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cod4x_server's Issues

stats reset with new update

I had to shut down the server because ever since the new update
player stats are reset and stay that way when they join another non cod4x server
I had too many complaints about that.

Lots of warnings about unknown cvars

When launching the server (and I believe with every map change as well), your console will be spammed with the following:

Warning: WARNING: unknown cvar 'bg_shock_volume_physics' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_autodog' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletimpact' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletwhizby' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_element' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2d' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehicle' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehiclelimited' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_menu' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body2d' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload2d' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_item' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects1' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects2' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon2d' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_nonshock' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_voice' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local2' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_ambient' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_hurt' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player1' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player2' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_music' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_musicnopause' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_mission' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_announcer' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_shellshock' in file 'shock/default.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_physics' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_autodog' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletimpact' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletwhizby' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_element' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2d' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehicle' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehiclelimited' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_menu' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body2d' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload2d' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_item' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects1' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects2' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon2d' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_nonshock' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_voice' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local2' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_ambient' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_hurt' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player1' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player2' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_music' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_musicnopause' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_mission' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_announcer' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_shellshock' in file 'shock/concussion_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_physics' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_autodog' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletimpact' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletwhizby' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_element' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2d' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehicle' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehiclelimited' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_menu' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body2d' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload2d' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_item' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects1' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects2' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon2d' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_nonshock' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_voice' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local2' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_ambient' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_hurt' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player1' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player2' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_music' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_musicnopause' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_mission' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_announcer' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_shellshock' in file 'shock/flashbang.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_physics' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_autodog' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletimpact' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletwhizby' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_element' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2d' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehicle' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehiclelimited' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_menu' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body2d' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload2d' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_item' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects1' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects2' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon2d' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_nonshock' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_voice' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local2' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_ambient' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_hurt' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player1' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player2' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_music' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_musicnopause' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_mission' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_announcer' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_shellshock' in file 'shock/frag_grenade_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_physics' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_autodog' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletimpact' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_bulletwhizby' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_element' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_auto2d' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehicle' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_vehiclelimited' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_menu' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_body2d' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_reload2d' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_item' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects1' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_effects2' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_weapon2d' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_nonshock' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_voice' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_local2' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_ambient' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_hurt' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player1' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_player2' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_music' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_musicnopause' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_mission' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_announcer' in file 'shock/damage_mp.shock'
Warning: WARNING: unknown cvar 'bg_shock_volume_shellshock' in file 'shock/damage_mp.shock'

I'm guessing these are leftover of the client, which of course do not apply to the server. Could these warnings be suppressed somehow?

Compiling mbedtls fails on Linux

So I'm trying to compile Cod4X for myself, but I'm running into some issues.
First of all, we need to add instructions how to compile the libraries. I figured out I have to enter the lib directories in src, so for example src/tomcrypt. Then each lib has it's own way of compiling which is not really... useful...
Tomcrypt seems to compile fine by running build_linux.sh. Mbedtls has a CMakeLists.txt, so I have to run mkdir build && cd build; cmake ..; make. However, it fails at cmake .. with

CMake Error at CMakeLists.txt:135 (install):
  install TARGETS given no ARCHIVE DESTINATION for static library target "mbedtls".

Since mbedtls and libtomcrypt are in practically every distros repo's, it would of course be preferable to compile the system version instead, although I do understand the complications that come from that. This should be fixed anyway. Once it's compilable, I'll update the compilation guide to reflect the new instructions.

GSC funs for pressed player buttons

Similar to if ( self FragButtonPressed() ) ... a function to query all possible player buttons as a GSC function would be nice.

The needed info can be read bitwise from the buttons variable in gclient_t
https://github.com/D4edalus/CoD4x1.8_Server_Pub/blob/0446cdad5bd19dd9d08cb7733965a5cf6c433fb2/src/player.h#L395-L399
decode what bits correspond to what key.

qboolean PlayerButtonPressed(gclient_t* player, uint btnIndex) ... or something similar
maybe also methods for specific keys like PlayerForwardButtonPressed

when finished register the new function as a script command, so it is callable from gsc
https://github.com/D4edalus/CoD4x1.8_Server_Pub/blob/0446cdad5bd19dd9d08cb7733965a5cf6c433fb2/src/scr_vm_main.c#L47-L51

Allow custom maps without requiring mods

This has been a bane in my existance since I started hosting servers.

