Atera
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Posts posted by Atera
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ah well i did whitelist it but no luck... cant be the ddos protection then
why are my servers suddenly not showing up in master server but they work fine in JEDI tracker, gametracker, favourite list and others can connect etc...
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so for us stupid people => it would be 40 sv_fps with clients having snaps 40 and com_maxfps 125 for smoothest gameplay experience?
its more demanding for the CPU at sv_fps 40 then 30, and i understand what u wrote about 30 not being as consistent but is it really that noticable despite it not being consistent? i tried flipping 30 and 40 but just what exactly is the difference? i cant tell for the life of me during a ton of duels and such so i just settled for 30...
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my server doesnt show and i think its because of my ip tables... does anyone know the IP to the master servers of raven? id like to white list them but i dont know the ip. masterjk3.ravensoft.com simply redirects to 104.42.2.185 which when i ping, just drops my 4 packets so surely this cant be it? (i tried whitelisting it but it didnt help)
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my server doesnt show and i think its because of my ip tables... does anyone know the IP to the master servers of raven? id like to white list them but i dont know the ip. masterjk3.ravensoft.com simply redirects to 104.42.2.185 which when i ping, just drops my 4 packets so surely this cant be it? (i tried whitelisting it but it didnt help)
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Hi. I run JKAServer.com. I can definitely protect against these, yeah.
i have sent you a message
Caelum likes this -
Hello,
A clan server of my friends is being DDOS'd with many Getstatus requests. It is rather fast and heavy (50 Mb) which renders the server completely unable to communicate and act as if it is offline.
This goes on for several hours, nonstop and over night.
Any tips on what we can do? The way I understand it, there simply is no way to protect from it? I believe the leader sent a message to the provider at www.jkaserver.com in hopes that their protection somehow can help against it.
Heres an exert from the qconsole.log =>
SV packet 4.174.18.45:25958 : getstatus
SV packet 69.226.78.155:2039 : getstatus
SV packet 112.138.214.234:15481 : getstatus
SV packet 17.250.1.249:9366 : getstatus
SV packet 211.157.30.91:27416 : getstatus
SV packet 251.255.142.73:9927 : getstatus
SV packet 138.96.215.223:-9327 : getstatus
SV packet 73.66.180.11:17747 : getstatus
SV packet 150.21.138.37:-30339 : getstatus
SV packet 176.101.153.57:-17000 : getstatus
SV packet 18.139.44.84:-13527 : getstatus
SV packet 159.199.196.19:-6337 : getstatus
SV packet 48.85.111.104:-22074 : getstatus
SV packet 111.171.26.82:8828 : getstatus
SV packet 85.162.154.4:28022 : getstatus
SV packet 21.87.172.99:-20157 : getstatus
SV packet 140.245.79.101:-31146 : getstatus
SV packet 71.161.99.180:7457 : getstatus
SV packet 90.199.250.96:-30251 : getstatus
SV packet 53.193.95.36:20554 : getstatus
SV packet 95.107.232.158:-30449 : getstatus
SV packet 89.61.169.123:-14223 : getstatus
SV packet 14.178.53.174:13807 : getstatus
SV packet 9.68.107.77:-408 : getstatus
SV packet 119.40.108.249:17911 : getstatus
SV packet 145.44.253.114:-2249 : getstatus
SV packet 215.138.100.61:-13412 : getstatus
SV packet 188.67.85.176:22829 : getstatus
SV packet 247.22.12.155:-31262 : getstatus
SV packet 245.67.85.170:-24584 : getstatus
SV packet 76.114.242.111:-31314 : getstatusAnd it never stops. So this basically means anyone who is able to do this can pretty much keep a server offline permanently? Is the end of the game upon us?
Sry if i posted this in the wrong section also
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Well I played it earlier and turns out most of the people on there are with tons of bots sitting around filling servers. I asked someone if most of the "population on the servers are real" and they said no only sometimes when people are doing a event you hardly see anyone actually playing. So MB2 tops it off I suppouse.
