Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
<!--quoteo(post=1930578:date=Apr 26 2012, 11:05 PM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 26 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1930578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...and just observe where NS2 is going as it approaches its release-date.<!--QuoteEnd--></div><!--QuoteEEnd-->
Been getting a number of PMs about reserved-slots, so: <ul><li>No, they're not working (at all) right now</li><li>Yes, they'll be in the new version again</li><li>Yes, they'll be cloakable from the server-browser (eg. 20 slots with 1 reserved will show up as 19 slots in the browser)</li></ul>
Overmind is currently out of the game with the new patch. The easiest of commands crashes servers. Seems to be any command that causes the console to perform a list function.
Player please fix this ASAP. We need you now more than ever. May the force be with you!
Sorry, I'm just on my way out the door, it'll have to wait until tommorow. Any console-command crashes the server? Anything else as well? Just dump the info here so I'll be able to fix it faster as soon as I can.
Its not any console command, but the commands that have the console perform a list function such as om_players, om_help. \
This means the ability to troll is stronger than ever. Thanks for working on it though and I will be sure to get the new update as soon as you release it.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1933530:date=May 5 2012, 12:03 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ May 5 2012, 12:03 AM) <a href="index.php?act=findpost&pid=1933530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am guessing the crash has to do with the 80 character limit they implemented. That is why the long lists crash the server, maybe?<!--QuoteEnd--></div><!--QuoteEEnd--> Haha, reminds me of the Quake engine games, which sometimes crashed when the GL extensions string of the GPU was too long to be printed out in the console. Had to write my own patch for RTWC to start it.
Wanted to upload it earlier, but this forum goes down at the most inconvenient of moments (and with increasing regularity): <a href="http://dl.dropbox.com/u/38570801/NS2GmOvrmind(v17).zip" target="_blank">v17</a>.
<!--quoteo(post=0:date=:name=Ryne)--><div class='quotetop'>QUOTE (Ryne)</div><div class='quotemain'><!--quotec-->I am guessing the crash has to do with the 80 character limit they implemented. That is why the long lists crash the server, maybe?<!--QuoteEnd--></div><!--QuoteEEnd--> On the money. I'm not happy with this change, as 80 characters is just so very little, 200-250 may have been a better limit. Also, trying to pass more than 80 characters in the networked chat-message crashed the server, not curtailing the message or just dropping it, but an outright unhandled-exception, that's no way to write an engine, and these crashes weren't needed.
I sorted it out by simply cutting off the messages at 79 characters. I guess I'll have to change the way the mod prints out collections of large stuff, but I'll do it for the rewrite (which isn't that far off anymore by the by), not for the current version. I'm assuming everybody knows what the commands do anyway, so those descriptions aren't really missed.
<!--quoteo(post=0:date=:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi)</div><div class='quotemain'><!--quotec-->Haha, reminds me of the Quake engine games, which sometimes crashed when the GL extensions string of the GPU was too long to be printed out in the console. Had to write my own patch for RTWC to start it.<!--QuoteEnd--></div><!--QuoteEEnd--> Carmack expressed regret at doing it as silly as that (fixed array, which became too small in due time) in has latest Quakecon keynote (2011).
dePARAJoin Date: 2011-04-29Member: 96321Members, Squad Five Blue
The problem right now is, you need the om_players list from time to time to kick people. Without the ability to list the om_id, its kind of useless right now and we lose an inportant admin-feature.
All the admins need is the om_id and steam_id in the first line for example, and then the playername in an extra line.
Oh ######, that wasn't supposed to happen, forgot to check that in my hurry to put out a fix. I'll trim some fat off the messages so the OmIDs\SteamIDs will be visible again in om_players.
<a href="http://dl.dropbox.com/u/38570801/NS2GmOvrmind(v18).zip" target="_blank">v18</a>, removed the time-stamp from the messages, as well as set the name to just Overmind, removed the version-tag, and stripped the om_players of some useless info (IP:Port\admin-name) and basically destroyed the layout to get the messages to fit. It's a stop-gap folks, rewrite isn't that far off, no more than a month I reckon.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Hey Player,
Just a quick one, I noticed you added the mod string to the configuration files. While this is easy for me, it may be a bit much to be expected of server operators for mods to know to adjust this file.
With customised GMOvrmind releases with server files, I can obviously avoid these problems, but it may be something to think about :)
You mean the "NS2GmOvrmind"-bit prepended to the config-filenames, or the NS2GmOvrmind.Name.Normal string-field?
In other news, I'm re-iterating over the entire codebase, cleaning stuff up. After that, there are still a few things to add and fix here and there, at which point we'll be moving into beta, and I'll put it on here (FOR TESTING ONLY, as in on localhosts or tiny listenservers, not large publics, this thing needs to prove itself first).