Currently, if you want to run any custom map, Cod4 requires you to specify a mod, even if it's not wanted. Since I want the stock Cod4 gameplay but with custom maps like ports from MW2 and other games, this is really annoying.

Currently I specify an empty mod folder, and set ModStats to 0 and sv_showasranked to 1. When a player joins, it still looks like the player is starting a mod, as it shows something like mod played: myemptymodfolder on the load screen.

Could (I guess using the client-side Cod4X) an option be added to play custom maps without loading a mod?

Join Leave Log & Admin Actions

  1. Proper dvars need to be added for custom naming adminactions.log and enterleave.log. Useful incase of multiple servers as well.
  2. The log creation and logging behaviour currently is very strange, sometimes it does not create those files, sometimes it creates files. Proper dvars for its enabling and disabling needs to be added
  3. also , these logs to have long guid, nick, ip of both people admins and join leave people

Continuous Integration Deployment

Builds should automatically deploy on github releases when a gittag is pushed. This works fine with appveyor (windows builds), but doesn't work correctly for travis-ci (linux builds). If somebody could provide a working deployment startegy I would appreciate it.

The optimal goal would be to have:

  • automatic builds and a github release on each gittag we make, for example on major releases
  • store the latest build on master in a github release

i'm also open to switch to another (free for opensource) ci service

Issue

Hi so sorry to post this here but i cant find any social media pages for your mod and cant see no other way of getting a forum mod's attention , i have tried registering at the forum and the answer to your question is not working ,added a screenshot so you can see it is entered correctly ,hope you can fix the issue soon cheers !

screenshot_7

Crash for localized files in a mod

I found out, that the actual serverfiles will crash, if you put a localized_<LANGUAGE>.iwd in your mod folder.

The stock linux server files aren't affected.

Serverfiles: fresh download of cod4x_server-linux.zip
Mod: modwarfare with additional localized_french.iwd which contains an empty images folder

Here is the error message

./cod4x18_dedrun: ./libstdc++.so.6: no version information available (required by ./cod4x18_dedrun)
./cod4x18_dedrun: ./libstdc++.so.6: no version information available (required by ./cod4x18_dedrun)
./cod4x18_dedrun: ./libstdc++.so.6: no version information available (required by ./libsteam_api.so)
./cod4x18_dedrun: ./libstdc++.so.6: no version information available (required by ./libsteam_api.so)                                                                                                              CoD4 X 1.8 linux-i386 build 1058 Dec 21 2015
--- Crypto Initializing ---
Testing SHA1 hash function - positive.
Testing SHA256 hash function - positive.
Testing tiger hash function - positive.
--- Crypto Initialization Complete ---
----- FS_Startup -----
Current language: french
Current fs_basepath: /home/test/cod4_testserver
Current fs_homepath: /home/test/cod4_testserver
Current search path:
/home/test/cod4_testserver/mods/modwarfare
/home/test/cod4_testserver/main/xbase_00.iwd (1 files)
/home/test/cod4_testserver/main/iw_13.iwd (265 files)
/home/test/cod4_testserver/main/iw_12.iwd (33 files)
/home/test/cod4_testserver/main/iw_11.iwd (448 files)
/home/test/cod4_testserver/main/iw_10.iwd (230 files)
/home/test/cod4_testserver/main/iw_09.iwd (447 files)
/home/test/cod4_testserver/main/iw_08.iwd (66 files)
/home/test/cod4_testserver/main/iw_07.iwd (34 files)
/home/test/cod4_testserver/main/iw_06.iwd (416 files)
/home/test/cod4_testserver/main/iw_05.iwd (716 files)
/home/test/cod4_testserver/main/iw_04.iwd (765 files)
/home/test/cod4_testserver/main/iw_03.iwd (670 files)
/home/test/cod4_testserver/main/iw_02.iwd (1296 files)
/home/test/cod4_testserver/main/iw_01.iwd (1456 files)
/home/test/cod4_testserver/main/iw_00.iwd (1054 files)
/home/test/cod4_testserver/main
/home/test/cod4_testserver/main_shared
/home/test/cod4_testserver/players
/home/test/cod4_testserver/mods/modwarfare/localized_french.iwd (1 files)
    localized assets iwd file for french
/home/test/cod4_testserver/main/localized_english_iw06.iwd (7 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw05.iwd (1338 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw04.iwd (1730 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw03.iwd (3705 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw02.iwd (3483 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw01.iwd (3181 files)
    localized assets iwd file for english
/home/test/cod4_testserver/main/localized_english_iw00.iwd (2903 files)
    localized assets iwd file for english

