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Messages - Cobo

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1
Cheater Reports and Bans / Re: Creating and Sharing Cheat Methods: DaRkNeSS
« on: February 08, 2008, 03:29:30 PM »
out of curiosity, what exactly does this cheat do?

2
Paintball 2 Discussion / Re: Volume Up/Down Bind
« on: February 03, 2008, 04:00:29 PM »
Yep, using cvar_inc is way easier. I believe I made an example of a volume script using it a while ago.

3
Other Stuff / Re: Good (Free) Animation Programs?
« on: February 03, 2008, 03:43:06 PM »
Hm, isnt silverlight like some sort of web programming platform?

4
General Development / Re: Possible stat server model
« on: January 30, 2008, 03:50:35 PM »
Keep the private servers out of the stats.  That way you don't have some guy running around on his own server stat-whoring.
What I mean by keeping stats for a private server is that someone could just create his own stat-recording app and display them on some website. The global one could just do a yyystatus check to see if the server is private or whatever and keep him out of the stats.

Or just count matches in general.  Who cares about pub stats?  Or keep them separate.
Thats something this could do, since one of its characteristics is that its flexible.
Someone could just write a dpcup stat keeper and schedule matches at a certain time at a certain server.

5
General Development / Re: Possible stat server model
« on: January 29, 2008, 07:39:03 PM »
I really suck at explaining things :P
Also, yeah I thought of that after I made the thread and it does sound a lot better.

6
General Development / Possible stat server model
« on: January 29, 2008, 07:23:22 PM »
So I've been thinking that maybe stat recording for servers could be done through the method of connectionless packets, like the yyystatus command, except it would be specialized for status recording. This way the status recording could be made a lot more flexible, from getting global stats from all the servers that are listed in the server list to recording stats for private servers and such.

Basicly, here's how the stats server would work:

I will refer to the stats server as SS and the game server as CS (client server).

First thing that would happen is that the SS will send a command to the CS that lets him know that we are going to record stats from him, the command could be something like "statsconnect" or whatever. This command will cause the CS to create a 'Message' stack and an unique ID that the CS will send back to the SS. Each 'Message' would contain the information for every event that occurs in the server. Every time an event happens (player A kills player B, player A connects, map changed) a message would be created and it would be pushed into the stack.

The SS will wait for the unique ID and from then it will send this ID along with every command so the CS knows what stack to use.

Now every minute or so, the SS would send another command to the CS, what this command will do is pop all the elements of the stack from the CS and send them to the SS, which would be parsed.

The SS would probably wait for a map change so it can start recording data, this way you can take advantage of the current pop command for getting stuff like client connects or the current map being played, therefore not having to implement other commands that fetch the players or current map.

All that the SS has to do now is pop all the messages from the stack every now and then and its set, the CS would probably need a min and max time limit so it doesnt get abused and the stack can be freed when the SS times out.

So any thoughts? Feedback? Possible changes to the model or maybe even a completely different model? Please post it. I realize that my model isnt perfect, that why I didnt make a feature vote thread, so please post your thoughts.

7
Paintball 2 Discussion / Re: [How-To] DP Login alias..
« on: January 29, 2008, 05:25:45 PM »
Nice, I guess you could also do this through a shortcut.

8
Paintball 2 Discussion / Re: Digital Paintball 2 on PS2-style controller
« on: January 24, 2008, 03:36:39 PM »
I did it with an xbox controller a long time ago.

9
Bugs, Feature Requests, and Feedback / Re: Feature Request: New Modes
« on: January 22, 2008, 09:24:55 PM »
hostage is where you have to hold the hostage and make sure the enemy doesnt eliminate your whole team and try to get the hostage.

siege is where you have to hold the flag and make sure the enemy doesnt eliminate your whole team and try to get the flag.

Maybe im missing something here?

11
Bugs, Feature Requests, and Feedback / Re: Feature Request: New Modes
« on: January 22, 2008, 08:13:06 PM »
What would be the difference between siege and hostage?

