ufooo
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Posts posted by ufooo
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As far as I remember that setting affects only entity rendering distance, not the terrain.
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No, I'm speaking strictly about clan servers, and yes, it's KR which most consistently topped GT for the recent years, while other servers usually had just briefs periods thereof. I can't back it up for the past period as I haven't been doing screenshots or anything, but as a player who frequently checks GT rank, I can say that KR was 1st most of the time at least since 2014.
I find GT more reliable than JKA server list for 2 reasons:
1. Exclusion of bots.
2. Average online of whole 24 hours of the day rather than just the hours when you see the list. Servers are in different timezones, so their peaks happen in different hours.
Circa likes this -
a rather consistent first position when it comes to clan servers in general
I'd say that this statement suits more another JA+ clan that has a U.S. server (every1 knows which one I guess)
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I'm aware, I've been using gcc for some stuff on Windows.
The code is now portable, it literally took to do minor modifications in 6 .c files (out of total ~170), which has taken around half an hour or so. It's kinda astonishing that all these years Phred didn't bother, perhaps he considered Linux as an underdog system or had other priorities, idk.
Aldro Koon likes this -
The files are .c, but I guess it's kinda C++, mostly due to some stuff that is non-standard for C - gcc spammed me with "initializer element is not constant" error. I'm kinda newbie to linux coding, ironically LMD is the 1st thing I ever built using it, and one of my 1st encounters with Linux terminal at all.
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I managed to get a working build, I'll submit it to jkhub soon (probably tomorrow, my head's in pain)
Briefly tested on a server, seems to be fully functional.
I guess lugormod finally says hi to linux lol
Edit: submitted the file, pending approval
Aldro Koon and Smoo like this -
I managed to get the code building with gcc, g++ builds were failing to load (unsure should it even make any difference). Let me know if any1 wants to test because my buddy won't be available for the next couple of hours, so I wouldn't mind knowing faster is it still unoperational.
Cool, I just have to ask though: Is there any estimation on when this will be completed? Are the odds in our favour of it being completed at all or is this just a shot in the dark?
To be honest, I've no idea. For some reason Phred wasn't able to get it working over all these years, not sure did he even compile the builds or not. I suspect he had it built, but it didn't work in the same manner. It's likely that it would require heavy debugging, which I won't be able to do - I'm not a professional coder, and I barely even figured how to compile it in Linux. Windows is pretty much the only one I'm familiar with.
I did adjust the code to be compillable under Linux, the only Windows-specific stuff was in crash reporting, engine patcher, and hostban system.
If this build doesn't work then I guess I'll give it up for now (I can't even consult Phred atm because he's pretty occupied with life), and the ETA will become impossible to estimate.
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Apparently that build was corrupted, I'll update this post once it's working (got a tester already so np, appreciating the offer).
GeneralJelly and Aldro Koon like this -
So I managed to get a build, using g++ (C was too much of a mess). It's untested because I honestly cba to setup jk3 on the VM, if anyone's interested in testing let me know and I'll provide the .so. If it proves working I might polish it abit and apply the bugfixes I made meanwhile, for now I just used the original code that Phred sent me, aside from couple of hours of work on getting windows dependant stuff compillable under linux.
GeneralJelly likes this -
hope you guys don't give out max level on register like eu lugor
don't mean to start offtopic but since you mentioned it:
eu lugor:
- no farming for level, special skills system as replacement
- farming for special skills takes weeks because they cost milions of cr, after almost half year since the implementation there's noone with maximum skillset
- the gap between people with special skills and without them is pretty low, they won't help much a medium player to win a good player
jenova:
- farming for level
- after 1 week of server online there's already a player with maximum level and 3 more close to it, speaks for itself
- the gap between minimum and maximum level is HUGE, forces AND (!) force regen for jedi/sith, hp/armor and stuff like fuel/flameburst for merc
one of the reasons lugormod died off over the last years were dull servers with short longevity that allowed smarter people to get max level ridicoulously fast, while newbies would often ragequit because of getting extremely overwhelmed by people with level advantage
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Sorry, I was explicitly asked not to share it.
