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Posts posted by URA
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I've set it up on this server 70.86.157.250:29999
I know there is a command line way to tell the server to not check CD keys but I can't remember it.
I don't think there is anyway to turn this off on the dedicated servers

The game client itself is trying check the cd-key before attempting too connecting to the game server and defaults to false
(this is another reason why I like CJ, its done by the game servers and defaults to true if something went wrong).Thought this would happen so I went ahead and dug up the source
I just made a mod called LivesForever- Both the server and clients must use run it, just like any mod to by-pass the *dead* master server.
***You must still use Join-by-IP tool/Batch Files/Gamespy.
Test it:
If there's no probs go ahead and upload it to your server.
Link:
http://hosted.filefront.com/ElZerro/

If you have problems running a dedicated server, there are quick ways around it (ie run as LAN game, then edit the LANONLY feature in the server profile).
Cool! And I was about to unpack a clean v1.3 source and patch it up

Weapons-05 is now patched as well (no installer atm. the NSIS script is gone along with my 2nd HDD
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Hmm running the script (In a webbrower) bring up the server in a table. Or did you have a different way to run it?
Yes, in a web browser.
I even opened the tmp folder I created to 777 for permissions.Would the script take a unc path?
I don't know, but this is how I have mine setup:
tmp/ (777, 755 also seems to work too)
servers.php
_mysql.php
_functions.php
For file paths:
tmp/dm_names.txt and ./tmp/dm_names.txt work on my host.
/tmp/dm_names.txt and //tmp/dm_names.txt don't work (maybe places files at system /tmp
)../tmp/dm_names.txt places the file outside of the http directory
I added some output if the server can't open/make/write files.
v1.0a - Added 20 if statements to all fopen's and fwrite's
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URA I set up the tables in the database (it's remote) (the database shows the server present)
The server says it's reorting to my host (I added your host as [url2]
The server reports that it's only connected to my host though.
ATM. [url1] is the only option being used, but the next step is to support all servers defined.
It doesn't seem to be writing to the tmp folder I setup on my host either. (I gave it the path to the host tmp folder in the servers.php)Ideas?
The server that I have the new nolf2srv.exe running on is 70.86.157.250:29999
Maybe the script can't find the directory? Did you try setting up a new directory (e.g., /servers)?
It works for me in XAMPP and on my host, also running the script directly will try to write all 10 .txt's (I forgot about 2
) and display any servers in the database. -
If you can code it URA I'll host it

This seems to work

URA's NOLF2 Server Beta 1
Added libcurl support (7.15.1-msvc-win32-ssl-0.9.8a-zlib-1.2.3)
What it does: It sends basic server data to a web server defined in servers.txt at startup and sends the port number at shutdown. Other than that, it is the same as the default NOLF2Srv.exe.
What it sends: Port number, server name, game type, mod name and max players.
Includes Join_by_IP tool
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URA's Servers.php v1.0
_mysql.php - MySql database to connect to.
_settings2.php - A striped down version from WebSPELL CMS
servers.php - Adds/removes servers and writes 8 .txt files to tmp/ (used for Join_by_IP tool)
servers-ins.php - Sets up table (game_server_ip) in the database defined in _mysql.php
Fell free to modify servers.php

Note: server-ins.php should be deleted after setting up game_server_ip table.
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Makeshift master server idea, I came up with most of this the other night half asleep

Game servers (1)
Batch file launches .exe asking for server port number and maybe other details (mode, mod, rules, etc.)
.exe post port and user data to .php server
Batch starts server.exe
Batch launches new .exe when server shuts down that posts port number to remove from database at .php server
Game servers (2)
Make a new server.exe that post this data at startup/shutdown and maybe heartbeat data every few mins to renew server status and/or keep the server from getting removed by an auto clean up script at the master server.
Client (Join by IP Tool)
Download server list from make shift master server.
Query all listed servers (GSInfo and GSList has source code that maybe useful).
Select and join.
Master server (PHP/SQL based)
Recive post data from servers, use IP from packet, port and other info from post data.
Add IP, port, mode, mod, ect. to database.
Remove servers from database in remove script by IP from packet and port from post data.
Maybe an auto clean up script...
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I SAID: I deleted all other mods and rez files.
I wasn't referring to mods and there .rez files, you can have as many mods installed as you want (I have around 20 installed atm.
). I was referring to maps and mappacks in Custom\Resources, there you should have 8 or less .rez files.You can also check "launchcmds.txt" too see if your game is trying to load too many .rez files by counting all the '-rez' commands. The 19th '-rez' command is the last one that the game will load and the rest will be ignored. Mods are always the last to load and therefore it must be the 19th command or lower.
If this is not the problem, you can try the mod without the addons merged, running MergeAddons.bat will delete Weapons-05-Addons.rez and restore Weapons-05.rez and all other addons from the backup folder.
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I deleted all other mods and then installed ur mod again, Weapons-05-Addons.rez is in Custom\Mods\Weapons-05, the title in game says v1.3 - Weapons-05

