Well, just change it back. I don't have any experience in writing articles for wikipedia, but I might have a look at the page, too. I think the main propblem is that we need sources and citiations from outside of the teeworlds team.
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Teeworlds Forum → Posts by ghost
Well, just change it back. I don't have any experience in writing articles for wikipedia, but I might have a look at the page, too. I think the main propblem is that we need sources and citiations from outside of the teeworlds team.
So, in what way is "dosing" better than "ddosing"? Both is an attack on a system you do not own, which in fact is illegal in most countries (as far as I know). What they have done with the false advertising of 16/16 players is almost just as bad in my opinion. Whatever, the server(s) got banned and hopefully this will make them overthink their mindset of how to act in the internet in general. I don't think there is much more to say about this incident.
It looks like the krypton webpage is down at the moment. Maybe you could upload your source somewhere else (or us github ). I'd like to test it on Mac OS X when I get the source.
Maybe it would help if you mentioned what your project was actually about. My guess is: You are creating a video! But who knows...?
And yes, i guess that means it is in the wrong place.
As said before, if this works on windows, this is more or less a bug on windows. The behavior on linux is correct so if you need to use 2 str_formats instead of one, you need to use str_append, too, as it has been suggested several times in this thread. There is no solution to only use 2 str_formats on linux, because the function simply does not work in that way (well, it seems on windows it does, but this is wrong). str_format should overwrite what was in the buffer before. So use one of the many solutions given here in this thread (or do what you already suggested befor and just use one str_format, this will work on windows, too, so no need for #ifdefs....).
So you do this on the server side with
str_format(g_Config.m_SvMotd, sizeof(g_Config.m_SvMotd), "Kills: %d", playerkills);
str_format(g_Config.m_SvMotd, sizeof(g_Config.m_SvMotd), "\nDeaths: %d", playerdeaths);
?
There are different problems with this code:
1. As mentioned before, the first "message" will simply be overwritte and won't be shown at all in most cases (usually all)
2. You can't be sure that the "message" get's sent at all, before it get's updated again (assuming that it get's updated everytime a kill/death happens). Changing the motd does not necessarily mean the new motd get's sent to the clients. I believe that clients will ask if there is a new motd after a certain amount of time, but I'm not sure about that. When changing the motd via rcon console (sv_motd "This is the new motd") a callback function (ConchainSpecialMotdupdate) get's called that makes sure the new motd gets sent to all clients and I think this is the approach you should take, too, if you really want to put this stuff in the motd. However, using the already exsisting function is probably a bad idea, because it uses all that callback stuff and you probably don't want to mess with that. I suggest to write a new function in gamecontext.h/.cpp:
void CGameContext::SendMotd()
{
CNetMsg_Sv_Motd Msg;
Msg.m_pMessage = g_Config.m_SvMotd;
for(int i = 0; i < MAX_CLIENTS; ++i)
if(m_apPlayers[i])
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i);
return;
}
This is exactly what ConchainSpecialMotdupdate does when you remove all that callback stuff and so on.
Your code for updating the motd the way you want should then look like this:
char aBuf[64]; // or whatever size you need...
str_format(aBuf, sizeof(aBuf), "Kills: %d", playerkills);
str_copy(g_Config.m_SvMotd, aBuf, sizeof(g_Config.m_SvMotd));
str_format(aBuf, sizeof(aBuf), "\nDeaths: %d", playerdeaths);
str_append(g_Config.m_SvMotd, aBuf, sizeof(g_Config.m_SvMotd));
m_pGameServer->SendMotd(); // assuming m_pGameServer is a pointer to the gamecontext
You could of course combine those two str_formats, which I recommend, to me it looks cleaner that way, but from what I read in that post, you don't want to do that for some reason.
The code I posted should work the way it is, but I don't guarantee that there are no mistakes and stuff in it. I did not test it. Also it should be more of a guideline to what you should be doing instead of giving you the only possible solution. I hope I could help you with this.
at windows i dont need to use the buffer.
If this is really the case (wich I completely doubt), then this is a bug on the windows side. str_format will write into the buf from it's very begininng (the address aBuf is pointing to) regardless of the fact if there is something in it, so it's only natural that the first message doesn't get printed.
What you can do is either put both stuff into the string with str_format(aBuf, sizeof(aBuf), "%s\n%s", first_string, second_string) (don't know how \n will work in the default chat though) or send twice. Both methods have been suggested before, and i believe the only proper one is the second one. So in fact, you should do it like this:
str_format(aBuf, sizeof(aBuf), "Kills: %d", playerkills);
SendChatTarget(ClientID, aBuf);
str_format(aBuf, sizeof(aBuf), "Deaths: %d", playerdeaths);
SendChatTarget(ClientID, aBuf);
I have never used FreeBSD before, but it seems to be close to Unix. You also say that you had problems running it before. Is it possible that the teeworlds_srv_64 does not work for your system? Did you compile it yourself, because the files from the download will not work for FreeBSD. But well, the script at least seems to work now!
