From borsti at ooenet.at Tue Mar 11 05:59:25 2003 From: borsti at ooenet.at (=?ISO-8859-15?Q?Bernhard_Fr=FChmesser?=) Date: Tue, 11 Mar 2003 11:59:25 +0100 Subject: Is the beta2 also limmited? Message-ID: <3E6DC18D.2010005@ooenet.at> Hello, I didn't have much time the last few weeks for SSam, but finally i updated the game today via the loki_update tool but the game still reports this: Sorry, but this beta of the game has expired, and will no longer run. This is to prevent tech support on out-of-date and prerelease versions of the game. Please go to http://icculus.org/ for information on getting a release version that does not expire. I thought Beta2 fixed this? Bernhard From charlouis at wanadoo.be Tue Mar 11 17:26:38 2003 From: charlouis at wanadoo.be (Charlouis) Date: Tue, 11 Mar 2003 23:26:38 +0100 Subject: [ssam] Is the beta2 also limmited? In-Reply-To: <3E6DC18D.2010005@ooenet.at> Message-ID: <000001c2e81d$48d6fda0$0e81b1d5@cruchot> I don't know, and I'm having the same problem... Too bad these versions are limited :'( I guess I'll have to reset my system time ;-) -----Message d'origine----- De?: Bernhard Fr?hmesser [mailto:borsti at ooenet.at] Envoy??: mardi 11 mars 2003 11:59 ??: ssam at icculus.org Objet?: [ssam] Is the beta2 also limmited? Hello, I didn't have much time the last few weeks for SSam, but finally i updated the game today via the loki_update tool but the game still reports this: Sorry, but this beta of the game has expired, and will no longer run. This is to prevent tech support on out-of-date and prerelease versions of the game. Please go to http://icculus.org/ for information on getting a release version that does not expire. I thought Beta2 fixed this? Bernhard From icculus at clutteredmind.org Tue Mar 11 17:30:21 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Tue, 11 Mar 2003 17:30:21 -0500 (EST) Subject: [ssam] RE : [ssam] Is the beta2 also limmited? In-Reply-To: <000001c2e81d$48d6fda0$0e81b1d5@cruchot> Message-ID: > I don't know, and I'm having the same problem... > > Too bad these versions are limited :'( I guess I'll have to reset my system > time ;-) Hopefully I'll have time to put out a new version (and The Second Encounter binaries) in the next few days. Even though they will still be beta, they won't expire, since I'm not really dedicating any time to ssam right now, and it's not fun to have to redownload just to update an expiration. --ryan. From icculus at clutteredmind.org Fri Mar 14 05:42:28 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Fri, 14 Mar 2003 05:42:28 -0500 (EST) Subject: First Encounter beta3 and Second Encounter beta1 Message-ID: http://icculus.org/news/news.php?id=1324 New (still buggy, but non-expiring) beta for The First Encounter is available, and for those with the retail disc for The Second Encounter handy, you can play that now, too. Usual rules apply, bug reports go to https://bugzilla.icculus.org/, not to my inbox, and don't expect fixes in the near future, because I'm totally overloaded right now bringing a bunch of other games to your desktops. :) Thanks for your patience while waiting for an update, everyone. Have fun! --ryan. From borsti at ooenet.at Fri Mar 14 16:32:22 2003 From: borsti at ooenet.at (=?ISO-8859-15?Q?Bernhard_Fr=FChmesser?=) Date: Fri, 14 Mar 2003 22:32:22 +0100 Subject: The Second Encounter Message-ID: <3E724A66.9060602@ooenet.at> Hello, Me wonders if someone else tried to run SSamTSE. After the game started it crashes immediately with this: ./ssam_lnx: error while loading shared libraries: /usr/local/games/ssamtse/Bin/libvorbisfile.so: undefinded symbol: ogg_stream_reset_serialno Ah yes, and it completely freezes X. Bernhard From relic2k at canada.com Sat Mar 15 07:47:49 2003 From: relic2k at canada.com (relic2k at canada.com) Date: Sat, 15 Mar 2003 04:47:49 -0800 (PST) Subject: Online Servers Message-ID: <20030315044750.5228.h004.c009.wm@mail.canada.com.criticalpath.net> I have created a dedicated for both SSSE and SSFE. They both run great too, and I am able to connect to the SSFE both LAN and Internet. The problem is with the SSSE server. I can see in both LAN and Internet, but I can't seem to establish a proper connect for either. Is online play an option with SSSE ? Can I join the other windows servers running ? Thanks, excellent job guys, I have since dumped windows and just use VMWare now for when I do require to use windows for any work or web related stuff. Keep the the great work. - Relic2K __________________________________________________________ Get your FREE personalized e-mail at http://www.canada.com From relic2k at canada.com Sat Mar 15 17:10:52 2003 From: relic2k at canada.com (relic2k at canada.com) Date: Sat, 15 Mar 2003 14:10:52 -0800 (PST) Subject: Windows Servers. Message-ID: <20030315141053.7655.h021.c009.wm@mail.canada.com.criticalpath.net> I found the answers to my own questions. Thanks. My server is up and running fine now, and the friggin thing has been packed all day. I can't even get in to play a game :) __________________________________________________________ Get your FREE personalized e-mail at http://www.canada.com From Matrix at ServerXtreme.com Sat Mar 15 18:09:24 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sat, 15 Mar 2003 17:09:24 -0600 Subject: Serious Sam Firsts - Install problem Message-ID: <000001c2eb47$ec166050$0301a8c0@matrix> Hello, I am new to this list, so please forgive me if this is a question you get a lot. Running Mandrake 9.0, Kernel 2.4.19, AMD 1.2Ghz, 1/2Gig memory, and KDE. I downloaded the following files: 1) ssam-tfe-lnx-beta.1a.run 2) ssamtfe-beta.1b.sh.bin 3) ssamtfe-beta.2.sh.bin I have a brand new Serious Same First Encounter right out of the box, and put it in my CDROM. Mounted the CDROM, and I can view all files. Executed the "./ssam-tfe-lnx-beta.1a.run" file and the graphical windows popped up to set the paths and such. I click on "Begin Install" and a window pops up saying mount CDROM, while that was showing I went into the CDROM and looked to see if it was mounted and it is, and I can view all files, so I flipped back to the pop up window and hit the "Retry" button, it is just pops back up with the message saying mount the CDROM.grrrrr. Please help :-) What am I missing? I am at a loss here, and all I want to really do is run dedicated servers. :-) Thanks in advance for any help you can give me. -Matrix -------------- next part -------------- An HTML attachment was scrubbed... URL: From icculus at clutteredmind.org Sat Mar 15 19:35:47 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sat, 15 Mar 2003 19:35:47 -0500 (EST) Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <000001c2eb47$ec166050$0301a8c0@matrix> Message-ID: > I have a brand new Serious Same First Encounter right out of the box, > and put it in my CDROM. Mounted the CDROM, and I can view all files. > Executed the "./ssam-tfe-lnx-beta.1a.run" file and the graphical windows > popped up to set the paths and such. I click on "Begin Install" and a > window pops up saying mount CDROM, while that was showing I went into > the CDROM and looked to see if it was mounted and it is, and I can view > all files, so I flipped back to the pop up window and hit the "Retry" > button, it is just pops back up with the message saying mount the > CDROM.grrrrr. Please help :-) Go to a terminal, mount the CD and run the installer as: SETUP_CDROM=/mnt/cdrom ./ssam-tfe-lnx-beta1a.run ("/mnt/cdrom" is wherever the CD is mounted.) --ryan. From cyberfrag at gmx.net Sat Mar 15 19:47:53 2003 From: cyberfrag at gmx.net (Andreas "Cyberfrag" Fischer) Date: 