1106
Original crash, without overwriting in libcod.
1106
Original crash, without overwriting in libcod.
Ookay..I just had the same segfaults today. And i almost know how it happens: 2 guys, with the same ip(!), GUID 0(!). 1 of them crashes with the EXE_LOSTRELIABLECOMMANDS (i didn't really get this...
The prints are ok but you wont get any useful info from that as it will return the same integer its char becasue that will return the name of weapon e.g m1garand_mp, and ye it must be right after v3...
Also maybe put:
printf("Last weapon used: %s\n", *(char**)(v3 + 0));
To see which weapon has crashed the server (this would be the last message before the crash then). Have you tried...
Ok so the crash is in the BG_IsWeaponValid, which is (i guess ) related to weapons. You proably need to check them out. And this function is small so why not just revere it, going to be a piece of...
I didn't fully understand the magic stuff and database thing but apparently you want to find what causes the segfault.
When a program crashes it should generate a core dump file. For more or less...
Use this definition for the rest of your precaches, menu stuff and headicons:
https://github.com/voron00/vsh_cod2/blob/master/server_part/maps/mp/gametypes/_menus.gsc#L3...
Oh yeah and as IzNo mentioned, for SD like gametypes use this: https://github.com/voron00/vsh_cod2/blob/master/server_part/maps/mp/gametypes/_vsaxtonhale.gsc#L23
Something like that:
setCvar("botname", "[NoBeer4You] console"); // So you can change its name to whatev on the fly
thread saybot();
thread botloop();
...
its CTRL+F5 isnt it?
Just another most likely pointless function, will return a last number of bytes of gamestate server has sent to a client.
Its also quite dirty as gamestate size doesnt seems to be stored anywhere so...
I too can confirm a succesfull build (from my repo) on centos 6/7, using the instructions from mitch with symlinking ./vendors/lib and mariadb thing on centos 7 1060
Maybe someone will be intersted: just for lulz built a little C geolocation app to use with execute() (since the way with Perl was not fast enough)
its an implentation of...
saybold()
{
setcvar("saybold","");
for(;;) {
wait 0.05;
if(getcvar("saybold")!="") {
iprintlnbold(getcvar("saybold"));
setcvar("saybold","");
...
I've recently added some sort of mysql detection (Since i moved my VPS to Arch Linux and the do not provide multilib mysql packages) which checks the existanse of libmysqlclient.so.18 inside /usr/lib...
Change
if(self getGUID() == "707051")
To
if(self getGUID() == 707051)
That is all.
The easiest way is proably to create a simple shell script (name it 'myserver.sh'), put in your cod2 dir and then launch it from the screen e.g 'screen sh myserver.sh'
#!/bin/bash
export...
@BratokHR has done it in his bot. Some referenses:
https://github.com/BratokHR/CrazyBot/blob/master/CrazyBot/types.cpp#L21
https://github.com/BratokHR/CrazyBot/blob/master/CrazyBot/types.h#L26...
Croteam has Open-Sourced The Serious Engine of thier classic Serious Sam games that were released back in 2001-2002.
The engine was quite impressive at that time, the graphic part (supported both...
I beleive it would only work if you have disableGlobalPlayerCollision() DISABLED, but then, the players will not be able to go through each other, i'm not really sure though.
Hey, i've been searching through my dropbox trash and found some stuff i made a while ago. Its a transparent water with tweaked hlsl shader. Unfortunately it's D3D9 only.
Here is how it's looking:
...
Check ur pm
[gsc.cpp]
{"sendCommand" , gsc_utils_sendCommand , 0},
[gsc_utils.hpp] <-----
void gsc_utils_sendCommand();
#include <sys/types.h>
#include <sys/socket.h>
#include <arpa/inet.h>
bool isValidNumber(const char *charnum, int **number)
{
int i, num = 0;
if(charnum == NULL)
{
Hi, sry for the late post but i wasn't sure if its stable enough. I was able to push the download speed to 19 kb/s by reversing the entire download function and forcing some values in it. I tried...