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03-29-2007
|  | Server Admin | | Join Date: Feb 5th, 03 Location: tf.voogru.net
Posts: 539
Name: Absolution -V- Hours: 380 Last played: November 4, 2008, 10:43 PM | | Re: New CS:S Server why dont you have someone code up a client mod that isn't detected by vac that issues console commands via a gui menu 
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03-31-2007
|  | Community Regular | | Join Date: Dec 2nd, 02 Location: Ohio, USA East Coast
Posts: 924
| | Re: New CS:S Server Quote:
Originally Posted by Absolution why dont you have someone code up a client mod that isn't detected by vac that issues console commands via a gui menu  | you would suggest that. | 
04-01-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Quote:
Originally Posted by Absolution why dont you have someone code up a client mod that isn't detected by vac that issues console commands via a gui menu  | Well, we could just disable VAC and make our own anti-cheat, but that'll never fly.
The server should be stable now, the serverdoc application was killing it at map change if it took longer than 25 seconds to change the map.
I'm about to throw on some code for the player database. Originally I used to use a "players.db" file to store all information about a player, such as their steamid, how many times they connected, their first name, their last name, the last IP address they used, and in CSS, their bank balance.
No more.
I started to toy with the MySQL again, I used to use MySQL with NSAdmin to load admins & donators, but these queries were done during map change, querying the MySQL server normally would cause the server to "lag".
So I toyed with threads, I've always been afraid of them, and I still am, but what I have now seems to work. It's going to be put on the server tonight for testing. Everything seems to work ok.
Basically, what happens is, someone connects to the server, it gets their steamid, and checks it against the MySQL server. If there is no result, it enters a new row for that player, and then requeries the server to obtain their playerid.
One problem is, sometimes the SQL client (being the srcds server) might lose connection, or the MySQL server is down at that exact time, so what I had to do was cache up any queries that are supposed to be done until the connection to the SQL server is back. For some reason it likes to time out in about 60 seconds, even when I set the options to a 3600 second timeout, so for now I just ping the server every 30 seconds, and if the connection gets dropped it reconnects if it can.
In the event that the SQL server is down for an extended period of time (say, a few hours), I'm not quite sure what to do yet in that case, but this should be fairly rare. Most likely the worst that'll happen is your bank balance and other features that rely on the MySQL server won't work.
I'm gonna be making a page that will show the total money in the economy, the number of players, and the average amount of money a player has in their bank account.
And it'll be live  | 
04-02-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server | 
04-02-2007
|  | Old School | | Join Date: Mar 20th, 03 Location: Ontario, Canada
Posts: 2,133
| | Re: New CS:S Server Next step is to actually populate the server :P
It's been empty or just one or two people with a bunch of bots every time I've connected to it
(I still prefer my good ol' plain CS:S or CS1.6  ) | 
04-02-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Quote:
Originally Posted by Brodin Next step is to actually populate the server :P
It's been empty or just one or two people with a bunch of bots every time I've connected to it
(I still prefer my good ol' plain CS:S or CS1.6  ) | It doesn't fill up on its own, play with the bots until people come along.
I might do some evil things to make it more attractive on the server list, but I need to stop coding misc support functions and make some interesting gameplay mods before I do that. | 
04-04-2007
|  | Server Admin | | Join Date: Feb 5th, 03 Location: tf.voogru.net
Posts: 539
Name: Absolution -V- Hours: 380 Last played: November 4, 2008, 10:43 PM | | Re: New CS:S Server Quote:
Originally Posted by voogru It doesn't fill up on its own, play with the bots until people come along.
I might do some evil things to make it more attractive on the server list, but I need to stop coding misc support functions and make some interesting gameplay mods before I do that. | like send fake players connected?
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04-04-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Quote:
Originally Posted by Absolution like send fake players connected? | There bots.
Now if I could manipulate their pings that'd be cool.
Might even be possible.
