MALAYA

Members
  • Content Count

    89
  • Joined

  • Last visited

  • Days Won

    2

MALAYA last won the day on November 8 2017

MALAYA had the most liked content!

Community Reputation

7 Neutral

About MALAYA

  • Rank
    Member
  • Birthday 11/19/1998

Recent Profile Visitors

728 profile views
  1. Thats exactly what I am thinking too. So that means the cache will get refreshed when it exceeds 1200 snaps. Worth to give a try. I will let you know if I test it someday. Thanks for the answers.
  2. Hello, Recently I got an idea to make a POTG (Player of the game) cam mod (instead of final killcam) with some intro as like Paladins, Overwatch does. But before starting that project, I have some doubts around how the killcam works in COD 4 engine. 1. Is there some kinda cache to store the entire match/some time period? Before the 2nd and 3rd questions let me give you an overview. In past days, I have intentionally recorded the very first kill of a 15 minutes (There was about 20 players in that match) match and played it as final killcam at the end of the match. But it seems the killcam is buged and didn't do anything. 2. Does the server keeps the last few minutes of the match and deletes older records? 3. Is there anything I can do to display the first kill at the end of the match? (Increase cache size or something) Thank you.
  3. Tried to fix the bugs. Most of the bugs were caused by the passing type to InterlockedIncreament and InterlockedDecreament functions. There were lot of usages of those functions and Im too lazy to fix them 1 by 1. So just I used -fpermissive flag and it worked. Thanks for the help.
  4. Ohhh. I used 6.3. And. Sorry mate. I always forget to write on the correct forum. 😅
  5. Today I tried to compile COD4x v17.7.2 with mingw32. But it gives me those errors.
  6. Hey, Is there any function to drop a player with a custom text? I want to drop a player by some another reason. .EX:- If the player is already temp banned for 3days, I want to drop the player with a text like "You are banned by this server. Comeback after 3 days. Reason: WH".
  7. There is a package called pexports in MinGW Installation Manager. Install it. (There maybe more errors regarding not recognized as internal or external command. just find that package which the error is asking and install it like the pexport)
  8. Hey, Im little bit confused of getPower function. It does return 0 for the basic player. But we assign minimum power as 1 in addScriptCommand function for basic players. Isn't getPower should return 1 as minimum power? I am pretty sure it does return 0 for basic players except admins with different powers. Thanks.
  9. Can you please explain me what is a script model and a brush model? Thanks
  10. LOL. which one is the RAM? VIRT or RES?
  11. Hey, I have put the binary (the one you gave us in this thread) to one of my servers. Seems it does eat the CPU. I don't know its normal. Here s a screenshot. In this time there were 30 players. Still haven't got any crashes. I ll inform if I got some crash reports
  12. Yah. I am using an ancient gcc version (v4.7.2) and the binary was around 2.9mb in size. The only change I did was adding the pow() function. I don't think that caused these errors. And I want to mention this too. In build 2066 (v17.5.6). I am getting these errors. I don't know whether they exist in build 2071 either. [1;31m******* script runtime error *******[0m unable to spawn "U4Y]_acgi*[1;30mdefhjl!"