View Full Version : 1.96a Server
sicilian
Jul 19 2004, 15:11
Well, as the Report will follow I have a little wish if this version ever goes in another status.
If it's possible and doesn't take to much time please add something to the netlog feature for win32 that you can write more than one log file or to set a filesize to it.
This log is very useful but not if it runs up to hundreds of megabytes. Ok deleting it is a possible solution but not the finest and it's very bad for automated analyses.
So if you could do anything it would be very very nice!
Now back to the 1.96a Server...
Your turn
sicilian
Jul 19 2004, 18:23
1. Report
12 digit ID was disconnected 2 times...
More will hopefully follow. Out
gwg_viper
Jul 19 2004, 23:33
Also would be nice for a linux version too, as it sounds like a very good update for match servers to use, to keep out the ID changing players!
Maruk is the linux update to follow? thxs.
RN Malboeuf
Jul 20 2004, 02:53
this is another reason we moved away from linsux
server been running all day and so looks sexy
CounterForce
Jul 24 2004, 21:47
I hope for a linux version, too
hopwfully this will stop some cheaters
G®@VeDiGGe®
Jul 26 2004, 15:49
Ultra long IDs can still connect http://forums.bistudio.com/oldsmileys/sad_o.gif
Hope Bis can help me in this point:
is a 4 digit ID a original one http://forums.bistudio.com/oldsmileys/rock.gif
Quote[/b] ]Ultra long IDs can still connect
Yes, they can ... but "Original games do not fade" http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]is a 4 digit ID a original one
It can be. I am however not able to provide an exact information how to know if an ID is valid or not.
However you should know:
1) You do not need to care, as the 1.96a server should deal with them properly
2) Some ID's are certainly invalid - including any ID longer than 10 digits (this does not mean all IDs below are valid).
We had a visit by a couple of cheaters a few minutes ago. They had valid IDs which were traced back (with the help of the ESL player database where people have to enter their OFP IDs when registering) to some honest players which definitely don't cheat.
The guys connected with these fakenicknames and different user IDs a couple of times and then they crashed/hung up our server through an external attack after they left. The server application had to be shut down via remote access.
Isn't there anything that can be done about that?
grayghost
Jul 29 2004, 01:35
We had a visit by a couple of cheaters a few minutes ago. They had valid IDs which were traced back (with the help of the ESL player database where people have to enter their OFP IDs when registering) to some honest players which definitely don't cheat.
The guys connected with these fakenicknames and different user IDs a couple of times and then they crashed/hung up ***our server through an external attack after they left. The server application had to be shut down via remote access.
Isn't there anything that can be done about that?
Well, the server could be hardened to prevent it from being killed like that but ... you can't really prevent people from changing their IDs to valid ones of other people.
So now, the cheaters will jsut use other people's IDs instead - especially if yo uwent out and posted'em on some website, impersonation will be a /snap/.
[NHS] Snip
Jul 29 2004, 14:26
is a 4 digit ID a original one http://forums.bistudio.com/oldsmileys/rock.gif
Mine is a 4 digits and it's an original, I'm sometimes on the BOP server, didn't have any problem yet
a link:
http://deviance-stats.co.uk/BOP/ofp.php
Blackden
Jul 31 2004, 00:42
Yep, as 3 guys from OWM team Snip, they all have 4 ID numbers. All bought the game in july 2001 in France, and they are all fair and clean guys...
So dont be paranoiac...and stop kick them... ;)
Suma, would it be possible to host a webinterface on the OFP mainpage where you can enter a key and check if it is valid or fake? Still not perfect, but you might narrow down who is is a wolf in sheep's clothing before a mission starts and kick the suspected badguys before they try anything. Of course this still won't stop people using valid IDs from other players but it would be a bit of a help perhaps. http://forums.bistudio.com/oldsmileys/rock.gif
MadDogX
Jul 31 2004, 03:30
I think a possibility of checking whether an ID is valid or not isn't a good idea. It could be misused...
sicilian
Jul 31 2004, 09:11
Other questions:
How long does it take to see the message
Remember original games do not fade
if player uses invalid ID???
Is there a range or fixed timeout or will it be visible exactly after he connected?
And how many minutes does it take to get auto kicked after recieving this message above?
When will the check start to work?
When I'am connected or even when I'm still connecting?
Any news on a Linux version?
Guess we'll have to manually put up with fake IDs then....
deceived
Shrike
HitmanFF
Aug 29 2004, 15:39
Guess we'll have to manually put up with fake IDs then....
deceived
Shrike
Holiday period m8 http://forums.bistudio.com/oldsmileys/wink_o.gif
I'm quite confident that the linux version will follow shortly http://forums.bistudio.com/oldsmileys/smile_o.gif
darkpeace
Sep 6 2004, 10:42
If it is text, why not use NTFS Compression on the log file.
