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Caelum

JKHub Staff
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Everything posted by Caelum

  1. On request, added the 'rigger' modding interest as a profile option to better differentiate between porters and modelers
  2. Fix: database error when registering an accountFix: database error when staff tried to view contents of a reportReverted the above postPaging @@Circa et al.
  3. Changed reports: instead of sending a text report, you can now only ping a moderator to look at a post, without inputting text for why you feel the post should be moderated. If you want to do more than that, use PM instead. Because the software JKHub runs on is old, broken, and in dire need of an upgrade, we can no longer read your text reports. I'm purely doing this because it is literally not possible for us to view the text you input now, due to the backend software. It's not that we think text reports shouldn't be a thing. This is me saving you from typing a wall of text we then physically cannot read
  4. Forum emails are now sent from noreply@@JKHub.org - a dedicated email address that will do nothing except reject your emails, and bounce back an error message. People kept replying to forum notification emails for some reason...
  5. You now need a minimum of 10 posts in other forum sections before you are allowed to post in the mod requests forum Posts you've made in the mod requests forum now no longer count towards your post count (so this affects existing users who only ever posted in mod requests too) The number 10, and this whole thing, is subject to change. It's an experiment to cut down on the spamminess of that forum section. If people think I'm going about it wrong and this is a terrible idea, now would be a good time to provide feedback.
  6. Did magic. Everything should be considerably faster and more stable now. There should be no further instances of major downtime, or of me staying up till 4 in the morning bringing things back up.
  7. JKHub (and any other websites I host) now supports the new HTTP 2 protocol with ALPN, which should improve page load speeds for people running modern browsers & operating systems(which?)
  8. For what it's worth, here's a heavily modified and cleaned-up version of the shell script we use to auto-restart all our customers' servers if the process crashes: #!/bin/sh ## www.JKA.io auto-restart shell script. ## Requires Firejail to run while true; do firejail --seccomp --noprofile --nosound --nogroups --noroot --caps.drop=all /tmp/games/jka/openjkded.i386 +cvar_restart +set net_ip "$ip" +set fs_homepath "/home/jka.$ip" +set net_port "29070" +set fs_game "$mod" +exec server.cfg sleep 5 doneThe while true loop is the important bit here. Then a simple pkill openjkkills the process for all customers we host every 24 hours. You could automate it using something like cron (we do), but I don't think BFS offers anywhere near that level of access, do they? Off the top of my head, there's no way to do this with the level of access BFS gives you, but I'm not 100% up-to-date on other providers.
  9. In the quicksearch dropdown, added 'advanced search' and 'google search' links for convenience. All credit to @@Circa for the idea and most of the implementation.
  10. Eh, I'm torn. I'm not sure it really has a place with the off-topic forum it lived in being gone. It doesn't really seem like it'd fit in any existing forum section, at least. I don't have very strong opinions on this though, so thoughts welcome; if multiple people want it back I'll probably bring it back.
  11. Added extensive new traffic filtering on downloads after one of you downloaded the same file over and over to the point of eating up 5 terabytes of my bandwidth in 5 days. That's enough to download every single mod on JKHub 100 times. If you have issues or encounter weird new errors downloading files, please let me know.
  12. Easiest way: view the page for any one of their files and click "View other files from this member" - top right.
  13. Removed 'active users' block in downloads section because it was resource-heavy and I felt it was largely useless. Planning to replace that with a random files block if I can get it working at some point. Removed 'active users' block in tutorials section for the same reason. Fix: word wrapping in comments in downloads section (it was possible to make your comment go off-page) - thanks @@eezstreet Fix: download counts for files were still (wrongly) displayed in an obscure area in profiles - thanks @@swegmaster Fix: tutorials were sometimes not indexed in the search system (and thus impossible to find) More back-end speedups (where possible, because everything is old and clunky)
  14. It's May 4th again! Okay, yes, I know, we're technically one day late posting this. But nonetheless: happy Star Wars Day, and May the 4th be with you all! By now, I'm sure you've all seen Star Wars discussions pop up across the net. One of the coolest thing I noticed: a huge player boom. This is completely unscientific as I haven't been purposely recording statistics, but I noticed about 100 more active players than usual ingame at peak times yesterday, as well as a significant increase in visitors browsing JKHub. With several big retailers having sales on Star Wars games, it's not all that surprising. I want to talk about one of those retailers specifically today: GOG.com. They did something awesome. GOG.com partnership GOG.com contacted us about a May 4th partnership with JKHub. This week, they're having a Star Wars sale (among other games, you can get JKA for $2.49), and they're trying to spread the word. But also: they were interested in showing their users some more about Jedi Academy. JKHub staff were invited to pen a guest article on GOG.com, talking about what JKA is like these days, and why people should check it out. The article - link below - highlights several cool mods, discusses how to get started with JKA as a new player, and talks about various play styles in about 800 words. It's very much aimed at people who aren't already JKA players, but nonetheless, it should hopefully be interesting to you guys too. With some luck, the article will lead to a bunch of new players checking out JKA. The article also has a giant duck in it, because of reasons. I just want to give a huge shout-out to GOG.com for doing this - it was really cool writing an article for them, and getting a chance to promote JKA. Definitely give them some love if any of their sale looks interesting to you, and check out some of the other Star Warsy things they're doing this week too! Major props to them for helping grow the JKA community. [button=https://www.gog.com/news/guest_article_going_back_to_jedi_academy]Read the GOG.com article about JKA[/button] [button=https://www.gog.com/promo/20170502_special_promo_star_wars]Buy some ridiculously cheap SW games[/button] Click here to view the article
