX0R BS!" you see in your consoles are the knee-jerk reactions of players who just got worked by someone better and faster than them. Bot paranoia will kill a game faster than actual bots, which generally aren't terribly sophisticated or useful. Of far larger concern these days is keeping a decent FF-enabled server clear of Teak Killers, in my own opinion. scratch freakshow.xmission.com From damon at daycross.com Mon Sep 23 21:13:45 2002 From: damon at daycross.com (Damon) Date: Tue, 24 Sep 2002 02:13:45 +0100 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> Message-ID: >...and please bear in mind that the archives of this list are quite public, /in full agreement. >"OMFG, WALLHAX0R BS!" you see in your consoles are the knee-jerk reactions of players /Also agree, but.. like i said when i tryed these i was being shot @ before i even opened the doors. now.. if thats not either wall hack or see thru doors then.. a 6th sense maybe? -D -----Original Message----- From: scratch [mailto:scratch at xmission.com] Sent: 24 September 2002 01:20 To: mohaa at icculus.org Subject: Re: [mohaa] wallhack/landsharking...? >Where can I find the cheats you are referring to? How do they work? Where do you install them? How can you >identify if someone's using it? ...and please bear in mind that the archives of this list are quite public, and any links posted here will accelerate the distribution of any such cheats faster than the mind can grasp. I'm whole heartedly behind dedicated server admins "knowing thine enemy", but let's keep anything outside of general discussion off-list, OK? Please? Also, I have no knowledge of existing cheats for MOH:AA, though considering it's based on the Quake 3engine, I'm sure they're out there. But I can also promise you that 98% of the "OMFG, WALLHAX0R BS!" you see in your consoles are the knee-jerk reactions of players who just got worked by someone better and faster than them. Bot paranoia will kill a game faster than actual bots, which generally aren't terribly sophisticated or useful. Of far larger concern these days is keeping a decent FF-enabled server clear of Teak Killers, in my own opinion. scratch freakshow.xmission.com From monthos at mx3.org Mon Sep 23 22:42:14 2002 From: monthos at mx3.org (monthos at mx3.org) Date: Mon, 23 Sep 2002 22:42:14 -0400 (EDT) Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: Yes there are some cheats for MoH, i thought someone was cheating, ive been a game admin and player of first person shooters on all the popular games and seen almost all of them by now. did a search, found some, this was 2 months ago, they worked, but crashed my game quite a bit, but none the less they worked. almost all are opengl hacks that tell your video card to display shit differently than the game originally wanted it. ie, dont display glass, walls or something else. only way to stop them is to have lots of friends admin your server and hope one of them is on at all times. otherwise you need to rely on a client/server cheat checking solution, which no gamer wants to download, and your server remains empty. On Tue, 24 Sep 2002, Damon wrote: > > >...and please bear in mind that the archives of this list are quite public, > /in full agreement. > > > >"OMFG, WALLHAX0R BS!" you see in your consoles > are the knee-jerk reactions of players > /Also agree, but.. like i said when i tryed these i was being shot @ before > i even opened the doors. now.. if thats not either wall hack or see thru > doors then.. a 6th sense maybe? > > -D > > > -----Original Message----- > From: scratch [mailto:scratch at xmission.com] > Sent: 24 September 2002 01:20 > To: mohaa at icculus.org > Subject: Re: [mohaa] wallhack/landsharking...? > > > >Where can I find the cheats you are referring to? How do they work? Where > do you install them? How can you >identify if someone's using it? > > ...and please bear in mind that the archives of this list are quite public, > and any links posted here will accelerate the distribution of any such > cheats faster than the mind can grasp. I'm whole heartedly behind dedicated > server admins "knowing thine enemy", but let's keep anything outside of > general discussion off-list, OK? Please? > > Also, I have no knowledge of existing cheats for MOH:AA, though considering > it's based on the Quake 3engine, I'm sure they're out there. But I can also > promise you that 98% of the "OMFG, WALLHAX0R BS!" you see in your consoles > are the knee-jerk reactions of players who just got worked by someone better > and faster than them. Bot paranoia will kill a game faster than actual > bots, which generally aren't terribly sophisticated or useful. > > Of far larger concern these days is keeping a decent FF-enabled server clear > of Teak Killers, in my own opinion. > > > scratch > freakshow.xmission.com > > From shockwave at clanshortfuse.com Mon Sep 23 23:41:04 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Mon, 23 Sep 2002 23:41:04 -0400 Subject: Admin Tool UPDATE - TK logic functional Message-ID: <029e01c2637c$3896d9e0$0401a8c0@Asgard> Hello everyone, I am happy to say that the initial testing I have done with the Team-Kill detection logic has gone extremely well. The biggest hurdle was to ensure that teams could be properly identified. Without that, there just wasn't any way to determine if a TK event occurred. Originally I had planned to use Mazzic's suggestion, the sessionx command, but I hit a snag. Evidently, the command only works for players who are already on the server and stay connected when the new level loads. Then, only the starting team assignment is reported. Any subsequent changes aren't shown when the command is invoked. Needless to say, this was frustrating. The way I got it to work was by reading status displays. In team games, players on a given team share the same score in the status display. As soon as each team has different non-zero scores, it is a simple matter of parsing the status display and recording the data. The reason the scores must be non-zero is because a zero score can indicate the beginning of a map, a player who is in the process of connecting or choosing a team, or a spectator. The monitor logic pays attention to any requests to change name, team, or change to spectator mode and removes the team assignment for the player in question. The drawback is that deaths which occur when teams aren't assigned cannot be evaluated properly. I had originally thought of tabling death messages until teams could be determined, however there is always the possibility that a player could issue a command to change teams. Since the command doesn't report if the change is successful or not, there is no sure way of knowing what team the player is on. The good news is that team affiliations carry over from the previous map and I keep track of everyone who hasn't asked to change teams. I also decided to add some additional monitoring features that detect server settings for the developer, g_gametype, and g_teamdamage cvars and if they are changed at any time. If the server settings won't support the logic, the TK processing is deactivated. Similarly, if the settings will support the TK logic and the configuration file has it enabled, the logic will activate automatically. I want to do some more dry runs of the logic before I feel comfortable releasing the new program, but I wanted to give everyone an update. The bottom line is that I think I have a TK detection system that works well enough to be practical. The next step is determining what to do when a TK is detected. I am interested in hearing opinions on the issue. In the meantime, I'll continue pounding on the logic and analyzing the debug logs. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From warrenw at xmission.com Tue Sep 24 01:55:50 2002 From: warrenw at xmission.com (Warren Woodward) Date: Mon, 23 Sep 2002 23:55:50 -0600 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: ; from damon@daycross.com on Tue, Sep 24, 2002 at 02:13:45AM +0100 References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> Message-ID: <20020923235550.A27013@xmission.com> On Tue, Sep 24, 2002 at 02:13:45AM +0100, Damon wrote: > > /Also agree, but.. likei said when i tryed these i was being shot @ before > i even opened the doors. now.. if thats not either wall hack or see thru > doors then.. a 6th sense maybe? Oh, I didn't mean to refer to your observations at all. I'm sure you are right. From ftp106ss at mts.net Tue Sep 24 04:19:38 2002 From: ftp106ss at mts.net (John Dubois) Date: Tue, 24 Sep 2002 03:19:38 -0500 Subject: [mohaa] Admin Tool UPDATE - TK logic functional Message-ID: <004601c263a3$1fe7cfe0$027ba8c0@wp.shawcable.net> Hey Shockwave!! Awesome work!! My suggestion for what to do when a TK'er is detected are: 1. print a message for everyone - say "MrBadAss has committed a Team Kill, 1 more offence(s) and you will kicked and banned, consider this a warning!!" If "MrBadAss" commits another team kill: (or as many as he is allowed) 1. print a message for everyone - say "MrBadAss is a TK'er and will be kicked and banned from the server... NOW!!" 2. clientkick "7" (MrBadAss's client number for example) OR kick "MrBadAss" 3. enter "MrBadAss" ip and name to the banned file(s) (if I remember, I think you might have said were maybe going to prevent TK usernames from connecting as well?) I guess you could use user friendly variables (like in your first beta script) to adjust the number of warnings a player will get before getting kicked, as well as customizing your own messages: TKwarnings=3 prewarningmessage=has committed a Team Kill, postwarningmessage=more offence(s) and you will kicked and banned, consider this a warning!! TKkickedmessage=is a TK'er and will be kicked and banned from the server... NOW!! What do ya think? I believe warnings are in order before taking any action because: Sometimes we all, by no fault of our own, kill a team-mate completely by accident, either we were shooting in a crowd and some stray bullets get away during all the bobbing and weaving that occurs during the heat of battle.... or your own player runs into your line of fire..... or you throw a grenade for the opponent and out of the door pops yer team-mate and BOOM!! both are killed...OOPS! So I think having the warning message number decrement by 1 with every infraction before finally kicking them is only fair.... what do you think? ps. can't wait to try your next release out!! keep up the good work!! John Dubois C.E.T, IT ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Monday, September 23, 2002 10:41 PM Subject: [mohaa] Admin Tool UPDATE - TK logic functional Hello everyone, I am happy to say that the initial testing I have done with the Team-Kill detection logic has gone extremely well. The biggest hurdle was to ensure that teams could be properly identified. Without that, there just wasn't any way to determine if a TK event occurred. Originally I had planned to use Mazzic's suggestion, the sessionx command, but I hit a snag. Evidently, the command only works for players who are already on the server and stay connected when the new level loads. Then, only the starting team assignment is reported. Any subsequent changes aren't shown when the command is invoked. Needless to say, this was frustrating. The way I got it to work was by reading status displays. In team games, players on a given team share the same score in the status display. As soon as each team has different non-zero scores, it is a simple matter of parsing the status display and recording the data. The reason the scores must be non-zero is because a zero score can indicate the beginning of a map, a player who is in the process of connecting or choosing a team, or a spectator. The monitor logic pays attention to any requests to change name, team, or change to spectator mode and removes the team assignment for the player in question. The drawback is that deaths which occur when teams aren't assigned cannot be evaluated properly. I had originally thought of tabling death messages until teams could be determined, however there is always the possibility that a player could issue a command to change teams. Since the command doesn't report if the change is successful or not, there is no sure way of knowing what team the player is on. The good news is that team affiliations carry over from the previous map and I keep track of everyone who hasn't asked to change teams. I also decided to add some additional monitoring features that detect server settings for the developer, g_gametype, and g_teamdamage cvars and if they are changed at any time. If the server settings won't support the logic, the TK processing is deactivated. Similarly, if the settings will support the TK logic and the configuration file has it enabled, the logic will activate automatically. I want to do some more dry runs of the logic before I feel comfortable releasing the new program, but I wanted to give everyone an update. The bottom line is that I think I have a TK detection system that works well enough to be practical. The next step is determining what to do when a TK is detected. I am interested in hearing opinions on the issue. In the meantime, I'll continue pounding on the logic and analyzing the debug logs. Shockwave -------------- next part -------------- An HTML attachment was scrubbed... URL: From geno at gamearena.it Tue Sep 24 07:37:07 2002 From: geno at gamearena.it (geno) Date: Tue, 24 Sep 2002 13:37:07 +0200 Subject: [mohaa] wallhack/landsharking...? References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> <20020923235550.A27013@xmission.com> Message-ID: <001f01c263be$b68cebe0$0100a8c0@geno> Where I get Linux dedicated file ? My file are expired :( ----- Original Message ----- From: "Warren Woodward" To: Sent: Tuesday, September 24, 2002 7:55 AM Subject: Re: [mohaa] wallhack/landsharking...? > On Tue, Sep 24, 2002 at 02:13:45AM +0100, Damon wrote: > > /Also agree, but.. > likei said when i tryed these i was being shot @ before > i even opened the doors. > now.. if thats not either wall hack or see thru > doors then.. a 6th sense maybe? > > > > > Oh, I didn't mean to refer to your observations at all. I'm sure you are right. > > > > From jalapeno at xmission.com Tue Sep 24 07:58:00 2002 From: jalapeno at xmission.com (Nick Brooks) Date: Tue, 24 Sep 2002 05:58:00 -0600 Subject: [mohaa] wallhack/landsharking...? References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> <20020923235550.A27013@xmission.com> <001f01c263be$b68cebe0$0100a8c0@geno> Message-ID: <3D905348.3050600@xmission.com> ftp://ftp.ea.com/pub/ea/pr/mohaa_lnxded_1.11.tar.gz geno wrote: > Where I get Linux dedicated file ? > > My file are expired :( > > ----- Original Message ----- > From: "Warren Woodward" > To: > Sent: Tuesday, September 24, 2002 7:55 AM > Subject: Re: [mohaa] wallhack/landsharking...? > > > >>On Tue, Sep 24, 2002 at 02:13:45AM +0100, Damon wrote: > > /Also agree, > > but.. > >>likei said when i tryed these i was being shot @ before > i even opened > > the doors. > >>now.. if thats not either wall hack or see thru > doors then.. a 6th sense > > maybe? > >> >> >> >>Oh, I didn't mean to refer to your observations at all. I'm sure you are > > right. > >> >> >> > > > From richardnharrison at btinternet.com Tue Sep 24 08:26:14 2002 From: richardnharrison at btinternet.com (richardnharrison at btinternet.com) Date: Tue, 24 Sep 2002 13:26:14 +0100 (BST) Subject: [mohaa] Admin Tool UPDATE - TK logic functional Message-ID: <5499054.1032870374997.JavaMail.root@127.0.0.1> > Hey Shockwave!! > > Awesome work!! > > I believe