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  2. Today
  3. Hello Guys, i got a little problem, everytime i install COD4X my game starts to lag without a reason in the main menu and ingame after every quick movement with my mouse it starts lagging. I tryed to reinstall the game and then tryed to reinstall COD4X again and again, without luck it is still lagging and i am pretty sure that the game is not lagging because my specs are low. When the game is new installed without COD4X or COD4X uninstalled it is absolutly lag free in my FPS cap and after installation it is lagging. Now i need help
  4. Hello Guys, i got a little problem, everytime i install COD4X my game starts to lag without a reason in the main menu and ingame after every quick movement with my mouse it starts lagging. I tryed to reinstall the game and then tryed to reinstall COD4X again and again, without luck it is still lagging and i am pretty sure that the game is not lagging because my specs are low. When the game is new installed without COD4X or COD4X uninstalled it is absolutly lag free in my FPS cap and after installation it is lagging. Now i need help
  5. wkuzma

    System

    I just thought of some thing that may prevent the downloading of mapvote.iwd on all maps is it possible to rename mapvote.iwd to each map say like mvcrash.iwd , mvconvoy.iwd etc then once its downloaded the next time the map comes up it will not have to be downloaded again?
  6. wkuzma

    System

    I like the new version with the sshpass but in my case sshpass would not work so I replaced it with //if(getDvar("mapvote_fastdl_ip") != "") system("curl -u name@myfastdl.com:password ftp://ftp.myfastdl.com/ -T /home/cod4/main-server-files/mods/kabbot2/mapvote.iwd"); and that allowed it to work ok the only problem I see in my case is when curl is called it causes a slight connection error but its playable. I was pleased to see it uploaded the mapvote.iwd on server start I only have this on my test server but I wanted you to be aware of any problems I ran into - that way it would help those that do use it. the map vote system is great and looks prefect when in play
  7. Yesterday
  8. Viking

    System

    I think i found a way to handle the upload to a fastdl that is running on a different server and/or ip. Please try the new scripts, don't forget to update your config as well. I forgot to upload the material sources to allow others to add it to their mod projects. I am sorry about that and will upload the missing files in a minute, as well as an updated readme that tells you how to add it to your mod.
  9. Viking

    System

    The vote is rebuilding the iwd after every vote, that's the core of it. How else should the loadscreen images change? Tbh i did not test it with a second server for fastdl but i will do that and update the repro as soon as possible. Adding your curl here might already fix your issue https://github.com/VikingKampfsau/dynamic_mapvote/blob/512e8347af8f4d40be818a3684356a9e02a961e3/cod4x-server/mods/dynamic_mapvote/mapvote/script/dynamic_mapvote.gsc#L164
  10. wkuzma

    System

    would be nice if you didn't have to download the iwd every map change other wise it works great you did a good job on making it but I doubt anyone will use it because of the iwd download my work around worked good for a while after I put 30 seconds between downloads - but if you selected the same map to play again it gets caught in a download loop between the server and fast download - it downloaded from the fast download then again from the server until it errors and crashes the client not the server.
  11. Last week
  12. wkuzma

    System

    ok I found a workaround for the file diffference i will use curl to ftp the new file to the fast dl server curl -u user@iogcod4.com:password ftp://ftp.yourserver.com/ -T mapvote.iwd it works great and is very fast in transferring the file but I now need to implement it in the scripts so I need to know exactly when the new file is made so it can be transferred..
  13. No problem, happy to pass along the information
  14. @Airitech Thanks a lot for your help and the detailed explanation. Very much appreciated. Script works fine.πŸ‘Œ A long way to go for me scripting wise but good to keep the brain matter ticking away. πŸ™‚
  15. wkuzma

    System

    the maps are all stock maps how do you make a softlink to a file that is held on a different fast load server then is what your server runs on? my mods are on www.kab.iogcod4.com\mods and my server is on a completely different server computer different ip
  16. I just canceled the server from them and got one that will install it, screw them ...lol
  17. Because those are false positive reports on "major antivirus sites". Unlucky.
  18. I asked for patch to be installed on my server and this was their response Ticket ID: #734761 Subject: COD4 x me patch Status: Answered ---------------------------------------------- Hi James This is something that can only be installed from our end for security purposes as it contains executable files. Unfortunately, I do not believe this is something we would be able to add, as the files appear to be flagged as malware by major antivirus retailers. I'm sorry we can't be of more help with this, if you need anything further, please do not hesitate to let us know. Best Regards, Connor Davies Pingperfect Customer Support what's up...lol
  19. Viking

    System

    Q: Players get a download loop when downloading the mapvote.iwd A: The mod generates a new mapvote.iwd on every map end therefor the file continously changes. To avoid a download loop create a softlink instead. Make sure your fastdl has a softlink to the iwd which is located in your server mods folder. Works fine for me. What's your console log saying? I guess the map you voted for is not in your usermaps folder (if its a custom map)
  20. You have a never-ending loop constantly waiting for the player to spawn. Also, you need the player (self) to thread the function so that level doesn't. Your old code. onPlayerSpawned() { //No reason for this to be in a loop below. for( ;; ) { self waittill( "spawned_player" ); wait 5; thread welcomeText(self,"","=FMJ=FullMetalJacket",getRandomColor()); wait 20; thread welcomeText(self,"","Visit Our Home Page @fmjcod4.com",getRandomColor()); } } This doesn't need to be in a loop at all, if you want it to only display after the first spawn remove the loop. I would also added a endon disconnect so it doesn't throw errors if a player connects then leaves. And added the self thread. onPlayerSpawned() { self endon("disconnect"); self waittill( "spawned_player" ); wait 5; self thread welcomeText(self,"","=FMJ=FullMetalJacket",getRandomColor()); wait 20; self thread welcomeText(self,"","Visit Our Home Page @fmjcod4.com",getRandomColor()); } Also, what I will tell you is that the function names at the begging of the script (onPlayerConnect, onPlayerSpawned) are confusing and I had this same issue when copying other people's scripts at the beginning of my scripting career. I renamed them to actually mean what they are doing. I renamed them and fixed your script. main() { level onPlayerConnecting(); } onPlayerConnecting() { self endon("intermission"); while(1) { self waittill("connected", player); player thread onPlayerConnected(); } } onPlayerConnected() { self endon("intermission"); self endon("disconnect"); self waittill("spawned_player"); self thread onPlayerSpawn(); } onPlayerSpawn() { wait 5; self thread welcomeText(self,"","=FMJ=FullMetalJacket",getRandomColor()); wait 20; self thread welcomeText(self,"","Visit Our Home Page @fmjcod4.com",getRandomColor()); } Everything in the onPlayerSpawn() function will happen as soon as the player spawns for the first time.
  21. wkuzma

    System

    more problems besides downloading mapvote.iwd prior to that problem I also had the problem here: if I select one of the maps it does not change to the selected map. btw I have this set up on my test server the only thing I added to it is the bot scripts it did the same thing without the bots scripts
  22. Hi All, This is all a learning curve of course but I have a second welcome script that works fine. But the message comes after every spawn and I only want it on connection. There is more to the script but the main part is here I think. init() { level thread onPlayerConnect(); } onPlayerConnect() { for( ;; ) { level waittill( "connecting", player ); player thread onPlayerSpawned(); } } onPlayerSpawned() { for( ;; ) { self waittill( "spawned_player" ); wait 5; thread welcomeText(self,"","=FMJ=FullMetalJacket",getRandomColor()); wait 20; thread welcomeText(self,"","Visit Our Home Page @fmjcod4.com",getRandomColor()); } } I tried playing a bit with it but then it never worked at all and so it is back to how it was for now. The whole script is attached. Any ideas how to change it please? I tried moving the welcomme text to the above section but guess I am doing it wrong. Thanks as always. Smiley. welcome2.gsc
  23. wkuzma

    System

    the mapvote.iwd does change on the cod4x server after map change HOWEVER it does not change on a fast download server and since the files are different it reverts to downloading from the cod4x server making it take a very long time to download on each map change
  24. If anyone gets this working with OpenWarfare MoD I would be interested to know how πŸ™‚ Looks great btw.
  25. Viking

    MAM Stats

    Isnt there a mysql plugin for cod4x? maybe you can use it to get the stats from Mam/b3 database and print your own welcome message in gsc
  26. yes, there is the file what i have tried my custom command is like this !only snip // this is works fine.also it's only for super admins via custom_commands plugin. exactly i want run that command when vote get passed codvote.py
  27. Viking