  15. It's May 4th again! Okay, yes, I know, we're technically one day late posting this. But nonetheless: happy Star Wars Day, and May the 4th be with you all! By now, I'm sure you've all seen Star Wars discussions pop up across the net. One of the coolest thing I noticed: a huge player boom. This is completely unscientific as I haven't been purposely recording statistics, but I noticed about 100 more active players than usual ingame at peak times yesterday, as well as a significant increase in visitors browsing JKHub. With several big retailers having sales on Star Wars games, it's not all that surprising. I want to talk about one of those retailers specifically today: GOG.com. They did something awesome. GOG.com partnership GOG.com contacted us about a May 4th partnership with JKHub. This week, they're having a Star Wars sale (among other games, you can get JKA for $2.49), and they're trying to spread the word. But also: they were interested in showing their users some more about Jedi Academy. JKHub staff were invited to pen a guest article on GOG.com, talking about what JKA is like these days, and why people should check it out. The article - link below - highlights several cool mods, discusses how to get started with JKA as a new player, and talks about various play styles in about 800 words. It's very much aimed at people who aren't already JKA players, but nonetheless, it should hopefully be interesting to you guys too. With some luck, the article will lead to a bunch of new players checking out JKA. The article also has a giant duck in it, because of reasons. I just want to give a huge shout-out to GOG.com for doing this - it was really cool writing an article for them, and getting a chance to promote JKA. Definitely give them some love if any of their sale looks interesting to you, and check out some of the other Star Warsy things they're doing this week too! Major props to them for helping grow the JKA community. [button=https://www.gog.com/news/guest_article_going_back_to_jedi_academy]Read the GOG.com article about JKA[/button] [button=https://www.gog.com/promo/20170502_special_promo_star_wars]Buy some ridiculously cheap SW games[/button]
  16. I mean, you can dumb it down to that phrasing if you're specifically trying to depict me as ridiculous and unreasonable, sure. The more banal version is I don't want to publicly discuss a security concern before fixing that security concern, and I'm simultaneously trying to do vanilla JKA clients who don't use OpenJK a favor, by not publicly drawing unnecessary attention to ways their game is exploitable.
  17. Sorry, that would be a bad idea for security reasons. But for what it's worth, I swear to all that is pink and fluffy there are no huge sweeping unreasonable changes involved.
  18. Backend speed-ups and some modest security improvements
  19. I'm hoping a coder would be willing to work with me on a small project: an OpenJK fork specifically for servers. The whole thing would essentially be OpenJK with only minor changes - probably a few hours of work, a day or two at most. I want to make a number of small changes to the OpenJK codebase I'm told don't align with the upstream goals/philosophy and thus wouldn't be accepted upstream, but would: Significantly improve pings for players who don't have their /snaps set correctly (which is many)Significantly improve pings for players who don't have their /rate set correctly (which is many more)Remove one issue that may cause servers to drop off the server list.Remove the sv_maxrate cvar because server owners always set it to a detrimental value at the recommendation of the terrible JA+ server.cfg generatorSo in short, it would be the OpenJK server-side, except with better pings for a large percentage of players. I promise all the details of changes I'd like made are small and totally doable, but I don't know C, and I'm not learning it just so people can have better pings. If I ask really nicely, would any programmer be willing to work with me on this, open source it, and then keep the fork up to date with upstream OpenJK over time? If so, I'll deploy it across ~30 servers we host at https://jka.io (including many of the most popular servers on JKA), and any other server owner choosing to use the fork outside our hosting would also magically experience improved player pings. I'd really appreciate it if a developer would take this project, as it would improve many JKA players' ping, save me many headaches, and set the groundwork for some cool future things I'd like to do to benefit the community. Please please please contact me if at all interested.
  20. Caelum does not want any such thing, citing that the mobile style is an abomination and a an affront to all that is holy.
  21. Would anyone be willing to create a fork of OpenJK for me with some small changes to improve server pings & stability, and keep it up to date with upstream?

  22. What happens is all clients on a server, or connecting to a server where more than 16 different types of npc's have been spawned without a map change will crash. Both OpenJK and vanilla clients are affected. With the right server-side settings, client-side settings, and hardware, it's actually perfectly possible to have 100+ NPCs ingame simultaneously, but in real world usage, the 16 different NPC types will get people every time. Here's a bug report I made last year describing the exact issue: https://github.com/JACoders/OpenJK/issues/817
  23. Closing this thread for legal reasons. No further comment at this time.
  24. Um. I may have just deleted Stranger's status because my reply to it literally broke the forum. Oops.

    1. Mysterious Stranger

      Mysterious Stranger

      Oh~it's beautiful :) I love it when your things break. HAHA. So uh, let's talk about that drool emoticon...

    2. Caelum

      Caelum

      Yeah. That's coming for JKHub 2.0. And it will look like so: http://emojipedia.org/drooling-face/

    3. Mysterious Stranger

      Mysterious Stranger

      boy are they hideous lol...but that'll do. thanks <3

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