warnings are in order before taking any action because: > > Sometimes we all, by no fault of our own, kill a team-mate completely by accident, either we were shooting in a crowd and some stray bullets get away during all the bobbing and weaving that occurs during the heat of battle.... or your own player runs into your line of fire..... or you throw a grenade for the opponent and out of the door pops yer team-mate and BOOM!! both are killed...OOPS! > If its defaulting to 1 and then kick how about this. Person TK's (accident or otherwise) Warning given Timer started. If after 5 mins they havnt done it again the TK count gets reset so if they do another acidental TK they do not get booted. This will account for someone who wants to constantly TK. Maybe allow someone 1 TK per round for accidents. Maybe after TK detection you do a call vote kick and allow the other users to decide. Maybe there all silly ideas :) Hazzie From sanderdehond at home.nl Sun Sep 29 08:39:52 2002 From: sanderdehond at home.nl (Sander de Hond) Date: Sun, 29 Sep 2002 14:39:52 +0200 Subject: Tool Message-ID: Hi guys, Haven't payed much attention about the new tool (sorry).. but i wanna try it, where can i get it ? Good work Shockwave, thanks alot for it! From ka-klick at mchsi.com Tue Sep 24 09:44:20 2002 From: ka-klick at mchsi.com ({DFP} Ka-Klick) Date: Tue, 24 Sep 2002 08:44:20 -0500 Subject: [mohaa] Admin Tool UPDATE - TK logic functional In-Reply-To: <5499054.1032870374997.JavaMail.root@127.0.0.1> Message-ID: On Tuesday, September 24, 2002, at 07:26 AM, richardnharrison at btinternet.com wrote: > If its defaulting to 1 and then kick how about this. > > Person TK's (accident or otherwise) > Warning given > Timer started. If after 5 mins they havnt done it again the TK count > gets reset so if they do another acidental TK they do not get booted. > This will account for someone who wants to constantly TK. > > Maybe allow someone 1 TK per round for accidents. > > Maybe after TK detection you do a call vote kick and allow the other > users to decide. > > Maybe there all silly ideas :) > > Hazzie I think they are good ideas. On CS/DOD servers running AdminMod (IIRC) there is a chance for the TK'd player to say forgivetk which then strikes the tk from the offenders "record" this way the accidents can be dealt w/ in a more or less friendly manner. -- Bryan Baker __ //\\ ASCII Ribbon Campaign | Remember - \\// No HTML/RTF in email | You can't get a virus from ASCII! XX\ No Word docs in email | No one ever said "I can't read that // \\ Respect open standards | ASCII email you sent." From geno at gamearena.it Tue Sep 24 12:51:26 2002 From: geno at gamearena.it (geno) Date: Tue, 24 Sep 2002 18:51:26 +0200 Subject: [mohaa] MaxClients References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> <20020923235550.A27013@xmission.com> <001f01c263be$b68cebe0$0100a8c0@geno> <3D905348.3050600@xmission.com> Message-ID: <001001c263ea$a01716c0$0100a8c0@geno> Why in Linux version my sv_maxclients is 10 , I want 14 but dont work. From enroll+mohaa_linux at spawn.ims.att.com Tue Sep 24 13:27:09 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Tue, 24 Sep 2002 13:27:09 -0400 Subject: [mohaa] MaxClients References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> <20020923235550.A27013@xmission.com> <001f01c263be$b68cebe0$0100a8c0@geno> <3D905348.3050600@xmission.com> <001001c263ea$a01716c0$0100a8c0@geno> Message-ID: <012401c263ef$9e7c8750$f00a0a0a@mommabear> I'm using 14 on one server, 20 on another. Works just fine!? In both cases I have them set in the server.cfg file (not the command line). Actual config line: set sv_maxclients 14 --[MC]Hammer ----- Original Message ----- From: "geno" To: Sent: Tuesday, September 24, 2002 12:51 PM Subject: Re: [mohaa] MaxClients | Why in Linux version my sv_maxclients is 10 , I want 14 but dont work. | From dna at home.martnet.com Tue Sep 24 14:26:45 2002 From: dna at home.martnet.com (Charles) Date: Tue, 24 Sep 2002 14:26:45 -0400 (EDT) Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: On Mon, 23 Sep 2002, Richard Harrison wrote: > How can you tell there cheating? just by visually following them? > > on a secondary note is there a setting or something you can run to see if > people are using custom skins? > Hey All- I discovered all this from ghosting players whilst in spectator mode. I saw people complaining about cheaters through the game's chat, and since I was only taking screenshots anyway, I started ghosting the players people were complaining about. The players that were cheating didn't have an icon floating above them, (ie no Iron Cross or Allied Symbol) and they were "under" the map. I'm sure most of you remember the old-school "no clip" cheats in the early 3D games, and this is essentially what it was.. They were running around underneath the map, and shooting people from below. I would have never noticed until I actually went into spectator mode and followed them. Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From shane_bryan at hp.com Tue Sep 24 17:48:56 2002 From: shane_bryan at hp.com (Shane Bryan) Date: 24 Sep 2002 14:48:56 -0700 Subject: Error "couldnt load default.cfg" Message-ID: <1032904136.2078.48.camel@cvpsbob2> I tried looking for a FAQ (never found one), and in Bugzilla, but none of the solutions solved the problem for me. I am using mohaa_lnxded_1.11.tar.gz and here is my installed structure: /share/MOHAA/mohaa_lnxded /share/MODAA/fgameded.so /share/MOHAA/main/Pak0[1-5].pk3 I have verified that Pak01.pk3 contains the default.cfg, and yet I continue to get the error message and can not start the server. Attached is the output from running ./mohaa_lnxded +exec server.cfg Any help??? ================================================================= --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/moh/.mohaa/main /share/MOHAA/main /share/MOHAA/main/zMickDude - MAP-Fourth_Village.pk3 (100 files) /share/MOHAA/main/winter_compound.pk3 (17 files) /share/MOHAA/main/winter_base.pk3 (13 files) /share/MOHAA/main/warehouse_district2.pk3 (12 files) /share/MOHAA/main/V2v2.pk3 (47 files) /share/MOHAA/main/user_sani_garage10.pk3 (16 files) /share/MOHAA/main/User-WalkinthePark.pk3 (22 files) /share/MOHAA/main/user-ultipackv1.pk3 (189 files) /share/MOHAA/main/User-trench.pk3 (16 files) /share/MOHAA/main/User-SniperValleyMP.pk3 (12 files) /share/MOHAA/main/User-SmallCity.pk3 (17 files) /share/MOHAA/main/User-objDesertBase_Final.pk3 (25 files) /share/MOHAA/main/User-J3FFNoTitleScreen.pk3 (2 files) /share/MOHAA/main/user-hanger_se.pk3 (28 files) /share/MOHAA/main/User-dm_maromg.pk3 (14 files) /share/MOHAA/main/user-chaosstreet.pk3 (18 files) /share/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /share/MOHAA/main/User-BlizzardBattleMP.pk3 (16 files) /share/MOHAA/main/User-Arnhem.pk3 (12 files) /share/MOHAA/main/User-Aftermath.pk3 (14 files) /share/MOHAA/main/User-1944_dm.pk3 (44 files) /share/MOHAA/main/User - Prado Village.pk3 (9 files) /share/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /share/MOHAA/main/User - dot.pk3 (1 files) /share/MOHAA/main/user - 1lab5F.pk3 (28 files) /share/MOHAA/main/the_overpass.pk3 (18 files) /share/MOHAA/main/the_compound.pk3 (12 files) /share/MOHAA/main/test_winter3.pk3 (7 files) /share/MOHAA/main/supply_depot.pk3 (12 files) /share/MOHAA/main/stpaul.pk3 (12 files) /share/MOHAA/main/stompobj.pk3 (16 files) /share/MOHAA/main/stomp.pk3 (15 files) /share/MOHAA/main/russia.pk3 (4 files) /share/MOHAA/main/Pak5.pk3 (259 files) /share/MOHAA/main/Pak4.pk3 (593 files) /share/MOHAA/main/Pak3.pk3 (669 files) /share/MOHAA/main/Pak2.pk3 (4722 files) /share/MOHAA/main/Pak1.pk3 (772 files) /share/MOHAA/main/Pak0.pk3 (11175 files) /share/MOHAA/main/obj_rustinpeace.pk3 (47 files) /share/MOHAA/main/obj_lastcastle3.pk3 (31 files) /share/MOHAA/main/lastcastle1.pk3 (51 files) /share/MOHAA/main/entdefs.pk3 (19 files) /share/MOHAA/main/duenkirchen.pk3 (15 files) /share/MOHAA/main/dm_arena3.pk3 (19 files) /share/MOHAA/main/BSunrise3-3.pk3 (36 files) /share/MOHAA/main/Algiers_Sand.pk3 (8 files) /share/MOHAA/main/ADF_Omaha.pk3 (5 files) ---------------------- 19220 files in pk3 files ASSERT: [qcommon/common.c:406] Couldn't load default.cfg (fyi) Error: Couldn't load default.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From docseuss4977 at hotmail.com Tue Sep 24 17:51:33 2002 From: docseuss4977 at hotmail.com (DocSeuss) Date: Tue, 24 Sep 2002 16:51:33 -0500 Subject: [mohaa] Error "couldnt load default.cfg" References: <1032904136.2078.48.camel@cvpsbob2> Message-ID: ensure that you have a default.cfg in the main directory even if it is a blank file, same is true for an autoexec.cfg DocSeuss ----- Original Message ----- From: Shane Bryan To: mohaa at icculus.org Sent: Tuesday, September 24, 2002 4:48 PM Subject: [mohaa] Error "couldnt load default.cfg" I tried looking for a FAQ (never found one), and in Bugzilla, but none of the solutions solved the problem for me. I am using mohaa_lnxded_1.11.tar.gz and here is my installed structure: /share/MOHAA/mohaa_lnxded /share/MODAA/fgameded.so /share/MOHAA/main/Pak0[1-5].pk3 I have verified that Pak01.pk3 contains the default.cfg, and yet I continue to get the error message and can not start the server. Attached is the output from running ./mohaa_lnxded +exec server.cfg Any help??? ================================================================= --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/moh/.mohaa/main /share/MOHAA/main /share/MOHAA/main/zMickDude - MAP-Fourth_Village.pk3 (100 files) /share/MOHAA/main/winter_compound.pk3 (17 files) /share/MOHAA/main/winter_base.pk3 (13 files) /share/MOHAA/main/warehouse_district2.pk3 (12 files) /share/MOHAA/main/V2v2.pk3 (47 files) /share/MOHAA/main/user_sani_garage10.pk3 (16 files) /share/MOHAA/main/User-WalkinthePark.pk3 (22 files) /share/MOHAA/main/user-ultipackv1.pk3 (189 files) /share/MOHAA/main/User-trench.pk3 (16 files) /share/MOHAA/main/User-SniperValleyMP.pk3 (12 files) /share/MOHAA/main/User-SmallCity.pk3 (17 files) /share/MOHAA/main/User-objDesertBase_Final.pk3 (25 files) /share/MOHAA/main/User-J3FFNoTitleScreen.pk3 (2 files) /share/MOHAA/main/user-hanger_se.pk3 (28 files) /share/MOHAA/main/User-dm_maromg.pk3 (14 files) /share/MOHAA/main/user-chaosstreet.pk3 (18 files) /share/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /share/MOHAA/main/User-BlizzardBattleMP.pk3 (16 files) /share/MOHAA/main/User-Arnhem.pk3 (12 files) /share/MOHAA/main/User-Aftermath.pk3 (14 files) /share/MOHAA/main/User-1944_dm.pk3 (44 files) /share/MOHAA/main/User - Prado Village.pk3 (9 files) /share/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /share/MOHAA/main/User - dot.pk3 (1 files) /share/MOHAA/main/user - 1lab5F.pk3 (28 files) /share/MOHAA/main/the_overpass.pk3 (18 files) /share/MOHAA/main/the_compound.pk3 (12 files) /share/MOHAA/main/test_winter3.pk3 (7 files) /share/MOHAA/main/supply_depot.pk3 (12 files) /share/MOHAA/main/stpaul.pk3 (12 files) /share/MOHAA/main/stompobj.pk3 (16 files) /share/MOHAA/main/stomp.pk3 (15 files) /share/MOHAA/main/russia.pk3 (4 files) /share/MOHAA/main/Pak5.pk3 (259 files) /share/MOHAA/main/Pak4.pk3 (593 files) /share/MOHAA/main/Pak3.pk3 (669 files) /share/MOHAA/main/Pak2.pk3 (4722 files) /share/MOHAA/main/Pak1.pk3 (772 files) /share/MOHAA/main/Pak0.pk3 (11175 files) /share/MOHAA/main/obj_rustinpeace.pk3 (47 files) /share/MOHAA/main/obj_lastcastle3.pk3 (31 files) /share/MOHAA/main/lastcastle1.pk3 (51 files) /share/MOHAA/main/entdefs.pk3 (19 files) /share/MOHAA/main/duenkirchen.pk3 (15 files) /share/MOHAA/main/dm_arena3.pk3 (19 files) /share/MOHAA/main/BSunrise3-3.pk3 (36 files) /share/MOHAA/main/Algiers_Sand.pk3 (8 files) /share/MOHAA/main/ADF_Omaha.pk3 (5 files) ---------------------- 19220 files in pk3 files ASSERT: [qcommon/common.c:406] Couldn't load default.cfg (fyi) Error: Couldn't load default.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From shane_bryan at hp.com Tue Sep 24 17:53:28 2002 From: shane_bryan at hp.com (Shane Bryan) Date: 24 Sep 2002 14:53:28 -0700 Subject: [mohaa] Error "couldnt load default.cfg" In-Reply-To: <1032904136.2078.48.camel@cvpsbob2> References: <1032904136.2078.48.camel@cvpsbob2> Message-ID: <1032904408.2079.50.camel@cvpsbob2> My bad, I had a defailt.cfg in the "main" dir that when I removed, allowed it to start up. Sorry for the spam. Shane... On Tue, 2002-09-24 at 14:48, Shane Bryan wrote: I tried looking for a FAQ (never found one), and in Bugzilla, but none of the solutions solved the problem for me. I am using mohaa_lnxded_1.11.tar.gz and here is my installed structure: /share/MOHAA/mohaa_lnxded /share/MODAA/fgameded.so /share/MOHAA/main/Pak0[1-5].pk3 I have verified that Pak01.pk3 contains the default.cfg, and yet I continue to get the error message and can not start the server. Attached is the output from running ./mohaa_lnxded +exec server.cfg Any help??? ================================================================= --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/moh/.mohaa/main /share/MOHAA/main /share/MOHAA/main/zMickDude - MAP-Fourth_Village.pk3 (100 files) /share/MOHAA/main/winter_compound.pk3 (17 files) /share/MOHAA/main/winter_base.pk3 (13 files) /share/MOHAA/main/warehouse_district2.pk3 (12 files) /share/MOHAA/main/V2v2.pk3 (47 files) /share/MOHAA/main/user_sani_garage10.pk3 (16 files) /share/MOHAA/main/User-WalkinthePark.pk3 (22 files) /share/MOHAA/main/user-ultipackv1.pk3 (189 files) /share/MOHAA/main/User-trench.pk3 (16 files) /share/MOHAA/main/User-SniperValleyMP.pk3 (12 files) /share/MOHAA/main/User-SmallCity.pk3 (17 files) /share/MOHAA/main/User-objDesertBase_Final.pk3 (25 files) /share/MOHAA/main/User-J3FFNoTitleScreen.pk3 (2 files) /share/MOHAA/main/user-hanger_se.pk3 (28 files) /share/MOHAA/main/User-dm_maromg.pk3 (14 files) /share/MOHAA/main/user-chaosstreet.pk3 (18 files) /share/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /share/MOHAA/main/User-BlizzardBattleMP.pk3 (16 files) /share/MOHAA/main/User-Arnhem.pk3 (12 files) /share/MOHAA/main/User-Aftermath.pk3 (14 files) /share/MOHAA/main/User-1944_dm.pk3 (44 files) /share/MOHAA/main/User - Prado Village.pk3 (9 files) /share/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /share/MOHAA/main/User - dot.pk3 (1 files) /share/MOHAA/main/user - 1lab5F.pk3 (28 files) /share/MOHAA/main/the_overpass.pk3 (18 files) /share/MOHAA/main/the_compound.pk3 (12 files) /share/MOHAA/main/test_winter3.pk3 (7 files) /share/MOHAA/main/supply_depot.pk3 (12 files) /share/MOHAA/main/stpaul.pk3 (12 files) /share/MOHAA/main/stompobj.pk3 (16 files) /share/MOHAA/main/stomp.pk3 (15 files) /share/MOHAA/main/russia.pk3 (4 files) /share/MOHAA/main/Pak5.pk3 (259 files) /share/MOHAA/main/Pak4.pk3 (593 files) /share/MOHAA/main/Pak3.pk3 (669 files) /share/MOHAA/main/Pak2.pk3 (4722 files) /share/MOHAA/main/Pak1.pk3 (772 files) /share/MOHAA/main/Pak0.pk3 (11175 files) /share/MOHAA/main/obj_rustinpeace.pk3 (47 files) /share/MOHAA/main/obj_lastcastle3.pk3 (31 files) /share/MOHAA/main/lastcastle1.pk3 (51 files) /share/MOHAA/main/entdefs.pk3 (19 files) /share/MOHAA/main/duenkirchen.pk3 (15 files) /share/MOHAA/main/dm_arena3.pk3 (19 files) /share/MOHAA/main/BSunrise3-3.pk3 (36 files) /share/MOHAA/main/Algiers_Sand.pk3 (8 files) /share/MOHAA/main/ADF_Omaha.pk3 (5 files) ---------------------- 19220 files in pk3 files ASSERT: [qcommon/common.c:406] Couldn't load default.cfg (fyi) Error: Couldn't load default.