Ill try it manually then...
Then maybe there are too many .rez files in your Custom/Resources folder, the max should be around 7 or 8...
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It doesn't work for me
I tried to join your DM server but it keeps saying diffrent mod... I have 3 folders in my mods folder... so can't be the too much rez files error... :S I enabled the mod in the starter, but when i search servers I can only join retail servers...
If the mod is installed and enabled, in the lower right hand corner of the title screen, it should say: "v1.3 - Weapons-05::URA 2008".
If it says: "v1.3 - Weapons-05", then the mod isn't loaded, most likely due to too many .rez files in Custom\Resources or not installed properly (check if Weapons-05.rez or Weapons-05-Addons.rez is in Custom\Mods\Weapons-05).
And if it says: "v1.3 - Retail", then the mod isn't enabled or installed.
If it still doesn't work, try reinstalling it and use the default install path

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Weapons-05 Release:
- New stuff
Jetpack (key binding must be setup in Options/Controls)
Widescreen display support (some menu items run off screen)
- Mod stuff
Score sounds (optional)
SpyVision performance tweaks
Combat SpyVision mode, requires the Jetpack
Anti cheat updated (Anti Reload-hack added, thank you =NS= Agent-224 for hack info)
Modified RPG-7 rocket texture color
RPG-7 reload sound
Custom Function key chat keys
Custom chat sound keywords
Chat line sound/music player
Added jetpack spawning cheat (flyboy)
Added weapon spawning cheat (shootme + weapon name OR index)
Added ammobox spawning cheat (giftbox + ammo name OR index)
New Beretta HH model with attached silencer
Enabled host/scmd cheats: baddaboom, flyboy, shootme, giftbox & rosebud
FOV override (Shift+Home)
Badword filter (needs to be setup in keywords.txt)
- Anti cheats
reload, aim and lean hacks added
- Fixes
Fixed D3D8 anti cheat bug
Please check the readme for more.
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Coming soon: Weapons-05
NOLF2 in widescreen:
- New stuff
Jetpack
Widescreen display support (some menu items run off screen)
- Mod stuff
Score sounds (optional)
SpyVision performance tweaks
Combat SpyVision mode, requires the Jetpack
Modified RPG-7 rocket texture color
RPG-7 reload sound
Custom Function key chat keys
Custom chat sound keywords
Chat line sound/music player
Added jetpack spawning cheat (flyboy)
Added weapon spawning cheat (shootme + weapon name OR index)
New Beretta HH model with attached silencer
Weapon and jetpack spawning cheats
Enabled host/scmd cheats: baddaboom, flyboy, shootme & rosebud
FOV override (Shift+Home)
Badword filter (needs to be setup in keywords.txt)
- Anti cheats
Reload, aim and lean hacks added
- Fixes
Fixed D3D8 anti cheat bug
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Mine: 0044-3327-0596

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Contract Jack mod, Weapons Test #9
Kitty's and banana's are now easier to kill (ammo hack)
Modified RPG-7 rocket texture color
RPG-7 reload sound
Custom Function key chat keys
Custom chat sound keywords
Fixed D3D8 anti cheat bug
Chat line sound/music player
ModFinder v1.01-CJ
Should make downloading and installing future mods (and maybe mappacks too) much easier. If you don't have WeaponsTest09 installed, you can use this to download and install the mod.
This is an improved version of the NOLF2 updater that me and Spawn were working on.
URL update
My site is now located here: ura.exofire.net
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Could it be that u mistakenly rezzed a modified mpweapons.txt of your experiments with your weapon mods?

Close, very close... I was experimenting with customrez.txt a few days ago and my server was including my weapons mod

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This could work, I don't know

Anyways, whenever I try to run this mod (without the above file), I keep getting kicked from my own server and I find this in the console:
** URA (XXII) kicked for invalid mpweapons.txt! **
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I prefer doing it the old fashioned way. Just extract all map files and then put the resources together in the corresponding route trees. Then re-rezing the entire thing as one rez file using windows cmd and opening Lithrez.exe. It's direct and pure. Less chance of Windows or anything else effing it up.
I prefer Lithrez too, but WinRez, RezMerger and Lithrez have about the same chance of windows messing up the .rez as me winning the lottery
(ok, windows has better odds...).In Weapons-04's installer, I included a batch file (BatchRezV1.bat) that will try and merge all .rez files in the resources folder, that is, if it can find lithrez

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I've put up CJ servers periodically. If it were to get more use I'd leave it up more. (I just put it up FYI)
Thank you very much

