Home » Technical Support » Win32 FDS » Server Problem
Server Problem [message #283805] |
Wed, 12 September 2007 08:42 |
volt4000
Messages: 2 Registered: September 2007
Karma: 0
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Ages ago i donwloaded the fds with cloudyserv it worked perfectly. It wasn't needed so i just left it alone.
A couple of months on and i've decided i want to run it again, i load it up and for some reason it keeps restarting. I uninstall EVERYTHING to do with the serv, including cloudy.
I reinstall the fds along with NR and SSGM, configure it all properly (With NO extra files) load it up, and keeps restarting...
[16:15:49] *** Auto starting game. Type 'quit' to abort ***
[16:15:49] Initializing Westwood Online Mode
[16:15:50] Got server list
[16:15:51] Got server pings
[16:15:51] Logging onto European Server
[16:15:51] Logged on OK
[16:15:51] Applying server settings
[16:15:52] Creating game channel...
[16:15:52] Channel created OK
[16:15:52] Server Side Game Manager v2.0.2 with Scripts.dll v3.4.1 loaded
[16:15:52] Created by Black-Cell.net
[16:15:52] FDS DDE channel initialized
[16:15:52] Loading level C&C_Field.mix
[16:15:54] *** Auto starting game. Type 'quit' to abort ***
[16:15:54] Initializing Westwood Online Mode
[16:15:54] Got server list
And so on. So i tried reinstalling again, and i still have the same problem. I am not aware of anything that might of changed. I have uninstalled even Renegade, i've tried extras. i've checked it's not my firewall by disabling it, i checked its not WOL, WOLSPY or Gamespy. From what it looks it's not the bot either, so i have no more ideas.
Sorry for babbling on, but i hope it saves questions.
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/UBniDRCcciI"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/UBniDRCcciI" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
Bye Bye Mourinho XD
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Re: Server Problem [message #381512 is a reply to message #381500] |
Mon, 20 April 2009 11:57 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
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Rathlin1 wrote on Mon, 20 April 2009 12:39 | I got the same problem, but it still seems not to work
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Nice bump.Wow post your own topic.
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
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Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
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ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
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Re: Server Problem [message #381541 is a reply to message #381523] |
Mon, 20 April 2009 13:50 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
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Rathlin1 wrote on Mon, 20 April 2009 15:28 | Thanks and i already post my on topic a while ago. Isn't that just wow!
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Post a new one and I will reply, or bump that one?Well at any rate you are the guy in my signature
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
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Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
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ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
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