+IWXKPRTV5Z[\bk" entity: ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 571)[0m ] bomb.killCamEnt = spawn( "script_model", bomb.origin + (0,0,200) );[0m ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] *[0m ] [1;31mstarted from:[0m ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 570)[0m ] wait ( 0.85 );[0m ] ] *[0m ] [1;31m************************************[0m ] [0m [1;31m******* script runtime error *******[0m undefined is not a field object: ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 572)[0m ] bomb.killCamEnt.angles = bomb.angles;[0m ] ] ] ] ] ] ] *[0m ] [1;31mstarted from:[0m ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 570)[0m ] wait ( 0.85 );[0m ] ] *[0m ] [1;31m************************************[0m ] [0m [1;31m******* script runtime error *******[0m undefined is not an object: ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 573)[0m ] bomb.killCamEnt thread deleteAfterTime( 10.0 );[0m ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] *[0m ] [1;31mstarted from:[0m ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 570)[0m ] wait ( 0.85 );[0m ] ] *[0m ] [1;31m************************************[0m ] [0m [1;31m******* script runtime error *******[0m undefined is not a field object: ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 574)[0m ] bomb.killCamEnt moveTo( bomb.killCamEnt.origin + vector_scale( anglestoforward( plane.angles ), 1000 ), 3.0 );[0m ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] *[0m ] [1;31mstarted from:[0m ] (file 'maps/mp/gametypes/_hardpoints.gsx', line 570)[0m ] wait ( 0.85 );[0m ] ] *[0m ] [1;31m************************************[0m ] [0m . . . . And so on cause the "script_model" didn't spawn.
  13. Meh What are those codepos errors happens in 2055 build. Sometimes I am getting those codepos error and crashes with segmentation error. �[1;31m******* script runtime error *******�[0m codepos is not an object: ]� �(file 'maps/mp/gametypes/_battlechatter_mp.gsx', line 187)�[0m ]� � self notify ( soundAlias );�[0m ]� � ]� �*�[0m ]� ��[1;31mstarted from:�[0m ]� �(file 'maps/mp/gametypes/_battlechatter_mp.gsx', line 187)�[0m ]� � self notify ( soundAlias );�[0m ]� � ]� � ]� � ]� � ]� � ]� � ]� �*�[0m ]� ��[1;31m************************************�[0m ]� �This program has crashed with signal: Segmentation fault�[0m ]� �The current Gameversion is: CoD4 X 1.8 linux-i386-custom_debug type 'e' build 2055 Jan 19 2018�[0m ]� �File is ./cod4x18_dedrun Hash is: 9bc8647c2f8eb466a7c4b5baea8e5eec72770d8af70d4f49f2fab6dc4a4ce215�[0m ]� �---------- Crash Backtrace ----------�[0m ]� � 13: ./cod4x18_dedrun(Sys_DumpCrash+0xe6) [0x20b620b]�[0m ]� � 12: ./cod4x18_dedrun(Sys_SigHandler+0x3c) [0x20b6354]�[0m ]� � 11: [0xb7717404]�[0m ]� � 10: ./cod4x18_dedrun() [0x8150e40]�[0m ]� � 9: ./cod4x18_dedrun() [0x8164ba2]�[0m ]� � 8: ./cod4x18_dedrun() [0x816531f]�[0m ]� � 7: ./cod4x18_dedrun() [0x81653a0]�[0m ]� � 6: ./cod4x18_dedrun() [0x80b6457]�[0m ]� � 5: ./cod4x18_dedrun(SV_Frame+0xa1) [0x20ae74b]�[0m ]� � 4: ./cod4x18_dedrun(Com_Frame+0x80) [0x2030922]�[0m ]� � 3: ./cod4x18_dedrun(Sys_Main+0x9a) [0x20b6c52]�[0m ]� � 2: ./cod4x18_dedrun(main+0x1ce) [0x20bd49f]�[0m ]� � 1: /lib/i386-linux-gnu/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0xb746ce46]�[0m ]� � 0: ./cod4x18_dedrun() [0x202c079]�[0m ]� ��[0m -- Registers ---�[0m ]� �edi 0x1�[0m esi 0x0�[0m ebp 0xbfb00e68�[0m esp 0xbfb00e40�[0m eax 0xbd3be60a�[0m ebx 0x830fa414�[0m ecx 0x8a64ea0�[0m edx 0xca34a657�[0m eip 0x8150e40�[0m ]� �-------- Backtrace Completed --------�[0m ]� �Received signal: Segmentation fault, exiting...�[0m ]� �Server received signal: Segmentation fault�[0m Shutting down server...�[0m ]� �----- Server Shutdown -----�[0m ]� ��[0m With the reason: �[0m Server received signal: Segmentation fault�[0m
  14. Hey, Well I have an idea to get some work by the Http GSC Plugin. But I dont know php and json (I want to learn, but not now ) If someone here can create php script to interact with facebook API, we can directly recieve (to admins) messages from the game. I mean assume someone in the game report about a hacker through custom command ($messageadmin). So if we code to send the argument (which is the message) to the FB page, admins will recieve the message as a Page's message. I think it is much reliable and fast to interact with clients. I don't know how to explain this correctly. Hope you understood what i wanna say. So if you are good at php and json stuff, can you please make something like this for us. Not only with FB API, maybe with Viber API too. Please Here is the HTTP plugin. https://github.com/callofduty4x/cod4x_plugin_http