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The Wizard
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Post subject: Re: dproto [0.4.5] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 04:02 |
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| Beginner Без звания |
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Joined: Sunday, 07 Dec 2008, 16:39 Posts: 2
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so with 0.4.5 i don't need xds_opt anymore?
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Poofila
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Post subject: Re: dproto [0.4.5] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 04:58 |
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Joined: Monday, 22 Mar 2010, 04:54 Posts: 2
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А куда сохраняются логи dproto, если я выбрал 2 или 3. И если я выберу 0, логи сохраняться не будут?
And where logs are stored dproto, if I chose 2 or 3. And if I choose 0, the logs will not be saved?
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just75100
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Post subject: Re: dproto [0.4.5] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 10:59 |
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Joined: Wednesday, 07 Oct 2009, 10:54 Posts: 5
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UTF8 Chat/Nicknames support completely removed (will add it to another plugin) (will add it to another plugin) Where?
-- Edit --
UTF8 Chat/Nicknames support completely removed (will add it to another plugin)
(will add it to another plugin) Where?
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Crock
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 13:23 |
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| Forum ghost Местное привидение |
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Joined: Tuesday, 09 Dec 2008, 17:46 Posts: 268
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just75100 wrote: (will add it to another plugin) Where? "Where?" - "in another plugin" "When?" - "when it will be ready" Poofila wrote: And where logs are stored dproto, if I chose 2 or 3. And if I choose 0, the logs will not be saved? dproto does not have its own log files. It can write logs to server console (1 or 3) and in HLDS's log files (that stored in <gamedir>/logs directory) (2 or 3). If you choose 0, dproto won't write any logs at all (excluding important messages that always logged both in console and log files). The Wizard wrote: so with 0.4.5 i don't need xds_opt anymore? Yes. dproto updated to 0.4.6.
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elementpz
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 13:50 |
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Joined: Tuesday, 24 Mar 2009, 18:37 Posts: 18
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enjoy)
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 14:52 |
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Joined: Friday, 12 Mar 2010, 23:33 Posts: 2
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If you put dproto the server machine is already visible in the search or the need to prescribe setmaster'a?
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just75100
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 15:32 |
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Joined: Wednesday, 07 Oct 2009, 10:54 Posts: 5
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- ValidInfoFields_Engine = \name\bottomcolor\topcolor\model\password\cl_lc\cl_lw\cl_updaterate\cl_dlmax\rate\*hltv\hdelay\lang\_pw
The current version does not have this set up? AMXX total password settings can not be I have very bad English  thx
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maslyak
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 15:44 |
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Joined: Saturday, 16 Aug 2008, 20:09 Posts: 36
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Crockwhat does this mean - [DPROTO]: BS_Probe_LDyn: OK
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Pavel4o0o__
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 16:15 |
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| Beginner Без звания |
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Joined: Sunday, 21 Mar 2010, 11:00 Posts: 6
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CrockThanks for update 
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La_Vladimir
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 17:41 |
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Joined: Wednesday, 11 Mar 2009, 15:38 Posts: 29
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just75100 wrote: - ValidInfoFields_Engine = \name\bottomcolor\topcolor\model\password\cl_lc\cl_lw\cl_updaterate\cl_dlmax\rate\*hltv\hdelay\lang\_pw
The current version does not have this set up? AMXX total password settings can not be Read: http://cs.rin.ru/forum/viewtopic.php?p=604550#p604550  - Userinfo filter removed because it does not needed anymore (it was a temporary fix for svc_bad's)
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ramiax
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 18:59 |
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| User Редкий гость |
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Joined: Thursday, 26 Mar 2009, 09:41 Posts: 23
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Respect Crock! 
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TiTex
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 19:57 |
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| Advanced forumer Завсегдатай |
Joined: Thursday, 11 Dec 2008, 01:24 Posts: 221
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elementpz wrote: so no xds opt and what is that connection error "Unknown HLTV type" ?
-- Edit --
Current version: 0.4.6 NOT ACCEPTING PATCH v21 !!! if it doesn't support it maybe Crock will add a cvar for a customized message to send to client for such unsuported/old clients
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N3messys
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 21:05 |
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| Advanced forumer Завсегдатай |
Joined: Thursday, 20 Aug 2009, 19:36 Posts: 54
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After dproto 0.4.6 my server is full.I love you Crock ! You saved Non-Steam !
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McLaReN
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 21:08 |
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| Beginner Без звания |
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Joined: Wednesday, 17 Mar 2010, 14:21 Posts: 2
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Crock.На разных форумах писали по поводу поднятия пинга на сервере на новой версии dproto 0.4.1 после фикса эксплойтов.(Я Вам кстати писал на мыло).Вы случайно не в курсе такой проблемы.Так как почему то, одни говорят что все нормально, другие, включая меня, что пинг поднялся.Если Вы в курсе, то на новых версия данная проблема исправлена? Благодарю за внимание.И огромная благодарность за труды вложенные в данный проект.
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Crock
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Post subject: Re: dproto [0.4.6] - double protocol for HL1 based games Posted: Monday, 22 Mar 2010, 22:32 |
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| Forum ghost Местное привидение |
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Joined: Tuesday, 09 Dec 2008, 17:46 Posts: 268
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elementpz wrote: Confirmed, fix almost ready. McLaReN wrote: Crock.На разных форумах писали по поводу поднятия пинга на сервере на новой версии dproto 0.4.1 после фикса эксплойтов.(Я Вам кстати писал на мыло).Вы случайно не в курсе такой проблемы.Так как почему то, одни говорят что все нормально, другие, включая меня, что пинг поднялся.Если Вы в курсе, то на новых версия данная проблема исправлена? Благодарю за внимание.И огромная благодарность за труды вложенные в данный проект. [EN]: If you're not good in English, you can ask your question on Russian topic on CSMania[RU]: Я не знаю с чем это связано. У себя никаких скачков не наблюдал. Вообще, причина повышения пинга диагностируется по: - скришоту netgraph (net_graph 1) в момент повышения пинга
- Серверному ФПС (вывод команды stats)
- Загрузки ЦП процессом hlds
- ICMP пингу до сервера (системной командой ping)
Когда будут эти данные, тогда и можно будет судить и причине. А пока что это не более чем сплетни.
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