JK2 & JK3 Forcestring server crash Fix
Re: JK2 & JK3 Forcestring server crash Fix
so just changing \0 to 0 fixes ur little 'typo' ?
and that doesn't make 21, 22, and 23 'fail' ?
and this will prevent these 'random' crashes? o_o
and that doesn't make 21, 22, and 23 'fail' ?
and this will prevent these 'random' crashes? o_o
Re: JK2 & JK3 Forcestring server crash Fix
Yes. It's that silly.evan1715 wrote:so just changing \0 to 0 fixes ur little 'typo' ?and that doesn't make 21, 22, and 23 'fail' ?
You can see for yourself by running the test program:
Spoiler: Reveal
Nope, I don't see how these 'random crashes' could be linked to this fix, typo or not.evan1715 wrote:and this will prevent these 'random' crashes? o_o
What I corrected today is a very minor bug. People trying to crash servers use "1337" etc, not strings of the forms 21 to 23. And that is caught with or without the typo. I'm not even sure those forms, were they used, would even actually crash a server. And besides, even if the filter was 100% loose, it still would not cause "random" crashes. It would just would not "fix" anything, that's all.
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Re: JK2 & JK3 Forcestring server crash Fix
cool...
also why did u change it from "char *GENERIC_FORCE = "7-1-033330000000000333";" to "char *gaGENERIC_FORCE = "200 BOGUS";" ??
![:super](./images/smilies/super.gif)
also why did u change it from "char *GENERIC_FORCE = "7-1-033330000000000333";" to "char *gaGENERIC_FORCE = "200 BOGUS";" ??
Re: JK2 & JK3 Forcestring server crash Fix
Now this time I am hesitating between banging my head on the wall and banging your head on the wall:evan1715 wrote:also why did u change it from "char *GENERIC_FORCE = "7-1-033330000000000333";" to "char *gaGENERIC_FORCE = "200 BOGUS";" ??
![:banghead](./images/smilies/banghead.gif)
You do not change gaGENERIC_FORCE in the fix. I changed it in the test program simply to make it easier to spot at first glance which strings are recognized as valid and which ones are not. That is all.
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Re: JK2 & JK3 Forcestring server crash Fix
well u didn't say that
i wouldn't change it to it anyway 'cause it's obvious why....
u get aggravated easily >_<
i never said "why did i have to change it to (...)" i was just asking why the difference, why is it there, and u answered that in the post above >_<
i wouldn't change it to it anyway 'cause it's obvious why....
u get aggravated easily >_<
i never said "why did i have to change it to (...)" i was just asking why the difference, why is it there, and u answered that in the post above >_<
Re: JK2 & JK3 Forcestring server crash Fix
I hope you still do support for this mod, as it is the only thing from keeping people from crashing our server.
We recently had a problem with crashes, so I installed this mod. I was running base with no mods. I made a folder inside the \ja\ server directory named BaseFixMAJ, next to the base folder (so it was \ja\base and ja\BaseFixMAJ). I put my server config in the new folder as well, and pointed the server itself to start from it.
The server booted up fine, and the extra commands seemed to be there.
The only problem is the first duel we had, the point went to the loser instead of the winner (ie the person that died showing as having one kill and the person that won showing 0 kills).
Another thing is that I was wondering if you could point me in the right direction to possibly a list of the new commands?
Thank you very much for all your time, and thank you for making this mod in the first place. It was a huge help to us.
We recently had a problem with crashes, so I installed this mod. I was running base with no mods. I made a folder inside the \ja\ server directory named BaseFixMAJ, next to the base folder (so it was \ja\base and ja\BaseFixMAJ). I put my server config in the new folder as well, and pointed the server itself to start from it.
The server booted up fine, and the extra commands seemed to be there.
The only problem is the first duel we had, the point went to the loser instead of the winner (ie the person that died showing as having one kill and the person that won showing 0 kills).
Another thing is that I was wondering if you could point me in the right direction to possibly a list of the new commands?
Thank you very much for all your time, and thank you for making this mod in the first place. It was a huge help to us.