    System

    I am finally done with the menu coding. You can download the source to use it in your modding project at https://github.com/VikingKampfsau/dynamic_mapvote Have fun.
  28. so you want the map the new map to be snipers only? If so I would need to know what server command is needed to activate sniper only. You can post the entire script if you want.
  29. I have this error over and over in my qconsole.log and it stops by crashing the server throwing script exception: entity is not an array ^1******* script runtime error ******* entity is not an array: (file 'maps/mp/bots/_bot_script.gsc', line 2685) chopper = level.chopper[ level.otherTeam[self.team] ]; * ^1called from: (file 'maps/mp/bots/_bot_script.gsc', line 2730) self bot_target_vehicle_loop(); * ^1started from: (file 'maps/mp/bots/_bot_script.gsc', line 2719) wait( RandomIntRange( 2, 4 ) ); * ^1************************************ the crash is shown below ^1started from: (file 'maps/mp/bots/_bot_script.gsc', line 2719) wait( RandomIntRange( 2, 4 ) ); * ^1************************************ ^1Error: Assert failed - Exp: level.gentities[client->ps.viewlocked_entNum].r.ownerNum.isDefined() && (level.gentities[client->ps.viewlocked_entNum].r.ownerNum.ent() == ent), File: src/g_client_mp.cpp, Line: 212, Function: ClientEndFrame_TurretThink_Stub viewlocked_entNum is 160, ownerNum is 0, ent->s.number is 0 ---------- Backtrace ---------- 9: ./cod4x18_dedrun(Sys_PrintBacktrace+0x31) [0x809d97b] 8: ./cod4x18_dedrun(Assert_MyHandler+0x86) [0x80ccdc5] 7: ./cod4x18_dedrun(ClientEndFrame_TurretThink_Stub+0x125) [0x8139d1e] 6: ./cod4x18_dedrun() [0x81e6bda] 5: ./cod4x18_dedrun() [0x81af88e] 4: ./cod4x18_dedrun(SV_Frame+0xd9) [0x80f3169] 3: ./cod4x18_dedrun(Com_Frame+0x73) [0x80de8dc] 2: ./cod4x18_dedrun(Sys_Main+0x7b) [0x80a5c6b] 1: ./cod4x18_dedrun(main+0xf9) [0x809d65d] 0: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf1) [0xf7ac8f21] This program has crashed with signal: Trace/breakpoint trap The current Gameversion is: CoD4 X - linux-i386 type 'e' build 1104 Aug 1 2021 File is ./cod4x18_dedrun Hash is: 43493a8d0c2c4c14975894dd9fa76bc59f6343eed6dc473b22642a691535f718 ---------- Backtrace ---------- 12: ./cod4x18_dedrun(Sys_PrintBacktrace+0x31) [0x809d97b] 11: ./cod4x18_dedrun(Sys_DumpCrash+0x92) [0x809da56] 10: ./cod4x18_dedrun(Sys_SigHandler+0x24) [0x809dacc] 9: linux-gate.so.1(__kernel_sigreturn+0) [0xf7f70b70] 8: ./cod4x18_dedrun(Assert_MyHandler+0x87) [0x80ccdc6] 7: ./cod4x18_dedrun(ClientEndFrame_TurretThink_Stub+0x125) [0x8139d1e] 6: ./cod4x18_dedrun() [0x81e6bda] 5: ./cod4x18_dedrun() [0x81af88e] 4: ./cod4x18_dedrun(SV_Frame+0xd9) [0x80f3169] 3: ./cod4x18_dedrun(Com_Frame+0x73) [0x80de8dc] 2: ./cod4x18_dedrun(Sys_Main+0x7b) [0x80a5c6b] 1: ./cod4x18_dedrun(main+0xf9) [0x809d65d] 0: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf1) [0xf7ac8f21] -- Registers --- edi 0x0 esi 0xcac020c ebp 0xfff05c48 esp 0xfff03c40 eax 0x0 ebx 0xfff03c40 ecx 0x4a948 edx 0x179e96a8 eip 0x80ccdc6 -------- Backtrace Completed -------- Received signal: Trace/breakpoint trap, exiting... Server received signal: Trace/breakpoint trap Shutting down server... ----- Server Shutdown ----- With the reason: Server received signal: Trace/breakpoint trap Terminating server... ==== ShutdownGame (1) ==== my second server does not crash using the same maps however it does show this error once in a while ^1******* script runtime error ******* type undefined is not a vector: (file 'maps/mp/bots/_bot_script.gsc', line 1466) self CampAtSpot( campSpot.origin, campSpot.origin + AnglesToForward( campSpot.angles ) * 2048 ); * ^1called from: (file 'maps/mp/bots/_bot_script.gsc', line 1487) self bot_think_camp_loop(); * ^1started from: (file 'maps/mp/bots/_bot_utility.gsc', line 237) waittillframeend; * ^1************************************ throwing script exception: pair 'undefined' and '2048' has unmatching types 'undefined' and 'int' any help with those errors?
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