BUGFIX: Oversize server commands

Discussions about ET modding (sdk code, player/weapon modeling)

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Fusen
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Post by Fusen »

maybe he is asking how to disconnect clients on etmain? ;D
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Last edited by Fusen on Fri Feb 04, 2011 11:44 am, edited 1 time in total.
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ReyalP
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Post by ReyalP »

Especially since this bug was fixed in 2.60...
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Post by =FF=im2good4u »

i think he want to have it fixed but hes not maknig a mod

i would realy like 1 more banimod compile whit a fix for this :P
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Post by =FF=im2good4u »

oke do u got this prob
dont u got etpro
but u still want it fixed whuitout compiling a new .dll or .so since thne u can run a mod nomore

here da FIX :D

qmm is a server side code that runs between the engine and the vmmain inside the dll
all calls wil first be send to all qmm plug ins this allows plugins to bypass the vmain or engine and do thier own stuff whit the code :)

thats is how its posable to fix the bug by bypassing any syscall G_SEND_SERVER_COMMAND whit moe then 1022 chars

this fix works on rtcw / et / q3a / jka / jk2

u can get ore info about qmm here http://www.planetquake.com/qmm/dl.html

and u can dl fixed here (dont forget to read the readme)
windows:
http://www.ffclan.net/qmmnocrashfix.zip
linux:
http://www.ffclan.net/qmmnocrashlinux.zip

to get the code see hee or get on thier cvs
http://dynamic.gamespy.com/~qmm/forums/ ... c.php?t=22
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Fusen
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Post by Fusen »

SCDS_reyalP wrote:Especially since this bug was fixed in 2.60...
etmain etmain not etpro etmain!
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Last edited by Fusen on Fri Feb 04, 2011 11:45 am, edited 1 time in total.
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Post by Foonr »

noob !
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Post by Nail »

afaik, 2.60 is etmain
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Post by The Necromancer »

duh y r u solving so small issue ..
etmain = directory with all base data (so ALL mods use it ), also stock ET can be called etmain cos fs_game is "etmain" there..
As for 2.60 that is complete package version , 2.60 version of binaries, game libraries , and finaly pak2.pk3 ( few menu files and updated map scripts )
But as it is in readme this bug should be solved in 2.60 binary
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ReyalP
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Post by ReyalP »

Bani stated that it was fixed in the 2.60 engine, however actual testing contradicts this. The 2.60 etmain gamecode does include the previous gamecode fix.
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Post by gotenks »

SCDS_reyalP wrote:Bani stated that it was fixed in the 2.60 engine, however actual testing contradicts this. The 2.60 etmain gamecode does include the previous gamecode fix.
could it have been fixed in the engine???
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Fusen
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Post by Fusen »

Nail wrote:afaik, 2.60 is etmain
2.60 aka etpro etmain :X
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Last edited by Fusen on Fri Feb 04, 2011 11:45 am, edited 1 time in total.
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Post by gotenks »

you guys are just doing this to confuse everyone aren't you

2.55, 2.56, and 2.60 unmodded are etmain
just because splashdamage went the logical route and used many of bani's suggestions, doesn't mean it's etpro etmain... :lol:
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Post by =FF=im2good4u »

gotenks wrote:
SCDS_reyalP wrote:Bani stated that it was fixed in the 2.60 engine, however actual testing contradicts this. The 2.60 etmain gamecode does include the previous gamecode fix.
could it have been fixed in the engine???
yes it could the mod calls the engine to send the info to clients so the engine could check it there

also i think stock et uses fs_game "" but that just a thought
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Post by gotenks »

=FF=im2weak4u wrote:
gotenks wrote:
SCDS_reyalP wrote:Bani stated that it was fixed in the 2.60 engine, however actual testing contradicts this. The 2.60 etmain gamecode does include the previous gamecode fix.
could it have been fixed in the engine???
yes it could the mod calls the engine to send the info to clients so the engine could check it there

also i think stock et uses fs_game "" but that just a thought
actually it uses etmain... "" would mean it's using an empty directory, which MAY result in it replacing etmain, but not sure
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Fusen
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Post by Fusen »

gotenks wrote:you guys are just doing this to confuse everyone aren't you

2.55, 2.56, and 2.60 unmodded are etmain
just because splashdamage went the logical route and used many of bani's suggestions, doesn't mean it's etpro etmain... :lol:
except the fact it wasn't just etpro devs ideas, but their code too seeing as they coded it themselves
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Last edited by Fusen on Fri Feb 04, 2011 11:45 am, edited 1 time in total.
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