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From shane_bryan at hp.com Tue Sep 24 17:57:57 2002 From: shane_bryan at hp.com (Shane Bryan) Date: 24 Sep 2002 14:57:57 -0700 Subject: [mohaa] Error "couldnt load default.cfg" In-Reply-To: References: <1032904136.2078.48.camel@cvpsbob2> Message-ID: <1032904677.2074.53.camel@cvpsbob2> Thanks Doc, but I already found that the actuall existance of the file was causing the problem. On another topic, how to I starte a dedicated server in LAN mode? I've run dedicated halflife servers before, but am not familiar with the options and CVARS for the quake engine. Anyone have a link to a good site with a list of all options and cvars? Shane... On Tue, 2002-09-24 at 14:51, DocSeuss wrote: ensure that you have a default.cfg in the main directory even if it is a blank file, same is true for an autoexec.cfg DocSeuss ----- Original Message ----- From: Shane Bryan To: mohaa at icculus.org Sent: Tuesday, September 24, 2002 4:48 PM Subject: [mohaa] Error "couldnt load default.cfg" I tried looking for a FAQ (never found one), and in Bugzilla, but none of the solutions solved the problem for me. I am using mohaa_lnxded_1.11.tar.gz and here is my installed structure: /share/MOHAA/mohaa_lnxded /share/MODAA/fgameded.so /share/MOHAA/main/Pak0[1-5].pk3 I have verified that Pak01.pk3 contains the default.cfg, and yet I continue to get the error message and can not start the server. Attached is the output from running ./mohaa_lnxded +exec server.cfg Any help??? ================================================================= --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/moh/.mohaa/main /share/MOHAA/main /share/MOHAA/main/zMickDude - MAP-Fourth_Village.pk3 (100 files) /share/MOHAA/main/winter_compound.pk3 (17 files) /share/MOHAA/main/winter_base.pk3 (13 files) /share/MOHAA/main/warehouse_district2.pk3 (12 files) /share/MOHAA/main/V2v2.pk3 (47 files) /share/MOHAA/main/user_sani_garage10.pk3 (16 files) /share/MOHAA/main/User-WalkinthePark.pk3 (22 files) /share/MOHAA/main/user-ultipackv1.pk3 (189 files) /share/MOHAA/main/User-trench.pk3 (16 files) /share/MOHAA/main/User-SniperValleyMP.pk3 (12 files) /share/MOHAA/main/User-SmallCity.pk3 (17 files) /share/MOHAA/main/User-objDesertBase_Final.pk3 (25 files) /share/MOHAA/main/User-J3FFNoTitleScreen.pk3 (2 files) /share/MOHAA/main/user-hanger_se.pk3 (28 files) /share/MOHAA/main/User-dm_maromg.pk3 (14 files) /share/MOHAA/main/user-chaosstreet.pk3 (18 files) /share/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /share/MOHAA/main/User-BlizzardBattleMP.pk3 (16 files) /share/MOHAA/main/User-Arnhem.pk3 (12 files) /share/MOHAA/main/User-Aftermath.pk3 (14 files) /share/MOHAA/main/User-1944_dm.pk3 (44 files) /share/MOHAA/main/User - Prado Village.pk3 (9 files) /share/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /share/MOHAA/main/User - dot.pk3 (1 files) /share/MOHAA/main/user - 1lab5F.pk3 (28 files) /share/MOHAA/main/the_overpass.pk3 (18 files) /share/MOHAA/main/the_compound.pk3 (12 files) /share/MOHAA/main/test_winter3.pk3 (7 files) /share/MOHAA/main/supply_depot.pk3 (12 files) /share/MOHAA/main/stpaul.pk3 (12 files) /share/MOHAA/main/stompobj.pk3 (16 files) /share/MOHAA/main/stomp.pk3 (15 files) /share/MOHAA/main/russia.pk3 (4 files) /share/MOHAA/main/Pak5.pk3 (259 files) /share/MOHAA/main/Pak4.pk3 (593 files) /share/MOHAA/main/Pak3.pk3 (669 files) /share/MOHAA/main/Pak2.pk3 (4722 files) /share/MOHAA/main/Pak1.pk3 (772 files) /share/MOHAA/main/Pak0.pk3 (11175 files) /share/MOHAA/main/obj_rustinpeace.pk3 (47 files) /share/MOHAA/main/obj_lastcastle3.pk3 (31 files) /share/MOHAA/main/lastcastle1.pk3 (51 files) /share/MOHAA/main/entdefs.pk3 (19 files) /share/MOHAA/main/duenkirchen.pk3 (15 files) /share/MOHAA/main/dm_arena3.pk3 (19 files) /share/MOHAA/main/BSunrise3-3.pk3 (36 files) /share/MOHAA/main/Algiers_Sand.pk3 (8 files) /share/MOHAA/main/ADF_Omaha.pk3 (5 files) ---------------------- 19220 files in pk3 files ASSERT: [qcommon/common.c:406] Couldn't load default.cfg (fyi) Error: Couldn't load default.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From shane_bryan at hp.com Tue Sep 24 19:03:03 2002 From: shane_bryan at hp.com (Shane Bryan) Date: 24 Sep 2002 16:03:03 -0700 Subject: Got server running, but clients can't find it... Message-ID: <1032908584.13914.4.camel@cvpsbob2> Any ideas? Here is my server.cfg sv_hostname "Voak's Vortex" set dedicated 2 sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm7" map dm/mohdm1 sv_allowDownload 0 sv_maxRate 9000 sv_maxPing 400 sv_floodProtect 1 fraglimit 30 timelimit 10 set g_inactiveKick 300 set g_inactiveSpectate 60 net_noipx 0 net_port 12203 sv_gamespy 1 I start the game with the following command: ./mohaa_lnxded +set g_gametype 1 +exec server.cfg Whenever I try to connect from the game, either by LAN, or by IP:port, the client never connects and it times out. Shane... -------------- next part -------------- An HTML attachment was scrubbed... URL: From geno at gamearena.it Tue Sep 24 21:30:05 2002 From: geno at gamearena.it (geno) Date: Wed, 25 Sep 2002 03:30:05 +0200 Subject: [mohaa] MaxClients References: <004301c26360$1fe5cf80$e29a46a6@SCRATCH> <20020923235550.A27013@xmission.com> <001f01c263be$b68cebe0$0100a8c0@geno> <3D905348.3050600@xmission.com> <001001c263ea$a01716c0$0100a8c0@geno> <012401c263ef$9e7c8750$f00a0a0a@mommabear> Message-ID: <001b01c26433$1424f030$0100a8c0@geno> Dont Work, server says in console command that is 14, but is 10 in play :/ ----- Original Message ----- From: "Enroll Id" To: Sent: Tuesday, September 24, 2002 7:27 PM Subject: Re: [mohaa] MaxClients I'm using 14 on one server, 20 on another. Works just fine!? In both cases I have them set in the server.cfg file (not the command line). Actual config line: set sv_maxclients 14 --[MC]Hammer ----- Original Message ----- From: "geno" To: Sent: Tuesday, September 24, 2002 12:51 PM Subject: Re: [mohaa] MaxClients | Why in Linux version my sv_maxclients is 10 , I want 14 but dont work. | From monthos at mx3.org Tue Sep 24 23:02:32 2002 From: monthos at mx3.org (monthos at mx3.org) Date: Tue, 24 Sep 2002 23:02:32 -0400 (EDT) Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: thats destroyed village or whatever, its a bug in the map thats exploitable, get a fix which puts a crashed airplane in the way, or just kick those assholes. On Tue, 24 Sep 2002, Charles wrote: > On Mon, 23 Sep 2002, Richard Harrison wrote: > > > How can you tell there cheating? just by visually following them? > > > > on a secondary note is there a setting or something you can run to see if > > people are using custom skins? > > > > > Hey All- > > I discovered all this from ghosting players whilst in spectator > mode. I saw people complaining about cheaters through the game's chat, > and since I was only taking screenshots anyway, I started ghosting the > players people were complaining about. > > The players that were cheating didn't have an icon floating above > them, (ie no Iron Cross or Allied Symbol) and they were "under" the > map. I'm sure most of you remember the old-school "no clip" cheats in the > early 3D games, and this is essentially what it was.. They were running > around underneath the map, and shooting people from below. I would have > never noticed until I actually went into spectator mode and followed them. > > > > Charles Rehill > Martnet Support > > ------------------------------------------------------------------------- > martnet.com > "Get Hooked Up" > > Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) > sales at martnet.com support at martnet.com > PO Box 42472 Philadelphia, PA 19101 > > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- > > Domain transfer and registration for ONLY $15/year! > http://www.martnet.com/services/whois.php > > Refer your friends to Martnet and get $$$$! > http://www.martnet.com/services/referral.shtml > ------------------------------------------------------------------------- > > From icculus at clutteredmind.org Wed Sep 25 01:33:26 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Wed, 25 Sep 2002 01:33:26 -0400 (EDT) Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: > too much attention. I did tryed do make a Perl script do rcon to the server > and act like a guard but, I have little knowledge on using Sockets and I > still didn't manage do conenct and receive messages at the same time. If > anyone knows how to do this please say something, maybe we can work togheter > on this... Not that I have time to work on it with you, but here's some quick and dirty perl for socket i/o: use IO::Socket; my $sock = IO::Socket::INET->new(PeerAddr => "hostname.dom", PeerPort => $portnumber, Type => SOCK_STREAM, Proto => 'tcp'); die("Couldn't create socket: $!\n") if not $sock; local *FH = $sock; open(STDIN, "<&FH") or die("no STDIN reassign: $!"); open(STDERR, ">&FH") or die("no STDERR reassign: $!"); open(STDOUT, ">&FH") or die("no STDOUT reassign: $!"); print "Send this string through socket"; my $x = ; # read a from socket until newline. This leaves you with no way to read/write to stdio, but if all you want to do is talk to a socket, that'll do it. --ryan. From icculus at clutteredmind.org Wed Sep 25 01:41:57 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Wed, 25 Sep 2002 01:41:57 -0400 (EDT) Subject: [mohaa] MaxClients In-Reply-To: <001b01c26433$1424f030$0100a8c0@geno> Message-ID: > Dont Work, server says in console command that is 14, but is 10 in play :/ Did you start a new map after setting it? The change doesn't take affect until the next "map" command. sv_maxclients 14 map dm/mohdm1 --ryan. From sigurbjartur.helgason at acotaeknival.is Wed Sep 25 05:50:24 2002 From: sigurbjartur.helgason at acotaeknival.is (Sigurbjartur Helgason) Date: Wed, 25 Sep 2002 09:50:24 -0000 Subject: [mohaa] MaxClients Message-ID: Also check the sv_privateClients. That value is deducted from the maxclients in server list. -----Original Message----- From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Sent: 25. september 2002 05:42 To: mohaa at icculus.org Subject: Re: [mohaa] MaxClients > Dont Work, server says in console command that is 14, but is 10 in > play :/ Did you start a new map after setting it? The change doesn't take affect until the next "map" command. sv_maxclients 14 map dm/mohdm1 --ryan. From terminator at kkr-clan.de Wed Sep 25 05:52:02 2002 From: terminator at kkr-clan.de (Terminator) Date: Wed, 25 Sep 2002 11:52:02 +0200 Subject: [mohaa] Got server running, but clients can't find it... References: <1032908584.13914.4.camel@cvpsbob2> Message-ID: <000c01c26479$333818d0$2401a8c0@termi39> Here is my Server.cfg try this // mohaa.user // Server Config sv_hostname "Terminator's Bumsbude" rconpassword "" seta g_motd "FF ist an" seta com_hunkMegs "96" seta com_zoneMegs "32" // Master Broadcast Servers seta sv_gamespy "2" // Also tried gamespy 1, no luck seta sv_master1 "mohmaster.2015.com" seta sv_master2 "master.gamespy.com" // Log Settings seta g_logSync 1 set g_inactivespectate 90 set g_inactivekick 600 // Ping Settings seta sv_minPing "0" //sets min ping value seta sv_maxping "0"//sets max ping value seta sv_maxRate "9000" seta sv_maxclients "10" // The maximum number of connected clients allowed. seta g_maxGameClients "10" // The maximum number of players that can actually join into the game. All // set sv_privateClients "0" seta sv_privateClients 0 seta sv_privatePassword "" seta g_gametype "4" seta g_gametypestring "Free-For-All" //Unsure if this is totally necessary seta g_warmup 20 seta fraglimit "0" // 0 = none// sets fraglimit zero disables this feature seta timelimit "30" // 0 = none//sets timelimit in minutes zero disables seta g_friendlyFire "1" // 0 = off, 1 = on //sets if you can kill your own seta g_teamforcebalance "1" //force balanced teams 1 = on // sets speed at which players will move 280 is the default setting // 350 is more like sof 1 speeds seta g_speed "350" // Flood Settings seta g_voicefloodcount 20 seta g_voicefloodpenalty 120 seta sv_floodprotect 1 seta g_forcerespawn 1 seta g_respawnInvulnerability "5" seta g_followEnemy 0 seta g_forceFollow 1 // Netzwerkeinstellungen net_noipx 1 net_port 12203 seta sv_chatter 1 seta sv_debuggamespy 1 //*** Server Settings *** seta g_allowvote "1" // 0 = off, 1 = on seta g_voteduration "120" //sets number of seconds vote will be active seta sv_allowdownload "1" // 0 = off, 1 = on seta sv_fps 20 seta flood_persecond 4 seta sv_pure 1 // seta g_inactivity "3000" // Number of seconds before an inactive player is // seta g_timeouttospec "60" //sets time in seconds an inactive player is seta g_filterBan "1" exec banned.cfg // seta sv_maplist "DM/mohdm1 DM/mohdm2 DM/mohdm3 DM/mohdm4 DM/mohdm6 DM/mohdm7" seta sv_maplist "obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4 map obj/obj_team1 ----- Original Message ----- From: Shane Bryan To: mohaa at icculus.org Sent: Wednesday, September 25, 2002 1:03 AM Subject: [mohaa] Got server running, but clients can't find it... Any ideas? Here is my server.cfg sv_hostname "Voak's Vortex" set dedicated 2 sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm7" map dm/mohdm1 sv_allowDownload 0 sv_maxRate 9000 sv_maxPing 400 sv_floodProtect 1 fraglimit 30 timelimit 10 set g_inactiveKick 300 set g_inactiveSpectate 60 net_noipx 0 net_port 12203 sv_gamespy 1 I start the game with the following command: ./mohaa_lnxded +set g_gametype 1 +exec server.cfg Whenever I try to connect from the game, either by LAN, or by IP:port, the client never connects and it times out. Shane... -------------- next part -------------- An HTML attachment was scrubbed... URL: From steve at smjfreeman.gioserve.com Wed Sep 25 08:25:36 2002 From: steve at smjfreeman.gioserve.com (Mike Freeman) Date: Wed, 25 Sep 2002 13:25:36 +0100 Subject: [mohaa] Got server running, but clients can't find it... References: <1032908584.13914.4.camel@cvpsbob2> <000c01c26479$333818d0$2401a8c0@termi39> Message-ID: <03c901c2648e$a7e23a70$0a00a8c0@stevefre> I think this is too low, myself. Try putting "200" in this. Cheers ----- Original Message ----- From: Terminator To: mohaa at icculus.org Sent: Wednesday, September 25, 2002 10:52 AM Subject: Re: [mohaa] Got server running, but clients can't find it... Here is my Server.cfg try this // mohaa.user // Server Config sv_hostname "Terminator's Bumsbude" rconpassword "" seta g_motd "FF ist an" seta com_hunkMegs "96" seta com_zoneMegs "32" // Master Broadcast Servers seta sv_gamespy "2" // Also tried gamespy 1, no luck seta sv_master1 "mohmaster.2015.com" seta sv_master2 "master.gamespy.com" // Log Settings seta g_logSync 1 set g_inactivespectate 90 set g_inactivekick 600 // Ping Settings seta sv_minPing "0" //sets min ping value seta sv_maxping "0"//sets max ping value seta sv_maxRate "9000" seta sv_maxclients "10" // The maximum number of connected clients allowed. seta g_maxGameClients "10" // The maximum number of players that can actually join into the game. All // set sv_privateClients "0" seta sv_privateClients 0 seta sv_privatePassword "" seta g_gametype "4" seta g_gametypestring "Free-For-All" //Unsure if this is totally necessary seta g_warmup 20 seta fraglimit "0" // 0 = none// sets fraglimit zero disables this feature seta timelimit "30" // 0 = none//sets timelimit in minutes zero disables seta g_friendlyFire "1" // 0 = off, 1 = on //sets if you can kill your own seta g_teamforcebalance "1" //force balanced teams 1 = on // sets speed at which players will move 280 is the default setting // 350 is more like sof 1 speeds seta g_speed "350" // Flood Settings seta g_voicefloodcount 20 seta g_voicefloodpenalty 120 seta sv_floodprotect 1 seta g_forcerespawn 1 seta g_respawnInvulnerability "5" seta g_followEnemy 0 seta g_forceFollow 1 // Netzwerkeinstellungen net_noipx 