16 Mar 2003 01:47:53 +0100 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <000001c2eb47$ec166050$0301a8c0@matrix> References: <000001c2eb47$ec166050$0301a8c0@matrix> Message-ID: <1047775677.2738.7.camel@Melkor.lan.home> Am Son, 2003-03-16 um 00.09 schrieb Matrix: > Hello, Hi > I have a brand new Serious Same First Encounter right out of the box, > and put it in my CDROM. Mounted the CDROM, and I can view all files. > Executed the "./ssam-tfe-lnx-beta.1a.run" file and the graphical windows > popped up to set the paths and such. I click on "Begin Install" and a > window pops up saying mount CDROM, while that was showing I went into > the CDROM and looked to see if it was mounted and it is, and I can view > all files, so I flipped back to the pop up window and hit the "Retry" > button, it is just pops back up with the message saying mount the > CDROM.grrrrr. Please help :-) Yeah, I had exactly the same Problem. The Problem is: the Loki Installer seems not to recognize devices mounted with supermount. So, the solution is: edit /etc/fstab as root with your favourite ASCII-Editor Comment out the line that says something like "none /mnt/cdrom supermount dev=/dev/hdc,fs=auto,ro,--,iocharset=iso8859-15,codepage=850,umask=0 0 0" (Comments are a '#' at the beginning of the line) Add a new line like "/dev/cdrom /mnt/cdrom auto users,ro,noauto 0 0" Save, exit and mount the cdrom manually (e.g. "mount /mnt/cdrom") That worked for me. Of course supermount is deactivated then, so you have to mount cdroms manually. Uncomment the supermount line and remove the added line to get supermount back working. Enter "man mount" or "man fstab" at the console to get more info about the /etc/fstab file. Hope that helped, Greetings cyberfrag From cyberfrag at gmx.net Sat Mar 15 19:53:00 2003 From: cyberfrag at gmx.net (Andreas "Cyberfrag" Fischer) Date: 16 Mar 2003 01:53:00 +0100 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: References: Message-ID: <1047775997.2738.10.camel@Melkor.lan.home> Am Son, 2003-03-16 um 01.35 schrieb Ryan C. Gordon: > [...] > Go to a terminal, mount the CD and run the installer as: > > SETUP_CDROM=/mnt/cdrom ./ssam-tfe-lnx-beta1a.run > > ("/mnt/cdrom" is wherever the CD is mounted.) Whew, now that's _way_ easier than my clumsy hack -- what a pity I didn't know before ;-) From Matrix at ServerXtreme.com Sun Mar 16 01:23:05 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 00:23:05 -0600 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: Message-ID: <000001c2eb84$8a135b50$0301a8c0@matrix> Excellent... Worked like a charm! Just wondering... on Serious Sam 1 and 2, do the dedicated servers run fine? ...or are there any bad bugs that you know of? Thank you, Matrix -----Original Message----- From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Sent: Saturday, March 15, 2003 6:36 PM To: ssam at icculus.org Subject: Re: [ssam] Serious Sam Firsts - Install problem > I have a brand new Serious Same First Encounter right out of the box, > and put it in my CDROM. Mounted the CDROM, and I can view all files. > Executed the "./ssam-tfe-lnx-beta.1a.run" file and the graphical windows > popped up to set the paths and such. I click on "Begin Install" and a > window pops up saying mount CDROM, while that was showing I went into > the CDROM and looked to see if it was mounted and it is, and I can view > all files, so I flipped back to the pop up window and hit the "Retry" > button, it is just pops back up with the message saying mount the > CDROM.grrrrr. Please help :-) Go to a terminal, mount the CD and run the installer as: SETUP_CDROM=/mnt/cdrom ./ssam-tfe-lnx-beta1a.run ("/mnt/cdrom" is wherever the CD is mounted.) --ryan. From relic2k at canada.com Sun Mar 16 07:56:09 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 07:56:09 -0500 Subject: Ghost Client Connections. Message-ID: <200303160756.09103.relic2k@canada.com> I have a Dedicated SSSE linux server running, since the initial release, and it has been running pretty steadily so far. One issue I have noticed is that after a few hours of running, it creates ghost connections, which will look like the normal connections being established when running the SSFE Dedicated Linux Server, except that there is no real data being exchanged between the Server and the clients, like when a normal client joins. The server gets maxed out by these ghost connections, and if I don't restart the server, no one else can join including me. Another thing I have noticed is that with SSSE, my Player settings don't save, I have to keep rechanging my player name, and Team back to none, every time I rejoin the server. Cheers -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Sun Mar 16 10:53:25 2003 From: relic2k at canada.com (relic2k at canada.com) Date: Sun, 16 Mar 2003 07:53:25 -0800 (PST) Subject: Ghost Clients noted with Server Message-ID: <20030316075325.663.h007.c009.wm@mail.canada.com.criticalpath.net> This is a Supermount problem with Mandrake 9.0, it has been fixed in with Mandrake 9.1. You will have to disable automount, then manually mount the Game CD, then export which ever device you are using for the installation, such as Ryan mentioned in his reply. The game should install at that point. - Relic2K __________________________________________________________ Get your FREE personalized e-mail at http://www.canada.com From relic2k at canada.com Sun Mar 16 10:47:49 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 10:47:49 -0500 Subject: Mutilple posts Message-ID: <200303161047.49618.relic2k@canada.com> Sorry for the multi posts on the Dist List, my other mail account is acting up today. Some are getting rejected and some are getting through. _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Sun Mar 16 10:57:52 2003 From: relic2k at canada.com (relic2k at canada.com) Date: Sun, 16 Mar 2003 07:57:52 -0800 (PST) Subject: Ghost Clients connecting to Dedicated SSSE Server Message-ID: <20030316075754.665.h007.c009.wm@mail.canada.com.criticalpath.net> 1. I am getting Ghost Client Connections being established on the server, that fill the server up so that no one, or I am unable to join. I have to restart server again to clear up these connections. The connections start after a few hours, but there is no real data being transfered from the clients to the server, the way most normal SSFE servers run. 2. My player and control settings no longer save themselves, and I have to keep changing them back from the defaults again. I can't even get into the control settings anymore, that menu is totally gone now. I beleive this one may be a Mandrake security thing, where it scan all the system files overnight, and changes them to what is sees as secure or proper permissions. I did change the ~/.serious/serioussamMP/ControlData and ../Players back to read and write, but the settings still won't save now. I sent an email to the dist list, but my mail is acting up right now, so it might be a few hours before it actually gets anywhere. Cheers. Okay the ghost connections just started again after 20 mins, this is what I am seeing; __________________________________________________ Server: Sent initialization info to '140.112.243.119' (2k) Sending statedelta response Server: Sent connection data to '140.112.243.119' (2416k->769k->101k) Unable to deliver data to client '0.0.0.0', disconnecting. ______________________________________________ This what I see with each connection. Then the server is locked out because it is full of these ghost connections. __________________________________________________________ Get your