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1.96a Server


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sicilian
sicilian

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Posted 19 July 2004 - 15:11 #1

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
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sicilian
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Posted 19 July 2004 - 18:23 #2

1. Report

12 digit ID was disconnected 2 times...

More will hopefully follow. Out
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gwg_viper
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Posted 19 July 2004 - 23:33 #3

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.
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RN Malboeuf
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Posted 20 July 2004 - 02:53 #4

this is another reason we moved away from linsux
server been running all day and so looks sexy
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CounterForce
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Posted 24 July 2004 - 21:47 #5

I hope for a linux version, too

hopwfully this will stop some cheaters
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Posted 26 July 2004 - 15:49 #6

Ultra long IDs can still connect Posted Image

Hope Bis can help me in this point:
is a 4 digit ID a original one Posted Image

Suma
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Posted 26 July 2004 - 19:44 #7

Quote[/b] ]Ultra long IDs can still connect


Yes, they can ... but "Original games do not fade" Posted Image

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).




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Nyles
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Posted 28 July 2004 - 23:38 #8

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
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Posted 29 July 2004 - 01:35 #9

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
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Posted 29 July 2004 - 14:26 #10

is a 4 digit ID a original one Posted Image

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-stat....uk/BOP/ofp.php





Blackden
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Posted 31 July 2004 - 00:42 #11

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... ;)




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Nyles
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Posted 31 July 2004 - 02:07 #12

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. Posted Image

MadDogX
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Posted 31 July 2004 - 03:30 #13

I think a possibility of checking whether an ID is valid or not isn't a good idea. It could be misused...





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sicilian
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Posted 31 July 2004 - 09:11 #14

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?




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Shrike
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Posted 11 August 2004 - 09:11 #15

Any news on a Linux version?

Shrike
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Posted 29 August 2004 - 15:23 #16

Guess we'll have to manually put up with fake IDs then....

deceived
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hitmanff
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Posted 29 August 2004 - 15:39 #17

Guess we'll have to manually put up with fake IDs then....

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I'm quite confident that the linux version will follow shortly Posted Image




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darkpeace
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Posted 06 September 2004 - 10:42 #18

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.

pepel
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Posted 15 October 2004 - 10:12 #19

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,

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benu
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Posted 15 October 2004 - 13:04 #20

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.