1 net_port 12203 seta sv_chatter 1 seta sv_debuggamespy 1 //*** Server Settings *** seta g_allowvote "1" // 0 = off, 1 = on seta g_voteduration "120" //sets number of seconds vote will be active seta sv_allowdownload "1" // 0 = off, 1 = on seta sv_fps 20 seta flood_persecond 4 seta sv_pure 1 // seta g_inactivity "3000" // Number of seconds before an inactive player is // seta g_timeouttospec "60" //sets time in seconds an inactive player is seta g_filterBan "1" exec banned.cfg // seta sv_maplist "DM/mohdm1 DM/mohdm2 DM/mohdm3 DM/mohdm4 DM/mohdm6 DM/mohdm7" seta sv_maplist "obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4 map obj/obj_team1 ----- Original Message ----- From: Shane Bryan To: mohaa at icculus.org Sent: Wednesday, September 25, 2002 1:03 AM Subject: [mohaa] Got server running, but clients can't find it... Any ideas? Here is my server.cfg sv_hostname "Voak's Vortex" set dedicated 2 sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm7" map dm/mohdm1 sv_allowDownload 0 sv_maxRate 9000 sv_maxPing 400 sv_floodProtect 1 fraglimit 30 timelimit 10 set g_inactiveKick 300 set g_inactiveSpectate 60 net_noipx 0 net_port 12203 sv_gamespy 1 I start the game with the following command: ./mohaa_lnxded +set g_gametype 1 +exec server.cfg Whenever I try to connect from the game, either by LAN, or by IP:port, the client never connects and it times out. Shane... -------------- next part -------------- An HTML attachment was scrubbed... URL: From dna at home.martnet.com Wed Sep 25 10:44:27 2002 From: dna at home.martnet.com (Charles) Date: Wed, 25 Sep 2002 10:44:27 -0400 (EDT) Subject: [mohaa] Got server running, but clients can't find it... In-Reply-To: <000c01c26479$333818d0$2401a8c0@termi39> Message-ID: Are you setting the port + IP on the command line or anywhere? There was a bug where if the port were specified, gamespy didn't see it. (ASE does though.. go figure) Take a look at this: https://bugzilla.icculus.org/show_bug.cgi?id=37 On Wed, 25 Sep 2002, Terminator wrote: > Here is my Server.cfg try this > > // mohaa.user > // Server Config > sv_hostname "Terminator's Bumsbude" > rconpassword "" > seta g_motd "FF ist an" > > seta com_hunkMegs "96" > seta com_zoneMegs "32" > > // Master Broadcast Servers > seta sv_gamespy "2" > // Also tried gamespy 1, no luck > > seta sv_master1 "mohmaster.2015.com" > seta sv_master2 "master.gamespy.com" > > // Log Settings > seta g_logSync 1 > > set g_inactivespectate 90 > set g_inactivekick 600 > > // Ping Settings > seta sv_minPing "0" //sets min ping value > seta sv_maxping "0"//sets max ping value > > seta sv_maxRate "9000" > > seta sv_maxclients "10" // The maximum number of connected clients > allowed. > seta g_maxGameClients "10" > > // The maximum number of players that can actually join into the game. All > // set sv_privateClients "0" > > seta sv_privateClients 0 > seta sv_privatePassword "" > > seta g_gametype "4" > seta g_gametypestring "Free-For-All" //Unsure if this is totally necessary > seta g_warmup 20 > > seta fraglimit "0" // 0 = none// sets fraglimit zero disables this feature > seta timelimit "30" // 0 = none//sets timelimit in minutes zero disables > > seta g_friendlyFire "1" // 0 = off, 1 = on //sets if you can kill your own > seta g_teamforcebalance "1" //force balanced teams 1 = on > > // sets speed at which players will move 280 is the default setting > // 350 is more like sof 1 speeds > seta g_speed "350" > > // Flood Settings > seta g_voicefloodcount 20 > seta g_voicefloodpenalty 120 > seta sv_floodprotect 1 > > seta g_forcerespawn 1 > seta g_respawnInvulnerability "5" > seta g_followEnemy 0 > seta g_forceFollow 1 > > // Netzwerkeinstellungen > net_noipx 1 > net_port 12203 > > seta sv_chatter 1 > seta sv_debuggamespy 1 > > > //*** Server Settings *** > seta g_allowvote "1" // 0 = off, 1 = on > seta g_voteduration "120" //sets number of seconds vote will be active > seta sv_allowdownload "1" // 0 = off, 1 = on > seta sv_fps 20 > seta flood_persecond 4 > seta sv_pure 1 > > // seta g_inactivity "3000" // Number of seconds before an inactive player is > // seta g_timeouttospec "60" //sets time in seconds an inactive player is > > seta g_filterBan "1" > exec banned.cfg > > // seta sv_maplist "DM/mohdm1 DM/mohdm2 DM/mohdm3 DM/mohdm4 DM/mohdm6 > DM/mohdm7" > seta sv_maplist "obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4 > map obj/obj_team1 > > > > > > > > ----- Original Message ----- > From: Shane Bryan > To: mohaa at icculus.org > Sent: Wednesday, September 25, 2002 1:03 AM > Subject: [mohaa] Got server running, but clients can't find it... > > > Any ideas? > > Here is my server.cfg > > sv_hostname "Voak's Vortex" > set dedicated 2 > sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm7" > map dm/mohdm1 > sv_allowDownload 0 > sv_maxRate 9000 > sv_maxPing 400 > sv_floodProtect 1 > fraglimit 30 > timelimit 10 > set g_inactiveKick 300 > set g_inactiveSpectate 60 > net_noipx 0 > net_port 12203 > sv_gamespy 1 > > I start the game with the following command: > > ./mohaa_lnxded +set g_gametype 1 +exec server.cfg > > Whenever I try to connect from the game, either by LAN, or by IP:port, the client never connects and it times out. > > Shane... > > > Charles Rehill Martnet Support ------------------------------------------------------------------------- martnet.com "Get Hooked Up" Customer Care Center: 888.530.3552 (toll free) 215.551.3552 (in Philly) sales at martnet.com support at martnet.com PO Box 42472 Philadelphia, PA 19101 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Domain transfer and registration for ONLY $15/year! http://www.martnet.com/services/whois.php Refer your friends to Martnet and get $$$$! http://www.martnet.com/services/referral.shtml ------------------------------------------------------------------------- From pilly at online.no Wed Sep 25 11:08:01 2002 From: pilly at online.no (Per W Sandberg) Date: Wed, 25 Sep 2002 17:08:01 +0200 Subject: [mohaa] wallhack/landsharking...? In-Reply-To: Message-ID: <001501c264a5$5ad846e0$1000a8c0@diablito> >> I discovered all this from ghosting players whilst in >> spectator mode. >> I saw people complaining about cheaters through the game's >> chat, and >> since I was only taking screenshots anyway, I started ghosting the >> players people were complaining about. > thats destroyed village or whatever, its a bug in the map > thats exploitable, get a fix which puts a crashed airplane in > the way, or just kick those assholes. FYI, you can find the fix'es at http://www.speakeasy.org/~arlosguitar/main.html . The fixes are serverside only, the clients do not need to have the fixes installed. -- Per W Sandberg pilly at online.no +47 934 03 304 ICQ#621135 From geno at gamearena.it Thu Sep 26 12:48:10 2002 From: geno at gamearena.it (geno) Date: Thu, 26 Sep 2002 18:48:10 +0200 Subject: [ Mohaa ] Round in Objective Message-ID: <001401c2657c$7f886330$0100a8c0@geno> Why in Objective Mode, when all players die, match dont restart. Sorry for my english :) ---------------------------------------------- ---------------------------------------------- ./ Geno ./ Fabio Pierrottet ./ Server Administrator : www.gamearena.it -------------- next part -------------- An HTML attachment was scrubbed... URL: From geno at gamearena.it Fri Sep 27 07:03:05 2002 From: geno at gamearena.it (geno) Date: Fri, 27 Sep 2002 13:03:05 +0200 Subject: [mohaa] About Ping and PL References: <001401c2657c$7f886330$0100a8c0@geno> Message-ID: <001701c26615$74fc3fb0$0100a8c0@geno> Hello 1 Question about Ping and Packet loss. I have 1 server Mohaa that work on Windows 2000 machine and it work fine. But 1 server that work on Linux have something High ping than windows 2000 and some packet loss... Anyone know why this difference ? Thanks guys -------------- next part -------------- An HTML attachment was scrubbed... URL: From f22 at proveritauna.com.br Fri Sep 27 12:11:23 2002 From: f22 at proveritauna.com.br (Daniel Dias Gonçalves) Date: 27 Sep 2002 16:11:23 -0000 Subject: Mohaa Lnxded 1.11 In-Reply-To: <> References: <> Message-ID: <20020927161123.17205.qmail@zeus.proveritauna.com.br> I executed mohaa_lnxded_1.11 in my server and started to receive some connections in door (12300 UDP) from several ips unknown. I did not divulge the server of mohaa for nobody. He wanted to know if it communicates with some another server. When I connect in my server linux executing mohaa_lnxded_1.11, in my client of mohaa (winxp) is appearing in the screen "slow server". Because this message occurs being that the connection between the server is LAN? -f22 f22 at netbsd.com.br From esilva at silvex.com Fri Sep 27 15:10:42 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Fri, 27 Sep 2002 12:10:42 -0700 (PDT) Subject: Questions again! Message-ID: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> Hello, I am getting these messages on the console. A lot players use to come but now all I get are these: -- 0< -------------- 0< ------------------ SV packet 212.6.83.131:2105 : getstatus SV packet 217.39.161.186:1429 : getstatus SV packet 66.220.21.18:27243 : getstatus SV packet 62.224.60.127:1069 : getstatus SV packet 212.120.122.224:1053 : getstatus SV packet 213.118.80.55:-983 : getstatus SV packet 80.14.4.41:1042 : getstatus SV packet 80.134.36.232:1055 : getstatus SV packet 62.20.223.75:1053 : getstatus SV packet 212.6.83.131:2105 : getstatus SV packet 62.224.60.127:1069 : getstatus SV packet 80.50.54.244:-14831 : getstatus SV packet 217.228.183.187:3196 : getstatus SV packet 80.14.4.41:1049 : getstatus --------0<-----------------0<-------------- What do they mean ? Also pearl## ls -ld /var/log/mohaa drwxrwxrwx 3 mohaa mohaa 4096 Sep 27 12:02 /var/log/mohaa pearl## ls -ld /var/log/mohaa/main drwxrwxrwx 2 mohaa root 4096 Sep 27 12:02 /var/log/mohaa/main at console AND server.cfg: set fs_outputpath /tmp fs_outputpath is write protected. set fs_outputpath /var/log/mohaa/ fs_outputpath is write protected. I have in the server.cfg: set fs_outputpath /var/log/mohaa/ set fs_outputdir /var/log/mohaa/ set sv_chatter "1" set Logfile "2" set logfilename mohaa_log.txt seta developer "1" What am I doing wrong OR need to do??? Thanks, -Ed From esilva at silvex.com Fri Sep 27 16:04:18 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Fri, 27 Sep 2002 13:04:18 -0700 (PDT) Subject: [mohaa] Questions again! In-Reply-To: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> References: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> Message-ID: <53442.24.199.16.170.1033157058.squirrel@www.silvex.com> Here is more info: SVC_DirectConnect () >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<< version 6 connecting to 8 rejected connect from version 6 SV packet 68.7.224.9:12203 : connect SVC_DirectConnect () >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<< version 6 connecting to 8 rejected connect from version 6 SV packet 68.7.224.9:12203 : connect SVC_DirectConnect () >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<< version 6 connecting to 8 rejected connect from version 6 SV packet 68.7.224.9:12203 : connect SVC_DirectConnect () >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<< version 6 connecting to 8 rejected connect from version 6 SV packet 68.7.224.9:12203 : connect SVC_DirectConnect () >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<< version 6 connecting to 8 rejected connect from version 6 SV packet 217.81.164.78:2077 : getstatus status status map: obj/renan num score ping name lastmsg address qport rate --- ----- ---- --------------- ------- --------------------- ----- ----- THANKS!!!!!!!!!!! -Ed Eduardo E. Silva said: > Hello, > > I am getting these messages on the console. A lot players use to come but > now all I get are these: > > -- 0< -------------- 0< ------------------ > SV packet 212.6.83.131:2105 : getstatus > SV packet 217.39.161.186:1429 : getstatus > SV packet 66.220.21.18:27243 : getstatus > SV packet 62.224.60.127:1069 : getstatus > SV packet 212.120.122.224:1053 : getstatus > SV packet 213.118.80.55:-983 : getstatus > SV packet 80.14.4.41:1042 : getstatus > SV packet 80.134.36.232:1055 : getstatus > SV packet 62.20.223.75:1053 : getstatus > SV packet 212.6.83.131:2105 : getstatus > SV packet 62.224.60.127:1069 : getstatus > SV packet 80.50.54.244:-14831 : getstatus > SV packet 217.228.183.187:3196 : getstatus > SV packet 80.14.4.41:1049 : getstatus > > --------0<-----------------0<-------------- > > What do they mean ? > > Also > pearl## ls -ld /var/log/mohaa > drwxrwxrwx 3 mohaa mohaa 4096 Sep 27 12:02 /var/log/mohaa > pearl## ls -ld /var/log/mohaa/main > drwxrwxrwx 2 mohaa root 4096 Sep 27 12:02 /var/log/mohaa/main > > at console AND server.cfg: > set fs_outputpath /tmp > fs_outputpath is write protected. > set fs_outputpath /var/log/mohaa/ > fs_outputpath is write protected. > > I have in the server.cfg: > > set fs_outputpath /var/log/mohaa/ > set fs_outputdir /var/log/mohaa/ > set sv_chatter "1" > set Logfile "2" > set logfilename mohaa_log.txt > seta developer "1" > > What am I doing wrong OR need to do??? > > Thanks, > > -Ed From shockwave at clanshortfuse.com Fri Sep 27 23:34:53 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Fri, 27 Sep 2002 23:34:53 -0400 Subject: [mohaa] Questions again! References: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> <53442.24.199.16.170.1033157058.squirrel@www.silvex.com> Message-ID: <009901c266a0$02e5a480$0401a8c0@Asgard> Hello Eduardo, The message you are getting... > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 ...is from players who have an older version of the game compared to your server's version. As for these messages... > > SV packet 212.6.83.131:2105 : getstatus > > SV packet 217.39.161.186:1429 : getstatus > > SV packet 66.220.21.18:27243 : getstatus > > SV packet 62.224.60.127:1069 : getstatus > > SV packet 212.120.122.224:1053 : getstatus ...I think they are from other servers who maintain active game server lists querying the status of your server. Regarding your problems creating a log file, the best results I have had are from specifying the choices on the command line for the game server... +set fs_outputpath /tmp +set logfilename mohaa_log.txt The game server will automatically create a subdirectory called "main" after the path you specify, then it will attempt to create the log file itself. A good test is to manually change directory to the path you specified in fs_outputpath, then execute the following command as the user who starts the game server: > main/mohaa_log.txt If that doesn't work, then the game won't be able to do it either. I hope this helps! Shockwave ----- Original Message ----- From: "Eduardo E. Silva" To: Sent: Friday, September 27, 2002 4:04 PM Subject: Re: [mohaa] Questions again! > Here is more info: > > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 > SV packet 68.7.224.9:12203 : connect > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 > SV packet 68.7.224.9:12203 : connect > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 > SV packet 68.7.224.9:12203 : connect > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 > SV packet 68.7.224.9:12203 : connect > SVC_DirectConnect () > >>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma cht_soldier<<< > version 6 connecting to 8 > rejected connect from version 6 > SV packet 217.81.164.78:2077 : getstatus > status > status > map: obj/renan > num score ping name lastmsg address qport rate > --- ----- ---- --------------- ------- --------------------- ----- ----- > > THANKS!!!!!!!!!!! > > -Ed > > Eduardo E. Silva said: > > Hello, > > > > I am getting these