12
Other Stuff / Re: C++: A Cruel Joke?
« on: January 22, 2008, 03:25:34 PM »
Meh, whenever I write something I do it on c++, but I rarely use stuff like classes other than the string class. One thing I really love are the vector templates though, makes coding a lot easier.

13
Official Feature Votes / Re: Feature: Zoom function.
« on: January 21, 2008, 08:42:17 PM »
I think setting 90 as the 'zero' fov would be a better idea.

14
Map Graveyard / Re: New Map: Mining Town
« on: January 21, 2008, 08:09:48 PM »
You dont need to pack your Thumbs.db file.

15
Official Feature Votes / Re: Feature: Zoom function.
« on: January 21, 2008, 06:26:59 PM »
Warsow has a pretty cool zoom function. In the menu it lets you decide weather or not you want a key bound to it, then it has a box at what fov you want to use for your zoom.
Im sure something like that could be done with dp's current menu system.

16
Official Feature Votes / Re: Feature: Customizable word/swear filter
« on: January 21, 2008, 02:37:08 PM »
Well, I dont know if this helps, but I made this a long time ago: Customisable server side word filter.
I just changed in sv_user.c at the bottom this:
Code: [Select]
case clc_stringcmd:
s = MSG_ReadString(&net_message);

// malicious users may try using too many string commands
if (++stringCmdCount < MAX_STRINGCMDS)
SV_ExecuteUserCommand(s);

if (cl->state == cs_zombie)
return; // disconnect command
break;
With this:
Code: [Select]
case clc_stringcmd:
s = MSG_ReadString(&net_message);

// malicious users may try using too many string commands
if (++stringCmdCount < MAX_STRINGCMDS)
{
if(strstr(s, "say"))
{
char filter_filename[MAX_QPATH];
char *buf;
int file_len;

sprintf(filter_filename, "%s", Cvar_Get("filter_file", "configs/filter.txt", CVAR_ARCHIVE)->string);
file_len = FS_LoadFile(filter_filename, (void **)&buf);

//if (file_len < 0)
// return;

if (file_len != -1)
{
qboolean keeplooking = true;
char *token;
char *buf2;

// put null terminator at end:
buf2 = Z_Malloc(sizeof(char)*(file_len+1));
memcpy(buf2, buf, file_len);
buf2[file_len] = '\0';
FS_FreeFile(buf);
buf = buf2;

token = text_copy(COM_Parse(&buf));
while(*token)
{
if(keeplooking)
{
if(strstr(s, token))
{
strrep(s, &s, token, "*****");
keeplooking = false;
}
}
token = text_copy(COM_Parse(&buf));
}
}

}

SV_ExecuteUserCommand(s);
}

if (cl->state == cs_zombie)
return; // disconnect command
break;
It's probably not be the best way (and its probably buggy) since I made it a long time ago.


Edit: I just remembered strrep was a function I made but I cant remember where it is...

17
Paintball 2 Discussion / Re: Online server browser updated!
« on: January 21, 2008, 02:28:28 PM »
Love it.
How about adding a function that adds a link to the map name that takes you to the map database?

18
This wasnt a question so everyone could start another arguement let the committee answer or jitspoe please
if only there was some sort of mechanism to send a message to a person without letting everyone know...

19
Cheater Reports and Bans / Re: Please don't ban me.
« on: January 20, 2008, 10:26:35 AM »
lol viper.
From the sounds of it, you crashed at least 6 servers.  The committee felt that was too much to let slide, sorry.
nice bug reporting skills

20
Cheater Reports and Bans / Re: Please don't ban me.
« on: January 20, 2008, 10:14:11 AM »
First, he didnt hack. The word you're looking for is cheat. Second, he was simply creating a custom texture for his map or whatever, and in the process a stock texture got modified by accident (trust me, this happens when you develop something for dp) and for some reason the mod detection didnt appear.
Sure, give him his 8 ban, since technically he did cheat. I just find it funny that you would want to give him a 32 day ban, as if you would win something.

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