You gotta play on the right servers, they have daily activity and it is far more active than MB2 (even though I prefer MB2 myself sadly). Most notable servers would be JAWA, JoF, EFF, KR, EK and thats just from the top of my head.
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Send it to me and I'll have a go - usually you should be able to move things fine! Exceptions are if you haven't built to the grid or if you dont click within a brush when moving a section, because then you risk resizing it instead of just moving it. Get me via PM
I cant send you any new PMs. It says users cant recieve any more PMs Delete some old ones maybe?
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The real question is why they allowed that much space to be used in 1.3 and 1.4 and restricted it in 1.5...
Anyway, I've read that the "node with unbound volume" can be caused by infinitely large brushes, and those very large brushes on the lower left corner of the image you posted seem "suspect" to me.
At the very worst, if everything else fails you can try to put directly a misc_bsp entity, and set "bspmodel" to the name of the map you tried to import. Basically it puts the finished map into another map, saving any possible import problem, at the cost of not being able to modify them together. Then find out where the teleporters should go, with a little help with /viewpos.
Think ill just abandon the idea and keep the maps seperate. Oh well
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Clean out your base and try again. If you have too many files, that could cause it.
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No, I'm saying to do just a straight -meta compile, nothing else.
Just did it, still get the issues with Nodes.
There has to be some way to go past the limit of this as I am sure it is the cause of it
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Damnit... 1.3 and 1.4 dont cut the map in the same way after a failure to compile but they do give a bunch of node/plane issues. So basically its the same thing just without it being cut. Does that mean theres no way to go beyond that 4 square limit?
Both maps compile fine when done seperately but I just cant for the life of me add them. In GTK1.5, anything outside of 4 squares causes removal of that area. In 1.3 and 1.4, they stay but I still get a ton of node/plane errors.
Is there anyone here that is somewhat familiar with this and knows a work around? Maybe you'd like to try?
EDIT: Why the heck would they even give you that many squares if you can just use 4?! This blows!
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I believe I understand the issue now. Is there any way to solve it?
The first 4 squares is the only squares where if I put the map, it saves fine.
If it falls outside of those 4, anything else is deleted. Im talking about this, take a look:
(Inside green bars, saves fine. Outside green bars, saves bad)
https://jkhub.org/images/AgAU0W1.png
Now I have tried my outmost to get the space map into that area but it is impossible because it is simply too big. Is there any way I can make it so ..more squares are "safe" or is it not possible? If not.. can I somehow scale down my map in an easy way..? Or do I have to do it by hand (in which case its not gonna happen ;_
Here is the full map in radiant (some on the left side is cut due to it falling outside!):
https://jkhub.org/images/QumkIRV.png
The lower left square is the space part that I want to add to the rest of the map
EDIT: Just saw this belowI've noticed that Radiant 1.5 brutally cuts EVERYTHING that goes beyond +32768 / -32768. Perhaps that has something to do with your problem. Generally, for wider maps Radiant 1.3 is more tolerant, it allows up to ~ +65536 -65536, perhaps just a little bit less. I don't know exactly how you did it, but if you imported the map (thus breaking the 1.5 size limit), saved it and opened with 1.3 I can see how it remains "cut". Have you tried to import it entirely with 1.3 avoiding the newer version?
I love you Ramikad, I will try this right now
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I mean the physical size of the map in Radiant units; how wide it is. See those numbers around the "global" grid that on min zoom shows 0, 16384, 32768, 49152, 65536? Also, the "halved station" and the missing parts, you notice them in Radiant or in-game?
I cant go ingame because it doesnt compile properly. I notice it in radiant because a ton of areas around the space station just vanish after trying to compile them. For example the space map is pretty much a Stardestroyer and inside it is a hangar. Now imagine that stardestroyer having its center piece removed and some chunks here and there. Really bizzare!
RAdiant units, id say its around 16384 to -40960... is that what you mean? I guess I could move it closer a bit.. but does that really matter?
Is there any chance you could try adding the station to the map for me?
I'm doing a TEST compile which is just BSP, Fast Vis, No light.. is that what you mean?