messages on the console. A lot players use to come but > > now all I get are these: > > > > -- 0< -------------- 0< ------------------ > > SV packet 212.6.83.131:2105 : getstatus > > SV packet 217.39.161.186:1429 : getstatus > > SV packet 66.220.21.18:27243 : getstatus > > SV packet 62.224.60.127:1069 : getstatus > > SV packet 212.120.122.224:1053 : getstatus > > SV packet 213.118.80.55:-983 : getstatus > > SV packet 80.14.4.41:1042 : getstatus > > SV packet 80.134.36.232:1055 : getstatus > > SV packet 62.20.223.75:1053 : getstatus > > SV packet 212.6.83.131:2105 : getstatus > > SV packet 62.224.60.127:1069 : getstatus > > SV packet 80.50.54.244:-14831 : getstatus > > SV packet 217.228.183.187:3196 : getstatus > > SV packet 80.14.4.41:1049 : getstatus > > > > --------0<-----------------0<-------------- > > > > What do they mean ? > > > > Also > > pearl## ls -ld /var/log/mohaa > > drwxrwxrwx 3 mohaa mohaa 4096 Sep 27 12:02 /var/log/mohaa > > pearl## ls -ld /var/log/mohaa/main > > drwxrwxrwx 2 mohaa root 4096 Sep 27 12:02 /var/log/mohaa/main > > > > at console AND server.cfg: > > set fs_outputpath /tmp > > fs_outputpath is write protected. > > set fs_outputpath /var/log/mohaa/ > > fs_outputpath is write protected. > > > > I have in the server.cfg: > > > > set fs_outputpath /var/log/mohaa/ > > set fs_outputdir /var/log/mohaa/ > > set sv_chatter "1" > > set Logfile "2" > > set logfilename mohaa_log.txt > > seta developer "1" > > > > What am I doing wrong OR need to do??? > > > > Thanks, > > > > -Ed > > From shockwave at clanshortfuse.com Sat Sep 28 01:05:12 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 28 Sep 2002 01:05:12 -0400 Subject: [mohaa] Mohaa Lnxded 1.11 References: <> <20020927161123.17205.qmail@zeus.proveritauna.com.br> Message-ID: <00c501c266ac$af7b59e0$0401a8c0@Asgard> Hello Daniel, > I executed mohaa_lnxded_1.11 in my server and started to receive some > connections in door (12300 UDP) from several ips unknown. I did not divulge > the server of mohaa for nobody. He wanted to know if it communicates with > some another server. If you have this setting in your server.cfg file, then your server's identity is known to the outside world: sv_gamespy 1 > When I connect in my server linux executing mohaa_lnxded_1.11, in my client > of mohaa (winxp) is appearing in the screen "slow server". Because this > message occurs being that the connection between the server is LAN? > I don't think this has anything to do with your LAN connection. I think the slow server message is displayed when the client doesn't receive a timely response from the server due to either ping or slow server processing of the game server itself. Shockwave ----- Original Message ----- From: "Daniel Dias Gon?alves" To: Sent: Friday, September 27, 2002 12:11 PM Subject: [mohaa] Mohaa Lnxded 1.11 > I executed mohaa_lnxded_1.11 in my server and started to receive some > connections in door (12300 UDP) from several ips unknown. I did not divulge > the server of mohaa for nobody. He wanted to know if it communicates with > some another server. > When I connect in my server linux executing mohaa_lnxded_1.11, in my client > of mohaa (winxp) is appearing in the screen "slow server". Because this > message occurs being that the connection between the server is LAN? > > -f22 > f22 at netbsd.com.br From shockwave at clanshortfuse.com Sat Sep 28 01:09:56 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 28 Sep 2002 01:09:56 -0400 Subject: [mohaa] [ Mohaa ] Round in Objective References: <001401c2657c$7f886330$0100a8c0@geno> Message-ID: <00d101c266ad$63bcfb20$0401a8c0@Asgard> Hello geno, Depending upon the map, players will be able to respawn and the map won't end until the timelimit is reached. Omaha Beach is a good example. If the map you are talking about is supposed to restart after all players are dead, perhaps you are setting something in your server configuration file that is causing the problem. Try using as plain a setup as you can and see if the problem still exists. Shockwave ----- Original Message ----- From: geno To: mohaa at icculus.org Sent: Thursday, September 26, 2002 12:48 PM Subject: [mohaa] [ Mohaa ] Round in Objective Why in Objective Mode, when all players die, match dont restart. Sorry for my english :) ---------------------------------------------- ---------------------------------------------- ./ Geno ./ Fabio Pierrottet ./ Server Administrator : www.gamearena.it -------------- next part -------------- An HTML attachment was scrubbed... URL: From shockwave at clanshortfuse.com Sat Sep 28 01:16:10 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 28 Sep 2002 01:16:10 -0400 Subject: [mohaa] About Ping and PL References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> Message-ID: <00e501c266ae$290c2680$0401a8c0@Asgard> Hello geno, Without knowing the specifics of the system running the game server, the settings you used for the game server program, and the type of connection you are using, it's difficult to say. More details would definitely help. I'm not aware of any Linux server problems like the ones you are having. In fact, I would go so far as to say that Linux allows the game server to run on more modest hardware platforms with greater reliability than its Windows counterpart. Shockwave ----- Original Message ----- From: geno To: mohaa at icculus.org Sent: Friday, September 27, 2002 7:03 AM Subject: Re: [mohaa] About Ping and PL Hello 1 Question about Ping and Packet loss. I have 1 server Mohaa that work on Windows 2000 machine and it work fine. But 1 server that work on Linux have something High ping than windows 2000 and some packet loss... Anyone know why this difference ? Thanks guys -------------- next part -------------- An HTML attachment was scrubbed... URL: From esilva at silvex.com Sat Sep 28 04:19:15 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Sat, 28 Sep 2002 01:19:15 -0700 (PDT) Subject: [mohaa] Questions again! In-Reply-To: <009901c266a0$02e5a480$0401a8c0@Asgard> References: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> <53442.24.199.16.170.1033157058.squirrel@www.silvex.com> <009901c266a0$02e5a480$0401a8c0@Asgard> Message-ID: <53942.24.199.16.170.1033201155.squirrel@www.silvex.com> That did it! Why it does not work from the server.cfg? -Ed [-SF-]Shockwave said: > Hello Eduardo, > > The message you are getting... > >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 > > ...is from players who have an older version of the game compared to your > server's version. As for these messages... > >> > SV packet 212.6.83.131:2105 : getstatus >> > SV packet 217.39.161.186:1429 : getstatus >> > SV packet 66.220.21.18:27243 : getstatus >> > SV packet 62.224.60.127:1069 : getstatus >> > SV packet 212.120.122.224:1053 : getstatus > > ...I think they are from other servers who maintain active game server lists > querying the status of your server. > > Regarding your problems creating a log file, the best results I have had are > from specifying the choices on the command line for the game server... > > +set fs_outputpath /tmp +set logfilename mohaa_log.txt > > The game server will automatically create a subdirectory called "main" after > the path you specify, then it will attempt to create the log file itself. A > good test is to manually change directory to the path you specified in > fs_outputpath, then execute the following command as the user who starts the > game server: > >> main/mohaa_log.txt > > If that doesn't work, then the game won't be able to do it either. I hope > this helps! > > > Shockwave > > > ----- Original Message ----- > From: "Eduardo E. Silva" > To: > Sent: Friday, September 27, 2002 4:04 PM > Subject: Re: [mohaa] Questions again! > > >> Here is more info: >> >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 >> SV packet 68.7.224.9:12203 : connect >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 >> SV packet 68.7.224.9:12203 : connect >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 >> SV packet 68.7.224.9:12203 : connect >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 >> SV packet 68.7.224.9:12203 : connect >> SVC_DirectConnect () >> >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\20 > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > cht_soldier<<< >> version 6 connecting to 8 >> rejected connect from version 6 >> SV packet 217.81.164.78:2077 : getstatus >> status >> status >> map: obj/renan >> num score ping name lastmsg address qport rate >> --- ----- ---- --------------- ------- --------------------- ----- ----- >> >> THANKS!!!!!!!!!!! >> >> -Ed >> >> Eduardo E. Silva said: >> > Hello, >> > >> > I am getting these messages on the console. A lot players use to come > but >> > now all I get are these: >> > >> > -- 0< -------------- 0< ------------------ >> > SV packet 212.6.83.131:2105 : getstatus >> > SV packet 217.39.161.186:1429 : getstatus >> > SV packet 66.220.21.18:27243 : getstatus >> > SV packet 62.224.60.127:1069 : getstatus >> > SV packet 212.120.122.224:1053 : getstatus >> > SV packet 213.118.80.55:-983 : getstatus >> > SV packet 80.14.4.41:1042 : getstatus >> > SV packet 80.134.36.232:1055 : getstatus >> > SV packet 62.20.223.75:1053 : getstatus >> > SV packet 212.6.83.131:2105 : getstatus >> > SV packet 62.224.60.127:1069 : getstatus >> > SV packet 80.50.54.244:-14831 : getstatus >> > SV packet 217.228.183.187:3196 : getstatus >> > SV packet 80.14.4.41:1049 : getstatus >> > >> > --------0<-----------------0<-------------- >> > >> > What do they mean ? >> > >> > Also >> > pearl## ls -ld /var/log/mohaa >> > drwxrwxrwx 3 mohaa mohaa 4096 Sep 27 12:02 /var/log/mohaa >> pearl## ls -ld /var/log/mohaa/main >> > drwxrwxrwx 2 mohaa root 4096 Sep 27 12:02 > /var/log/mohaa/main >> > >> > at console AND server.cfg: >> > set fs_outputpath /tmp >> > fs_outputpath is write protected. >> > set fs_outputpath /var/log/mohaa/ >> > fs_outputpath is write protected. >> > >> > I have in the server.cfg: >> > >> > set fs_outputpath /var/log/mohaa/ >> > set fs_outputdir /var/log/mohaa/ >> > set sv_chatter "1" >> > set Logfile "2" >> > set logfilename mohaa_log.txt >> > seta developer "1" >> > >> > What am I doing wrong OR need to do??? >> > >> > Thanks, >> > >> > -Ed From geno at gamearena.it Sat Sep 28 06:53:47 2002 From: geno at gamearena.it (geno) Date: Sat, 28 Sep 2002 12:53:47 +0200 Subject: [mohaa] About Ping and PL References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> <00e501c266ae$290c2680$0401a8c0@Asgard> Message-ID: <001701c266dd$52c59040$0100a8c0@geno> Its not a problem of bandwidht because its on 100 Mbit, where Server on NT works perfectly. Linux : Red Hat under dual Cpu PIII 700 Mhz. Only 1 server is up, Mohaa. ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Saturday, September 28, 2002 7:16 AM Subject: Re: [mohaa] About Ping and PL Hello geno, Without knowing the specifics of the system running the game server, the settings you used for the game server program, and the type of connection you are using, it's difficult to say. More details would definitely help. I'm not aware of any Linux server problems like the ones you are having. In fact, I would go so far as to say that Linux allows the game server to run on more modest hardware platforms with greater reliability than its Windows counterpart. Shockwave ----- Original Message ----- From: geno To: mohaa at icculus.org Sent: Friday, September 27, 2002 7:03 AM Subject: Re: [mohaa] About Ping and PL Hello 1 Question about Ping and Packet loss. I have 1 server Mohaa that work on Windows 2000 machine and it work fine. But 1 server that work on Linux have something High ping than windows 2000 and some packet loss... Anyone know why this difference ? Thanks guys -------------- next part -------------- An HTML attachment was scrubbed... URL: From shockwave at clanshortfuse.com Sat Sep 28 10:56:26 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 28 Sep 2002 10:56:26 -0400 Subject: [mohaa] About Ping and PL References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> <00e501c266ae$290c2680$0401a8c0@Asgard> <001701c266dd$52c59040$0100a8c0@geno> Message-ID: <013301c266ff$394c71c0$0401a8c0@Asgard> Hello geno, Whenever I run into problems like this, I find it's best to go back to basics. The first thing I would try to identify is whether the high ping and packet loss are actually only present when the game server is running. Your problem might not be with the game server at all. For example, I have seen occasions where a server has been acting like this on my LAN, but it was due to a bad network cable. Try pinging the Linux system without the game server running and see if the problems exist. You should also ensure that your system isn't running too many other applications, other than the game server, which are utilizing needed system resources and that you aren't dipping into your system's swap file to run the game. Another thing you might consider is trying to run a different network application on the system and see if it too exhibits these symptoms. I'll wager that it has something to do with your hardware or your specific system configuration. As a footnote, I have been successfully running the game server on my system without any problems using the following configuration: RedHat 7.2 - stock load PIII-800 384MB PC133 RAM T3 Internet connection Shockwave ----- Original Message ----- From: geno To: mohaa at icculus.org Sent: Saturday, September 28, 2002 6:53 AM Subject: Re: [mohaa] About Ping and PL Its not a problem of bandwidht because its on 100 Mbit, where Server on NT works perfectly. Linux : Red Hat under dual Cpu PIII 700 Mhz. Only 1 server is up, Mohaa. ----- Original Message ----- From: [-SF-]Shockwave To: mohaa at icculus.org Sent: Saturday, September 28, 2002 7:16 AM Subject: Re: [mohaa] About Ping and PL Hello geno, Without knowing the specifics of the system running the game server, the settings you used for the game server program, and the type of connection you are using, it's difficult to say. More details would definitely help. I'm not aware of any Linux server problems like the ones you are having. In fact, I would go so far as to say that Linux allows the game server to run on more modest hardware platforms with greater reliability than its Windows counterpart. Shockwave ----- Original Message ----- From: geno To: mohaa at icculus.org Sent: Friday, September 27, 2002 7:03 AM Subject: Re: [mohaa] About Ping and PL Hello 1 Question about Ping and Packet loss. I have 1 server Mohaa that work on Windows 2000 machine and it work fine. But 1 server that work on Linux have something High ping than windows 2000 and some packet loss... Anyone know why this difference ? Thanks guys -------------- next part -------------- An HTML attachment was scrubbed... URL: From shockwave at clanshortfuse.com Sat Sep 28 11:05:16 2002 From: shockwave at clanshortfuse.com ([-SF-]Shockwave) Date: Sat, 28 Sep 2002 11:05:16 -0400 Subject: [mohaa] Questions again! References: <53316.24.199.16.170.1033153842.squirrel@www.silvex.com> <53442.24.199.16.170.1033157058.squirrel@www.silvex.com> <009901c266a0$02e5a480$0401a8c0@Asgard> <53942.24.199.16.170.1033201155.squirrel@www.silvex.com> Message-ID: <014b01c26700$74edd600$0401a8c0@Asgard> Hello Ed, I really don't know for certain. I have noticed in the server log that certain settings are applied well after the game server has begun its initialization and that these settings happened to be in the server's configuration file. Perhaps the log file is created early in the initialization process and its specifications must be announced as early in