Try to compile the teeworlds_srv yourself...By the way thank you minus
I think this is the answer to your problem. The linux binaries won't work on a Free BSD system.
It's a general rule on linux to avoid doing anything as root. Doing it as a normal user is always safer, as you don't have the rights to do anything dangerous, which might hurt the system. Also it's more safe in terms of security to the outside: If there is an exploit for a server application (e.g. the teeworlds server) and a hacker uses that exploit, he might be able to execute any code on your server, but just with the rights of the user that started the server. That means, if you start the server application as root, he can do whatever he wants on your server, if you start it with another user, his options are way more limited, so your system is a lot more secure.
Just to let you know: I am currently hosting a decent server with this mod. I found a bug though: When using timelimit, and the timelimit runs out, and neither team has killed a player of the opposing team, the game results in a draw, which is indicated by the chat message "DRAW", but the endgame screen says "blue team wins".
I really do like this map a lot. It still has some flaws, but I think we can create a really great map out of this (there is not much to do in my opinion). I'd love to see this map in the next release.
In this discussion I have now read several times that there are actually some custom maps that might be decent for high level gaming. I am open to suggestions on hosting them (Some of you might have noticed that I was actually hosting ctf_lava on my servers for some time, but since it was not played at all, I removed it again). So If you have a good map and you think it's worth being tried out by the highlevel community, feel free to contact me and I will gladly help you out in terms of hosting.
I would love to provide help in this matter, too. Unfortunately, I am very short of time right now, so actually taking part in the game is not really an option for me. However, just as magnet, I can provide a new team with servers. Also I can host a website and a voice communication server if needed. My only conditions are these:
the team has at least 5 members, who play regularly and the team is trying to recruit new players (especially for the vanilla scene)
the team plays mostly vanilla
ctf2 is among the maps the team likes to play on
the team has the desire to become better so it can play at least at a medium level of skill
The conditions for the game servers I will provide are the following:
only pure vanilla servers
except for clanwars, the servers will stay without password
If your new founded team matches the before mentioned criteria, feel free to contact me.
So basically just vanilla gametype with account/lvl/etc crap. To be honest, it's pointless, and there are already tons of them.
I agree completely. Rather than developing something that's already there, try to get involved in the official development, which means try to fix bugs and send the patches in as pull requests in github.
Are you using the new binaries that BANANA provided? If not, do so. A list of the commands is available in the documentation.
No, we did not.
First of all, this is a mod related question, so you should post in the mod section.
About the problem: There seems to be some problem in creating the socket. Maybe you are running some other software that is using the port 8310 (torrent programs for example). Just try using a different port.
BANANA is currently trying to compile a working universal binary. If we succeed, we will give it to minus, who will replace the broken binary from the website with the new working one.
A little update: BANANA and me did some tests yesterday night and it appears that the official binary provided from this website is broken. It was not possible for us to connect to connect to a server, that is that binary. However, we were able to connect to self compiled versions. We have versions 10.6 and 10.7 of Mac OS X. We will be investigating this issue further.
They are kinda outdated again though, so don't completely rely on them. I also think there might be 1 or 2 mistakes in them, but I don't have a lot time these days. Would be happy to see someone else fix it/update it.
It actually worked with 10.6, too. I used that earlier.
That works perfectly fine for me. I am using 10.7 though, but i think that should not make any difference...
There are no more files than that. I still don't really get what you mean. Teeworlds does not save any ip addresses anywhere except for those of the master servers and the one of the server, which you last connected to. Those are saved in the files masters.cfg and settings.cfg in /User/username/Library/Application Support/Teeworlds. Are you able to see your server in the internet tab? Have you tried connecting to your server directly by entering the local/public ip address?
Extern Servers work great...
What do you mean by that? Connecting to your server works from somewhere outside of your local network (meaning over the internet) or your other gameservers hosted on nitrado.net work fine. Try to specify your problem a bit more please.
You say you installed teeworlds via console, does this mean you got it with your package manager? If so, don't do this. You will most probably get a more than outdated version. Either download the binary from this homepage or compile the sources yourself. From reading the log, I guess your problem has something to do with the graphics stuff (glx). Do you have the latest drivers for your graphics card installed? If not, try installing them, if yes, try reinstalling them anyways, there might be something wrong.
So what exactly is new about your mod? Nothing, in fact it's even a step back, because the whole point of DDRace is to hook other tees and help each other completing the map. Also, as you can see from the screenshot you did not even bother to edit the entrance message which is still referring to the DDRace homepage and is stating that this mod is actually DDRace. In my opinion, this is a really stupid mod, because there is nothing new to it, it's only half done. ItÄs just another stupid mod, that is not needed at all. (No offense, this is just my opinion, but really, was this necessary....? )
Teeworlds Forum → Posts by ghost
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