The damnned server wont crash now! I've been wanting to update it, but waiting for it to crash. Code: 02:13:49 CPU In Out Uptime Users FPS Players
18.15 0.00 0.00 3131 100 64.24 8 blasted stability, it used to last about 200-300 minutes if I was lucky, turned out it wasn't my code (but it made me find and fix a potential problem).
I'm gonna start putting in a menu system and seperate market for players to spend their new found wealth on.
First thing going on the new market, S.H.E Grenades  (Super High Explosive), prolly $2500 range, 2x range as normal HE grenade, 2x damage as normal HE grenade.
User modifyable weapons is going to be in the future because it's going to be a crapton of work, what I am going to do is make some modified weapons that will be on the seperate market. For example, probably something along the lines of an AK47 with an attached grenade launcher, or more damage. But im thinking of making the unpopular weapons (TMP/Mac 10) modifications first, mostly by increasing damage on them while still being cheaper than AK/M4
I can change the rate of fire of weapons, but for it to look nice I need to disable client prediction for the weapon if I want to make the rate of fire faster, if the ROF on the server is faster then the ROF on the client, the client gets confused and everything goes to hell, appearance wise. | 
04-04-2007
|  | Old School | | Join Date: Mar 20th, 03 Location: Ontario, Canada
Posts: 2,133
| | Re: New CS:S Server TMP/Mac10 kick so much ass as is. Just people don't use them.
You can seriously fuck people up with those guns in CS:S.
hahah | 
04-05-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Just for fun, I have started stats logging.
I still need to make the webpages to view the stats, but any kills are being given credit.
This stats system will contain a LOT more information than HLStats.
1. Stats are only player VS player, you do not get credit for bot kills, bots do not get credit for killing you. When a bot kills you, you take no penalty.
2. Kill stats will contain the following data:
1. The attacker
2. The victim
3. The attackers weapon
4. The victims weapon
5. The attackers weapons (as in, their entire loadout)
6. The victims weapons
7. The date & time of the kill (needed in order to prune old stats after a period of time)
All players who attacked the victim, will also be given credit, you will be able to see who helped attack the victim, how much damage they did, and what weapons they used. You'll be able to tell if they threw a grenade, and finished them off with a deagle.
So, one player may recieve the actual kill, but if another player did 99 points of damage, he'll recieve that as credit, while the killer will recieve the kill, and 1 points of damage credit.
If theres any request for additional features, let me know. | 
04-06-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Fugly stats page for now: http://www.voogru.com/stats/index.php
I had to empty them because of some bugged bitwise operators, but it's all good now.
Once some players have a go at each other it'll update immediatly.
I'm probably going to make the details page show up ingame when your killed, kinda like how statsme would show all of your attackers, but this would be that on steriods now that we can display websites in the MOTD.
For testing reasons I got bots running on my local server, so there gonna be filling up stats for now. | 
04-06-2007
|  | Fharrrest | | Join Date: Dec 26th, 02 Location: Rochester, NY
Posts: 5,021
Name: TheG2 -V- Hours: 95 Last played: September 12, 2008, 9:44 PM | | Re: New CS:S Server And yes, I'll design you a stats page.
__________________ Learn Everything. Regret Nothing
BunnyStew -V-: im leasing your shit with an option to buy | 
04-09-2007
|  | Administrator | | Join Date: Aug 19th, 01 Location: Planet Earth
Posts: 2,716
Name: Spamminator Hours: 474 Last played: November 15, 2008, 6:18 PM | | Re: New CS:S Server Hmm, is it me or do the forums seem to display how much money you have now?  | 
04-09-2007
|  | Old School | | Join Date: Mar 20th, 03 Location: Ontario, Canada
Posts: 2,133
| | Re: New CS:S Server | 
04-10-2007
|  | Old School | | Join Date: Mar 27th, 03 Location: In a Mansion Made Of Boxes
Posts: 5,146
Name: BloodBall -V- Hours: 173 Last played: September 18, 2008, 9:40 PM | | Re: New CS:S Server Is it just me or did voogru haxor his cash?
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