Oh you mean the gamemode-string that is used in the gametags-data, yea I put that in there just for you as a matter of fact. I could've hard-locked it to "ns2" as virtually all servers use that, but then I thought of ProvingGrounds. There isn't really a practical way for me to pull that info automatically from somewhere (aside from polling the query-responder before putting the data back in, but ###### that I'm not going to use such an insane workaround). I'm assuming (read: hoping) that the gamemode will be exposed to Lua at some point before release, so it shalln't be an issue. Server-operators normally don't need to touch this value at all.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
That's a good point, I thought you might be able to pull it from the Game_Setup.xml, but that would be ns2 anyway with a default Overmind install. As far as I can see, the only place which you can input the mod name is the Game_Setup.xml file. This makes it awkward for server owners, as they have to combine your default setup with mine (even I had trouble the first time, lol). There needs to be a better entry point in the game to enable multiple mods to run together.
I can see this causing quite a few problems as more and more server side mods get added, trying to run alongside things like overmind, or even server plug-ins running in a mod, running in overmind :P
I think I can get your system to work so I can pre-configure a server install with overmind, as we discussed, but how we make this accessible for third party server operators trying to install multiple mods off their own backs I don't know :P
I guess we will have to wait and see what the new menu system brings us.
I cannot tell which target-directory is being used for the game-files, and as such I cannot tell which Game_Setup.xml is being loaded, so yea the information sits there but I can't reliably find it (okay that's not true, I could figure out which directory was being used, but it would involve hooking\hijacking of the game's DLLs which I really really am not going to do). Again, it's something that should be implemented by the devs in the Lua-environment, a simply function to fetch the moddirectory-name would suffice. I've whined and ######ed about such rudementary features in the past, with no result, so I'm not really bothering to ask for it anymore. The only way we'll see it is probably when the core-game needs it (most features are added only because the devs themselfs need them).
What will happen with multi-mods we of course will have to wait and see as v1.0-release comes closer. I don't know if they have ANY plans for proper support in that area, so the burden may fall on the modders to sort that out amongst ourselfs.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Have you not just tried parsing the target directory out of the -game command line argument like I do <a href="https://github.com/fsfod/ns2_IO/blob/master/NS2Environment.cpp#L45" target="_blank">for my mod</a>
I didn't consider anything from the Win32-API, mainly because I have portability in mind (if and when that linux-dedicatedserver ever comes 'round), but yea it's the best alternative if the devs won't be exposing it through Lua.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1935148:date=May 10 2012, 04:05 PM:name=player)--><div class='quotetop'>QUOTE (player @ May 10 2012, 04:05 PM) <a href="index.php?act=findpost&pid=1935148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't consider anything from the Win32-API, mainly because I have portability in mind (if and when that linux-dedicatedserver ever comes 'round), but yea it's the best alternative if the devs won't be exposing it through Lua.<!--QuoteEnd--></div><!--QuoteEEnd-->
Excuse my ignorance on all things Linux, but while it doesn't have the Win32-API, it will surely still have the -game command and a target directory. Would it not be possible to write something to do the same on linux when it comes out?
Yes Linux has equilavent (slightly less convenient) functionality, but I'm trying to avoid having any platform-specific code, it's just bad practice generally if portable alternatives are available. I've been able to avoid it, but with this particular issue it looks as if I'll have to bite the bullet (and of all things, for something that could have easily been made available through the Lua-interface, it's silly).
Alright, code-base has been cleaned\tidied up. Now there are still 2-dozen things that need to be added\fixed and it'll be ready for a test-release (June mebbe? I'll just say "when it's done" to save myself the trouble).
Just posting here what player said in another thread since it would be of interest to anyone else who wants to use this awesome mod:
<!--quoteo(post=1943162:date=Jun 13 2012, 03:45 PM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 13 2012, 03:45 PM) <a href="index.php?act=findpost&pid=1943162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe. I've seen how very inactive the community is at the moment and decided to go ahead and make another pass over the code-base (will take a week or 2), as releasing something now would just be met with a very lackluster reception. If the inactivity lasts into July, I'll just put off the release to follow suit. Also, do remember it'll be a test-version initially, which you really shouldn't put on a public-server until it has been scrutinized sufficiently. It's an unwieldy beast for sure, very large.<!--QuoteEnd--></div><!--QuoteEEnd-->
Put up <a href="http://dl.dropbox.com/u/38570801/NS2GmOvrmind(v19).rar" target="_blank">v19</a> that fixes a prototype-mismatch with the OnKill-event, which caused some glitches when a player was killed, and possibly slightly impacted performance (but it doesn't account for the large decline in B210).
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
Hi player, i'm not sure what you mean with the last comment <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->possibly slightly impacted performance (but it doesn't account for the large decline in B210).<!--QuoteEnd--></div><!--QuoteEEnd--> Do you mean the large decline with running overmind, either v18 or v19, or the large decline in running B210, with or without overmind. Right now I'm running without v18 due to reports that there were issues (I haven't played yet).