that process as possible for them to be utilized. This would leave the command line as the logical place for these settings. However, this is all speculation on my part. I honestly stopped looking at the issue when I found what worked. Shockwave ----- Original Message ----- From: "Eduardo E. Silva" To: Sent: Saturday, September 28, 2002 4:19 AM Subject: Re: [mohaa] Questions again! > That did it! Why it does not work from the server.cfg? > > -Ed > > [-SF-]Shockwave said: > > Hello Eduardo, > > > > The message you are getting... > > > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > > > > ...is from players who have an older version of the game compared to your > > server's version. As for these messages... > > > >> > SV packet 212.6.83.131:2105 : getstatus > >> > SV packet 217.39.161.186:1429 : getstatus > >> > SV packet 66.220.21.18:27243 : getstatus > >> > SV packet 62.224.60.127:1069 : getstatus > >> > SV packet 212.120.122.224:1053 : getstatus > > > > ...I think they are from other servers who maintain active game server lists > > querying the status of your server. > > > > Regarding your problems creating a log file, the best results I have had are > > from specifying the choices on the command line for the game server... > > > > +set fs_outputpath /tmp +set logfilename mohaa_log.txt > > > > The game server will automatically create a subdirectory called "main" after > > the path you specify, then it will attempt to create the log file itself. A > > good test is to manually change directory to the path you specified in > > fs_outputpath, then execute the following command as the user who starts the > > game server: > > > >> main/mohaa_log.txt > > > > If that doesn't work, then the game won't be able to do it either. I hope > > this helps! > > > > > > Shockwave > > > > > > ----- Original Message ----- > > From: "Eduardo E. Silva" > > To: > > Sent: Friday, September 27, 2002 4:04 PM > > Subject: Re: [mohaa] Questions again! > > > > > >> Here is more info: > >> > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > >> SV packet 68.7.224.9:12203 : connect > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > >> SV packet 68.7.224.9:12203 : connect > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > >> SV packet 68.7.224.9:12203 : connect > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > >> SV packet 68.7.224.9:12203 : connect > >> SVC_DirectConnect () > >> > >>>>\challenge\-1442020940\qport\62675\protocol\6\name\emptybrain2001\rate\2 0 > > 000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrma > > cht_soldier<<< > >> version 6 connecting to 8 > >> rejected connect from version 6 > >> SV packet 217.81.164.78:2077 : getstatus > >> status > >> status > >> map: obj/renan > >> num score ping name lastmsg address qport rate > >> --- ----- ---- --------------- ------- --------------------- ----- ----- > >> > >> THANKS!!!!!!!!!!! > >> > >> -Ed > >> > >> Eduardo E. Silva said: > >> > Hello, > >> > > >> > I am getting these messages on the console. A lot players use to come > > but > >> > now all I get are these: > >> > > >> > -- 0< -------------- 0< ------------------ > >> > SV packet 212.6.83.131:2105 : getstatus > >> > SV packet 217.39.161.186:1429 : getstatus > >> > SV packet 66.220.21.18:27243 : getstatus > >> > SV packet 62.224.60.127:1069 : getstatus > >> > SV packet 212.120.122.224:1053 : getstatus > >> > SV packet 213.118.80.55:-983 : getstatus > >> > SV packet 80.14.4.41:1042 : getstatus > >> > SV packet 80.134.36.232:1055 : getstatus > >> > SV packet 62.20.223.75:1053 : getstatus > >> > SV packet 212.6.83.131:2105 : getstatus > >> > SV packet 62.224.60.127:1069 : getstatus > >> > SV packet 80.50.54.244:-14831 : getstatus > >> > SV packet 217.228.183.187:3196 : getstatus > >> > SV packet 80.14.4.41:1049 : getstatus > >> > > >> > --------0<-----------------0<-------------- > >> > > >> > What do they mean ? > >> > > >> > Also > >> > pearl## ls -ld /var/log/mohaa > >> > drwxrwxrwx 3 mohaa mohaa 4096 Sep 27 12:02 /var/log/mohaa > >> pearl## ls -ld /var/log/mohaa/main > >> > drwxrwxrwx 2 mohaa root 4096 Sep 27 12:02 > > /var/log/mohaa/main > >> > > >> > at console AND server.cfg: > >> > set fs_outputpath /tmp > >> > fs_outputpath is write protected. > >> > set fs_outputpath /var/log/mohaa/ > >> > fs_outputpath is write protected. > >> > > >> > I have in the server.cfg: > >> > > >> > set fs_outputpath /var/log/mohaa/ > >> > set fs_outputdir /var/log/mohaa/ > >> > set sv_chatter "1" > >> > set Logfile "2" > >> > set logfilename mohaa_log.txt > >> > seta developer "1" > >> > > >> > What am I doing wrong OR need to do??? > >> > > >> > Thanks, > >> > > >> > -Ed > > From esilva at silvex.com Sat Sep 28 13:56:44 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Sat, 28 Sep 2002 10:56:44 -0700 (PDT) Subject: [mohaa] About Ping and PL In-Reply-To: <001701c266dd$52c59040$0100a8c0@geno> References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> <00e501c266ae$290c2680$0401a8c0@Asgard> <001701c266dd$52c59040$0100a8c0@geno> Message-ID: <54013.24.199.16.170.1033235804.squirrel@www.silvex.com> Geno, are the NIC in half or full duplex ? Is the settings for speed 10 or 100 mbits ? Ed Silva Silvex Consulting Inc. (714) 504-6870 Cell geno said: > Its not a problem of bandwidht because its on 100 Mbit, where Server on NT > works perfectly. Linux : Red Hat under dual Cpu PIII 700 Mhz. Only 1 server > is up, Mohaa. > ----- Original Message ----- > From: [-SF-]Shockwave > To: mohaa at icculus.org > Sent: Saturday, September 28, 2002 7:16 AM > Subject: Re: [mohaa] About Ping and PL > > > Hello geno, > > Without knowing the specifics of the system running the game server, the > settings you used for the game server program, and the type of connection > you are using, it's difficult to say. More details would definitely help. > I'm not aware of any Linux server problems like the ones you are having. > In fact, I would go so far as to say that Linux allows the game server to > run on more modest hardware platforms with greater reliability than its > Windows counterpart. > > Shockwave > > ----- Original Message ----- > From: geno > To: mohaa at icculus.org > Sent: Friday, September 27, 2002 7:03 AM > Subject: Re: [mohaa] About Ping and PL > > > Hello > > 1 Question about Ping and Packet loss. > > I have 1 server Mohaa that work on Windows 2000 machine and it work > fine. > > But 1 server that work on Linux have something High ping than windows > 2000 and some packet loss... Anyone know why this difference ? > > > Thanks guys From geno at gamearena.it Sat Sep 28 20:58:12 2002 From: geno at gamearena.it (geno) Date: Sun, 29 Sep 2002 02:58:12 +0200 Subject: [mohaa] About Ping and PL References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> <00e501c266ae$290c2680$0401a8c0@Asgard> <001701c266dd$52c59040$0100a8c0@geno> <54013.24.199.16.170.1033235804.squirrel@www.silvex.com> Message-ID: <000701c26753$499456c0$0100a8c0@geno> Where I find this info in Linux ? I know where I find it in windows but not in linux ----- Original Message ----- From: "Eduardo E. Silva" To: Sent: Saturday, September 28, 2002 7:56 PM Subject: Re: [mohaa] About Ping and PL > Geno, are the NIC in half or full duplex ? Is the settings for speed 10 or 100 > mbits ? > > Ed Silva > Silvex Consulting Inc. > (714) 504-6870 Cell > > geno said: > > Its not a problem of bandwidht because its on 100 Mbit, where Server on NT > > works perfectly. Linux : Red Hat under dual Cpu PIII 700 Mhz. Only 1 server > > is up, Mohaa. > > ----- Original Message ----- > > From: [-SF-]Shockwave > > To: mohaa at icculus.org > > Sent: Saturday, September 28, 2002 7:16 AM > > Subject: Re: [mohaa] About Ping and PL > > > > > > Hello geno, > > > > Without knowing the specifics of the system running the game server, the > > settings you used for the game server program, and the type of connection > > you are using, it's difficult to say. More details would definitely help. > > I'm not aware of any Linux server problems like the ones you are having. > > In fact, I would go so far as to say that Linux allows the game server to > > run on more modest hardware platforms with greater reliability than its > > Windows counterpart. > > > > Shockwave > > > > ----- Original Message ----- > > From: geno > > To: mohaa at icculus.org > > Sent: Friday, September 27, 2002 7:03 AM > > Subject: Re: [mohaa] About Ping and PL > > > > > > Hello > > > > 1 Question about Ping and Packet loss. > > > > I have 1 server Mohaa that work on Windows 2000 machine and it work > > fine. > > > > But 1 server that work on Linux have something High ping than windows > > 2000 and some packet loss... Anyone know why this difference ? > > > > > > Thanks guys > > > > From snafu2 at rogers.com Sun Sep 29 11:52:23 2002 From: snafu2 at rogers.com (Drew Hightower) Date: Sun, 29 Sep 2002 11:52:23 -0400 Subject: Problems starting server? Message-ID: <000c01c267d0$34136520$6601a8c0@cr723929a> Hope someone can help me as i am having difficulties getting this test server up and running. I am using Mandrake 8.2 with a nvidia TNT Pro 2 video card and the latest drivers are installed. Here's what happens when i start the game. Like I said I am hoping for some help here and any feedback would be appreicated. Thanks. Drew Hightower [drew at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 8 +set developer 2 +set map dm/mohdm1 +exec Server.cfg --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/drew/.mohaa/main /mohaa/MOHAA/main /mohaa/MOHAA/main/wdcobj1.pk3 (8 files) /mohaa/MOHAA/main/User_Sahara.pk3 (42 files) /mohaa/MOHAA/main/User_remagen.pk3 (20 files) /mohaa/MOHAA/main/User_Maps_zzzz_dm_harbourtown_light.pk3 (29 files) /mohaa/MOHAA/main/User_Maps_zzzz_dm_Harbourtown_final.pk3 (31 files) /mohaa/MOHAA/main/User_Maps_dm_Island_assault.pk3 (14 files) /mohaa/MOHAA/main/User_DVillageMod.pk3 (10 files) /mohaa/MOHAA/main/User_astro_dmworldcup.pk3 (18 files) /mohaa/MOHAA/main/user_astro_dmleville.pk3 (7 files) /mohaa/MOHAA/main/user-ydiss-dmxfire.pk3 (13 files) /mohaa/MOHAA/main/User-wdcobj1.pk3 (8 files) /mohaa/MOHAA/main/User-WalkinthePark.pk3 (22 files) /mohaa/MOHAA/main/User-utah.pk3 (12 files) /mohaa/MOHAA/main/user-tunisian_fe.pk3 (15 files) /mohaa/MOHAA/main/User-trench.pk3 (16 files) /mohaa/MOHAA/main/User-Titleist-DM1.pk3 (3 files) /mohaa/MOHAA/main/User-ThunderSeries.pk3 (38 files) /mohaa/MOHAA/main/User-TheStorm1.pk3 (31 files) /mohaa/MOHAA/main/User-thefarm.pk3 (35 files) /mohaa/MOHAA/main/User-tdm_thunder.pk3 (22 files) /mohaa/MOHAA/main/User-tank battle v3-1.pk3 (67 files) /mohaa/MOHAA/main/User-Stalingrad2Full.pk3 (42 files) /mohaa/MOHAA/main/User-Stalingrad2.pk3 (16 files) /mohaa/MOHAA/main/user-Snow_Camp.pk3 (16 files) /mohaa/MOHAA/main/User-SmallCity.pk3 (17 files) /mohaa/MOHAA/main/User-river v1.11.pk3 (15 files) /mohaa/MOHAA/main/User-Reichstag-beta.pk3 (15 files) /mohaa/MOHAA/main/User-push_cityhall.pk3 (35 files) /mohaa/MOHAA/main/User-piedude_Paintball_v1.pk3 (12 files) /mohaa/MOHAA/main/User-Operation_FUBAR.pk3 (21 files) /mohaa/MOHAA/main/User-NormandyBridge_obj.pk3 (5 files) /mohaa/MOHAA/main/User-nestate2.pk3 (18 files) /mohaa/MOHAA/main/user-Mountain_Village_BETA.pk3 (5 files) /mohaa/MOHAA/main/user-MoonlightRadio_Rain.pk3 (19 files) /mohaa/MOHAA/main/User-MOHDust.pk3 (13 files) /mohaa/MOHAA/main/User-lol_v2_new_3.pk3 (9 files) /mohaa/MOHAA/main/user-lastcastleseries.pk3 (69 files) /mohaa/MOHAA/main/user-JerwBandofBrothers.pk3 (106 files) /mohaa/MOHAA/main/user-hunt_tdm_mgsupport.pk3 (14 files) /mohaa/MOHAA/main/User-Hegensdorf.pk3 (15 files) /mohaa/MOHAA/main/User-G3mInI_Riverside2.pk3 (20 files) /mohaa/MOHAA/main/User-frozenfort.pk3 (15 files) /mohaa/MOHAA/main/User-Doomed.pk3 (13 files) /mohaa/MOHAA/main/user-dmxfire2v2.pk3 (14 files) /mohaa/MOHAA/main/User-dmwolfcastle.pk3 (28 files) /mohaa/MOHAA/main/user-DM_UGComplex.pk3 (14 files) /mohaa/MOHAA/main/User-dm_maromg.pk3 (14 files) /mohaa/MOHAA/main/User-Despair.pk3 (23 files) /mohaa/MOHAA/main/User-DE_MAP-EpicDM.pk3 (10 files) /mohaa/MOHAA/main/User-DE_MAP-Epic.pk3 (4 files) /mohaa/MOHAA/main/user-chaosstreet.pk3 (18 files) /mohaa/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /mohaa/MOHAA/main/user-canaltown.pk3 (17 files) /mohaa/MOHAA/main/User-buzzbomb_raiders.pk3 (16 files) /mohaa/MOHAA/main/User-BunkerAttack.pk3 (9 files) /mohaa/MOHAA/main/User-Broken_Silence.pk3 (3 files) /mohaa/MOHAA/main/User-BK's_mansion.pk3 (5 files) /mohaa/MOHAA/main/User-Beach.pk3 (28 files) /mohaa/MOHAA/main/User-Battle of the Bulge - Ardennes.pk3 (35 files) /mohaa/MOHAA/main/user-backstreets.pk3 (46 files) /mohaa/MOHAA/main/User-Arnhem.pk3 (12 files) /mohaa/MOHAA/main/User-1944_dm.pk3 (44 files) /mohaa/MOHAA/main/user - useable_flak88.pk3 (5 files) /mohaa/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /mohaa/MOHAA/main/User - Fubars Damned.pk3 (13 files) /mohaa/MOHAA/main/urbansprawl.pk3 (12 files) /mohaa/MOHAA/main/Tirtagaine-Kechtat.pk3 (44 files) /mohaa/MOHAA/main/ThunderV1.pk3 (15 files) /mohaa/MOHAA/main/thunder.pk3 (15 files) /mohaa/MOHAA/main/THEALIAS.pk3 (5 files) /mohaa/MOHAA/main/Studio_V1.pk3 (47 files) /mohaa/MOHAA/main/stpaul.pk3 (12 files) /mohaa/MOHAA/main/StorageFacility111.pk3 (21 files) /mohaa/MOHAA/main/snipersnow.pk3 (18 files) /mohaa/MOHAA/main/REM_SLOW.pk3 (3 files) /mohaa/MOHAA/main/railroad-final.pk3 (15 files) /mohaa/MOHAA/main/Pak_CRED.pk3 (3 files) /mohaa/MOHAA/main/Pak77.pk3 (33 files) /mohaa/MOHAA/main/pak6.pk3 (104 files) /mohaa/MOHAA/main/Pak5.pk3 (259 files) /mohaa/MOHAA/main/Pak4.pk3 (593 files) /mohaa/MOHAA/main/Pak3.pk3 (669 files) /mohaa/MOHAA/main/Pak2.pk3 (4722 files) /mohaa/MOHAA/main/Pak1.pk3 (772 files) /mohaa/MOHAA/main/Pak0.pk3 (11175 files) /mohaa/MOHAA/main/obj_maromg.pk3 (14 files) /mohaa/MOHAA/main/NormandyBirdge_V1.pk3 (8 files) /mohaa/MOHAA/main/nestate3.pk3 (16 files) /mohaa/MOHAA/main/lolclan_v2dm_1.pk3 (5 files) /mohaa/MOHAA/main/lehigh's Forest Compound.pk3 (3 files) /mohaa/MOHAA/main/lastcastle1.pk3 (51 files) /mohaa/MOHAA/main/Kmarzo-St Renan.pk3 (20 files) /mohaa/MOHAA/main/Jerw's Ultimate Band Of Brothers Skin Pack.pk3 (37 files) /mohaa/MOHAA/main/Hitlersfarm.pk3 (16 files) /mohaa/MOHAA/main/Hide-and-Seek2.pk3 (15 files) /mohaa/MOHAA/main/Hide-and-Seek.pk3 (15 files) /mohaa/MOHAA/main/germanwinter.pk3 (18 files) /mohaa/MOHAA/main/duenkirchen.pk3 (15 files) /mohaa/MOHAA/main/downtown.pk3 (12 files) /mohaa/MOHAA/main/dmga1.pk3 (28 files) /mohaa/MOHAA/main/dm_routenord.pk3 (12 files) /mohaa/MOHAA/main/dm_facility.pk3 (18 files) /mohaa/MOHAA/main/AR_Bunkeranlage_V1.pk3 (18 files) /mohaa/MOHAA/main/apedead.pk3 (15 files) /mohaa/MOHAA/main/Algiers_Sand.pk3 (8 files) ---------------------- 20241 files in pk3 files execing default.cfg execing menu.cfg Cvar_Set2: viewsize 100 Cvar_Set2: ui_crosshair 1 Cvar_Set2: cl_altbindings 0 Cvar_Set2: cl_ctrlbindings 0 Cvar_Set2: ui_voodoo 0 Cvar_Set2: ui_dmmap Cvar_Set2: ui_gametype Cvar_Set2: ui_gametypestring Cvar_Set2: ui_maxclients 32 Cvar_Set2: ui_gamespy 1 Cvar_Set2: ui_fraglimit 0 Cvar_Set2: ui_timelimit 0 Cvar_Set2: ui_teamdamage 0 Cvar_Set2: ui_connectip 0.0.0.0 Cvar_Set2: ui_inactivespectate 60 Cvar_Set2: ui_inactivekick 900 Cvar_Set2: ui_maplist_ffa dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_team dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_round dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_obj obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4 Cvar_Set2: ui_hostname Nameless Battle Cvar_Set2: detail 1 Cvar_Set2: g_skill 1 Cvar_Set2: g_subtitle 0 Cvar_Set2: ui_signshader Cvar_Set2: ui_medalsign Cvar_Set2: ui_voodoo 0 Cvar_Set2: g_medal0 0 Cvar_Set2: g_medal1 0 Cvar_Set2: g_medal2 0 Cvar_Set2: g_medal3 0 Cvar_Set2: g_medal4 0 Cvar_Set2: g_medal5 0 Cvar_Set2: g_eogmedal0 0 Cvar_Set2: g_eogmedal1 0 Cvar_Set2: g_eogmedal2 0 Cvar_Set2: g_m1l1 1 Cvar_Set2: g_m1l2 0 Cvar_Set2: g_m1l3 0 Cvar_Set2: g_m2l1 0 Cvar_Set2: g_m2l2 0 Cvar_Set2: g_m2l3 0 Cvar_Set2: g_m3l1 0 Cvar_Set2: g_m3l2 0 Cvar_Set2: g_m3l3 0 Cvar_Set2: g_m4l1 0 Cvar_Set2: g_m4l2 0 Cvar_Set2: g_m4l3 0 Cvar_Set2: g_m5l1 0 Cvar_Set2: g_m5l2 0 Cvar_Set2: g_m5l3 0 Cvar_Set2: g_m6l1 0 Cvar_Set2: g_m6l2 0 Cvar_Set2: g_m6l3 0 execing newconfig.cfg Cvar_Set2: cg_drawviewmodel 2 Cvar_Set2: r_fastdlights 0 Cvar_Set2: r_fastentlight 0 Cvar_Set2: r_subdivisions 4 Cvar_Set2: r_lodscale 0.55 Cvar_Set2: r_lodcap 0.5 Cvar_Set2: r_lodviewmodelcap 0.55 Cvar_Set2: cg_effectdetail 0.8 Cvar_Set2: vss_maxcount 15 Cvar_Set2: ter_error 4 Cvar_Set2: ter_maxlod 6 Cvar_Set2: ter_maxtris 24576 Cvar_Set2: cg_rain 1 Cvar_Set2: cg_shadows 1 Cvar_Set2: s_khz 22 Cvar_Set2: cg_marks_add 1 Cvar_Set2: r_mode 4 Cvar_Set2: r_picmip 1 Cvar_Set2: r_colorbits 32 Cvar_Set2: r_texturebits 32 Cvar_Set2: g_ddayfodderguys 2 Cvar_Set2: g_ddayfog 0 Cvar_Set2: g_ddayshingleguys 2 Cvar_Set2: r_drawstaticdecals 1 Cvar_Set2: r_ext_compressed_textures 1 Cvar_Set2: config unnamedsoldier.