File Handles:
----------------------
24245 files in iwd files
execing default_mp.cfg
execing default_mp_controls.cfg
execing default_mp_gamesettings.cfg
execing server_map.cfg
execing q3config_server.cfg
loc_forceEnglish will be changed upon restarting.
loc_language will be changed upon restarting.
fs_game is write protected.
fs_homepath is write protected.
fs_basepath is write protected.
-------- Plugins initialization completed --------
IP: 127.0.0.1
IP: 192.168.122.1
IP6: ::1
IP6: fe80::fc00:ff:fe6d:2917%vnet0
Opening IP6 socket: [::1]:28955 UDP
Opening IP6 socket: [fe80::fc00:ff:fe6d:2917%vnet0]:28955 UDP
Opening IP6 socket: [::]:28955 TCP
Opening IP socket: 127.0.0.1:28955 UDP
NET_Notice: Default address selected for outgoing networkdata is 127.0.0.1:28955
Opening IP socket: 127.0.0.1:28955 TCP
QUERY LIMIT: Querylimiting is enabled
1 lines parsed from banlist.dat, 0 errors occured
][S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
steamclient.so
with error:
./steamclient.so: symbol _ZNSt3tr18__detail12__prime_listE, version GLIBCXX_3.4.10 not defined in file libstdc++.so.6 with link time reference
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll.                                                                                                    Error: Steam: SteamGameServer_Init call failed
Couldn't open nvconfig.dat for reading
--- Common Initialization Complete ---
--- Game binary initialization ---

-----------------------------
 CoD4X Auto Update
 Current version: 1.8
 Current subversion: 15.8
 Current build: 1058
-----------------------------

HTTPRequest: Open URL: http://cod4update.cod4x.me/svupdate/?mode=10&os=linux&ver=15.8
Connecting to: cod4update.cod4x.me:80
Resolved cod4update.cod4x.me:80 to: 188.165.57.239:80

Server is up to date.

begin $init
end $init 7 ms
Loading fastfile code_post_gfx_mp
Loading fastfile localized_code_post_gfx_mp
Loading fastfile ui_mp
Loading fastfile common_mp
Loading fastfile localized_common_mp
Loading fastfile mod
This program has crashed with signal: Illegal instruction
The current Gameversion is: CoD4 X 1.8 linux-i386-custom_debug type 'e' build 1058 Dec 21 2015
File is ./cod4x18_dedrun Hash is: e76abc82f252985f81d51f91062166e97c02948af98b780e5862a564a486344b
---------- Crash Backtrace ----------
   10: .(Sys_DumpCrash+0xe3) [0x207ea60]
    9: .(Sys_SigHandler+0x3c) [0x207eba3]
    8: linux-gate.so.1(__kernel_sigreturn+0) [0xf76ddc90]
    7: .() [0x8206a5f]
    6: .(R_Init+0xb7) [0x208f00f]
    5: .(Com_InitGamefunctions+0x1a2) [0x20270cd]
    4: .(Com_LoadBinaryImage+0x32) [0x2027106]
    3: .(Com_Init+0x431) [0x2027571]
    2: .(Sys_Main+0x52) [0x207f423]
    1: .(main+0x17b) [0x208481a]
    0: /lib/i386-linux-gnu/i686/cmov/libc.so.6(__libc_start_main+0xf3) [0xf73cda63]

-- Registers ---
edi 0x0
esi 0x2
ebp 0xff9051a8
esp 0xff904d70
eax 0x2
ebx 0x8233c7f
ecx 0xff905455
edx 0x0
eip 0x2027d24
-------- Backtrace Completed --------
Received signal: Illegal instruction, exiting...
Server received signal: Illegal instruction
Shutting down server...