Re: JK2 & JK3 Forcestring server crash Fix
Yes, insofar as, given enough free time, I'll correct annoying bugs my mod may have introduced, and try to fix new crashes I'm informed of.Archangel wrote:I hope you still do support for this mod
I won't add new fancy features or anything though (no time, no will), which is why the mod is open-source. If I am not responsive enough to your taste, you can always hire another coder to change things in my mod or port them to another one. (GNU GPL licence)
Er. I didn't even look at the code for duels, so I doubt I could have broken itArchangel wrote:The only problem is the first duel we had, the point went to the loser instead of the winner (ie the person that died showing as having one kill and the person that won showing 0 kills).
![heu... :?](./images/smilies/icon_e_confused.gif)
Can you reproduce that bug ? If you can provide me with a step by step method which systematically yields that bug (an only works with my mod), then I'll look into that.
Ingame commands: just type /help in your console. There are no other commands, this is a security fix with a few extras, not an admin mod with security as a bonus.Archangel wrote:Another thing is that I was wondering if you could point me in the right direction to possibly a list of the new commands?
Server c_vars: the list is in the readme of BaseJKASecurityFix
![---> ->](./images/smilies/icon_arrow.gif)
All cvars which I introduced are prefixed by ga_. To get a quick and complete list, you can also just type ga_[TAB] in the console of a server, which will list all the cvars, even if I missed some in the readme.
You are welcome. Glad that it helps, though it would be even better if nobody needed that kind of mod in the first place...Archangel wrote:Thank you very much for all your time, and thank you for making this mod in the first place. It was a huge help to us.
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Re: JK2 & JK3 Forcestring server crash Fix
I'm hate this mod.
a)It easy to crash with fake players
b)Disbalance. The dualers are weaker on this mod. Every noob-staffer can to kill the pro-dualer, but on basejka this dualer can to kill every staffer.
c)Blocks on the distance.
d)damage.
a)It easy to crash with fake players
b)Disbalance. The dualers are weaker on this mod. Every noob-staffer can to kill the pro-dualer, but on basejka this dualer can to kill every staffer.
c)Blocks on the distance.
d)damage.
Re: JK2 & JK3 Forcestring server crash Fix
Thanks for sharing. Anything else ?
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Re: JK2 & JK3 Forcestring server crash Fix
Yes. Our server's admin patched this fix, after that fake players doesn't crash the server. Two week's later fix became strange itself to lead. It shows "error" with interval 1-5 min. And crash automaticly. Restarting of server and reinstalling the mod doesn't help.
After the mod was uninstalled, and all was fine. I was lucky, becouse disbalace eliminated, and I begin to kill staffer's.
After the mod was uninstalled, and all was fine. I was lucky, becouse disbalace eliminated, and I begin to kill staffer's.
Re: JK2 & JK3 Forcestring server crash Fix
What do you mean by that ? Did he alter the code and recompile ? Or did you simply mean he applied the fix as it is ? Or perhaps that he applied a binary patch of some kind to the fix itself ? To another element of the server, such as jampded ? Please be more specific.Unnamed wrote:patched this fix
exact error message ?Unnamed wrote: It shows "error"
This being said, please note that I do not support this mod any longer. I kept writing programs for JKA some time after I stopped playing the game, which was about 2 years ago, but my retirement is now long overdue. I have neither the will nor the time to work on any gaming-related mod or program.
I don't think I could have helped you with that anyway: it looks like an issue specific to your server: the mod, in its various versions, has been out for almost two years; if random crashes were a "feature", I would probably have heard of it sooner
![;)](./images/smilies/wink.gif)
Anyway, it doesn't exactly look like you are desperate to get the mod working, since you hate the damages anyway (this on the other hand is a known problem, common to every jampgame-based mod. It is not really fixable).
So, with that in mind, what exactly do you expect from me ?
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Re: JK2 & JK3 Forcestring server crash Fix
what? aww... :sGamall wrote:This being said, please note that I do not support this mod any longer. I kept writing programs for JKA some time after I stopped playing the game, which was about 2 years ago, but my retirement is now long overdue. I have neither the will nor the time to work on any gaming-related mod or program.
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