FREE personalized e-mail at http://www.canada.com From relic2k at canada.com Sun Mar 16 10:51:15 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 10:51:15 -0500 Subject: Ghost Clients, with Dedicated Server SSSE Message-ID: <200303161051.15824.relic2k@canada.com> Here are some more logs of what happens when the server maxes out with ghost clients. ____________________________ Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '218.13.30.94' ordered to disconnect: Server full! Server: Client '218.13.30.94' disconnected. Client '195.64.89.133' ordered to disconnect: Server full! Server: Client '195.64.89.133' disconnected. Client '195.64.89.133' ordered to disconnect: Server full! Server: Client '195.64.89.133' disconnected. Client '24.57.167.112' ordered to disconnect: Server full! Server: Client '24.57.167.112' disconnected. Client '24.57.167.112' ordered to disconnect: Server full! Server: Client '24.57.167.112' disconnected. Client '24.57.167.112' ordered to disconnect: Server full! Server: Client '24.57.167.112' disconnected. Client '61.197.93.126' ordered to disconnect: Server full! Server: Client '61.197.93.126' disconnected. Client '61.197.93.126' ordered to disconnect: Server full! Server: Client '61.197.93.126' disconnected. Client '219.140.213.115' ordered to disconnect: Server full! Server: Client '219.140.213.115' disconnected. Client '62.2.226.88' ordered to disconnect: Server full! Server: Client '62.2.226.88' disconnected. Client '62.2.226.88' ordered to disconnect: Server full! Server: Client '62.2.226.88' disconnected. _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From icculus at clutteredmind.org Sun Mar 16 11:04:34 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sun, 16 Mar 2003 11:04:34 -0500 (EST) Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <000001c2eb84$8a135b50$0301a8c0@matrix> Message-ID: > Just wondering... on Serious Sam 1 and 2, do the dedicated servers run > fine? ...or are there any bad bugs that you know of? Work fine for Linux-to-Linux, but the fall-through-the-floor bug you get in single player is basically a show-stopper if the server triggers it. --ryan. From relic2k at canada.com Sun Mar 16 11:08:05 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 11:08:05 -0500 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: References: Message-ID: <200303161108.05512.relic2k@canada.com> Yeah I can add to that one, I ran into it yesterday on the first level, and basically had to restart the game again. On Sunday 16 March 2003 11:04 am, Ryan C. Gordon wrote: > > Just wondering... on Serious Sam 1 and 2, do the dedicated servers run > > fine? ...or are there any bad bugs that you know of? > > Work fine for Linux-to-Linux, but the fall-through-the-floor bug you get > in single player is basically a show-stopper if the server triggers it. > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Sun Mar 16 15:45:29 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 14:45:29 -0600 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <200303161108.05512.relic2k@canada.com> Message-ID: <000e01c2ebfc$fbd5e460$0301a8c0@matrix> Ohhh... so that bug is a server side trigger? ...or is that just a bug when playing in linux single player? One last thing, you said "Linux-to-Linux", what about Linux dedicated server and windows clients connecting to the Linux server? ...any problems there? -Matrix -----Original Message----- From: Relic2K [mailto:relic2k at canada.com] Sent: Sunday, March 16, 2003 10:08 AM To: ssam at icculus.org; Ryan C. Gordon; ssam at icculus.org Subject: Re: [ssam] Serious Sam Firsts - Install problem Yeah I can add to that one, I ran into it yesterday on the first level, and basically had to restart the game again. On Sunday 16 March 2003 11:04 am, Ryan C. Gordon wrote: > > Just wondering... on Serious Sam 1 and 2, do the dedicated servers run > > fine? ...or are there any bad bugs that you know of? > > Work fine for Linux-to-Linux, but the fall-through-the-floor bug you get > in single player is basically a show-stopper if the server triggers it. > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From icculus at clutteredmind.org Sun Mar 16 16:12:31 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sun, 16 Mar 2003 16:12:31 -0500 (EST) Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <000e01c2ebfc$fbd5e460$0301a8c0@matrix> Message-ID: > Ohhh... so that bug is a server side trigger? ...or is that just a bug > when playing in linux single player? The server dictates where actors are in the world, so when an actor "falls through the floor" on the server, the server will force the clients into the same state, which basically ruins the game. > One last thing, you said "Linux-to-Linux", what about Linux dedicated > server and windows clients connecting to the Linux server? ...any > problems there? As far as I know, the two are incompatible, since there's a checksum on a floating point value involved, and gcc won't ever hit the same precision as Visual C (and vice versa). I alerted Croteam, and they said they planned to fix this in a later patch. The Linux codebase is at 1.07, Win32 is at 1.50 or something right now, so it might be fixed, but I haven't gotten those changes (well, I haven't even asked for them). --ryan. From Matrix at ServerXtreme.com Sun Mar 16 17:10:56 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 16:10:56 -0600 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: Message-ID: <001101c2ec08$ebd9acc0$0301a8c0@matrix> Humm... well I will give it a shot and see what happens :) BTW: Is there a command line startup for dedicated servers? (Console based) ...so I can start it up without a GUI. --Matrix -----Original Message----- From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Sent: Sunday, March 16, 2003 3:13 PM To: ssam at icculus.org Subject: RE: [ssam] Serious Sam Firsts - Install problem > Ohhh... so that bug is a server side trigger? ...or is that just a bug > when playing in linux single player? The server dictates where actors are in the world, so when an actor "falls through the floor" on the server, the server will force the clients into the same state, which basically ruins the game. > One last thing, you said "Linux-to-Linux", what about Linux dedicated > server and windows clients connecting to the Linux server? ...any > problems there? As far as I know, the two are incompatible, since there's a checksum on a floating point value involved, and gcc won't ever hit the same precision as Visual C (and vice versa). I alerted Croteam, and they said they planned to fix this in a later patch. The Linux codebase is at 1.07, Win32 is at 1.50 or something right now, so it might be fixed, but I haven't gotten those changes (well, I haven't even asked for them). --ryan. From relic2k at canada.com Sun Mar 16 17:24:07 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 17:24:07 -0500 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <001101c2ec08$ebd9acc0$0301a8c0@matrix> References: <001101c2ec08$ebd9acc0$0301a8c0@matrix> Message-ID: <200303161724.08075.relic2k@canada.com> Yeah you just have to use the "/usr/local/games/ssamtse/Bin /ssam_linxded DefaultCoop". I just created a shortcut on my desktop to start it, the key is get the /home/user/.serious/serioussamMP/ files copied over from the /usr/local/games/ssamtse/ . $cp -R /usr/local/games/ssamtse/Scripts /home/user/.serious/serioussamMP/ Then you need to edit, the ~/.serious/serioussamMP/Scripts/Dedicated/DefaultCoop/init.ini file to how you want your server to run. On Sunday 16 March 2003 05:10 pm, Matrix wrote: > Humm... well I will give it a shot and see what happens :) > > BTW: Is there a command line startup for dedicated servers? (Console > based) ...so I can start it up without a GUI. > > --Matrix > > -----Original Message----- > From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] > Sent: Sunday, March 16, 2003 3:13 PM > To: ssam at icculus.org > Subject: RE: [ssam] Serious Sam Firsts - Install problem > > > Ohhh... so that bug is a server side trigger? ...or is that just a > > bug > > > when playing in linux single player? > > The server dictates where actors are in the world, so when an actor > "falls > through the floor" on the server, the server will force the clients into > the same state, which basically ruins the game. > > > One last thing, you said "Linux-to-Linux", what about Linux dedicated > > server and windows clients connecting to the Linux server? ...any > > problems there? > > As far as I know, the two are incompatible, since there's a checksum on > a > floating point value involved, and gcc won't ever hit the same precision > as Visual C (and vice versa). I alerted Croteam, and they said they > planned to fix this in a later patch. > > The Linux codebase is at 1.07, Win32 is at 1.50 or something right now, > so > it might be fixed, but I haven't gotten those changes (well, I haven't > even asked for them). > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Sun Mar 16 17:37:35 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 16:37:35 -0600 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <200303161724.08075.relic2k@canada.com> Message-ID: <001201c2ec0c$a4f864a0$0301a8c0@matrix> Thanks for the info, I will try it out. :) -Matrix -----Original Message----- From: Relic2K [mailto:relic2k at canada.com] Sent: Sunday, March 16, 2003 4:24 PM To: ssam at icculus.org; Matrix Subject: Re: [ssam] Serious Sam Firsts - Install problem Yeah you just have to use the "/usr/local/games/ssamtse/Bin /ssam_linxded DefaultCoop". I just created a shortcut on my desktop to start it, the key is get the /home/user/.serious/serioussamMP/ files copied over from the /usr/local/games/ssamtse/ . $cp -R /usr/local/games/ssamtse/Scripts /home/user/.serious/serioussamMP/ Then you need to edit, the ~/.serious/serioussamMP/Scripts/Dedicated/DefaultCoop/init.ini file to how you want your server to run. On Sunday 16 March 2003 05:10 pm, Matrix wrote: > Humm... well I will give it a shot and see what happens :) > > BTW: Is there a command line startup for dedicated servers? (Console > based) ...so I can start it up without a GUI. > > --Matrix > > -----Original Message----- > From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] > Sent: Sunday, March 16, 2003 3:13 PM > To: ssam at icculus.org > Subject: RE: [ssam] Serious Sam Firsts - Install problem > > > Ohhh... so that bug is a server side trigger? ...or is that just a > > bug > > > when playing in linux single player? > > The server dictates where actors are in the world, so when an actor > "falls > through the floor" on the server, the server will force the clients into > the same state, which basically ruins the game. > > > One last thing, you said "Linux-to-Linux", what about Linux dedicated > > server and windows clients connecting to the Linux server? ...any > > problems there? > > As far as I know, the two are incompatible, since there's a checksum on > a > floating point value involved, and gcc won't ever hit the same precision > as Visual C (and vice versa). I alerted Croteam, and they said they > planned to fix this in a later patch. > > The Linux codebase is at 1.07, Win32 is at 1.50 or something right now, > so > it might be fixed, but I haven't gotten those changes (well, I haven't > even asked for them). > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Sun Mar 16 17:40:39 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 17:40:39 -0500 Subject: Configuration files for Dedicated Message-ID: <200303161740.39705.relic2k@canada.com> Here is a copy of my "init.ini" script for Default Coop, it may save you some time and searching, plus here is what the settings mean; INIT.INI: ___________ // this adjusts initial parameters that will be used for this server net_iPort = 25601; // port to run on - change if you want to run more servers on one computer gam_iStartMode = 0; // game mode (0=coop, 1=scorematch, 2=fragmatch) gam_ctMaxPlayers = 6; // max number of players accepted gam_bWaitAllPlayers = 0; // set this to wait for all players to join gam_iCredits = -1; // number of credits for respawning (-1=infinite) gam_bWeaponsStay = 1; // weapons stay on/off gam_iStartDifficulty = 2; // difficulty (-1=tourist, 0=easy, 1=normal, 2=hard, 3=serious) gam_tmSpawnInvulnerability=3; gam_bHealthArmorStays=1; gam_bAllowHealth=1; gam_bAllowArmor=1; gam_bInfiniteAmmo=1; gam_bFriendlyFire=0; ded_bRestartWhenEmpty=1; cli_bPredictIfServer=1; cli_iBufferActions=1; cli_iMaxBPS=2550; cli_iMINBPS=925; ser_bHeartbeatGameSpy=1; ser_bClientsMayPause=0; net_iCompression=1; hud_bShowNetGraph=1; hud_bshowlatency=1; gam_strSessionName = "-=REL!c2K=- COOP Linux"; ded_strLevel = "Levels\\LevelsMP\\1_1_Palenque.wld"; // level to start ded_tmTimeout = 60; // timeout after the game is finished ser_bWaitFirstPlayer = 1; // wait until first player is joined ______________________________________________________ SETTINGS: ______________________________________________________ //The name you want people to see when thay are looking for a server to game on keep the "// //try to make the name "stick-out" so people are tempted join// gam_strSessionName="server name here"; //This tell's the server what kinda game you want to host 0=coop 1=scorematch 2=fragmatch// gam_iStartMode=0; //This tell's the server how many people you want to host per-game// //NOTE- if it's a cable modem with 128 up-load no more then 5 not counting you// gam_ctMaxPlayers=7; //If turned on, game is paused until all players join in. Useful if your connection is slow// //but take in-account people are connecting to your server to play not to watch// gam_bWaitAllPlayers=0; //Number of credits available for respawning in coop set to -1 for infinite// gam_iCredits=-1; //Whether weapons stay after beeing picked up// gam_bWeaponsStay=0; //level Difficulty for players -1=tourist 0=easy 1=normal 2=hard 3=serious// gam_iStartDifficulty=2; //How long the player is invulnerable after respawning. in seconds// gam_tmSpawnInvulnerability=3; //Whether health stay after beeing picked up// gam_bHealthArmorStays=1; //Allow Health good to leeve on// gam_bAllowHealth=1; //Allow Armor good to leeve on// gam_bAllowArmor=1; //Infinite Ammo 1 is on 0 is off// gam_bInfiniteAmmo=1; //Friendly Fire if on players can kill players// gam_bFriendlyFire=0; //After death you will respawn in the same place// gam_bRespawnInPlace=1; //Type of blood in game 0=none 1=green 2=red 3=hippie Flower-power!