"Recieved Stats Although it was not requested from Client" Promod 220 Stock

Hello Everyone,

The issue has been plaguing Cod4x Promod Servers. Promod Used is Stock 2.20 From the Promod Website (official) and No custom maps are being used as well. Issue Persists on both 15.8 and source compiled 15.9 Cod4x Versions. This Message "Recieved Stats Although it was not requested from Client" appears when a map or game-type is changed. There are some things i have noticed regarding this issue :

1- Message appears when changing map by either In-game Adminship or Using Rcon (this bug behaves differently for the cod4x admin system and the rcon system repectively).

2-When using map change command via rcon eg. /rcon map mp_crash, the message does not appear.When using Cod4x Admin System the message appears and clients are disconnected from server

3- After the server has been online for more than lets say 2 days or something, The message appears only occasionaly when using Cod4x Adsys to change map (really weird). Sometimes the message Appears ,sometimes it doesnot.

4- When changing Map using Cod4x Adsys, as the map image is loaded ( The map mp_crash screen or of any other map), flickering of screen is observed by all clients ( people have told me this explicity and i have observed it myself as well). I believe this flickering is somehow related to the recieved stats message as when the server does-not kick clients on map change when using cod4x adsys, the screen flickering on map screen loading also dissapears.This Flickering Issue doesnot happen at map change or gametype change via rcon, but clients nevertheless get kicked when changing gametype only (map changing by rcon is pretty much problem free from this message, i think).

5- Changing maps via cod4x adsys does invoke this message, but when using rcon to change maps there is no issue.In the case of changing gametypes, Regardless of using cod4x adsys or rcon, the message appears

Any Help Regarding this issue would be appreciated. Thank you

Scriptdocumentation

Translate/rewrite scriptdocumentation folder to markup
add information for main_shared

Unlocalized in b3 messages

UNLOCALIZED[Server:message]
the unlocalized is shown in red
in cod4 there are no [ ] bracketing the message

I get the unlocalized in the message when I use rcons say function
on the cod4x server and I do not get unlocalized on just a cod4 server.

I am using the windows version of cod4x

Landing page

@PureTryOut asked in the cuberite forum for help for a nice and neat looking homepage. I decided to do so and after approximately one hour of coding and a bit more of peer-review (mostly by him but also @bearbin, thanks for that) i want to make this public.

Reviews, advices or any notes welcome! (personally I feel like a bit too much color in the download section)

Note: you do NOT have to give a copyright notice on any sheet or something, although a mention in the list of overall contributors would be nice.

Finally, the link: https://schwertspize.github.io
And the repo with the source: https://github.com/Schwertspize/schwertspize.github.io

Ps: not only style advice would be useful, also a bit more text for the various sections would be nice. If someone is experienced with grunt or other preprocessors, it would be awesome if they optimize the page after style review is done (I get 70-90% on Google PageInsight with a standard Apache, but funnily it thinks there is content on the right outside the real screen, this doesn't appear to be on a real device)

Server in LAN mode (violation issues - totally offline mode)

Server running in LAN mode on a machine which has internet connection works fine. If that machine does not have internet connection and server is running on LAN mode, it spams the game Client Consoles with Server Exception Violation errors to ruin the experience unless server is started with machine being connected to the internet.
We sometimes run LAN tournaments and face this issue. Of course default Promod Live 220 is used with it

getSpectatorClient()

script command:
Gets the player that you are following in spectator
following = self getSpectatorClient();

Bots' improvemed movement.

Made it while ago for 1.2 version. I can make it there but it'll take some time for me to disassemble required functions. What do you think? Is it a good idea or not?
Youtube

Move Cod4X to it's own organization, and seperate the plugins into their own repositories

For a project such as this, it's good to have it's own organization. It both looks more professional, and allows more people to manage it's repositories instead of just @D4edalus. Normally you would call this organization just Cod4X, but since that is already taken by those ****, we have to choose something different. Cod4X-mod or something sounds good to me. Do note that you can transfer ownership of this repository to an organization and all issues, pull requests, etc will be taken with it.

It's also better to have the plugins seperated in it's own repositories. This both clears the git history from having changes to files unrelated to the core server, and allows people to work on the plugins seperately. These could (and should) of course be put under the new organization.

SEGFAULT with grsec kernel

Hi all.

I'm tried to work this build on my rig, but i can't. Still searching the solution.