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I didn't know where to post it so I went ahead here, if staff thinks it should be moved please go ahead, thanks.
Recently, RoboPhred sent me Lugormod source code and therefore passed the "developer" status to me. He told me that he's certain he'd never do anything further with it, and that he'd love to see it still being worked on.
I realize the mod hasn't been doing well lately, as far as I know currently there's only a single active server that uses it. I believe one of the reasons that caused its demise is the fact that since 2007 it has been developed exclusively for Windows. It's a known fact that Linux proves better for multiple reasons, prices and iptables mostly.
Therefore, except for ordinary bugfixing, I'm planning to release a working linux version as soon as possible.
Whenever I release any new build, I'll upload it here to files section.
Cheers, if you want to contact me use PM here and I'll provide contact info.
minilogoguy18, Cerez, GeneralJelly and 1 other like this -
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anything to be done about them?
I am curious to hear what is your "remedy" for this "issue"?
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Or maybe they're just running their old master server application in an Azure VM, which means the exploit would have affected the old master server too.
Didn't mention it in my 1st post but yes, Ravensoft MS was vulnerable on the old machine as well to the same kind of attack done with the same frequency.
Thank you for their contact info.
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I only pointed out an error that you made with the quoted IP part, which supposedly led you to your conspiracy theory. I don't care about the rest of your posts' content
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See the server in the ffa list with the penis emoticon or the other one with the starting ip of 184? I seen the recent what is on your mind posted on jkhub and one of the ips posted for the ddos attack on jkhubs master list also started with an 184 ip. Also the ips attacking even jkhubs master list was literally limited to about 4 ips or so. I know this might border on conspiracy for some folks but it really is a small minority/crowd
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I lol'd at that part, glad that you admit that it may sound ridicoulous. Because it does, rofl.
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Ravensoft MS is vulnerable to a specific DoS type, anyone can do it literally at home because it doesn't require sending packets at very high frequency. The problem probably lies inside the application itself. I won't go into details obviously but I'm wondering if there is a way to contact them about this.
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No
Reasons:
1. Need to type full command instead just few letters sometimes (why can't this be toggleable with a cvar or something?)
2. Usage of My Games folder instead the old way (that's more problematic for serverside, I remember I sent openjk exe to my old game hoster, wasn't aware it would save files in the mentioned folder where I didn't have ftp access, as for clientside it's not that problematic but from my POV surely inconvenient)
3. I had impression that my performance was generally worse (fps drops in areas they didn't occur before)
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Do u possibly have a cvar unlocker lolNvm it won't work that way
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Hello,
I'd like to know is there any way to make a clientside to display the text in a plaintext format rather than converting the color codes to their respective colors, for example I want my client to show ^1ex^4am^6ple as it is, not as example
Cheers
P.S. I'm aware it could be done by making custom cgame but I lack necessary knowledge about JKA clientside to do this, perhaps someone has already a C++ solution. However I would rather if there was an existing or just a simplier solution than modding own cgame
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If server is properly set not to respond to getstatus (etc) everytime (thus even milions of times per second, generating insane net usage), but let's say max few times per second per ip (there are ways to achieve this, such as iptables, jass, or in my case modified (recoded) aluigi's myproxocket), then it's usability for rddos attacks is pretty much zero. Also, recently there was nothing heard about issues with GT-related rddos, maybe the problem is non-existent for now.
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Aye I've noticed them in your servers' presentation, I have GT firewalled though (because of the well known rddos issues), maybe it's time to "trust" it again, lol
EU Lugormod server
in Communities
Posted
That server has only a few admins and almost no rules, so admin abusing there isn't even a thing. I agree that clients are horrible, but that's just because people who want to play without rules like "no laming" gather there.