// //cannot be changed during game PLAY// gam_iBlood=2; //tell's the server when to let go of a player best to leeve as is// ded_tmTimeout=60; //if on server will restart when empty 1 is on 0 is off// ded_bRestartWhenEmpty=1; //the level you want the server to start on// //you can find the levels in \Serious Sam\Levels// ded_strLevel="Levels\\03_TombOfRamses.wld"; //DEBUG: If this is set, prediction will be active even on server// cli_bPredictIfServer=1; //If on, engine will automatically adjust prediction settings cli_bPrediction// //and cli_iBufferActions depending on current lag good for cable modems// cli_iBufferActions=1; //Controls upper limit on outgoing traffic from client to server during// //connection. This limits overload on the client's connection// //Determined in bytes per second for cable modems set to 2550 this// //work's best for me// cli_iMaxBPS=2550; //Controls lower limit on outgoing traffic from client to server during play// //time If higher than minimum needed to keep the connection, it will cause// //replicated packets from server to client That is good because it compensates// //for lost packets. But setting it too high can choke a clients incoming bandwidth// //Determined in bytes per second// cli_iMINBPS=925; //Enable/disable server from reporting to GameSpy master server// //This must be adjusted before the server is started// //Changing this value while the server is running// //has no effect until restart of server// ser_bHeartbeatGameSpy=1; //If set, clients may pause. If not set, only server may pause the game// //NOTE- keep this off so some asshole don't keep pause'ing the game// ser_bClientsMayPause=0; //Game is paused until the first player has been joined// ser_bWaitFirstPlayer=0; //DEBUG: Do extensive sync check on server careful!// //need to have a good computer and know about sdk code// //if on it can lag the server or even lock-up the game// ser_iExtensiveSyncCheck=0; //TCP port to use for network connection// //Two more successive ports may be used// net_iPort=25600; //Type of compression used when sending packets// //Use high compression only for dedicated servers// //It is not needed if player count is low (2) and// //it will drain CPU if server is not dedicated// //i have it on 2=best compression because of a// //fast computer and slow connection// //0=no compression 1=optimal compression-fast// //2=best compression fast computers only// net_iCompression=2; //when off the lag will not be so bad at times// hud_bShowMessages=0; //Show net graph on screen player side// hud_bShowNetGraph=1; //Disable all player models except Serious Sam to conserve memory and speed// plr_bOnlySam=1; _______________________________________________________________ -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Sun Mar 16 18:58:42 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 17:58:42 -0600 Subject: [ssam] Configuration files for Dedicated In-Reply-To: <200303161740.39705.relic2k@canada.com> Message-ID: <001a01c2ec17$f9e5b8e0$0301a8c0@matrix> Excellent... are Windows clients able to connect to your server? :) --Matrix -----Original Message----- From: Relic2K [mailto:relic2k at canada.com] Sent: Sunday, March 16, 2003 4:41 PM To: Serious Sam Dist List Subject: [ssam] Configuration files for Dedicated Here is a copy of my "init.ini" script for Default Coop, it may save you some time and searching, plus here is what the settings mean; INIT.INI: ___________ // this adjusts initial parameters that will be used for this server net_iPort = 25601; // port to run on - change if you want to run more servers on one computer gam_iStartMode = 0; // game mode (0=coop, 1=scorematch, 2=fragmatch) gam_ctMaxPlayers = 6; // max number of players accepted gam_bWaitAllPlayers = 0; // set this to wait for all players to join gam_iCredits = -1; // number of credits for respawning (-1=infinite) gam_bWeaponsStay = 1; // weapons stay on/off gam_iStartDifficulty = 2; // difficulty (-1=tourist, 0=easy, 1=normal, 2=hard, 3=serious) gam_tmSpawnInvulnerability=3; gam_bHealthArmorStays=1; gam_bAllowHealth=1; gam_bAllowArmor=1; gam_bInfiniteAmmo=1; gam_bFriendlyFire=0; ded_bRestartWhenEmpty=1; cli_bPredictIfServer=1; cli_iBufferActions=1; cli_iMaxBPS=2550; cli_iMINBPS=925; ser_bHeartbeatGameSpy=1; ser_bClientsMayPause=0; net_iCompression=1; hud_bShowNetGraph=1; hud_bshowlatency=1; gam_strSessionName = "-=REL!c2K=- COOP Linux"; ded_strLevel = "Levels\\LevelsMP\\1_1_Palenque.wld"; // level to start ded_tmTimeout = 60; // timeout after the game is finished ser_bWaitFirstPlayer = 1; // wait until first player is joined ______________________________________________________ SETTINGS: ______________________________________________________ //The name you want people to see when thay are looking for a server to game on keep the "// //try to make the name "stick-out" so people are tempted join// gam_strSessionName="server name here"; //This tell's the server what kinda game you want to host 0=coop 1=scorematch 2=fragmatch// gam_iStartMode=0; //This tell's the server how many people you want to host per-game// //NOTE- if it's a cable modem with 128 up-load no more then 5 not counting you// gam_ctMaxPlayers=7; //If turned on, game is paused until all players join in. Useful if your connection is slow// //but take in-account people are connecting to your server to play not to watch// gam_bWaitAllPlayers=0; //Number of credits available for respawning in coop set to -1 for infinite// gam_iCredits=-1; //Whether weapons stay after beeing picked up// gam_bWeaponsStay=0; //level Difficulty for players -1=tourist 0=easy 1=normal 2=hard 3=serious// gam_iStartDifficulty=2; //How long the player is invulnerable after respawning. in seconds// gam_tmSpawnInvulnerability=3; //Whether health stay after beeing picked up// gam_bHealthArmorStays=1; //Allow Health good to leeve on// gam_bAllowHealth=1; //Allow Armor good to leeve on// gam_bAllowArmor=1; //Infinite Ammo 1 is on 0 is off// gam_bInfiniteAmmo=1; //Friendly Fire if on players can kill players// gam_bFriendlyFire=0; //After death you will respawn in the same place// gam_bRespawnInPlace=1; //Type of blood in game 0=none 1=green 2=red 3=hippie Flower-power!// //cannot be changed during game PLAY// gam_iBlood=2; //tell's the server when to let go of a player best to leeve as is// ded_tmTimeout=60; //if on server will restart when empty 1 is on 0 is off// ded_bRestartWhenEmpty=1; //the level you want the server to start on// //you can find the levels in \Serious Sam\Levels// ded_strLevel="Levels\\03_TombOfRamses.wld"; //DEBUG: If this is set, prediction will be active even on server// cli_bPredictIfServer=1; //If on, engine will automatically adjust prediction settings cli_bPrediction// //and cli_iBufferActions depending on current lag good for cable modems// cli_iBufferActions=1; //Controls upper limit on outgoing traffic from client to server during// //connection. This limits overload on the client's connection// //Determined in bytes per second for cable modems set to 2550 this// //work's best for me// cli_iMaxBPS=2550; //Controls lower limit on outgoing traffic from client to server during play// //time If higher than minimum needed to keep the connection, it will cause// //replicated packets from server to client That is good because it compensates// //for lost packets. But setting it too high can choke a clients incoming bandwidth// //Determined in bytes per second// cli_iMINBPS=925; //Enable/disable server from reporting to GameSpy master server// //This must be adjusted before the server is started// //Changing this value while the server is running// //has no effect until restart of server// ser_bHeartbeatGameSpy=1; //If set, clients may pause. If not set, only server may pause the game// //NOTE- keep this off so some asshole don't keep pause'ing the game// ser_bClientsMayPause=0; //Game is paused until the first player has been joined// ser_bWaitFirstPlayer=0; //DEBUG: Do extensive sync check on server careful!