I see it's also running Pegasus-mod
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So you're saying the AK-47 in CJ is more precise than the NOLF2 one while it therefor does less damage than in NOLF2?
Yes.
Well that explains it! When shooting in NOLF2 i never hold down the trigger until the clip is empty but shoot 3-bullet salvos. I guess that keeps the perturb at a comparably low level and combined with the higher damage i manage to kill way faster with the AK-47 in NOLF2 than with the AK in CJ.If your standing still, then yes the perturb will be very low (my guess, about 25 after the 3rd shot?), but if your walking/running the perturb is much higher, but we all know this from the state of are crosshairs. CJ's AK-47 is about 33% weaker and 400%~600% more accurate than NOLF2's (I find this to be a good trade off).
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Correct me if I am wrong, but I thought the AK especiall is more powerfull than the 1 in NOLF 2... or maybe that's only in SP part of the game?

As for the nanas, with kittycat mode you can have all the nolf 2 weapons, if I am right.

WeaponsTest08d (and 08e) contain the Tulwar, Shuriken, Banana, Laughing Gas Grenade and Kitties from NOLF2, I've also imported a modified version of the Flame thrower mini welder from one of Neo's mods.
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Yes it has many improvements over NOLF2, that's true. But i think the main reason why people prefer NOLF2 to CJ is cause CJ is missing items like: bananas, sleep- and stunnades, beartraps and the utility launcher.
CJ has stun grenades (flash bangs), but there next to useless. Kitties, banana and bear traps don't work to well with CJ due to autopickup and something else that breaks vector weapons from destroying those type of traps, only explosives work on them
Furthermore some of the weaponsounds of CJ simply disturb me. The AK for example sounds way better in NOLF2.Some of NOLF2's fire sounds sound a bit muffled to me
Me, I like CJ's updated sounds better.Last but not least i think the whole damage you do with weapons in CJ is somehow bad. Takes ages and tons of ammo until you manage to kill someone. Yesterday i needed more than 2 rounds to kill someone or 2 headshots with shotgun. In NOLF2 you can kill with 6-10 bullets from the ak.The weapons in CJ where tweaked a good bit from the min/max perturb to the addition of an effective range (but at the cost of ammo damage). I'll add more to this near the end of this post.
Actually that's pretty common in NOLF2 as well...that happens to me every time I join a European server.What I can't get past about CJ is the crappy weapon change scheme. Unlike NOLF2, when you scroll through the weapons menu you automatically change weapons when the selection hits the weapon it's on. So when you scroll through, you are constantly changing weapons until you get to the one you want. This makes it nearly impossible to switch between the selected gun and the previous weapon with a button.
I never found a way to turn that off either, so I don't think there's a way around that.
No, there is no way to turn this on/off, but CJ's fast weapon switch could have been far worse than it is (like Mob Enforcer's).
There are pros and cons to both systems, in NOLF2, you can select and choose what weapon you want and set the last weapon with ease, but you must confirm or cancel the weapon chooser before you can fire again and this can leave you open.
In CJ, you can select weapons faster since there is no need to confirm or cancel the weapon chooser allowing you to get back to shooting much sooner, but setting up the last weapon can be more difficult and also allows other players to hear you select/deselect the weapons in between.
Well that's just partly true. There is this sound that shows you that you have hit your enemy and in NOLF2 no matter if with low or high ping i hear it max 10 times before the enemy falls down (in case i aim very bad and only hit the chest or smth), but yesterday in CJ I emptied my whole ak clip into the body of my enemy probably hitting every 2nd bullet and still i needed another clip to take him down, although (like i said) i was hitting him pretty much all of the time. And some months ago, can be years too, i remember having shot at some player who was afk with a shotgun from point blank range and straight in the head, but it still took 2 shells to take him down
As I said above, the weapons have been tweaked, a good example: NOLF2's AK-47 min/maxperturb is 20/60, CJ's AK-47 is 5/10 and CJ's shotgun is also 45/45, so if you where to unload your AK magazine in NOLF2, it's shot pattern will be wider than CJ's shotgun shot pattern.
Below is a list you can compare 4 weapons from both games (values on left are NOLF2 and right is CJ):
AK-47 - MinPerturb 20/5 - MaxPerturb 60/10 - Range 100000/100000 - EffectiveVectorRange NA/4000 +7.62x39 fmj +- InstDamage 30/20 +7.62x39 phos +- InstDamage 30/20 +- ProgDamage 5/5 +- ProgDamageDuration 5/2.5 Shotgun - MinPerturb 35/45 - MaxPerturb 100/45 - Range 100000/100000 - EffectiveVectorRange NA/500 - VectorsPerRound 5/6 + 12-ga shot +- InstDamage 30/20 + 12-ga explosive +- InstDamage 50/20 +- AreaDamage 35/14 +- AreaDamageRadius 100/70 Silenced Sterling - MinPerturb 20/5 - MaxPerturb 40/5 - Range 100000/100000 - EffectiveVectorRange NA/2500 + 9mm fmj +- InstDamage 20/15 Sniper Rifle - MinPerturb 0/0 - MaxPerturb 60/0 - Range 100000 - EffectiveVectorRange NA/100000 + .308 fmj +- InstDamage 120/120
Hey setting up times and such would be a great idea, and getting the maps and all patchs in a easy location would be very good,I agree with this idea.
On my page (ura.ur.funpic.de) is where most of my latest mods can be found (up to WeaponsTest08d, I never got around to adding 08e). TP555 hosts a few large mappacks (total of 415mb), but has limited bandwidth. I have 1.57gb installed.
Maybe unity or spawn could add a page just for this,also I am a web designer and could very easily put something together a site for times and easy links to the downloads,
maybe where all links lead back to these sites, (not hot linking) just pointing people where to go.
Server updates, new servers, and so on , a site just for C.J.
what does everyone think?
ALso I noticed in in the weapons test a cat? what is this cat and what would one do with it other then shoot at it for meoing the whole time?

