b_cl_ for client parameters
b_sv_ for server parameters
b_ for both
Of course this is an intense overhaul compared to the parameters' naming today but still I think it would be useful. You could foresee a "transition period" where old & newx parameters would co-exist in 3.3 and only the new ones would be left in 3.4.
Another feature I'd like to request is b_sv_md5 checking (like PB does but on the server .config side). Since lots of people now add custom map.script files there's possibilities to exploit this area or just modify the script files (since they get reloaded on every reset_match). E.g. there are now scripts which add extra spawns to standard maps etc... Being able to attribute a hash to a certain "official" script would be great. This wouldn't require the etpro team to certify scripts, the league admins could just get the hash and put it in their config.
And it would give bani less debugging trouble with some whining admins .
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
Silver| wrote:yeah read your post...sounds mre like a pub feature..
most of the top teams run out and kill as much as they can and /kill to make spawn..even in a firefight
and his suggestion wouldnt influence or affect that in any way whatsoever. it's merely effects statwhoring, not anyone playing competitively.
I'd rather be without the broadcast message though, I really hate all the spammy text all over the place.
I agree with deej about concern over modified mapscripts. Though, on similar subject, it's worth noting that competitions really shouldnt be setting etpromapscriptdirectory to etpromapscripts if they are using any scripts not distributed with ETPro.
DG wrote:Though, on similar subject, it's worth noting that competitions really shouldnt be setting etpromapscriptdirectory to etpromapscripts if they are using any scripts not distributed with ETPro.
True. They can easily make it "clanwarscripts" or something and distribute the scripts they intend to use in a zip.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
I see, with seed=0, this pbmd5sum just gives you the plain "md5sum" of the file. So, let's rephrase my question: how do you get a PB check like this one?
pb_sv_md5tool a 2.60 v etpro/etpro-3_2_0.pk3 SZ2597285 AT0 LEN2048 97AA4145D7E7286B0E6A294AE3227F9A
It's clear that something (different from seed=0) is needed...
pb_sv_md5tool w 2.60 v etpro/cgame_mp_x86.dll SZ1110026 AT0 LEN2048 0C7F241E043644034191EBE076076046
pb_sv_md5tool w 2.60 v etpro/ui_mp_x86.dll SZ304752 AT0 LEN2048 EF0CD08A3FBA01572CAFDAEBCDF7B980
pb_sv_md5tool l 2.60 v etpro/cgame.mp.i386.so SZ1040372 AT0 LEN2048 B03E379EC1783D9378D88DD42C2331B6
pb_sv_md5tool l 2.60 v etpro/ui.mp.i386.so SZ300468 AT0 LEN2048 F3496298929B2760CDF94FD1A0CDC7A0
pb_sv_md5tool a 2.60 v etpro/etpro-3_2_1.pk3 SZ2597829 AT0 LEN2048 97AA4145D7E7286B0E6A294AE3227F9A
BTW, md5sums would be also a nice feature for ETPro IAC, wouldn't be?
Last edited by Bombosman on Wed Jul 20, 2005 2:10 pm, edited 1 time in total.
This one now is completely on subject (I guess). We got a crash in our server. The map was "Braundorff b2" with many people in (more than 30). The logs show the following
2005-07-19 21:58:00.326514500 0: player
2005-07-19 21:58:00.326552500 1: player
2005-07-19 21:58:00.326588500 2: player
2005-07-19 21:58:00.326625500 3: player
2005-07-19 21:58:00.326661500 4: player
2005-07-19 21:58:00.326697500 5: (null)
2005-07-19 21:58:00.326733500 6: player
pb_sv_md5tool w 2.60 v etpro/cgame_mp_x86.dll SZ1110026 AT0 LEN2048 0C7F241E043644034191EBE076076046
pb_sv_md5tool w 2.60 v etpro/ui_mp_x86.dll SZ304752 AT0 LEN2048 EF0CD08A3FBA01572CAFDAEBCDF7B980
pb_sv_md5tool l 2.60 v etpro/cgame.mp.i386.so SZ1040372 AT0 LEN2048 B03E379EC1783D9378D88DD42C2331B6
pb_sv_md5tool l 2.60 v etpro/ui.mp.i386.so SZ300468 AT0 LEN2048 F3496298929B2760CDF94FD1A0CDC7A0
pb_sv_md5tool a 2.60 v etpro/etpro-3_2_0.pk3 SZ2597829 AT0 LEN2048 97AA4145D7E7286B0E6A294AE3227F9A
BTW, md5sums would be also a nice feature for ETPro IAC, wouldn't be?
just to note these are the MD5's for the first 2kb of the files only. You can select which 2kb to check by adjusting ATx. To make effective use of MD5Tool you need to know exactly which bits you want to protect, or to obtain the hacked file you want to block and then contrast with the original to find a difference.
You can only check files that are kept within the game's folder and subfolder, even most clienthooks for a long time now dont go near the gamefolder (in early days I certainly found the tool useful to check for the presence of hack files).
Personally I'd never recommend using MD5tool unless there is something specific you can and need to block. As Evenbalance say themselves:
By default, PunkBuster does not scan files during gameplay because disk access during gameplay can cause minor hanging, stuttering and/or lag effects for players depending on their individual systems.