// //need to have a good computer and know about sdk code// //if on it can lag the server or even lock-up the game// ser_iExtensiveSyncCheck=0; //TCP port to use for network connection// //Two more successive ports may be used// net_iPort=25600; //Type of compression used when sending packets// //Use high compression only for dedicated servers// //It is not needed if player count is low (2) and// //it will drain CPU if server is not dedicated// //i have it on 2=best compression because of a// //fast computer and slow connection// //0=no compression 1=optimal compression-fast// //2=best compression fast computers only// net_iCompression=2; //when off the lag will not be so bad at times// hud_bShowMessages=0; //Show net graph on screen player side// hud_bShowNetGraph=1; //Disable all player models except Serious Sam to conserve memory and speed// plr_bOnlySam=1; _______________________________________________________________ -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Sun Mar 16 19:03:53 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 19:03:53 -0500 Subject: [ssam] Serious Sam Firsts - Install problem In-Reply-To: <001101c2ec08$ebd9acc0$0301a8c0@matrix> References: <001101c2ec08$ebd9acc0$0301a8c0@matrix> Message-ID: <200303161903.53222.relic2k@canada.com> Yepper, exactly what I gave ya the last time :) If you set it up as a shortcut, you need to check the "run in terminal option". $./usr/local/games/ssamtse/Bin/ssam_lnxded DefaultCoop (space between "ssam_lnxded and DefaultCoop) On Sunday 16 March 2003 05:10 pm, Matrix wrote: > Humm... well I will give it a shot and see what happens :) > > BTW: Is there a command line startup for dedicated servers? (Console > based) ...so I can start it up without a GUI. > > --Matrix > > -----Original Message----- > From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] > Sent: Sunday, March 16, 2003 3:13 PM > To: ssam at icculus.org > Subject: RE: [ssam] Serious Sam Firsts - Install problem > > > Ohhh... so that bug is a server side trigger? ...or is that just a > > bug > > > when playing in linux single player? > > The server dictates where actors are in the world, so when an actor > "falls > through the floor" on the server, the server will force the clients into > the same state, which basically ruins the game. > > > One last thing, you said "Linux-to-Linux", what about Linux dedicated > > server and windows clients connecting to the Linux server? ...any > > problems there? > > As far as I know, the two are incompatible, since there's a checksum on > a > floating point value involved, and gcc won't ever hit the same precision > as Visual C (and vice versa). I alerted Croteam, and they said they > planned to fix this in a later patch. > > The Linux codebase is at 1.07, Win32 is at 1.50 or something right now, > so > it might be fixed, but I haven't gotten those changes (well, I haven't > even asked for them). > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Sun Mar 16 19:11:16 2003 From: relic2k at canada.com (Relic2K) Date: Sun, 16 Mar 2003 19:11:16 -0500 Subject: Linux Dedicated SSTSE servers Message-ID: <200303161911.16432.relic2k@canada.com> Hey; Just one other little thing, if you all decide to start a dedicated server for either SSFE or SSSE, make sure you put that in your server name in the init.ini file. It is hard to tell windows servers from linux ones, so if you label it as being linux, others will be able to tell the difference. Here is mine in GameSpy; "-=REL!c2K=- COOP Linux" This will keep the Bill Gates lovers away LMAO...:) Also post your servers here so we can all check them out for you, do some BW testing for you. So far I have found that I can get more ppl playing on a dedicated server in linux. In Windows I was luck to have 4-6 at a time, before things got out of hand. _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Sun Mar 16 19:58:40 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 18:58:40 -0600 Subject: [ssam] Linux Dedicated SSTSE servers In-Reply-To: <200303161911.16432.relic2k@canada.com> Message-ID: <001b01c2ec20$5aaef800$0301a8c0@matrix> ONE really big question... can Windows clients connect to your servers running Linux dedicated??? --Matrix -----Original Message----- From: Relic2K [mailto:relic2k at canada.com] Sent: Sunday, March 16, 2003 6:11 PM To: Serious Sam Dist List Subject: [ssam] Linux Dedicated SSTSE servers Hey; Just one other little thing, if you all decide to start a dedicated server for either SSFE or SSSE, make sure you put that in your server name in the init.ini file. It is hard to tell windows servers from linux ones, so if you label it as being linux, others will be able to tell the difference. Here is mine in GameSpy; "-=REL!c2K=- COOP Linux" This will keep the Bill Gates lovers away LMAO...:) Also post your servers here so we can all check them out for you, do some BW testing for you. So far I have found that I can get more ppl playing on a dedicated server in linux. In Windows I was luck to have 4-6 at a time, before things got out of hand. _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Sun Mar 16 19:58:40 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Sun, 16 Mar 2003 18:58:40 -0600 Subject: [ssam] Linux Dedicated SSTSE servers In-Reply-To: <200303161911.16432.relic2k@canada.com> Message-ID: <001c01c2ec20$5b403b80$0301a8c0@matrix> Is this anything to worry about on server startup??? CUnixDynamicLoader error: /home/Matrix/SeriousSamFE/Bin/libImmWrapper.so: cannot open shared object file: No such file or directory Error loading ImmWraper.dll. IFeel disabled Error: /home/Matrix/SeriousSamFE/Bin/libImmWrapper.so: cannot open shared object file: No such file or directory From icculus at clutteredmind.org Sun Mar 16 20:40:28 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sun, 16 Mar 2003 20:40:28 -0500 (EST) Subject: [ssam] Linux Dedicated SSTSE servers In-Reply-To: <001c01c2ec20$5b403b80$0301a8c0@matrix> Message-ID: > IFeel disabled IFeel is a (windows) force feedback thing. In case they ever make it available for Linux, I have it try to load the DLL, just in case. Ignore it. --ryan. From relic2k at canada.com Mon Mar 17 05:09:27 2003 From: relic2k at canada.com (Relic2K) Date: Mon, 17 Mar 2003 05:09:27 -0500 Subject: [ssam] Configuration files for Dedicated In-Reply-To: <001a01c2ec17$f9e5b8e0$0301a8c0@matrix> References: <001a01c2ec17$f9e5b8e0$0301a8c0@matrix> Message-ID: <200303170509.27677.relic2k@canada.com> According to the README, no windows clients can't join the Linux dedicated servers. On Sunday 16 March 2003 06:58 pm, Matrix wrote: > Excellent... are Windows clients able to connect to your server? :) > > --Matrix > > -----Original Message----- > From: Relic2K [mailto:relic2k at canada.com] > Sent: Sunday, March 16, 2003 4:41 PM > To: Serious Sam Dist List > Subject: [ssam] Configuration files for Dedicated > > Here is a copy of my "init.ini" script for Default Coop, it may save you > some > time and searching, plus here is what the settings mean; > INIT.INI: > ___________ > // this adjusts initial parameters that will be used for this server > net_iPort = 25601; // port to run on - change if you want > to run > more servers on one computer > gam_iStartMode = 0; // game mode (0=coop, 1=scorematch, > 2=fragmatch) > gam_ctMaxPlayers = 6; // max number of players accepted > gam_bWaitAllPlayers = 0; // set this to wait for all players to > join > gam_iCredits = -1; // number of credits for respawning > (-1=infinite) > gam_bWeaponsStay = 1; // weapons stay on/off > gam_iStartDifficulty = 2; // difficulty (-1=tourist, 0=easy, > 1=normal, > 2=hard, 3=serious) > gam_tmSpawnInvulnerability=3; > gam_bHealthArmorStays=1; > gam_bAllowHealth=1; > gam_bAllowArmor=1; > gam_bInfiniteAmmo=1; > gam_bFriendlyFire=0; > ded_bRestartWhenEmpty=1; > cli_bPredictIfServer=1; > cli_iBufferActions=1; > cli_iMaxBPS=2550; > cli_iMINBPS=925; > ser_bHeartbeatGameSpy=1; > ser_bClientsMayPause=0; > net_iCompression=1; > hud_bShowNetGraph=1; > hud_bshowlatency=1; > > > gam_strSessionName = "-=REL!c2K=- COOP Linux"; > ded_strLevel = "Levels\\LevelsMP\\1_1_Palenque.wld"; // level to start > ded_tmTimeout = 60; // timeout after the game is finished > ser_bWaitFirstPlayer = 1; // wait until first player is joined > ______________________________________________________ > SETTINGS: > ______________________________________________________ > > //The name you want people to see when thay are looking for a server to > game > on keep the "// > //try to make the name "stick-out" so people are tempted join// > gam_strSessionName="server name here"; > > > //This tell's the server what kinda game you want to host 0=coop > 1=scorematch > 2=fragmatch// > gam_iStartMode=0; > > > //This tell's the server how many people you want to host per-game// > //NOTE- if it's a cable modem with 128 up-load no more then 5 not > counting > you// > gam_ctMaxPlayers=7; > > > //If turned on, game is paused until all players join in. Useful if your > > connection is slow// > //but take in-account people are connecting to your server to play not > to > watch// > gam_bWaitAllPlayers=0; > > > //Number of credits available for respawning in coop set to -1 for > infinite// > gam_iCredits=-1; > > > //Whether weapons stay after beeing picked up// > gam_bWeaponsStay=0; > > > > > //level Difficulty for players -1=tourist 0=easy 1=normal 2=hard > 3=serious// > gam_iStartDifficulty=2; > > > //How long the player is invulnerable after respawning. in seconds// > gam_tmSpawnInvulnerability=3; > > > //Whether health stay after beeing picked up// > gam_bHealthArmorStays=1; > > > //Allow Health good to leeve on// > gam_bAllowHealth=1; > > > //Allow Armor good to leeve on// > gam_bAllowArmor=1; > > > //Infinite Ammo 1 is on 0 is off// > gam_bInfiniteAmmo=1; > > > //Friendly Fire if on players can kill players// > gam_bFriendlyFire=0; > > > //After death you will respawn in the same place// > gam_bRespawnInPlace=1; > > > //Type of blood in game 0=none 1=green 2=red 3=hippie Flower-power!// > //cannot be changed during game PLAY// > gam_iBlood=2; > > > //tell's the server when to let go of a player best to leeve as is// > ded_tmTimeout=60; > > > //if on server will restart when empty 1 is on 0 is off// > ded_bRestartWhenEmpty=1; > > //the level you want the server to start on// > //you can find the levels in \Serious Sam\Levels// > ded_strLevel="Levels\\03_TombOfRamses.wld"; > > > //DEBUG: If this is set, prediction will be active even on server// > cli_bPredictIfServer=1; > > > //If on, engine will automatically adjust prediction settings > cli_bPrediction// > //and cli_iBufferActions depending on current lag good for cable > modems// > cli_iBufferActions=1; > > > > //Controls upper limit on outgoing traffic from client to server > during// > //connection. This limits overload on the client's connection// > //Determined in bytes per second for cable modems set to 2550 this// > //work's best for me// > cli_iMaxBPS=2550; > > > > //Controls lower limit on outgoing traffic from client to server during > play// > //time If higher than minimum needed to keep the connection, it will > cause// > //replicated packets from server to client That is good because it > compensates// > //for lost packets. But setting it too high can choke a clients incoming > > bandwidth// > //Determined in bytes per second// > cli_iMINBPS=925; > > > > //Enable/disable server from reporting to GameSpy master server// > //This must be adjusted before the server is started// > //Changing this value while the server is running// > //has no effect until restart of server// > ser_bHeartbeatGameSpy=1; > > > > //If set, clients may pause. If not set, only server may pause the > game// > //NOTE- keep this off so some asshole don't keep pause'ing the game// > ser_bClientsMayPause=0; > > > > //Game is paused until the first player has been joined// > ser_bWaitFirstPlayer=0; > > > > //DEBUG: Do extensive sync check on server careful!// > //need to have a good computer and know about sdk code// > //if on it can lag the server or even lock-up the game// > ser_iExtensiveSyncCheck=0; > > > > //TCP port to use for network connection// > //Two more successive ports may be used// > net_iPort=25600; > > //Type of compression used when sending packets// > //Use high compression only for dedicated servers// > //It is not needed if player count is low (2) and// > //it will drain CPU if server is not dedicated// > //i have it on 2=best compression because of a// > //fast computer and slow connection// > //0=no compression 1=optimal compression-fast// > //2=best compression fast computers only// > net_iCompression=2; > > > > //when off the lag will not be so bad at times// > hud_bShowMessages=0; > > > > //Show net graph on screen player side// > hud_bShowNetGraph=1; > > > > //Disable all player models except Serious Sam to conserve memory and > speed// > plr_bOnlySam=1; > _______________________________________________________________ -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From Matrix at ServerXtreme.com Mon Mar 17 21:35:03 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Mon, 17 Mar 2003 20:35:03 -0600 Subject: [ssam] Configuration files for Dedicated In-Reply-To: <200303170509.27677.relic2k@canada.com> Message-ID: <006601c2ecf6$fc0bfff0$0301a8c0@matrix> I figured I would send this to the ssam email instead of the bf1942 since this one is not over trafficed.. lol VERY OFF topic question, but I have to ask... Please enlighten me on this.... Are there settings for MOHAA and/or MOHSH that will allow the server to not run like crap after 20 clients??? All of our Linux servers are running on Dual to Quad Xeon 2.4 GHz systems with 2 Gig of ECC Registered PC2100 DDR memory and also running RAID... IO is defiantly not a problem, but after 20 clients, the pings just go to hell... lol... Any assistance (Ryan) :) ...or anybody else also would be greatly appreciated! --Matrix From icculus at clutteredmind.org Tue Mar 18 01:58:02 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Tue, 18 Mar 2003 01:58:02 -0500 (EST) Subject: [ssam] Configuration files for Dedicated In-Reply-To: <006601c2ecf6$fc0bfff0$0301a8c0@matrix> Message-ID: > Are there settings for MOHAA and/or MOHSH that will allow the server to > not run like crap after 20 clients??? Asking for Medal of Honor help on the Serious Sam list is not the best way to get an answer. --ryan. From Matrix at ServerXtreme.com Tue Mar 18 02:38:20 2003 From: Matrix at ServerXtreme.com (Matrix) Date: Tue, 18 Mar 2003 01:38:20 -0600 Subject: [ssam] Configuration files for Dedicated In-Reply-To: Message-ID: <006c01c2ed21$59f61b80$0301a8c0@matrix> Is there a MOH and Spearhead mailing list here at icculus.org? --Matrix -----Original Message----- From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] Sent: Tuesday, March 18, 2003 12:58 AM To: ssam at icculus.org Subject: RE: [ssam] Configuration files for Dedicated > Are there settings for MOHAA and/or MOHSH that will allow the server to > not run like crap after 20 clients??? Asking for Medal of Honor help on the Serious Sam list is not the best way to get an answer. --ryan. From asmusu2 at post.tele.dk Tue Mar 18 03:01:20 2003 From: asmusu2 at post.tele.dk (Asmus U2) Date: Tue, 18 Mar 2003 09:01:20 +0100 Subject: Read messages Message-ID: <20030318080120.GOGY26596.fepE.post.tele.dk@localhost.localdomain> Hi, while I am plying the game I am getting some messages . Does anyone know how to read them? best