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The Trick Jumping server

by Q009 on 10/06/2007 11:54, 35 messages, last message: 10/17/2007 04:11, 5687 views, last view: 05/18/2024 10:45

Hi! I gonna make first Trick jumping server for Sauerbraten... And i need help:
Who can make auto getting map in ffa* mode? Pls..
I'm dont known at modifing the C++ code...

My e-mail: q009q009@gmail.com

Thanks!

*Ffa - Free for all game mode (Deathmath)

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#1: OMG my bad english..

by Q009 on 10/06/2007 11:56

Sorry for bad english...
"!I'm! dont kn..." xD lol

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#2: x[

by Q009 on 10/06/2007 16:22

Yes, all is ignoring me and my posts...
x[

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#3: ..

by Acord on 10/06/2007 17:56

The best way to start is by looking at and tweaking some of the values to see what they do. Try tweaking gravity a little first.

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#4: Re: ..

by Q009 on 10/06/2007 18:25, refers to #3

Yes i known how to modife max healt, gravity and jumping level...
I just want help!!!

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#5: ..

by Q009 on 10/06/2007 18:31

Plx help! D=

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#6: Re: ..

by a_baby_rabbit on 10/06/2007 18:33, refers to #4

Yes, but what is "auto getting map in ffa* mode"?

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#7: Re: map auto-get

by MeatROme on 10/06/2007 19:01, refers to #6

It's that old story (see "Most Wanted Features" thread and diverse other places) of not having to do "/getmap" ...
But what this has to do with trick-jumping baffles me.

Anyway, what is the server supposed to do differently than the regular sauer-server?

Is this supposed to be a server-side-only MOD - which I strongly suspect it isn't.

More information would be required at least to judge the help you're expecting ... and maybe you should read the latest topic on the forum too : http://cubeengine.com/forum.php4?action=display_thread&thread_id=1562

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#8: ..

by Q009 on 10/06/2007 19:26

I want run trick jumping maps in ffa mode... Why? I dont want to edited my map or leaving some jumps...


"auto getting map in ffa* mode" is atomaticaly sending map and player's downloading it...

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#9: ..

by Q009 on 10/06/2007 19:30

btw im while making jump maps...

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#10: Re: as you like it (Shakespear)

by MeatROme on 10/06/2007 19:45, refers to #9

Mmmh. ... so what's wrong with
- publishing maps on quadropolis
- grabbing a server and voting/mastermode-ing to FFA and loading your map

...and telling players to read the console if they don't "/getmap" ...

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#11: Re: ..

by SheeEttin on 10/06/2007 19:46, refers to #8

Not currently possible, and for good reason.

It could be implemented easily client-side, but I don't know how many people would be willing to open a hole in their security just for an automatic /getmap.

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#12: Re: as you like it (Shakespear)

by MeatROme on 10/06/2007 19:47, refers to #10

oh - before you tell us that there's no "/getmap" or "/sendmap" in FFA ... well - that's what quadropolis is for on the one hand and a quick change into coop-edit and back to FFA once people have your map can't be that bad - if you really want to get some fun/feedback.

Also - you /do know/ that there's no CFG-file sending/getting ... in short: only OGZ is sent during get-/sendmap

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#13: Re: ..

by MeatROme on 10/06/2007 19:47, refers to #11

compare the (repeatedly held) discussion of this on the "Most Wanted Features" thread ... ;-)

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#14: ..

by grinch_ on 10/06/2007 20:26

I'd love to see an auto-getmap function but I don't think Sauer is capable of implementing such a feature without significant changes/improvements.

I would help if I had the will power, but to put it bluntly, it would be a massive headache with my current knowledge and tolerance of sauer's source code.

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#15: Re: ..

by SheeEttin on 10/06/2007 20:37, refers to #14

Oh, an auto-getmap would be pretty simple. Just perform a getmap on connect (or only if the server says there is a map to be gotten).

However, as MeatROme and I have kind of said, an auto-getmap is a bad idea.
A malicious user could go into a server, send a corrupt or specially-crafted OGZ, and wait for people to connect. As soon as they connect, bam, gone.

See? Bad idea.

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#16: ..

by Thomas_______ on 10/06/2007 21:39

It\'s simple, you only need to allow in fpsgame/fpsserver.h the sendmap command in all mode\'s and you need to add by clientconnect

-> clientconnect

if(mapdata)
{
sendf(ci->clientnum, 1, \"ris\", SV_SERVMSG, \"server sending map...\");
sendfile(ci->clientnum, 2, mapdata, \"ri\", SV_SENDMAP);
}

and by sendmap (void receivefile(int sender, uchar *data, int len))

remove the \"gamemode != 1 ||\"

BUT: i don\'t know if that is working .. cause i think the client is proofing if it\'s coop...

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#17: ..

by grinch_ on 10/06/2007 21:43

I mean a getmap function that sends everything needed to run a map - CFG file, textures, sounds etc. The malicious user sending a corrupted/crafted OGZ file is a poor excuse, the OGZ file reader should be rock solid anyway, can sauer not detect maps with exceeded limits or something? I have no understanding in this area. No, the security risk that comes to mind is the map CFG file, a malicious user could overwrite configs or run an infinite loop. The scripting language needs to be sandboxed and a (full) file transfer service needs to be implemented, both potentially significant work.

Think, how do other games do it? Now do you see? :)

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#18: Re: ..

by SheeEttin on 10/06/2007 23:23, refers to #17

Umm... I can't think of any other games that provide content in that manner.

However, you are right, the CFG is also a risk.

You say that scripting "needs" to be sandboxed and that a full file transfer service "needs" to be implemented...
Well, you've got the source, you're free to do it. eihrul (and others) won't (and can't) implement every suggestion made.
Sauer is open-source--make it happen, maybe it will become part of the whole.

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#19: ..

by grinch_ on 10/06/2007 23:30

@#18

I know for sure CS:Source does it :D

Yes it's open source, but "it would be a massive headache with my current [lack of] knowledge and tolerance of sauer's source code."

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#20: ..

by ndazza on 10/07/2007 01:14

Quoting #17:
"The malicious user sending a corrupted/crafted OGZ file is a poor excuse, the OGZ file reader should be rock solid anyway, can sauer not detect maps with exceeded limits or something? I have no understanding in this area."

It's nothing to do with detecting bad maps. If there are *any* bugs in the map loading/parsing code (hint: all code has bugs) there is the potential for a security breach on the client. This can be exploited by carefully crafting the aforementioned "specially crafted OGZ".

And yes, the problem is exacerbated with config files.

Darren

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