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg Cvar_Set2: dm_playermodel tiedie Cvar_Set2: cg_forceModel 1 Cvar_Set2: fps 1 Cvar_Set2: r_lastValidRenderer GeForce4 Ti 4200/PCI/3DNOW! Cvar_Set2: s_milesdriver Miles Fast 2D Positional Audio Cvar_Set2: sensitivity 9.209877 Cvar_Set2: m_filter 1 Cvar_Set2: s_speaker_type 3 Cvar_Set2: r_gamma 1.651316 Cvar_Set2: s_volume 1.000000 Cvar_Set2: s_musicvolume 0.457895 Cvar_Set2: ui_console 1 Cvar_Set2: ui_weaponsbar 0 Cvar_Set2: dm_playergermanmodel german_kradshutzen Cvar_Set2: r_ext_compressed_textures 0 Cvar_Set2: r_drawstaticdecals 0 Cvar_Set2: r_texturebits 16 Cvar_Set2: r_colorbits 16 Cvar_Set2: r_picmip 2 Cvar_Set2: r_mode 6 Cvar_Set2: cg_marks_add 0 Cvar_Set2: s_khz 11 Cvar_Set2: cg_shadows 0 Cvar_Set2: cg_rain 0 Cvar_Set2: ter_maxtris 16384 Cvar_Set2: ter_maxlod 3 Cvar_Set2: ter_error 10 Cvar_Set2: vss_maxcount 22 Cvar_Set2: cg_effectdetail 0.2 Cvar_Set2: r_lodviewmodelcap 0.25 Cvar_Set2: r_lodcap 0.35 Cvar_Set2: r_lodscale 0.35 Cvar_Set2: r_subdivisions 20 Cvar_Set2: r_fastentlight 1 Cvar_Set2: r_fastdlights 1 Cvar_Set2: ui_connectip 66.151.108.123 Cvar_Set2: name Gomer Pyle ^~^~^ Can't find localized.cfg couldn't exec localized.cfg execing autoexec.cfg ^~^~^ Can't find custom.cfg couldn't exec custom.cfg Cvar_Set2: cl_playintro 0 Cvar_Set2: ui_skip_eamovie 1 Cvar_Set2: ui_skip_titlescreen 1 Cvar_Set2: ui_skip_legalscreen 1 Cvar_Set2: ui_titlescreen_fadein .1 Cvar_Set2: ui_titlescreen_fadeout .1 Cvar_Set2: ui_titlescreen_stay .1 Cvar_Set2: ui_legalscreen_fadein .1 Cvar_Set2: ui_legalscreen_fadeout .1 Cvar_Set2: ui_legalscreen_stay .1 Cvar_Set2: dedicated 1 Cvar_Set2: cheats 0 Cvar_Set2: ui_console 1 Cvar_Set2: g_gametype 2 Cvar_Set2: sv_maxclients 8 Cvar_Set2: developer 2 Cvar_Set2: map dm/mohdm1 Cvar_Set2: config unnamedsoldier.cfg Cvar_Set2: viewlog 1 Cvar_Set2: arch linux i386 Cvar_Set2: username drew Cvar_Set2: g_maxplayerhealth 750 Cvar_Set2: skill 1 You are now setup for medium mode. Warning: cvar "g_ddayfodderguys" given initial values: "2" and "0" Warning: cvar "g_ddayfog" given initial values: "0" and "2" Warning: cvar "g_ddayshingleguys" given initial values: "2" and "0" Opening IP socket: localhost:12203 Cvar_Set2: net_port 12203 --- Common Initialization Complete --- 5969 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 516 localization entries Cvar_Set2: dedicated 1 Cvar_Set2: cheats 0 Cvar_Set2: ui_console 1 Cvar_Set2: g_gametype 2 Cvar_Set2: sv_maxclients 8 Cvar_Set2: developer 2 Cvar_Set2: map dm/mohdm1 execing Server.cfg Cvar_Set2: sv_hostname Gomer Pyle's Server[Linux / Cable / FF off] Cvar_Set2: sv_chatter 1 Cvar_Set2: logfile 2 Cvar_Set2: fraglimit 100 Cvar_Set2: timelimit 20 Cvar_Set2: sv_maplist dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm6 dm/mohdm7 Cvar_Set2: g_allowjointime 5 Cvar_Set2: sv_allowDownload 0 Cvar_Set2: cheats 0 Cvar_Set2: sv_maxRate 9000 Cvar_Set2: sv_maxPing 300 Cvar_Set2: sv_fps 20 Cvar_Set2: sv_floodProtect 1 Cvar_Set2: flood_waitdelay 10 Cvar_Set2: flood_persecond 4 Cvar_Set2: flood_msgs 4 Cvar_Set2: sv_pure 0 Cvar_Set2: g_inactiveKick 60 Cvar_Set2: g_inactiveSpectate 60 Cvar_Set2: g_teamdamage 0 Cvar_Set2: net_port 12203 Cvar_Set2: sv_privateClients 0 Cvar_Set2: privatePassword xxxxx Cvar_Set2: rconPassword teafour2 Cvar_Set2: g_teamForceBalance 1 Cvar_Set2: cl_packetdup 3 Cvar_Set2: pmove_fixed 0 ------> this is where it dies, no response at all, i do a ctl+c to exit because nothing happens or i believe that is whats happening. [drew at mohaa MOHAA]$ This is my Server.cfg file. sv_hostname "Gomer Pyle's Server[Linux / Cable / FF off]" sv_chatter 1 //log console activity Logfile 2 //set logfile option 0=none 1=buffered, 2=continuous //3=append fraglimit 100 //Sets the limit of Frags that will end the match //( 0 = no fraglimit) timelimit 20 //Sets the amount of time (in minutes) for map changes //(0 = no timelimit) //This is the list of maps that will be cycled for the server sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm6 dm/mohdm7" set g_allowjointime 5 //This setting is instrumental in stopping //"re-spawn cheaters" in Round-based games. //Recommend setting X to around 5 or so //The default time is 30 seconds sv_allowDownload 0 //Toggles allowing client downloads from server //like custom maps 0=off 1=on set cheats 0 // disable cheat codes sv_maxRate 9000 //Max data transmit rate by clients on the server. sv_maxPing 300 //Keeps anyone with a higher ping than this value from //connecting to the server sv_fps 20 //Server FPS, this should increase performance (20 is the default) sv_floodProtect 1 //Flood protection from server crashing text messages //Enabled by DEFAULT, not totally necessary to include set flood_waitdelay 10 //Enabled by DEFAULT, not totally necessary to include set flood_persecond 4 //messages per second to be considered a flood //Enabled by DEFAULT, not totally necessary to include set flood_msgs 4 //Enabled by DEFAULT, not totally necessary to include sv_pure 0 //Pak checker, does not allow clients to use PAK files the server //doesn't have (0=off 1=on) sv_gamespy 1 //Allows your server to show up in the Gamespy browser, and the //In-game browser* (*In-game browser available in v1.1, not 1.0) set g_inactiveKick 60 //Time (in seconds) that a client will be kicked //for inactivity set g_inactiveSpectate 60 //Time (in seconds) that a client will be moved // to spectator for inactivity set g_teamdamage 0 // FF setting 0=off 1=on net_noipx 1 //Disallows IPX connections, TCP only //this is mainly a LAN consideration net_port 12203 //Sets the port # for the game to run off of //**12203 is the default //set Password xxxx //Makes ENTIRE server private //some have reported this not working after 1.11 , use //privateClients instead set sv_privateClients 0 //assigns reserved slots set privatePassword xxxxx //password for reserved slots set rconPassword XXXXXX //Sets your RCON password set g_teamForceBalance 1 // team balancing 0=off 1=on //These 2 setting were suggested to possibly help with latency issues. set cl_packetdup 3 seta pmove_fixed 0 //Finally, put a blank line at end of the config -------------- next part -------------- An HTML attachment was scrubbed... URL: From ftp106ss at mts.net Sun Sep 29 12:49:53 2002 From: ftp106ss at mts.net (John Dubois) Date: Sun, 29 Sep 2002 11:49:53 -0500 Subject: [mohaa] Problems starting server? References: <000c01c267d0$34136520$6601a8c0@cr723929a> Message-ID: <001e01c267d8$3c4ef6c0$027ba8c0@wp.shawcable.net> Hi drew!! I would highly recommend removing ALL your custom maps and just for starters have only PAK0 - PAK6.pk3 load and see if you get it up and running, then 1 by 1 put your custom maps back in. I've had a few custom maps that I had to go in and fix because they were causing problems with my server. Mostly due to lazy or in-experienced map makers double-caching files, which would flood my console with the caching error statement not allowing me to see any 'status' command results because the error messages kept flying by the screen effectively erasing the results not to mention eating memory while doing so. > [drew at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 8 +set developer 2 +set map dm/mohdm1 >+exec Server.cfg Every email in this forum I've seen says to set dedicated to 2: +set dedicated 2 Not a biggy, but if your not going to enable cheats then you don't need to put it in your command line, I believe its off by default. Now I'm not sure on this one 100%, but +set ui_console 1 I believe is not needed when you're running a dedicated server. My command line looks like this: [john at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 2 +set g_gametype 2 +set sv_maxclients 12 +set developer 2 +exec serverXX.cfg Everything else is set in my serverXX.cfg file... eg maplist, hostname etc Hope this helps you with your troubleshooting!! John Dubois C.E.T, IT ----- Original Message ----- From: Drew Hightower To: mohaa at icculus.org Sent: Sunday, September 29, 2002 10:52 AM Subject: [mohaa] Problems starting server? Hope someone can help me as i am having difficulties getting this test server up and running. I am using Mandrake 8.2 with a nvidia TNT Pro 2 video card and the latest drivers are installed. Here's what happens when i start the game. Like I said I am hoping for some help here and any feedback would be appreicated. Thanks. Drew Hightower [drew at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 8 +set developer 2 +set map dm/mohdm1 +exec Server.cfg --- Common Initialization --- Medal of Honor Allied Assault 1.11 linux-i386 Jul 23 2002 ----- FS_Startup ----- Current search path: /home/drew/.mohaa/main /mohaa/MOHAA/main /mohaa/MOHAA/main/wdcobj1.pk3 (8 files) /mohaa/MOHAA/main/User_Sahara.pk3 (42 files) /mohaa/MOHAA/main/User_remagen.pk3 (20 files) /mohaa/MOHAA/main/User_Maps_zzzz_dm_harbourtown_light.pk3 (29 files) /mohaa/MOHAA/main/User_Maps_zzzz_dm_Harbourtown_final.pk3 (31 files) /mohaa/MOHAA/main/User_Maps_dm_Island_assault.pk3 (14 files) /mohaa/MOHAA/main/User_DVillageMod.pk3 (10 files) /mohaa/MOHAA/main/User_astro_dmworldcup.pk3 (18 files) /mohaa/MOHAA/main/user_astro_dmleville.pk3 (7 files) /mohaa/MOHAA/main/user-ydiss-dmxfire.pk3 (13 files) /mohaa/MOHAA/main/User-wdcobj1.pk3 (8 files) /mohaa/MOHAA/main/User-WalkinthePark.pk3 (22 files) /mohaa/MOHAA/main/User-utah.pk3 (12 files) /mohaa/MOHAA/main/user-tunisian_fe.pk3 (15 files) /mohaa/MOHAA/main/User-trench.pk3 (16 files) /mohaa/MOHAA/main/User-Titleist-DM1.pk3 (3 files) /mohaa/MOHAA/main/User-ThunderSeries.pk3 (38 files) /mohaa/MOHAA/main/User-TheStorm1.pk3 (31 files) /mohaa/MOHAA/main/User-thefarm.pk3 (35 files) /mohaa/MOHAA/main/User-tdm_thunder.pk3 (22 files) /mohaa/MOHAA/main/User-tank battle v3-1.pk3 (67 files) /mohaa/MOHAA/main/User-Stalingrad2Full.pk3 (42 files) /mohaa/MOHAA/main/User-Stalingrad2.pk3 (16 files) /mohaa/MOHAA/main/user-Snow_Camp.pk3 (16 files) /mohaa/MOHAA/main/User-SmallCity.pk3 (17 files) /mohaa/MOHAA/main/User-river v1.11.pk3 (15 files) /mohaa/MOHAA/main/User-Reichstag-beta.pk3 (15 files) /mohaa/MOHAA/main/User-push_cityhall.pk3 (35 files) /mohaa/MOHAA/main/User-piedude_Paintball_v1.pk3 (12 files) /mohaa/MOHAA/main/User-Operation_FUBAR.pk3 (21 files) /mohaa/MOHAA/main/User-NormandyBridge_obj.pk3 (5 files) /mohaa/MOHAA/main/User-nestate2.pk3 (18 files) /mohaa/MOHAA/main/user-Mountain_Village_BETA.pk3 (5 files) /mohaa/MOHAA/main/user-MoonlightRadio_Rain.pk3 (19 files) /mohaa/MOHAA/main/User-MOHDust.pk3 (13 files) /mohaa/MOHAA/main/User-lol_v2_new_3.pk3 (9 files) /mohaa/MOHAA/main/user-lastcastleseries.pk3 (69 files) /mohaa/MOHAA/main/user-JerwBandofBrothers.pk3 (106 files) /mohaa/MOHAA/main/user-hunt_tdm_mgsupport.pk3 (14 files) /mohaa/MOHAA/main/User-Hegensdorf.pk3 (15 files) /mohaa/MOHAA/main/User-G3mInI_Riverside2.pk3 (20 files) /mohaa/MOHAA/main/User-frozenfort.pk3 (15 files) /mohaa/MOHAA/main/User-Doomed.pk3 (13 files) /mohaa/MOHAA/main/user-dmxfire2v2.pk3 (14 files) /mohaa/MOHAA/main/User-dmwolfcastle.pk3 (28 files) /mohaa/MOHAA/main/user-DM_UGComplex.pk3 (14 files) /mohaa/MOHAA/main/User-dm_maromg.pk3 (14 files) /mohaa/MOHAA/main/User-Despair.pk3 (23 files) /mohaa/MOHAA/main/User-DE_MAP-EpicDM.pk3 (10 files) /mohaa/MOHAA/main/User-DE_MAP-Epic.pk3 (4 files) /mohaa/MOHAA/main/user-chaosstreet.pk3 (18 files) /mohaa/MOHAA/main/User-CanalTown_V2.pk3 (14 files) /mohaa/MOHAA/main/user-canaltown.pk3 (17 files) /mohaa/MOHAA/main/User-buzzbomb_raiders.pk3 (16 files) /mohaa/MOHAA/main/User-BunkerAttack.pk3 (9 files) /mohaa/MOHAA/main/User-Broken_Silence.pk3 (3 files) /mohaa/MOHAA/main/User-BK's_mansion.pk3 (5 files) /mohaa/MOHAA/main/User-Beach.pk3 (28 files) /mohaa/MOHAA/main/User-Battle of the Bulge - Ardennes.pk3 (35 files) /mohaa/MOHAA/main/user-backstreets.pk3 (46 files) /mohaa/MOHAA/main/User-Arnhem.pk3 (12 files) /mohaa/MOHAA/main/User-1944_dm.pk3 (44 files) /mohaa/MOHAA/main/user - useable_flak88.pk3 (5 files) /mohaa/MOHAA/main/user - moonlightradioov_fixed.pk3 (17 files) /mohaa/MOHAA/main/User - Fubars Damned.pk3 (13 files) /mohaa/MOHAA/main/urbansprawl.pk3 (12 files) /mohaa/MOHAA/main/Tirtagaine-Kechtat.pk3 (44 files) /mohaa/MOHAA/main/ThunderV1.pk3 (15 files) /mohaa/MOHAA/main/thunder.pk3 (15 files) /mohaa/MOHAA/main/THEALIAS.pk3 (5 files) /mohaa/MOHAA/main/Studio_V1.pk3 (47 files) /mohaa/MOHAA/main/stpaul.pk3 (12 files) /mohaa/MOHAA/main/StorageFacility111.pk3 (21 files) /mohaa/MOHAA/main/snipersnow.pk3 (18 files) /mohaa/MOHAA/main/REM_SLOW.pk3 (3 files) /mohaa/MOHAA/main/railroad-final.pk3 (15 files) /mohaa/MOHAA/main/Pak_CRED.pk3 (3 files) /mohaa/MOHAA/main/Pak77.pk3 (33 files) /mohaa/MOHAA/main/pak6.pk3 (104 files) /mohaa/MOHAA/main/Pak5.pk3 (259 files) /mohaa/MOHAA/main/Pak4.pk3 (593 files) /mohaa/MOHAA/main/Pak3.pk3 (669 files) /mohaa/MOHAA/main/Pak2.pk3 (4722 files) /mohaa/MOHAA/main/Pak1.pk3 (772 files) /mohaa/MOHAA/main/Pak0.pk3 (11175 files) /mohaa/MOHAA/main/obj_maromg.pk3 (14 files) /mohaa/MOHAA/main/NormandyBirdge_V1.pk3 (8 files) /mohaa/MOHAA/main/nestate3.pk3 (16 files) /mohaa/MOHAA/main/lolclan_v2dm_1.pk3 (5 files) /mohaa/MOHAA/main/lehigh's Forest Compound.pk3 (3 files) /mohaa/MOHAA/main/lastcastle1.pk3 (51 files) /mohaa/MOHAA/main/Kmarzo-St Renan.pk3 (20 files) /mohaa/MOHAA/main/Jerw's Ultimate Band Of Brothers Skin Pack.pk3 (37 files) /mohaa/MOHAA/main/Hitlersfarm.pk3 (16 files) /mohaa/MOHAA/main/Hide-and-Seek2.pk3 (15 files) /mohaa/MOHAA/main/Hide-and-Seek.pk3 (15 files) /mohaa/MOHAA/main/germanwinter.pk3 (18 files) /mohaa/MOHAA/main/duenkirchen.pk3 (15 files) /mohaa/MOHAA/main/downtown.pk3 (12 files) /mohaa/MOHAA/main/dmga1.pk3 (28 files) /mohaa/MOHAA/main/dm_routenord.pk3 (12 files) /mohaa/MOHAA/main/dm_facility.pk3 (18 files) /mohaa/MOHAA/main/AR_Bunkeranlage_V1.pk3 (18 files) /mohaa/MOHAA/main/apedead.pk3 (15 files) /mohaa/MOHAA/main/Algiers_Sand.pk3 (8 files) ---------------------- 20241 files in pk3 files execing default.cfg execing menu.cfg Cvar_Set2: viewsize 100 Cvar_Set2: ui_crosshair 1 Cvar_Set2: cl_altbindings 0 Cvar_Set2: cl_ctrlbindings 0 Cvar_Set2: ui_voodoo 0 Cvar_Set2: ui_dmmap Cvar_Set2: ui_gametype Cvar_Set2: ui_gametypestring Cvar_Set2: ui_maxclients 32 Cvar_Set2: ui_gamespy 1 Cvar_Set2: ui_fraglimit 0 Cvar_Set2: ui_timelimit 0 Cvar_Set2: ui_teamdamage 0 Cvar_Set2: ui_connectip 0.0.0.0 Cvar_Set2: ui_inactivespectate 60 Cvar_Set2: ui_inactivekick 900 Cvar_Set2: ui_maplist_ffa dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_team dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_round dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7 Cvar_Set2: ui_maplist_obj obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4 Cvar_Set2: ui_hostname Nameless Battle Cvar_Set2: detail 1 Cvar_Set2: g_skill 1 Cvar_Set2: g_subtitle 0 Cvar_Set2: ui_signshader Cvar_Set2: ui_medalsign Cvar_Set2: ui_voodoo 0 Cvar_Set2: g_medal0 0 Cvar_Set2: g_medal1 0 Cvar_Set2: g_medal2 0 Cvar_Set2: g_medal3 0 Cvar_Set2: g_medal4 0 Cvar_Set2: g_medal5 0 Cvar_Set2: g_eogmedal0 0 Cvar_Set2: g_eogmedal1 0 Cvar_Set2: g_eogmedal2 0 Cvar_Set2: g_m1l1 1 Cvar_Set2: g_m1l2 0 Cvar_Set2: g_m1l3 0 Cvar_Set2: g_m2l1 0 Cvar_Set2: g_m2l2 0 Cvar_Set2: g_m2l3 0 Cvar_Set2: g_m3l1 0 Cvar_Set2: g_m3l2 0 Cvar_Set2: g_m3l3 0 Cvar_Set2: g_m4l1 0 Cvar_Set2: g_m4l2 0 Cvar_Set2: g_m4l3 0 Cvar_Set2: g_m5l1 0 Cvar_Set2: g_m5l2 0 Cvar_Set2: g_m5l3 0 Cvar_Set2: g_m6l1 0 Cvar_Set2: g_m6l2 0 Cvar_Set2: g_m6l3 0 execing newconfig.cfg Cvar_Set2: cg_drawviewmodel 2 Cvar_Set2: r_fastdlights 0 Cvar_Set2: r_fastentlight 0 Cvar_Set2: r_subdivisions 4 Cvar_Set2: r_lodscale 0.55 Cvar_Set2: r_lodcap 0.5 Cvar_Set2: r_lodviewmodelcap 0.55 Cvar_Set2: cg_effectdetail 0.8 Cvar_Set2: vss_maxcount 15 Cvar_Set2: ter_error 4 Cvar_Set2: ter_maxlod 6 Cvar_Set2: ter_maxtris 24576 Cvar_Set2: cg_rain 1 Cvar_Set2: cg_shadows 1 Cvar_Set2: s_khz 22 Cvar_Set2: cg_marks_add 1 Cvar_Set2: r_mode 4 Cvar_Set2: r_picmip 1 Cvar_Set2: r_colorbits 32 Cvar_Set2: r_texturebits 32 Cvar_Set2: g_ddayfodderguys 2 Cvar_Set2: g_ddayfog 0 Cvar_Set2: g_ddayshingleguys 2 Cvar_Set2: r_drawstaticdecals 1 Cvar_Set2: r_ext_compressed_textures 1 Cvar_Set2: config unnamedsoldier.