Nah, the "we" comes from the fact that there is a team of three ;). Yes, DDoS attacks can be a huge threat and we are definitely taking safety measures at the moment to ensure a DDoS-free service....
Type: Posts; User: indyda
Nah, the "we" comes from the fact that there is a team of three ;). Yes, DDoS attacks can be a huge threat and we are definitely taking safety measures at the moment to ensure a DDoS-free service....
Yes, currently we are using a cracked version of WHMCS. Why? Simply put, server hosting is a big risk and a huge step forward for us from being regular players. The competition in this market is...
Alright, got few updates here for CoD2 specifically. Everything is setup for downgrades for CoD2 which means clients will have the option to downgrade to 1.2 or 1.0.
CoD2 Prices have been...
Our France server is a Kimsufi server which is DDoS protected in general and has unlimited DDoS protection, pretty nice so far.
However, our USA server is located in New Jersey and it's decent for...
Thanks for the suggestions! Server prices should be displayed when you hover over the games in home page or the games tab.
On US dedicated server, we can handle at most ~5-6 servers ( we plan to...
Hey guys! I'm pretty happy to announce that we just launched a new server hosting company called Ares-Servers. We have a variety of games over at https://ares-servers.com including CoD1, CoD UO,...
Yep, I have this custom version up now if you guys are interested. https://github.com/iindy/CoDExtended
Updates are:
- Removed php's weapon reload modifications
- Removed Steam requirement
-...
Tested on CoD1 v1.1
1) Do this: CoDExtended#building (SteamSDK or Duktape not necessary)
2) Replace build.sh with this: http://pastebin.com/P6ZihzcX
3) Run it.
4) ...
5) Profit.
Enjoy and...
Hello, I would like to bring some of new ideas to cod1 community, here's some of my ideas:
* /say message starting with specific character such as $ or ! will be invisible in the chat
* A way to...
It uses no script except, hexediting "ipauthorize" to "ipauthorise". Unfortunately, since, the client won't be able to communicate with the masterserver, player will have no guid or 0.
This is a simple fix I found by editing the binary file. This is NOT tested to work on Cod2 but it has been tested on Cod1, however the fix is the same so it shouldn't matter anyways. If anyone would...