Should reduce the size by quite a margin.
Also maybe RAR it using a batch file between runs.
What about the linux version with the command debug?
and....
Ofp is really a great game, but the server (at least in linux) is really.. awful:
1. installing WWII it crashed at startup because a bad texture aspect ratio... I had to make a script to check each pbo in order to find the problematic one. 2 hours spent (or wasted because server didn't print the pbo with the error)
2. Starting some missions fails without any reason "apparently", or a message is printed saying that you have a lack of some addon (although it is there). addons dependecies not shown correctly (or not shown at all).
3. Lack of documentation: our clan had to search in different forums to find some things like remove 3rd person.
4. Lack of a forum for servers: all the questions about server, config server, bug in servers are in multiplayer... not too nice IMHO
I want to congratulate the people that have worked in this game, cause, as I have said beforem is really a GREAT game! I would like to say the same for the server....
best regards,
[SSU] Super Pepel
Well, three month now without a linux version. This is kind of a bummer, as i don't see what is so complicated about putting the same patch into the linux code and recompile the whole thing. This could maybe even help the libs problem by offering either binaries compiled for different lib versions or at least for the new versions.
Some of your points about missing log output is true, but most of it is the fault of broken addons/missions. Although it is strange that those same addons/missions are working on the windows server afaik. The linux server seems to be pickier, see for example aspect ratio. It would be great if this could be made equal by either making the windows server as picky or the linux server accept the same thing the win server does.
And do not forget the logs issue... logs are really bullshit! At least will be good a verbose option(or does it exists but I don't know how?)....
does someone know if exists a addon/mission dependency checker application (for linux if possible :)) ?
regards,
[SSU] Super Pepel
does someone know if exists a addon/mission dependency checker application (for linux if possible http://forums.bistudio.com/oldsmileys/smile_o.gif) ?
I am writing one. It is kind of working now, but a few things are not taken into consideration, like requiredAddons[] array and some weird stuff, like an addon having no config.cpp but only some *.hpp files. But i have that kinda sorted out, i think, in the next issue. But i don't think this will be a public release til a lot later, as it is really basic and still prone to errors.
I could help you if you want!!
I think that all the ofp server admin comunity is praying for such a powerfull tool...
Send me a private message is you think I could help you in some way (I have studied the computer science career, and I have programming skills;) )
best regards,
[SSU] Super pepel
The hard part of the work was done by salisan (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=Profile;CODE=03;MID=115-1038242518) who provided linux tools to unpack pbo and bin files from the command line. I don't want to take credit for his work so wanted to mention this here instead of in a pm. See here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=2;t=42314).
I just wrote a perl script that calls these tools, and parses the mission.sqm and the config.bin/config.cpp. But the first version was lacking in many ways (requiredAddons and calls/filepathes to other pbos , hpp files, some weird config structures) that i just now started from scratch again. As i am moving right now i can't say when i will have the time to work further on it.
I have probably missed the release but I still can't find a 1.96a Linux OFP server.
A heads up would be much appreciated, thanks.
sicilian
Nov 30 2004, 07:45
Can you please provide us with any info on what is goin to be happen with this server version?
The added feature was/is really a nice one. But its totally pointless on such a small server group like the windows one.
Is there anything planned since the last 4 months???
Quote[/b] ]Can you please provide us with any info on what is goin to be happen with this server version?
I am sorry, but there is currently nothing going on with this version and there is nothing planned to be going on.
sicilian
Nov 30 2004, 13:54
Ok, but its a pity.
Did you notice the wishes of a open source version for the servers? Wouldn't it be a nice idea?
Does BI think over this sometimes or ever did so?
Quote[/b] ]Did you notice the wishes of a open source version for the servers? Wouldn't it be a nice idea?
No, we cannot release the server code, as the server shares a lot of the code with the client (this is because it serves as the owner of AI units, and therefore as a client as well).
OK, than release the client! Make OFP open source. I bought OFP three times (CWC, red hammer, res, GotY and GotY budget - yes, I am insane) and I recommended it to 4 other people that all bought it too (one of them bought it also several times). They all would love an open source OFP and server.
You could concentrate on OFP 2 and the xbox version and the community would take over OFP1. We could need some enhancements both for the client and the server and we know you need all your resources for the upcoming OFP titles so there will be no further official updates.
Good idea?
I don't need an open source server or client, but putting out anti-cheat patches for windows servers only gets on my nerves. The windows servers are always out days or even weeks before the linux servers. This has been bad already. But getting v1.96a half a year later or not at all for linux is just bad.
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