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg Cvar_Set2: dm_playermodel tiedie Cvar_Set2: cg_forceModel 1 Cvar_Set2: fps 1 Cvar_Set2: r_lastValidRenderer GeForce4 Ti 4200/PCI/3DNOW! Cvar_Set2: s_milesdriver Miles Fast 2D Positional Audio Cvar_Set2: sensitivity 9.209877 Cvar_Set2: m_filter 1 Cvar_Set2: s_speaker_type 3 Cvar_Set2: r_gamma 1.651316 Cvar_Set2: s_volume 1.000000 Cvar_Set2: s_musicvolume 0.457895 Cvar_Set2: ui_console 1 Cvar_Set2: ui_weaponsbar 0 Cvar_Set2: dm_playergermanmodel german_kradshutzen Cvar_Set2: r_ext_compressed_textures 0 Cvar_Set2: r_drawstaticdecals 0 Cvar_Set2: r_texturebits 16 Cvar_Set2: r_colorbits 16 Cvar_Set2: r_picmip 2 Cvar_Set2: r_mode 6 Cvar_Set2: cg_marks_add 0 Cvar_Set2: s_khz 11 Cvar_Set2: cg_shadows 0 Cvar_Set2: cg_rain 0 Cvar_Set2: ter_maxtris 16384 Cvar_Set2: ter_maxlod 3 Cvar_Set2: ter_error 10 Cvar_Set2: vss_maxcount 22 Cvar_Set2: cg_effectdetail 0.2 Cvar_Set2: r_lodviewmodelcap 0.25 Cvar_Set2: r_lodcap 0.35 Cvar_Set2: r_lodscale 0.35 Cvar_Set2: r_subdivisions 20 Cvar_Set2: r_fastentlight 1 Cvar_Set2: r_fastdlights 1 Cvar_Set2: ui_connectip 66.151.108.123 Cvar_Set2: name Gomer Pyle ^~^~^ Can't find localized.cfg couldn't exec localized.cfg execing autoexec.cfg ^~^~^ Can't find custom.cfg couldn't exec custom.cfg Cvar_Set2: cl_playintro 0 Cvar_Set2: ui_skip_eamovie 1 Cvar_Set2: ui_skip_titlescreen 1 Cvar_Set2: ui_skip_legalscreen 1 Cvar_Set2: ui_titlescreen_fadein .1 Cvar_Set2: ui_titlescreen_fadeout .1 Cvar_Set2: ui_titlescreen_stay .1 Cvar_Set2: ui_legalscreen_fadein .1 Cvar_Set2: ui_legalscreen_fadeout .1 Cvar_Set2: ui_legalscreen_stay .1 Cvar_Set2: dedicated 1 Cvar_Set2: cheats 0 Cvar_Set2: ui_console 1 Cvar_Set2: g_gametype 2 Cvar_Set2: sv_maxclients 8 Cvar_Set2: developer 2 Cvar_Set2: map dm/mohdm1 Cvar_Set2: config unnamedsoldier.cfg Cvar_Set2: viewlog 1 Cvar_Set2: arch linux i386 Cvar_Set2: username drew Cvar_Set2: g_maxplayerhealth 750 Cvar_Set2: skill 1 You are now setup for medium mode. Warning: cvar "g_ddayfodderguys" given initial values: "2" and "0" Warning: cvar "g_ddayfog" given initial values: "0" and "2" Warning: cvar "g_ddayshingleguys" given initial values: "2" and "0" Opening IP socket: localhost:12203 Cvar_Set2: net_port 12203 --- Common Initialization Complete --- 5969 ms --- Localization: I see 0 localization files --- Localization: reading file global/localization.txt Loading Localization File global/localization.txt Loaded 516 localization entries Cvar_Set2: dedicated 1 Cvar_Set2: cheats 0 Cvar_Set2: ui_console 1 Cvar_Set2: g_gametype 2 Cvar_Set2: sv_maxclients 8 Cvar_Set2: developer 2 Cvar_Set2: map dm/mohdm1 execing Server.cfg Cvar_Set2: sv_hostname Gomer Pyle's Server[Linux / Cable / FF off] Cvar_Set2: sv_chatter 1 Cvar_Set2: logfile 2 Cvar_Set2: fraglimit 100 Cvar_Set2: timelimit 20 Cvar_Set2: sv_maplist dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm6 dm/mohdm7 Cvar_Set2: g_allowjointime 5 Cvar_Set2: sv_allowDownload 0 Cvar_Set2: cheats 0 Cvar_Set2: sv_maxRate 9000 Cvar_Set2: sv_maxPing 300 Cvar_Set2: sv_fps 20 Cvar_Set2: sv_floodProtect 1 Cvar_Set2: flood_waitdelay 10 Cvar_Set2: flood_persecond 4 Cvar_Set2: flood_msgs 4 Cvar_Set2: sv_pure 0 Cvar_Set2: g_inactiveKick 60 Cvar_Set2: g_inactiveSpectate 60 Cvar_Set2: g_teamdamage 0 Cvar_Set2: net_port 12203 Cvar_Set2: sv_privateClients 0 Cvar_Set2: privatePassword xxxxx Cvar_Set2: rconPassword teafour2 Cvar_Set2: g_teamForceBalance 1 Cvar_Set2: cl_packetdup 3 Cvar_Set2: pmove_fixed 0 ------> this is where it dies, no response at all, i do a ctl+c to exit because nothing happens or i believe that is whats happening. [drew at mohaa MOHAA]$ This is my Server.cfg file. sv_hostname "Gomer Pyle's Server[Linux / Cable / FF off]" sv_chatter 1 //log console activity Logfile 2 //set logfile option 0=none 1=buffered, 2=continuous //3=append fraglimit 100 //Sets the limit of Frags that will end the match //( 0 = no fraglimit) timelimit 20 //Sets the amount of time (in minutes) for map changes //(0 = no timelimit) //This is the list of maps that will be cycled for the server sv_maplist "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm6 dm/mohdm7" set g_allowjointime 5 //This setting is instrumental in stopping //"re-spawn cheaters" in Round-based games. //Recommend setting X to around 5 or so //The default time is 30 seconds sv_allowDownload 0 //Toggles allowing client downloads from server //like custom maps 0=off 1=on set cheats 0 // disable cheat codes sv_maxRate 9000 //Max data transmit rate by clients on the server. sv_maxPing 300 //Keeps anyone with a higher ping than this value from //connecting to the server sv_fps 20 //Server FPS, this should increase performance (20 is the default) sv_floodProtect 1 //Flood protection from server crashing text messages //Enabled by DEFAULT, not totally necessary to include set flood_waitdelay 10 //Enabled by DEFAULT, not totally necessary to include set flood_persecond 4 //messages per second to be considered a flood //Enabled by DEFAULT, not totally necessary to include set flood_msgs 4 //Enabled by DEFAULT, not totally necessary to include sv_pure 0 //Pak checker, does not allow clients to use PAK files the server //doesn't have (0=off 1=on) sv_gamespy 1 //Allows your server to show up in the Gamespy browser, and the //In-game browser* (*In-game browser available in v1.1, not 1.0) set g_inactiveKick 60 //Time (in seconds) that a client will be kicked //for inactivity set g_inactiveSpectate 60 //Time (in seconds) that a client will be moved // to spectator for inactivity set g_teamdamage 0 // FF setting 0=off 1=on net_noipx 1 //Disallows IPX connections, TCP only //this is mainly a LAN consideration net_port 12203 //Sets the port # for the game to run off of //**12203 is the default //set Password xxxx //Makes ENTIRE server private //some have reported this not working after 1.11 , use //privateClients instead set sv_privateClients 0 //assigns reserved slots set privatePassword xxxxx //password for reserved slots set rconPassword XXXXXX //Sets your RCON password set g_teamForceBalance 1 // team balancing 0=off 1=on //These 2 setting were suggested to possibly help with latency issues. set cl_packetdup 3 seta pmove_fixed 0 //Finally, put a blank line at end of the config -------------- next part -------------- An HTML attachment was scrubbed... URL: From enroll+mohaa_linux at spawn.ims.att.com Sun Sep 29 13:50:28 2002 From: enroll+mohaa_linux at spawn.ims.att.com (Enroll Id) Date: Sun, 29 Sep 2002 13:50:28 -0400 Subject: [mohaa] Problems starting server? References: <000c01c267d0$34136520$6601a8c0@cr723929a> Message-ID: <013801c267e0$b7a4a0b0$f00a0a0a@mommabear> Drew, Change the +set map dm/mohdm1 to +map dm/mohdm1 --[MC]Hammer Mohaa Crew Clan www.mohaacrew.com ----- Original Message ----- From: Drew Hightower To: mohaa at icculus.org Sent: Sunday, September 29, 2002 11:52 AM Subject: [mohaa] Problems starting server? Hope someone can help me as i am having difficulties getting this test server up and running. I am using Mandrake 8.2 with a nvidia TNT Pro 2 video card and the latest drivers are installed. Here's what happens when i start the game. Like I said I am hoping for some help here and any feedback would be appreicated. Thanks. Drew Hightower [drew at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 8 +set developer 2 +set map dm/mohdm1 +exec Server.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From esilva at silvex.com Mon Sep 30 01:51:07 2002 From: esilva at silvex.com (Eduardo E. Silva) Date: Sun, 29 Sep 2002 22:51:07 -0700 (PDT) Subject: [mohaa] About Ping and PL In-Reply-To: <000701c26753$499456c0$0100a8c0@geno> References: <001401c2657c$7f886330$0100a8c0@geno> <001701c26615$74fc3fb0$0100a8c0@geno> <00e501c266ae$290c2680$0401a8c0@Asgard> <001701c266dd$52c59040$0100a8c0@geno> <54013.24.199.16.170.1033235804.squirrel@www.silvex.com> <000701c26753$499456c0$0100a8c0@geno> Message-ID: <54656.24.199.16.170.1033365067.squirrel@www.silvex.com> Geno, uset the ethtool command. After becomming root (superuser ) type # ethtool In my case I have two NICs (eth1 and eth0) so I get this: pearl## ethtool eth1 This is hooked to a hub so this is all I can get!!!! Settings for eth1: Supported ports: [ TP MII ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Supports auto-negotiation: Yes Speed: 10Mb/s Duplex: Half Port: Twisted Pair PHYAD: 1 Transceiver: internal Auto-negotiation: on Supports Wake-on: puag Wake-on: g Link detected: yes pearl## ethtool eth0 <<< This one is o a switch, so I get the best! Settings for eth0: Supported ports: [ TP MII ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full Supports auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 1 Transceiver: internal Auto-negotiation: on Supports Wake-on: puag Wake-on: g Link detected: yes pearl## Ed Silva Silvex Consulting Inc. (714) 504-6870 Cell geno said: > Where I find this info in Linux ? > I know where I find it in windows but not in linux > > > ----- Original Message ----- > From: "Eduardo E. Silva" > To: > Sent: Saturday, September 28, 2002 7:56 PM > Subject: Re: [mohaa] About Ping and PL > > >> Geno, are the NIC in half or full duplex ? Is the settings for speed 10 or > 100 >> mbits ? >> >> Ed Silva >> Silvex Consulting Inc. >> (714) 504-6870 Cell >> >> geno said: >> > Its not a problem of bandwidht because its on 100 Mbit, where Server on > NT >> > works perfectly. Linux : Red Hat under dual Cpu PIII 700 Mhz. Only 1 > server >> > is up, Mohaa. >> > ----- Original Message ----- >> > From: [-SF-]Shockwave >> > To: mohaa at icculus.org >> > Sent: Saturday, September 28, 2002 7:16 AM >> > Subject: Re: [mohaa] About Ping and PL >> > >> > >> > Hello geno, >> > >> > Without knowing the specifics of the system running the game server, > the >> > settings you used for the game server program, and the type of > connection >> > you are using, it's difficult to say. More details would definitely > help. >> > I'm not aware of any Linux server problems like the ones you are > having. >> > In fact, I would go so far as to say that Linux allows the game server > to >> > run on more modest hardware platforms with greater reliability than its >> Windows counterpart. >> > >> > Shockwave >> > >> > ----- Original Message ----- >> > From: geno >> > To: mohaa at icculus.org >> > Sent: Friday, September 27, 2002 7:03 AM >> > Subject: Re: [mohaa] About Ping and PL >> > >> > >> > Hello >> > >> > 1 Question about Ping and Packet loss. >> > >> > I have 1 server Mohaa that work on Windows 2000 machine and it work >> > fine. >> > >> > But 1 server that work on Linux have something High ping than > windows >> > 2000 and some packet loss... Anyone know why this difference ? >> > >> > >> > Thanks guys From WolfShield at hotmail.com Mon Sep 30 15:49:38 2002 From: WolfShield at hotmail.com (Wolf) Date: Mon, 30 Sep 2002 15:49:38 -0400 Subject: maps Message-ID: Where can one find maps to modify? -------------- next part -------------- An HTML attachment was scrubbed... URL: From stguitar at grnco.net Mon Sep 30 15:51:10 2002 From: stguitar at grnco.net (Steven Guitar) Date: Mon, 30 Sep 2002 14:51:10 -0500 Subject: quick question bout installation of the game Message-ID: <008501c268ba$b9b29710$3264a8c0@josh> im thinking bout setting up a linux server for medal of honor. i have a computer with 2 hard drives, one 80GB with winxp and another 13GB with linux on it. where should i place or copy the game files from the windows installation into the linux one? SG --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.391 / Virus Database: 222 - Release Date: 9/19/2002 -------------- next part -------------- An HTML attachment was scrubbed... URL: From snafu2 at rogers.com Mon Sep 30 16:28:29 2002 From: snafu2 at rogers.com (Drew Hightower) Date: Mon, 30 Sep 2002 16:28:29 -0400 Subject: [mohaa] Problems starting server? References: <000c01c267d0$34136520$6601a8c0@cr723929a> <013801c267e0$b7a4a0b0$f00a0a0a@mommabear> Message-ID: <001001c268bf$f0147530$6601a8c0@cr723929a> thanks for you help, it works now, thanks very much. I do appreciate it. ----- Original Message ----- From: Enroll Id To: mohaa at icculus.org Sent: Sunday, September 29, 2002 1:50 PM Subject: Re: [mohaa] Problems starting server? Drew, Change the +set map dm/mohdm1 to +map dm/mohdm1 --[MC]Hammer Mohaa Crew Clan www.mohaacrew.com ----- Original Message ----- From: Drew Hightower To: mohaa at icculus.org Sent: Sunday, September 29, 2002 11:52 AM Subject: [mohaa] Problems starting server? Hope someone can help me as i am having difficulties getting this test server up and running. I am using Mandrake 8.2 with a nvidia TNT Pro 2 video card and the latest drivers are installed. Here's what happens when i start the game. Like I said I am hoping for some help here and any feedback would be appreicated. Thanks. Drew Hightower [drew at mohaa MOHAA]$ ./mohaa_lnxded +set dedicated 1 +set cheats 0 +set ui_console 1 +set g_gametype 2 +set sv_maxclients 8 +set developer 2 +set map dm/mohdm1 +exec Server.cfg -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at graffweg.de Mon Sep 30 17:50:24 2002 From: thomas at graffweg.de (thomas at graffweg.de) Date: Mon, 30 Sep 2002 23:50:24 +0200 Subject: usual traffic setting Message-ID: Hi all... maybe these are stupid questions, but as I am a real newbie to the gameserver I have to ask them :) I am running a 1Mbit SDSL Conn and my server uses an Athlon 1200 with 512MB RAM and Mandrake Linux 8.2 I set up the gameserver as described and it works well, but now I have to set up the player and traffic limitation. What min/max_rate would you suggest and what do you think which amount of players would it manage without problems? Please share your experiences with me, I just don't want to set up a public server without the proper settings ;) BR Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: