Fine, here ya go [awesome paint skillz warning]:
Beiträge von IzNoGoD
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I have no idea how this is implemented in 3xP, but here's some background on it, with possible causes and fixes:
In case the command polls a readdir() thingy, hdd access times might be the blame for this (fix: cache the damn directory at map start)
In case the command tries to set 64+ cvars at once, a soft overflow might occur (the soft kind of "server command overflow" crash), which will trigger a re-ordering of the messages the server sends to the client
In case the command tries to set 128+ cvars at once, a hard overflow occurs, and the client will crash out with "server command overflow". Same should happen if someone /rcon say s over 128 messages in a single server frame (should disconnect all players with the command overflow)
Fix for the cvar stuff should be just a wait 0.05 between every 20 setclientdvar() calls, or query the amount of messages that the server intents to send to a client and adjust your rate accordingly. -
Cod2 JH:
Cod4 JH:check out my sick new edit!
Can someone tell the guy in the final part that the hitler mustach should go ABOVE the mouth?
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people will say it's photoshoped.
Requesting the same image, but about CJ, not iPhones.
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And to kick it off I'll repost an image from the JH forums:
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Can you all stop with the autistic screeching?
Back to memes.
Signed, the guy that created JH.
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Had some more contact with Atrix and he claims he wrote the script from the ground up, after initially modifying my scripts. So, it turns out this was all a big misunderstanding. Case closed.
I still disagree with him on the general copyrighting of gsc scripts, but that is entirely irrelevant at this moment. -
What was your ping at the time? I've had pretty much everyone I've talked to tell me it's a lot smoother than JH's one. At one point IzNoGod himself even messaged me on Steam about it stating it seemed like I optimised his code (don't know where he got the idea that it was his code in the first place but it gets the point across).
Great, here you are alive. Seeing that you wont respond to my steam messages, but indeed seem to read them, then react to them in public. Very classy move sir.
The idea of you optimizing my code comes from multiple sources, which all lead back to you.
1. :
2. Steamlogs:Zitat
[11-6-2016][15:24:38] atrX: Voornamelijk gewoon als referentie gebruikt, hier en daar zitten er gelijkenissen in en het concept blijft natuurlijk hetzelfde.Zitat
translation: Mostly used as a reference, some similarities here and there, and of course the concept remains the same.Zitat[11-6-2016][15:26:42] atrX: Voornamelijk herschreven, zoals ik al zei, hier en daar wat gelijkenissen maar verder eigen code.
Zitat
translation:Mostly rewritten, some similarities here and there but the rest is my own codeZitat
[11-6-2016][15:27:56] IzNoGoD #afk: is t significant anders dan mijn movement code?
[11-6-2016][15:32:21] atrX: Zou ik zo nu niet kunnen zeggen, is al even geleden dat ik nog naar de originele CoD2 mod's code heb gekeken. Ik neem aan dat er toch best wat verschillen in zitten gezien het een gehele rewrite is.
[quote
translation: does it differ significantly from my movement code?
I cannot tell you that right away, it's been a while since I last looked at the original cod2 mod's code. I take it that there are quite a few differences seeing that it is a full rewrite.[/quote]
So, seeing that it's based on the cod2 mod Kung Foo Man and I wrote, I expect there to be some compliance with the license that went along with it:Zitat
[11-6-2016][15:35:02] IzNoGoD #afk: anyway, er zit een licentie op de code die je gebruikt hebt
[11-6-2016][15:35:12] IzNoGoD #afk: - you may use this script, cannot sell it, you may modify it, but if someone asks for it, you have to give it for free
- no claims if any damage by script
- you have to give modified versions for free
[11-6-2016][15:35:36] IzNoGoD #afk: om t doel van deze licentie ff te verduidelijken: het is niet de bedoeling dat jan en alleman kan komen claimen van 'hey geef me je code'
[11-6-2016][15:36:06] IzNoGoD #afk: het is de bedoeling dat mensen die een surf server hebben dezelfde movement principes hebben zodat de gemaakte maps door iedereen te gebruiken zijn
[11-6-2016][15:37:41] IzNoGoD #afk: en is uiteraard alleen van toepassing op gscZitat
Translation:
Anyway, the code you're using has a license on it:
- you may use this script, cannot sell it, you may modify it, but if someone asks for it, you have to give it for free
- no claims if any damage by script
- you have to give modified versions for free
To clarify the goal of this license: Its not intended to allow everyone and their mothers to run up to you and demand the code
It is the point to "sync" the movement principles across all surf mods so all surf maps can be used by any surf mod
And this license is ofcouse only applicable to the gsc code.
