Kreator

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  1. Hello, I wish to have some more info about some of these console prints. Its quite a hefty list and I thank to all in advance. ^3Warning: (client name): Delta request from out of date clients - delta against client 3134573, oldest is 3137441, current is 3155873. Their old snapshot had 20 clients in it Dont have any clue what is this. bad connectionless packet from xxx.xxx.xxx.xxx:xxxxx When exacly does this happen, is it fixable or can it affect net preformance, since sometimes a lot of these connection attempts are being made ^2Processed 8201 bytes for client SDW galoo SV_ExecuteReliableMessage() cmd: 9 Received packet 0 of stats data ^2Processed 8201 bytes for client IVAN SV_ExecuteReliableMessage() cmd: 5 ^2Processed 13 bytes for client GG. Dekus I roughly assume what this is but I wonder why is there a lot of these, like thousands of lines per day, is there a way to optimise this and when exacly does this print ( what event ) ^3Warning: Warning: abandoning const config string model slot for string mpflag_spectator ^3Warning: Warning: abandoning const config string model slot for string (any material, asset, string, precache counts) When checking the xassetussage, strings are under the limit but i get a lot of these, I do have a lot of assets in my mod, but what exacly does it mean and is there a workaround to add more, does anyone have a list of unsued strings on promod so I can maybe replace to save a few if there is no solution. ^3Warning: SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots. This is a general console output, not like a script error, hence I am asking, the only place I call this is in gameobjects in promod, where you call this on a player when picking or dropping the bomb etc. if(self.type=="carryObject") { if(isDefined(self.carrier)&&!shouldPingObject(relativeTeam))objPoint SetTargetEnt(self.carrier); else objPoint ClearTargetEnt(); } So I asume player sometimes is that "non broadcasting entity", but does anyone know how can this happen, when a player is not a broadcasting entity ? when spectating, connecting etc? self.carrier should be defined only when the player is actually playing setPickedUp(player) { player giveObject(self); if(isPlayer(player)) self.carrier=player; for(i=0;i<self.visuals.size;i++)self.visuals[i]hide(); self.trigger.origin+=(0,0,10000); self notify("pickup_object"); if(isDefined(self.onPickup))self[[self.onPickup]](player); self updateCompassIcons(); self updateWorldIcons(); } The carrier is defined here. Also a notice this is all stock promod gameobjects.gsc code Have to fix up old client which reports version 6 I see quite a few of these as well, randomly printed all around. Ok so this is the list, I see a ton of these prints and I am looking to optimise and reduce the output into the console, and work on the optimisation of the mod overall, hence I am looking more closely to the console and could use some help with them, also any advice for better code and optimisation overall is welcome and I hope others will benefit from this topic. Cheers!
  2. Sending master heartbeat from 116.203.137.128:28950 to 188.165.57.239:20810 Resolving cod4master.activision.com Sending master heartbeat from 116.203.137.128:28950 to 5.9.84.61:20810 cod4master.activision.com resolved to 185.34.107.159:20810 Resolving cod2master.activision.com (IPv4) cod2master.activision.com resolved to 185.34.107.159:20810 Resolving cod2master.activision.com (IPv6) cod2master.activision.com has no IPv6 address. Sending heartbeat to cod2master.activision.com Resolving cod2authorize.activision.com (IPv4) cod2authorize.activision.com has no IPv4 address. Resolving cod2authorize.activision.com (IPv6) cod2authorize.activision.com has no IPv6 address. Couldn't resolve address: cod2authorize.activision.com ^5Hitch warning: 2918 msec frame time Masterserver needs token to complete registration Sending master heartbeat from [::]:28950 to [2a01:4f8:162:36f::101]:20810 Cvar net_ip6 is undefined. Announcing address 2a01:4f8:c2c:93d::1! Masterserver needs token to complete registration Sending master heartbeat from [::]:28950 to [2001:41d0:a:37ad::17]:20810 Masterserver needs token to complete registration Cvar net_ip6 is undefined. Announcing address 2a01:4f8:c2c:93d::1! Masterserver needs token to complete registration Resolving cod4master.activision.com cod4master.activision.com resolved to 185.34.107.159:20800 Sending heartbeat to cod2master.activision.com Sending master heartbeat from 116.203.137.128:28950 to 5.9.84.61:20810 Sending master heartbeat from 116.203.137.128:28950 to 188.165.57.239:20810 Server is registered on the masterserver Sending master heartbeat from [::]:28950 to [2a01:4f8:162:36f::101]:20810 Cvar net_ip6 is undefined. Announcing address 2a01:4f8:c2c:93d::1! Server is registered on the masterserver Sending master heartbeat from [::]:28950 to [2001:41d0:a:37ad::17]:20810 Server is registered on the masterserver Cvar net_ip6 is undefined. Announcing address 2a01:4f8:c2c:93d::1! Server is registered on the masterserver QUERY LIMIT: Querylimiting is enabled[0m ] Master0: cod4master.cod4x.me[0m ] Resolving cod4master.cod4x.me [0m ] cod4master.cod4x.me resolved to 188.165.57.239:20810[0m ] cod4master.cod4x.me resolved to [2001:41d0:a:37ad::17]:20810[0m ] Master1: cod4master.doszgep.cloud[0m ] Resolving cod4master.doszgep.cloud [0m ] cod4master.doszgep.cloud resolved to 5.9.84.61:20810[0m ] cod4master.doszgep.cloud resolved to [2a01:4f8:162:36f::101]:20810[0m My servers are visible on the website masterserver list, but not in game, also the location is wrong, all of sudden my servers are from India and not showing on the game list. Changed the token restarted the servers, machines, cleared the configs and all that stuff, and here are the logs, first one is qconsole log and the second is the server startup log. Nothing was changed for quite a while now and the servers went off the list for a week or something, didnt want to post too early but nothing is aiding with the situation, I have same server versions across all servers and only one vanilla server is showing up, while the token is the same. If someone could help, thanks in advance.
  3. The updated reduced the cpu usage drastically, I've been on a dedi untill recently and didnt notice, but now I saw high usages on the recent build before this, this helped alot.
  4. You will need the strings for that, the languages and load_languages if I am correct, for duffmans code.
  5. Did you add loadplugin "b3hide" in your server config ?
  6. Kreator

    Help

    Who do you relate to ? You goota configure your server yourself, its not hard and people will help you if you need, ask on forums if you have issues, but first read all the info and instructions before opening double topics etc.
  7. Ah suspected so, I wanted to add more elements that I can control later on without making my own scoreboard.
  8. Since we are on the topic of scoreboards @T-Max, is it possible to change the visuals on the scoreboard from the server or something, since its code controlled and not a menu, some changes would be nice.
  9. parsers.rar Here are the parsers that you will need for cod4x, you might want to try v1.10.10 version, works fine for me, If I am correct the newer versions are not working well with cod4x
  10. I think you need a separate server file, get the latest windows server and run that executable in your cod4 root with all the parameters you need. I know that before you would just need to run a server on the same exe as the game startup, or does the client patch does that job as well ?
  11. Are you using the correct parser ? Be sure to have cod4x selected in the b3 config. There is something else going on there, check the rest of the log post other stuff here. Check the standard things, loadplugin "b3hide" ports, rcons and so on.
  12. Did you restart your b3 server ?
  13. You cant run in dev mode on stock promod anyways, theres an error screen prompt, same as for the 333 fps one. If everything is stock, only 3 promod files then idk it should work. I didnt resolve my issue yet either, will post if I manage to fix it and find a possible reason/solution.