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What version of the Radiant are you using, and how large is the map?
how do i know how large it is.. do you mean file size or..?
I use 1.5 but I also have 1.4, 1.3, etc... Tried it with all :S I compile with the Q3map2Gui however as it allows me to fully use my 64 bit OS and gives access to more RAM (otherwise i just get safe malloc errors)
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I did that now and I still get the same result when compiling..
WARNING: Node With Unbounded Volume
^A ton of those and then a lot of the space part is removed and leaks happen due to it and then I recieve************ ERROR ************
LoadPortals: couldn't read D:\JK3 MAPPING\GameData\Base\maps\map6.prt
EDIT: pretty much the entire space station is cut in half and a ton is missing :S f....! -
Hey,
So I have this pretty large map, and I have another rather small space map. I want to move the space map into the pretty large ground map and utilize teleporters to link them both.
I make a box around the space map and select inside. I save it, import it to my large map and move it to the desired location. All good so far.
But when I compile, I get a bunch of errors with bad normals and when I load the map again in radiant, all the trigger/skyboxes among probably much else that I havent noticed are removed from the space map that I imported.
Is there any way I can prevent this? :S The space map compiles fine otherwise on its own but not when I import it...
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Thanks a lot, just what I needed!
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Hey, I cant find this anywhere on a trigger. I try using trigger_hurt and add falling but it just deals damage.... How do I get the fade to black and instant death followed by "X fell to his doom"?
Mysterious Stranger likes this -
they have to be misc_model_statics, like the yavin trees, i have no idea why something to look into for rend2 i guess, hope this helps
oh thanks a lot!
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Hey,
So I use some plant model found in "map_objects/nar_shaddar/plants.md3", it also resides in the yavin folder.
In radiant, the plants show up but ingame, they dont. Ive tried adding them as pk3s along with in the texture area. If you do r_showtris 1 and developer 1, you will see the plant being drawn but its just not visible ingame. It even casts a shadow though. Any ideas? Its the same kind of plants used in Jedicouncilgcx for those that remember it. The pot is visible but the actual plant isnt.
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Hey,
So on doing a final compile on my map... what exactly does -bounce and -fast in the light stage, do?
I've read the description of -bounce but I dont seem to quite understand it. Is it related to fixing the light hitting a surface on X amount of times or am I just completely lost here? Should I specifically use -bounce 2 or 8 or any at all? What is the purpose of it.
And does -fast make the light be of any less quality? Why isn't fast an option by default? Does it perhaps sacrifice some of the quality? What about -faster?
And lastly: is it really even necessary to use -Super (2) and -Samples (2)? Doesnt really seem to impact the map or am I wrong?
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What shaders did you have to fix in order for eveeryything to work again?
"textures/fogs/hoth
{
qer_editorimage textures/fogs/Hoth2_bluefog
qer_nocarve
qer_trans 0.5
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0.7 0.7 0.7 ) 8192
cull twosided
}
}
textures/fogs/korriban
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0.95 0.97 0.77 ) 7000.0
cull twosided
}"
Notice the two:
}
}
It was only supposed to be one.
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The model itself or the in-game vehicle? If the latter, it's just a matter of changing (or adding) the scale number to a lower one in the .veh file.
I'm not sure how experienced you are with modding so I can continue if need be.
Well to put it in context:
I have a map with a rather small hangar and the ship is simply too large to fully fly through this hangar. Its possible, but a bit difficult. The camera is like against the wall and you barely see the ship because of how large it is. How would I go about making it about 30% smaller so that would be easier and feel less odd? So yeah its the in-game vehicle naturally.
EDIT:
Yeah I just gave it a shot myself based on what you said and it works perfectly. Thanks a ton Circa!
Circa likes this
what is the ip of the raven master server?
in Jedi Knight Tech Support
Posted
ah well i did whitelist it but no luck... cant be the ddos protection then
why are my servers suddenly not showing up in master server but they work fine in JEDI tracker, gametracker, favourite list and others can connect etc...