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Type: Posts; User: Mitch

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  1. You don't need any extra rate limiting iptables...

    You don't need any extra rate limiting iptables rules in combination with libcod's builtin rate limiting.
    I don't know which new features you are using from damage99's libcod branch.
    But It isn't...
  2. You could cache the stripped player name with...

    You could cache the stripped player name with this callback and on connect:



    CodeCallback_UserInfoChanged(clientNum)
    {
    oldname = self.name;
    name = self get_userinfo("name");

    self...
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    There is a patched version of 1.3 that solves the...

    There is a patched version of 1.3 that solves the black screen issue: https://cdn.discordapp.com/attachments/825622671172829184/877008965496623164/Call.of.Duty.2.Custom.Patch-LuKeStorm.rar
    I haven't...
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    openfile is a stock function that only reads in...

    openfile is a stock function that only reads in the scriptdata directory.
    You should look into the fopen, fread and fclose functions.
    The documentation is missing these functions.
    ...
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    1) Basically every hardware RAID card comes with...

    1) Basically every hardware RAID card comes with another kind of interface?
    I guess, yes. It is same as BIOS/UEFI motherboard setups.
    I think the steps are the same.
    ...
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    See the manymaps thread

    See the manymaps thread
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    No, because you are not supposed to download any...

    No, because you are not supposed to download any non iwd files.

    And the current libcod uses voron's custom_SV_WriteDownloadToClient function...
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    I would recommend using a hardware RAID...

    I would recommend using a hardware RAID controller for duplicating your OS with RAID 1.
    With a hardware controller you have these benefits:
    - OS doesn't know about the underlying disks including...
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    Create a shortcut to cod2mp.exe and change the...

    Create a shortcut to cod2mp.exe and change the shortcut target to:

    "path_to_your_cod2_and_mp_exe" +set dedicated 2 +set fs_game yourmodsfolderhere exec server.cfg +map_rotate

    fs_game is one of...
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    - Are those all avaible build-in functions,...

    - Are those all avaible build-in functions, natives, server variables? - https://znation.nl/cod2script/
    The cod2 + libcod documentation only contains functions and player/entity methods.
    All cod2...
  11. Thread: Console script

    by Mitch
    Replies
    3
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    6,092

    You can do this via GSC scripts: With libcod:...

    You can do this via GSC scripts:

    With libcod:
    https://killtube.org/showthread.php?3153-callback-RCON

    Without libcod:


    level endon("intermission");
    setCvar("customcommand1", ""); // can be...
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    The cs 1.6 status or info messages look like...

    The cs 1.6 status or info messages look like spoofed messages to the cs server and amplified back to your server.

    https://www.gametracker.com/server_info/93.191.11.214:27026/...
  13. The function 'setPlayerModels()' precaches and...

    The function 'setPlayerModels()' precaches and sets which model are used for which team (global initialization).
    The function 'model()' is run on the player and determines which model is used.

    So...
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    A basic filter to select the one of closest...

    A basic filter to select the one of closest models from the list.
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    Yes, I work sometimes on the docs when I got the...

    Yes, I work sometimes on the docs when I got the time for it.
    Currently there are quite a few libcod functions missing, but first I want to check and remove stock functions from CoD4 and add the...
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    Static model functions

    Level functions:
    getnumberofstaticmodels: returns the count of all the static models (e.g. classname "misc_model")
    getstaticmodelname
    getstaticmodelorigin

    Example code:


    onSpawnedPlayer()
    {
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    You can read the clientcommand callback...

    You can read the clientcommand callback documentation here: https://killtube.org/showthread.php?1201-Extension-Player-Command-Control-(includes-CHAT-Control-for-Builtin-B3!)

    Note: fixChatArgs is...
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    What about these files? ...

    What about these files?

    https://killtube.org/showthread.php?3093-hide-and-seek-mod&p=17478&viewfull=1#post17478
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    A 64-bit compiler doesn't work, because CoD and...

    A 64-bit compiler doesn't work, because CoD and the mysql dll are both 32-bit.
    Therefore the weird errors.
  20. Thread: Trigger load bug

    by Mitch
    Replies
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    90,010

    I guess a trigger limit (all variants). After...

    I guess a trigger limit (all variants). After this limit you get undefined behaviour like in your video.
    At how many triggers does this behaviour start?
  21. Thread: Trigger load bug

    by Mitch
    Replies
    14
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    90,010

    When you check the open .map source with a text...

    When you check the open .map source with a text editor and search for all lines starting with: "classname" "trigger_
    Are the triggers that don't work/inactive the last ones in the file?

    Edit: Are...
  22. Thread: Trigger load bug

    by Mitch
    Replies
    14
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    90,010

    Maybe you can combine multiple triggers (with the...

    Maybe you can combine multiple triggers (with the same functionality) as one entity.

    E.g. you have 3 minefields.
    Remove all triggers, select all of them and create one trigger.
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    Which functions, addresses and offsets are you...

    Which functions, addresses and offsets are you currently still looking for?

    Edit: maybe comparing CoD1 with UO is easier.

    https://github.com/riicchhaarrd/CoDExtended

    Edit 2:
  24. Replies
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    In CoD2, I look for a text close to a function...

    In CoD2, I look for a text close to a function that uses the player client address and then find the same text in other versions.
    This might work depending on much difference between 2 and UO.
    ...
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    The segfault message points to this function: ...

    The segfault message points to this function:


    BOOL __cdecl BG_IsWeaponValid(int a1, int a2)
    {
    bool v2; // bl
    bool v3; // cl
    int v4; // eax
    BOOL result; // eax
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