I ment v18 is broken a bit with B210 and will throw Lua-errors as well as bugger things up left and right, resulting in a performance-decline, but that in and of itself doesn't explain the significant performance-drop with B210 itself. So basically, you must upgrade to v19, and there will still be a performance-drop compared to the previous NS2-build, but it is due to NS2 itself (B210), not GameOvermind.
Well, that sounds so much more complicated than it really is.
Reserved Slots do not work for me. I have MaxSlots @ 16. Reserved slots @ 7. I have privileges setup. Overmind logs me in with full rights when I do get in regularly.
Comments
I feel you :p
<ul><li>No, they're not working (at all) right now</li><li>Yes, they'll be in the new version again</li><li>Yes, they'll be cloakable from the server-browser (eg. 20 slots with 1 reserved will show up as 19 slots in the browser)</li></ul>
Player please fix this ASAP. We need you now more than ever. May the force be with you!
This means the ability to troll is stronger than ever. Thanks for working on it though and I will be sure to get the new update as soon as you release it.
Haha, reminds me of the Quake engine games, which sometimes crashed when the GL extensions string of the GPU was too long to be printed out in the console. Had to write my own patch for RTWC to start it.
<!--quoteo(post=0:date=:name=Ryne)--><div class='quotetop'>QUOTE (Ryne)</div><div class='quotemain'><!--quotec-->I am guessing the crash has to do with the 80 character limit they implemented. That is why the long lists crash the server, maybe?<!--QuoteEnd--></div><!--QuoteEEnd-->
On the money. I'm not happy with this change, as 80 characters is just so very little, 200-250 may have been a better limit. Also, trying to pass more than 80 characters in the networked chat-message crashed the server, not curtailing the message or just dropping it, but an outright unhandled-exception, that's no way to write an engine, and these crashes weren't needed.
I sorted it out by simply cutting off the messages at 79 characters. I guess I'll have to change the way the mod prints out collections of large stuff, but I'll do it for the rewrite (which isn't that far off anymore by the by), not for the current version. I'm assuming everybody knows what the commands do anyway, so those descriptions aren't really missed.
<!--quoteo(post=0:date=:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi)</div><div class='quotemain'><!--quotec-->Haha, reminds me of the Quake engine games, which sometimes crashed when the GL extensions string of the GPU was too long to be printed out in the console. Had to write my own patch for RTWC to start it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Carmack expressed regret at doing it as silly as that (fixed array, which became too small in due time) in has latest Quakecon keynote (2011).
Without the ability to list the om_id, its kind of useless right now and we lose an inportant admin-feature.
All the admins need is the om_id and steam_id in the first line for example, and then the playername in an extra line.
Just a quick one, I noticed you added the mod string to the configuration files. While this is easy for me, it may be a bit much to be expected of server operators for mods to know to adjust this file.
With customised GMOvrmind releases with server files, I can obviously avoid these problems, but it may be something to think about :)
In other news, I'm re-iterating over the entire codebase, cleaning stuff up. After that, there are still a few things to add and fix here and there, at which point we'll be moving into beta, and I'll put it on here (FOR TESTING ONLY, as in on localhosts or tiny listenservers, not large publics, this thing needs to prove itself first).
I can see this causing quite a few problems as more and more server side mods get added, trying to run alongside things like overmind, or even server plug-ins running in a mod, running in overmind :P
I think I can get your system to work so I can pre-configure a server install with overmind, as we discussed, but how we make this accessible for third party server operators trying to install multiple mods off their own backs I don't know :P
I guess we will have to wait and see what the new menu system brings us.
What will happen with multi-mods we of course will have to wait and see as v1.0-release comes closer. I don't know if they have ANY plans for proper support in that area, so the burden may fall on the modders to sort that out amongst ourselfs.
OH YOU!
Excuse my ignorance on all things Linux, but while it doesn't have the Win32-API, it will surely still have the -game command and a target directory. Would it not be possible to write something to do the same on linux when it comes out?
<!--quoteo(post=1943162:date=Jun 13 2012, 03:45 PM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 13 2012, 03:45 PM) <a href="index.php?act=findpost&pid=1943162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe. I've seen how very inactive the community is at the moment and decided to go ahead and make another pass over the code-base (will take a week or 2), as releasing something now would just be met with a very lackluster reception. If the inactivity lasts into July, I'll just put off the release to follow suit. Also, do remember it'll be a test-version initially, which you really shouldn't put on a public-server until it has been scrutinized sufficiently. It's an unwieldy beast for sure, very large.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->possibly slightly impacted performance (but it doesn't account for the large decline in B210).<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you mean the large decline with running overmind, either v18 or v19, or the large decline in running B210, with or without overmind.
Right now I'm running without v18 due to reports that there were issues (I haven't played yet).
Well, that sounds so much more complicated than it really is.
If I want to use the reserved slot, no dice?