wishes Steen Interested in liverecording with U2. Please visit my homepage et http://home19.inet.tele.dk/asmusu2 From icculus at clutteredmind.org Tue Mar 18 03:40:02 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Tue, 18 Mar 2003 03:40:02 -0500 (EST) Subject: [ssam] Read messages In-Reply-To: <20030318080120.GOGY26596.fepE.post.tele.dk@localhost.localdomain> Message-ID: > Does anyone know how to read them? Hit the "USE" button twice. I think USE is the Enter key by default. Check the "Players and Controls" section of the configuration menus. --ryan. From relic2k at canada.com Tue Mar 18 05:16:45 2003 From: relic2k at canada.com (Relic2K) Date: Tue, 18 Mar 2003 05:16:45 -0500 Subject: [ssam] Configuration files for Dedicated In-Reply-To: <006c01c2ed21$59f61b80$0301a8c0@matrix> References: <006c01c2ed21$59f61b80$0301a8c0@matrix> Message-ID: <200303180516.45731.relic2k@canada.com> SSTSE is the same way, they tell you it will handle up to so many clients, but infact the number of clients that can actually join the server is quite less that is why after a few months..after the game release, and people have been tweaking their servers, they usually drop the number of connection allow by half. One of the best spots to get help on setting up ded servers is on the game forums. MOHAA/Spearhead should have a dedicated forum of thier own for providing support and input. Serious Sam TSE can be found @ http://forums.seriouscommunity.com/ One of the MOHAA forums is @ http://boards.ea.com/messages?14@@/EA%20Games/EA%20Games/Medal%20of%20Honor%20Allied%20Assault!ticket=175b9478110add6b5&decode=620 On Tuesday 18 March 2003 02:38 am, Matrix wrote: > Is there a MOH and Spearhead mailing list here at icculus.org? > > --Matrix > > > -----Original Message----- > From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] > Sent: Tuesday, March 18, 2003 12:58 AM > To: ssam at icculus.org > Subject: RE: [ssam] Configuration files for Dedicated > > > Are there settings for MOHAA and/or MOHSH that will allow the server > > to > > > not run like crap after 20 clients??? > > Asking for Medal of Honor help on the Serious Sam list is not the best > way > to get an answer. > > --ryan. -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Tue Mar 18 05:21:59 2003 From: relic2k at canada.com (Relic2K) Date: Tue, 18 Mar 2003 05:21:59 -0500 Subject: [ssam] Read messages In-Reply-To: <20030318080120.GOGY26596.fepE.post.tele.dk@localhost.localdomain> References: <20030318080120.GOGY26596.fepE.post.tele.dk@localhost.localdomain> Message-ID: <200303180521.59551.relic2k@canada.com> It is the messages from in game "NETRICSA" Computer. It will depend on how you have your configuration setup for the game. Like Ryan said, check your settings. I personally just ignore it....to busy running around shooting/snipping LOL On Tuesday 18 March 2003 03:01 am, Asmus U2 wrote: > Hi, > > while I am plying the game I am getting some messages . > > Does anyone know how to read them? > > best wishes > > Steen > > Interested in liverecording with U2. Please visit my homepage et > http://home19.inet.tele.dk/asmusu2 -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Tue Mar 18 05:28:55 2003 From: relic2k at canada.com (Relic2K) Date: Tue, 18 Mar 2003 05:28:55 -0500 Subject: Chat Sound Disabled in SSTSE Message-ID: <200303180528.55483.relic2k@canada.com> I just wanted to add as a further note, which I am sure most of are aware of. In SSFE, when you type an in game message and broadcast it, it makes an audible sound, to make everyone aware that there is an incoming message. With SSTSE it was sort of broke, you can still type messages, but you can't hear anything to notify you that someone has sent a message. There is a fix for it, I just have to find it again. It is a matter of adding a file called Chat.xxx and adding a line somewhere in the config files. I will post it here once I find the fix again. Ryan, do you think this fix could be added to the installer ? -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From icculus at clutteredmind.org Tue Mar 18 09:58:58 2003 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Tue, 18 Mar 2003 09:58:58 -0500 (EST) Subject: [ssam] Configuration files for Dedicated In-Reply-To: <006c01c2ed21$59f61b80$0301a8c0@matrix> Message-ID: > Is there a MOH and Spearhead mailing list here at icculus.org? Yes. Send a blank email to mohaa-subscribe at icculus.org. --ryan. From relic2k at canada.com Tue Mar 18 18:19:06 2003 From: relic2k at canada.com (Relic2K) Date: Tue, 18 Mar 2003 18:19:06 -0500 Subject: Chat Test Beep Fix for Linux SSSE Message-ID: <200303181819.06714.relic2k@canada.com> Okay all; Here is what I did to get it working again, plus enable Chat Text colors so I could see them better (I did this both on Dedicated, and Client just incase); As ROOT make a two new directories called Sound/Menu #mkdir /usr/local/games/ssamtse/Sounds #mkdir /usr/local/games/ssamtse/Sounds/Menu Copy the attached Chat.wave file to /usr/local/games/ssamtse/Sounds/Menu If you still get errors, make it executable. Next I added the following lines to my directory called /usr/local/games/ssamtse/Scripts/Game_startup.ini; PlaySound(1, "sounds\\Chat.wav", 0.0, 1.0, 0); cmd_cmdOnChat="PlaySound(1, \"sounds\\\\Chat.wav\", 100.0, 1.0, 0); cmd_strChatMessage=\"^cfff000\"+cmd_strChatMessage;"; Thats it, I did the exact same thing with my Client as well; $mkdir /home/user/.serious/serioussamMP/Sounds $mkdir /home/user/.serious/serioussamMP/Sounds/Menu Copy the Chat.wav file there as well. Then add the same lines to; /home/user/.serious/serioussamMP/Scripts/Game_startup.ini PlaySound(1, "sounds\\Chat.wav", 0.0, 1.0, 0); cmd_cmdOnChat="PlaySound(1, \"sounds\\\\Chat.wav\", 100.0, 1.0, 0); cmd_strChatMessage=\"^cfff000\"+cmd_strChatMessage;"; You can change the Chat font to what ever color you wish by changing "^cfff000". ^cff0000 - Red ^cffffff - White ^c000000 - Black ^cffff00 - Yellow You can also use this trick to give your name colors as well. Hope this provides some input and info for you fellow Linux geeks :) - Cheers _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member From relic2k at canada.com Wed Mar 19 05:14:49 2003 From: relic2k at canada.com (Relic2K) Date: Wed, 19 Mar 2003 05:14:49 -0500 Subject: Chat.wav file for in game "Chat Audio" Message-ID: <200303190514.49235.relic2k@canada.com> Crap, forgot to attach the file yesterday, sorry all, I was pretty tired when I got home from work. See my last post to see what to do with the file. Ryan, Do you know think this can be plugged into the installation process to avoid having everyone else do it manually ??? -- _____________________________________ Relic2K Virginia Beach, VA E-Mail: relic2k at canada.com Reg Linux User: 223221 Sub WineX Member -------------- next part -------------- A non-text attachment was scrubbed... Name: Chat.wav Type: audio/x-wav Size: 25290 bytes Desc: not available URL: From devilstick at devilstick.net Mon Mar 24 21:48:50 2003 From: devilstick at devilstick.net (DevilStick) Date: Mon, 24 Mar 2003 21:48:50 -0500 Subject: [ssam] Configuration files for Dedicated In-Reply-To: References: Message-ID: <3E7FC392.20701@devilstick.net> Replacing "to not run like crap" with "to run at peak performance" would help too. ;) Ryan C. Gordon wrote: >>Are there settings for MOHAA and/or MOHSH that will allow the server to >>not run like crap after 20 clients??? >> >> > >Asking for Medal of Honor help on the Serious Sam list is not the best way >to get an answer. > >--ryan. > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: