bazik_
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I hate people like you. You are not funny.
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I hope BI is working on a patch to prevent people from using cheats with modified .cpp files. This game starts to get annoying when you have to restart every map because another moron spawned a m1a1 and starts TKing everyone. I had this two times today on two different servers (both 1.94) and it really pisses me off. Can I please get a answer from any BI offical regarding this way of cheating? Will we have a patch to prevent it before OFP2 gets released?
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BIStudios could work together with Transgaming to make OFP1/2 run perfectly via WineX. Or they could work together with icculus.org as those guys are specialists when it comes to game porting. They ported over DukeNukem3D in 5 days IIRC and also made a port of Americas Army. Not to mention the Hexen and Wolfenstein ports they made You see, there is a way to make OFP2 running on Linux, just only if BIStudios are gonna put some work into it... but if they do, they will be honored for it for sure by the community!
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Sonic, I fully agree with your posting. Its the same for me... I just keep a Windows partition for playing Flashpoint and I'd also pay a higher price for a Linux version.
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Just one question about OFP2: Will there be a native Linux Version of the Game or is a port planned?
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I added quotes around the "$DIRS" variable.
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>> Doesn't work when there are spaces in the name of the player. Oooops! Thanks for finding that bug Fixed version: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #! /bin/sh # File : soundfilter.sh # Autor : bazik <bazik at 0x1337 dot net> # Homepage : http://0x1337.net # # Written for Suicide Euro Squad - http://suicidesquad.co.uk BASEDIR=/home/ses/ofpserver while true; do find $BASEDIR/tmp*/players -name sound | while read DIRS; do ls -1 "$DIRS" | sed -n "2,$ p" | while read SOUNDS; do rm -f "$DIRS/$SOUNDS" done done done
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I did have a delay with "sleep 1" in there, but sometimes that caused sound files to get through the script and to the client. That happend a few times during the test, so I removed the "sleep". The used load of the script is that small that it didnt change anything on the performance side.
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Hi, as we all know, the soundfiles can cause a lot of lag. Thats not while a player uploads them to the server, but when the server uploads them to the connecting players. Limiting the custom file size isnt a solution because with a 20k limit, one can still connect with 20 sound files having < 20k each. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #! /bin/sh # File : soundfilter.sh # Autor : bazik <bazik at 0x1337 dot net> # Homepage : http://0x1337.net # # Written for Suicide Euro Squad - http://suicidesquad.co.uk BASEDIR=/home/ses/ofpserver while true; do find $BASEDIR/tmp*/players -name sound | while read DIRS; do ls -1 $DIRS | sed -n "2,$ p" | while read SOUNDS; do rm -f "$DIRS/$SOUNDS" done done done The above simple script scans the servers tmp folder and deletes all sound files but one in a players sound folder. You can adjust the number of allowed files by changing the number in the sed command to the number of allowed sound files + 1. So if you want to allow 5 sound files per player, change the line to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [...] ls -1 $DIRS | sed -n "6,$ p" | while read SOUNDS; [...] To use the script, change the BASDIR variable to the root folder of your flashpoint server. Change into that folder and run the script with the following command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nohup ./soundfilter.sh & That will execute the script and put it into background so you can just close your shell and it will remain running. If you fear that infinite loop in there, look at the cpu usage: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> PID USER PRI NI SIZE RSS SHARE STAT %CPU %MEM TIME COMMAND 8427 ses 20 5 988 988 848 S N 0.0 0.0 0:05 soundfilter.sh Short overview what the script does: - search for "sound" folder in the player temp directory - list all files in the "sound" folder - delete all files but the (alphabetical) first N where N is the number you set - 1 - start over again If you now connect to our server with 10 soundfiles, they get uploaded to the server by you and all but the first uploaded get deleted directly. If anyone connects now, he only gets that first file from the server. If you play your 3rd or 4th file via the action menu, others will see the text, but wont hear anything (as the file does not exist in their local tmp folder). Oh and if you want to delete all files and deny sounds at all just remove the sed instruction: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [...] ls -1 $DIRS | while read SOUNDS; [...] I think that should explain it enough Hope its of use for someone. Regards, bazik P.S.: Before someone asks: Thats for a Linux server of course ;)
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Send a UDP paket containing "//status//" to the Servers IP/Port and parse the returned data.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ Mar. 24 2003,23:31)</td></tr><tr><td id="QUOTE">So, maybe they improved the dx support for ofp, but how do you install ofp with cvs winex? Afaik cvs winex has no support for safedisc cd protection... Or did you install it with windows and use the windows installation with linux?<span id='postcolor'> Yes, they improved the DirectX support. From the Transgaming Homepage: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> WineX 3.0 includes vastly improved DirectX 8 compatibility, and now has hardware vertex shader support for some of today's hottest titles. <span id='postcolor'> And as you can see from the above screenshots, it works fine except for three problems: - no sound (might be a setting issue) - some texture bugs (as seen on screenshot #2 and #3) - you need the commercial WineX or need to use a nocd thingy because of Safedisk2. The problem is not the CD, but that Safedisk detects WineX as "debugger" and refuses to run the game :/ In the commercial WineX, Safedisk gets tricked so you can run copy protected games without problems. And yes, I installed Flashpoint right off the CD. No files where copied from Windows.
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Looks like I can post here now Here are the #3 screenshots of OFP running on my Linux box: http://0x1337.net/pub/ofp1.png http://0x1337.net/pub/ofp2.png http://0x1337.net/pub/ofp3.png I am looking forward to the upcoming releases of WineX and that might fix the remaining problems I currently have with running Flashpoint If you already tried to run Flashpoint via WineX earlier, grab the newest Version off CVS and try again! You will be very impressed by the speed! (I personally have the feeling its a bit faster than under Windows, but that might be because I play it in Window mode on Linux).