Atrix then makes a good point:Zitat
[11-6-2016][15:39:54] atrX: En waar kan ik deze licentie vinden dan?
[11-6-2016][15:40:04] IzNoGoD #afk: [DOWNLOAD] [CoD2] Surf-Mod
[11-6-2016][15:41:00] atrX: Ah, ja, misschien een goed idee om deze ook op GitHub te zetten, nu is deze namelijk void.Zitat
Translation:
And where can I find said license?
[DOWNLOAD] [CoD2] Surf-Mod
Ah, right, maybe its a good idea to put this also on GitHub, now this license is void
But given that a google search on the git url has a first-page result with the actual killtube thread, I expect anyone to be able to find said license online. Furthermore, a single message to the git maintainer would have cleared all this up way before a full code rewrite. The license been added to the git repo since.
Then 2 days ago i messaged him after quickly trying his mod:Zitat
[12-6-2016][20:16:59] IzNoGoD #afk: en t voelt alsof je mijn code enigszins geoptimaliseerd hebtZitat
translation: and it feels like you have optimized quote somewhat
So, instead of replying to my steam messages, you decide to attack me in public. Well, right back at you.
I'd still like you to abide by the license of the code you admitted to basing your work off. Also, I'd like to have some credit inside your mod, which is severely lacking at the moment. -
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Moving my main node to a different datacenter. Bouncebuilder converter will live on at:
http://builder.jumpersheaven.com
For any questions/bug reports feel free to contact me at:
http://steamcommunity.com/id/IzNoGoD/ -
Bouncebuilder from/to JH had a tad of downtime due to moving MySQL databases to a separate server and my brain forgetting about modifying bouncebuilder files accordingly.
All should be fine again now.
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Mapname too long, cod server is causing issues finding the file (max filename should fit inside the following to be compatible: usermaps/mapname/mapname.iwd shorter than 64 characters, you can cheat 1 character if you only have .ff files, not advised)
Edit: this is only an issue regarding downloading. If you have the files already, then everything works fine.
edit2.0: forgot about the _load file, so usermaps/mapname/mapname_load.ff has to be below 64 chars
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Added a feature: export .cfg to JumpersHeaven.
Easiest way to play a .cfg-based map with your friends.
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Fixed, it went to shit when I cleaned up my webserver config files
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As i already mentioned, then map isnt at fault.
Its simply the engine.
Script_brushmodels do get invisible when you get too far away from the point of origin (0,0,0).
Also we found out that the sky works as portal you know from Portal the game.
If you move them further all the time they wont move randomly,
they actually just disappear and appear exactly at the mirrored position on the other side of the skybox.
(Hence the portal reference).
But i think most people saw this already on custom maps. If someone goes afk while falling into nothing,
despite his view of falling further away from the skybox, he actually gets respawned at the top of the skybox all the time.
If anyone knows how to increase or disable these limitations, that would fix your problem of being trapped
in this "small" sandbox.To be more exact: contrary to cod2 where the entity's origin is stored in a full 32 bit signed integer (-2G to +2G), cod4 stores entity origins in signed 16 bit integers (-32k to +32k). This means that once a player goes outside of the (-32k, -32k, -32k) to (32k, 32k, 32k) box, he wraps around to his_origin&65k. You can clearly see this on some maps where different routes (easy/inter/hard) are positioned a multiple of 65k units apart and you can see the player doing ANOTHER route in your route.
This "bug" affects everything, from playermodels and scriptmodels to playsound and playfx. There's nothing modders can do to stop this aside from using really smart+tricky workarounds of which half wont even work.
So mappers: please try to keep your map inside the 32k mark on all axes.
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Aha, the bouncebuilder.gsc has that conversion part built-in, whereas my database stuff just saves it as-is.
Missed that the first time around.Should be fixed now, although I'm getting some weird results back for stuff rotated around 2 axes, investigating that now
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Already using that, seems to work fine when importing from the database. I might have made a mistake in the reading of the cfg file though, hence my question
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Could you send me your .cfg so i can check it out?
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Ingame:
Radiant:
And compiled (didnt add any lights etc though):
The process of importing has been greatly simplified, took me more time to actually drag the platforms in place ingame than converting+compiling+uploading