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Other Stuff / Re: Weird Internet Problem
« on: July 24, 2008, 06:48:55 PM »
Similar thing happened to me when I upgraded to Firefox 3 on a family computer. IE 7 worked but new firefox didn't and it turned out to be Norton Firewall.
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I have been making a program I use this codeCode: [Select]Option Explicit
When I edit something on the lines opening the message boxes and click on something else or go to a different line I get the error
Dim msg As String
Dim dlgdef As String
Dim Caption As String
Private Sub cmdOK_Click()
If txtusername.Text = Master Then
If txtpassword.Text = M4573r5hip Then
Load (frmAdmin.frm)
Else
msg = "Incorrect Password"
dlgdef = "vbOKOnly"
Caption = "Incorrect Password"
MsgBox(msg, dlgdef, caption)
End If
Else
msg = "Incorrect Username"
dlgdef = "VbOKOnly"
Caption = "Incorrect Username"
MsgBox(msg, dlgdef, caption)
End Sub
Compile Error:
Expected: =
Any idea why I get this error?
Krizdo is asking for sv_login to appear in the server status output so that it will appear in the server browser.
set sv_login XXX s
Problem is, gcrypt uses the super-incredibly-painfully-slow random number generation, even when you tell it to use the fast. I'm tempted to hardcode the source to use the fast and compile it into the binary.
How much time per week would you be willing to dedicate to resolving issues brought up to the committee?A few hours but would depend on how severe an issue is. The more severe (the more interesting) then more time.
Have you been in a position where you have had to make difficult "grey area" decisions? Give some examples.Not particularly.
Are you comfortable with contacting people via email, IRC, Ventrilo, etc. in order to investigate issues?No trouble with email, irc, various IM's. Voice chat I avoid but would use if needed.
On a scale from 1 to 10, how well would you say you know players from the "pub scene". 1 being you don't play pubs. 10 being you play on public servers every day and know everybody there.5, When I play, it's on pubs.
On a scale from 1 to 10, how well do you know players from the matching scene? 1 being you don't match. 10 being you are heavily involved in a clan and know members of every other clan very well.1.
On a scale from 1 to 10, how well do you know the IRC community. 1 being you don't use IRC. 10 being you idle in most of the channels and know everybody but "DPSurfer" (but can usually identify him within a couple lines of text or by his hostmask unless he's legitimately a new player).3.
If you are presented with a case where it appears somebody has violated the rules, but you can't find enough evidence to prove it 100%, would you vote to punish him or not?If I was proven to me then I'd vote to punish, even if it was someone else's idea of 90%. If I'm personally the one investigating, then it would need to pretty much be 100%.
Would you be willing to turn over a friend or clan mate if you suspected him of violating the rules?I'd probably investigate prior to deciding but if they're reasonably suspect then yes. I have it easy though. No clan. And
Are you prepared to take the crap the community may throw at you, if they don't agree with a decision, and behave in a mature and professional manner?Yes.
Why do you feel you would be a good member of the committee?Easy to be impartial. As a lurker I've been around a while and accumulated zero enemies. I'm not afraid of technical details which is important for a community that is internet based.
I think this might be the better solution:
http://dplogin.com/dplogin/featurevote/feature.php?id=10105
#include <signal.h>
#undef assert
#define assert(expression) \
((void) ((expression) ? 0 : raise(SIGTRAP)))
since 192.168.2.1 is your internet router, you need to port forward the first router 27910 to 192.168.1.1
On the second router, port forward 27910 to the ip address of your server.
Yes I have admin and pass to both routers. I know how to port forward and I have done it correctly. I just hadn't set the port for the server...
what does that have to do with setting the port on the server or the routers?
and When I try to connect by IP it does this over and over...
Well if they don't...you may want to change this:
-----
-----
The way I understand that is that when you make a clan, your clan tag automatically becomes a part of your name...
Steam Source-based games (and I think HL-based) allow a server operator to configure an HTTP download location for maps -- typically, it is some server they control. Even if the server is on the same box as the game server, it is still faster than the speed limits imposed by the game's protocol.
I don't recall if any anti-leeching stuff is provided. However, you could do the following to discourage it:
1) Use a standard file (ie: "paintball2-map-allow.txt") in the root of the HTTP maps directory that determines if that directory is okay for paintball2 in-game map leeching. If it does not exist, it is assumed that it isn't okay.
2) Use a header (ie: "X-paintball2-server-referrer") that includes the ip:port of the server we are leeching a map to play on with. This header would be sent when retrieving "paintball2-map-allow.txt" and map files, so that the server could straight out deny or generate a dynamic "allow" file based on the referring pball server (you could dynamically deny/allow access and block map downloads directly using this header).
3) Have the server respect "paintball2-map-allow.txt" and refuse to give the download HTTP location to clients if the HTTP server does not allow map downloads.
4) The client may need to check "paintball2-map-allow.txt" before a download too, since a game server may lie in order to leech bandwidth (of course, since the client sends a referring header, the HTTP server operator can always manually block requests).
If a map desired is not on the given HTTP server, the client might ask the game server for an alternate location that might possibly have it, then eventually default to the normal map download process if it is unable to complete an HTTP download.
Like HL, you could probably expand this to include all media types.
You might allow for rotation of the HTTP download servers in case for some reason or another there are different sets of maps at different locations, or the server operator feels they need to load balance a bit to allow optimum HTTP download speeds.
#! /bin/sh
# for each $1
# diff $1 $1.old |grep -c '> '
# next
# echo result
echo 3457
#// End of file
By the way
Date Registered: January 05, 2005, 09:25:01 PM
21 post I'm burning the forums up.