The log is:
[19187201.569415] grsec: From 86.152.7.32: Segmentation fault occurred at 000000006e69747c in /home/sanyi/cod4-rotu/cod4x18_dedrun[cod4x18_dedrun:30057] uid/euid:1001/1001 gid/egid:1001/1001, parent /bin/bash[bash:28385] uid/euid:1001/1001 gid/egid:1001/1001
[19187201.574156] grsec: From 86.152.7.32: denied resource overstep by requesting 4096 for RLIMIT_CORE against limit 0 for /home/sanyi/cod4-rotu/cod4x18_dedrun[cod4x18_dedrun:30057] uid/euid:1001/1001 gid/egid:1001/1001, parent /bin/bash[bash:28385] uid/euid:1001/1001 gid/egid:1001/1001

Assembler vs function pointers

As we know there are some .asm files used to create bodies for some functions using "jmp addr" instructions and to export functions for plugin system. This is working exactly like functors in C/C++. Why not use them instead of nasm? As a profit - a bit faster compilation and less requirements for target system.

Change serverconditions url to point to this repository

When lauching the server you currently get the following message:

By using this software you agree to the usage conditions you can find at http://cod4x.me/serverconditions.html

This url is currently just a link to the thread at the old forum. Since this forum is eventually going to be removed, this should be changed to point to this repository instead (because it's in the README.md).

Add final killcam

I'm not sure if CoD4X will (in the future) also add new .gsc scripts to the base installation, if they change no gameplay mechanics.

If so, I would love to see a final killcam added. A lot of servers (mine as well) are currently already using it but have done so by adding it to main_shared, but it would be great to have this available by default using a simple variable. Since it's a server-side thing, this could be added to CoD4X as well without altering any gameplay. From MW2 and onwards every CoD game has had this feature, and I really miss it in CoD4.

Added to this post is version 2.4 (the non-slowmo version, as that one is really buggy) of the final killcam found on the internet. Since it's released to the public domain, this can freely be used under AGPLv3.

CoD4 final killcam.zip

Core binary

Why not include core server binary inside cod4x server executable?

Log writing path overwritten?

+set fs_game "mods/tests" +set logfile 2 now opens logfile in "main" directory.
Hey, I know about issue with multiple servers, but you have changed default game logic ("you can always find your logs inside fs_game dir"). I don't like it. This may cause some bugs with GSManager or B3 which looks at "fs_game" variable and seek for log there.
Its better to set up some variables to force server write logs to different locations or with different names.

New "official" Cod4X maps

As suggested by @IceNinjaman in #5, it would be a cool idea to turn some high quality custom made maps to official Cod4X maps, possibly provided in the base client download as well.

I make this issue to make a list of maps that are going to be added. Do note that we need permission by the map makers to use their maps as official Cod4X maps.

First a question @IceNinjaman and @D4edalus, do you guys want ports or remakes from other Call of Duty's (like MW2 and MW3), completely custom maps (not from other games), or a combination of both?

Cvar for random map rotation

Currently the game only supports a set map rotation, meaning the order you specify in sv_mapRotation. Would be great to have an sv_randomMapRotation (why is that sv_ in front anyway?), which randomly rotates through the maps in the list.

Screenshot processing

Hey. Recently I tried to make use of the sv_screenshotArrivedCmd. I wrote a python script to extract meta-data from the screenshot and draw it on the picture itself. Script does it's job, however I experience the lag on the server each time a new screenshot has arrived. It's local lag -- not shared between other game servers I run on the same machine (i.e. only server that's processing screenshots at the time is affected). The lag is noticeable even without lagometer on -- server freezes for a moment so players experience teleporting.

Here's short video to visualize the issue: https://www.youtube.com/watch?v=FgIVT6_pOhc (you can see spikes on the lagometer at the moment of console outputting Screenshot for client ... saved to screenshots/...).

Here are my questions:

  1. Have you actually tested this feature? 😏
  2. Is it normal that there is such a huge overhead for creating new process with execv? (I couldn't find reliable source on the net.)
  3. Am I doing something wrong?

More info:
I can provide my script if needed, although the issue exists even with empty python script:

#!/usr/bin/python3
if __name__ == '__main__':
   pass

or this c program 😏:

int main()
{
    return 0;
}

Screenshot Details

More screenshot details should be added in exif jpg, like following:

  • Client IP
    I know some have concern about privacy for server admins and their users since some server admins have publically listed screenshots in real time, so control this saving info by a dvar which by default is off, like
    sv_saveIPinSS 0 and let the server owner decide if it needs to be enabled.

Only allow players with steamid's

Hi guys.
Is there any way to force every player on server to have steam running in the background?
The reason i want that is that i want to ban peoples on server by steamid, not by their guids.
(sorry if my london feels a bit of russian, which is)

About patching WeaponDef XAsset and precaching

As I can see, there is no reallocation for items (aka WeaponDef xassets). But during RE configstring types I have found few functions where used limit to 128 items so If you have patched xasset up to, for example, 256 items - precache will not work and game will throw "item not precached" errors.
I know, that's a common problem for many mods when you can't get more than 128 weapons at the time and it'll be great to see that reallocation. As I know, in usercmds there's field called "byte weapon" so looks like its ok to increase limit to 256.
Also there's a lot of xrefs to these arrays and that's the reason why there's no allocations for now?

My server crashed .. help

Error:
Server fatal crashed
Sys_Error: �G_FindConfigstringIndex: overflow (309): '�laurie.ek'
Player "laurie.ek" was playing in my server.

About cg_hudCompassSize

Hi,
About the patch: I have put in my server the version and I have just known that the comand "cg_hudCompassSize" is limitated at value 1 in the clients configurations, i have just tried to use that command in _globallogic.gsc, with the command self setClientDvars ("cg_hudCompassSize", "1.4" ); however i havent worked, i want to know why it isn´t possible to modificate it, who can i fix the patch Cod4x or force this command for all clients configs.

Thanks for read.

Script function: StrRepl

Hey, while working on #2 I had to test some functions. I found a bug in StrRepl: it returns source string concatenated with result.

Reproduction:

The following code:

source = "Foo bar qux.";
result = StrRepl(source, "Foo", "foo");
self iprintln("Source: " + source);
self iprintln("Result: " + result);

results with:
result

write a how to on setting up multiple servers

  • explain how to use fs_basepath, fs_homepath, fs_game, (maybe fs_cdpath if its working correctly)
  • show how to use the above to prevent duplicating files
  • show how to use the above to prevent interfering logs
  • show where to put custom gsc scripts
  • include an example configuration

Connection Timeout

Hi hoo,
since i installed cod4x i cant play anymore. If i try to join a server the connection-timer counts to 10 and i get a connection error. And pls dont tell me to set the timer to 60 oder higher. If I do this, it counts to 60 and i get the error again.
Is this a general cod4x problem? Btw Im using steam.

greets

IP Redirect Problem

whenever connecting to a server via IP, it will always put me in the same server no matter what. The IP i try connecting to is completely different from the one i join. This also is a problem when watching demos, as cod4x tries using the mod from the server i dont want to join, on an existing demo on a completely different server. Is there any fix for this? thanks

team always auto balance feature?

Hello, I'd like to know if there is any built in team auto balance command feature which will always make sure the teams have equal amount or similar amount of players for a team?

Don't get me wrong, the built in auto balance does kick in some time after if the teams are unbalance but may be mods can manually trigger the auto balance via a command perhaps?

Thanks for your help in advance.

Logfile logging Steamid or nothhing

Just putting here what I did pick up some days ago:
The server logs into logfiles the Steam id but not the player id. For players not having a Steam id its always [I:0:0].
Missing details which logfile. I assume games_mp.log
If someone has details please add.

Clear out buildscripts

Currently, the repository holds 5 seperate build scripts, for 2 different platforms (Windows and Linux). This could be changed back to 2.

build_elf.sh and build_mach-o.sh don't seem to work at all on Linux, and since they are bash scripts (I'm assuming anyway, because of the .sh extension) these are useless. build_updateable_elf.sh seems to be the only correct one, but it's name is a bit vague. Could this be changed to build_linux.sh?

For Windows there are currently 2 scripts: one for official builds with auto updating enabled, and one for manually (developer) compiled builds. It's preferable to have these both combined into 1 script, wich command line options to choose the version. Since most people will be compiling it as a developer build, default should be developer and the official be secondary. ./build_win32.cmd --official seems like a good way to do it.

If requested I could probably look into doing this myself, although I have no clue currently how to compile Windows builds anyway.

Of course using Cmake would be preferable (superior) to all of this, as there would be 1 script that can make build scripts for both Windows (MSVC and non-MSVC iirc) and Linux. It could also handle proper git versioning as well (easy to find out reported bugs: just ask people which build number they use as that will be the latest git commit).

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