The kitty is from NOLF2 with the addition of the nice kitty ammo (a slower moving glue kitty
), but this new ammo adds a "kitty mating bug"
Again this kitty is one of the reasons why i prefer nolf2 to CJ. If i want to play a "serious" FPS i go play Battlefield or smth. But with that NOLF2 like engine (CJ) i expect a fun game like nolf2 with many nonsense gadgets (explosive kitty, banana, beartrap, gluegun)
Yes, NOLF2's gadgets add a very fun component to the gameplay, but on rare events, other players can ruin any fun with spawn kitties/tags or by accusing others of cheating/glitching/hacking when there banana on the stairs didn't work or by jumping out of glue/bear traps... now I'm just ranting

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atleast unlike nolf2 there is never someone playing the few times i check for active games or they play in a locked server ^^
Yes and no... I've seen empty servers in NOLF2 too, but not as often. Before writing this, I found 3 servers up in CJ all with players (2, 2 and 4) as of now, 1 server with 3 players.
BTW, I've seen similar statements made about FEAR and NOLF2
edit: just played a round cj-deathmatch
... 3 players including me. Me and that one "Asesino" guy having a "normal" ping around 140, that third guy "daswad" having a 650 ping or smth, playing on some "Ura funpic de server" (or smth similar) ... It's sad that this is the only server in CJ and it's even lagging terribly. 2-3 Mins all fine, then everyones pings going up to 8000 for like 10-15 seconds.. nice .Yes, it's sad that the only servers in CJ are running on home PC's via Cable or ADSL most of the time. My server (the ura.ur.funpic.de server) is far from perfect, it connects via 802.11b > 2 routers > Cable and also shares the line with VoIP, but I'm blaming my WiFi drivers/windows for the unstable pings.
Seeing that you few left over CJ'ers should rly consider changing over to NOLF2, especially cause there isnt much difference in playing it.If thats the case, then why don't more NOLF2'ers play CJ? CJ has many improvements over NOLF2 (minor and major) that range from fewer map 'glitch's' to a more reliable master server.
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i guess "unique" players means players with different names? ^^ In that case stats like that would apply to a month of playing for me, if u get my point

Yes, I get your point, sorry but no, unique players = total number of unique IP address's. Too bad that this method isn't very accurate since most players have a dynamic IP, a more accurate method would've been to count the unique CD-Key hash's that are passed to the server

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Basic stats:
Running Time: 8d 20h 42m 30s (Jan 22nd - 30th)
Peak Players: 8
Total/Unique Players: 610/238
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I can think of about 10 - 12 regulars ATM (my guess at a peak avg: maybe 5), but I don't know how many would use it... but it always helps

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My mod Weapons-04, has a spectator mode named "Free cam mode", hit F12 to enable it on the respawn screen. You can also disable the HUD with F11 at anytime during normal game play.
Also, Dan made a spectator mod at The site that shall not be named.

It Just Closed!
in NOLF2
Posted
Yes, there is no command line mod support in the original server .exe, I only added http post at startup and when the stop server button is pressed.
Mods are loaded from the registry string HKEY_LOCAL_MACHINE\SOFTWARE\Monolith Productions\No One Lives Forever 2\1.0 SelectedMod
I'll be hosting a server for a few hours with Weapons-05a loaded, point Join_by_IP to: http://ura.exofire.net/tmp
I also added myself to http://sficlan.net/nolf2servers/tmp but the files aren't refreshing