Delator 3.0 alpha

Juice

Junior Member
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Aug 3, 2003
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#41
Anyone notice that dogtagz with the delator 3.0 will not turn off force models? Ok I have done a complete reinstall of 3.0 and Dogtagz and still no luck. With 2.1 and dogtagz it automatically turned forced models off. Any ideas why this may not be working. I know you can use the dogtagz config but I have no idea how to make it work. This is a Windows server that we play Spearhead only on. I have the files all located in the mainta folder is this correct?

Edit: Ok we got it to work again, in the past we did not have to put the config.scr file in the global directory to get this part of dogtagzs to work.

Here is what we did so if anyone else is having this problem. FYI this is overkill since we wanted to make sure we got it and didn't have to shut our server down repeated times.

Created a global folder in the main and mainta folders plus one in the main game folder.

We then uploaded the edited config.scr with the proper settings to all three global folders we created.

This worked for us. We are looking at a new server company as we speak so if someone has found a better way to make this work please let me know so we don't have to create all these extra folders on our new server.

Thanks,
Juice
 

Navy

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Aug 5, 2003
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#42
Red Line

I ve installed Delator 3.0 and its working fine. But occasionnaly there appears an red line at the bottom of the screens. I could imagine there is an message in it but i can't see anything. Everybody on the server has this red line. After map change the red line disappear for a while to return after a few min or not at all

Anybody knows what this is?
 
Joined
Feb 11, 2003
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#43
That red line would contain messages that you added to the moddelator.
When you build the moddelator, theres a tab for messages. When you add a message, this is where it would disply, in the red line at bottom of screen.
 

bigstoo

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Aug 5, 2003
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#44
yeah i get the redline also, but it appears more in the middle of the screen, with no text in it.

my screen res is: 1280x1024

i also get a "MSVBVM60.DLL is not a valid windows image" when i run RconDelator.exe on some Windows XP machines. It works on some, so i dunno what it is?? :?
 

Navy

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Aug 5, 2003
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#45
Ok, i have made a new zzzzz delator pk3 file with moddelator with no messages, but the red line keep appearing.

my res is 1024x768.
 

SSPzAPI

Junior Member
Joined
Jul 9, 2003
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#46
fixed thr prob

yea I found out why it was auto balancing it was dmzdogtagz doing it. I fixed taht prob but does anyone know how to get it to work with the vstr string ;-)
 

Cleaner

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Oct 25, 2002
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#48
Ok Im not quite understanding what it is you guys dont like is it the new redline back drop that appears with the messages thats the load bar without borders that has been implemented in the generated mod, I did like this as well but after awhile Ive been getting complaints from players that it was too distracting, so I have removed it and shifted my message text to appear in the upper far left corner with out the red load bar
 
Joined
Jan 16, 2003
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#49
Cleaner said:
Ok Im not quite understanding what it is you guys dont like is it the new redline back drop that appears with the messages thats the load bar without borders that has been implemented in the generated mod, I did like this as well but after awhile Ive been getting complaints from players that it was too distracting, so I have removed it and shifted my message text to appear in the upper far left corner with out the red load bar
I believe they are asking how to do it,i'm curious myself.
I like the red line messaging,but it is distracting somewhat,if i do not have any messages,how do i get rid of the red line?
 
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Jan 16, 2003
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#50
Cleaner said:
Yes it is kinda vague..Ok what I think you need do is set the cars for the TK settings, the TK program runs automatically so in your variables.txt file add these lines
g_maxmaptks 5 (amount of Tks on a current map then will be banned)
g_maxcontks 5 ( or this to set I think a total amount of TKS while playing in the server, reaches this number he will be naned)

save and run rcondelator
Did this as you said,so i'm assuming it's alright to turn FF on now,right? :D
 

Cleaner

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Oct 25, 2002
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#51
Alright getting rid of the red load bar is one thing but then your left with the text sorta just printing out right there in the center somewhat left side of your screen If you like it there than all you do is open up your delator.scr thats in the zzzz-delator.pk3 and toggle down near the bottom youll see a line

[code:1]huddraw_shader 197 "textures/mohmenu/loadingbar"[/code:1]

just remove whats in between the quotes so it looks like this

[code:1]huddraw_shader 197 ""[/code:1]


Now if you want the text to display in the upper left corner underneath the compass and right above all the yellow text that normally displays during the game, this is how i have my server set up open up the same delator.scr toggle all the way down to the bottom find this line

[code:1]t9 local.d14:[/code:1]

now everything after that all the way down to "end" remove and replace it with this

[code:1]huddraw_align 197 left top
huddraw_rect 197 22 130 640 16
huddraw_alpha 197 0.45
huddraw_shader 197 ""
huddraw_align 198 left top
huddraw_font 198 facfont-20
huddraw_alpha 198 1
for (local.p=1;local.p<=local.d14.size;local.p++)
{
local.d15 = ""
for (local.o=0;local.o<local.p;local.o++) local.d15 = local.d15 + local.d14[local.o]
huddraw_rect 198 22 130 635 16
huddraw_string 198 local.d15
wait 0.05
}
wait 5
for (local.o=1;local.o<5;local.o++)
{
if (local.p==1)
{
huddraw_alpha 198 1
local.p=0
}
else
{
huddraw_alpha 198 0
local.p=1
}
wait 0.3
}
huddraw_alpha 197 0
huddraw_alpha 198 0
end[/code:1]


thats it and save
 

YoChoyLaMuete

Senior Member
Joined
Oct 26, 2002
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#52
Hello,

I'm back only for one day, so I will try to cast some light in the shadows I created :D :

1.- The "bash on spearhead" issue: It's caused by the mike-torso.st file. This file patches the landsharking issue, so if you run Spearhead and you don't care much about landsharkers, it's safe to remove it. On the next version I'll include an option in ModDelator so that you can generate the mod either for Mohaa or SH (with a bit of luck no patch will be needed for Breakthrough as it will come out patched, cross your fingers). Anyway, I will try to make a quick fix and post it here either today or tomorrow.

2.- The "vstr" issue: grrrrrrrrr... I thought I had it already fixed, but obviously I missed it among the rest of the features. All I can say is I'm well aware of it and it will be also patched. But probably not soon, since it requires changes both to the Mod and Rcon apps.

3.- A quick note to Buzz Litebeer: Hello m8 8) . I'm glad you came over here, I'm most gratefull for the clientban idea, and also you deserve all credit for the idea of using triggers to detect kills. Well, in fact, moddelator only creates as many triggers as slots in the server, never more (that's controlled using the targetname). Every trigger is assigned to a slot, so when a player leaves the trigger actually rests in place, but since the player can't be killed, it has no effect on the detection. Then, when another player enters the same slot, the trigger is reassigned to him. So, the server will never deal with more triggers than available slots, which shouldn't cause any memory leaks or errors of other kind (most of the time the number of triggers will be less than that). I must add, since my clan plays exclusively on Round Based Match, I didn't care too much about removing the unused triggers, but in fact I have tested the detection with up to 24 players and there was no lag at all.

4.- How to turn on TK detection? Basically, by setting the two cvars involved. However, I see some confusion as to what every variable means, so:
g_maxmaptks: Is the maximum teamkills per map per player (I think everyone understood this one)
g_maxcontks: Is the maximum number of consecutive teamkills. This means, if g_maxcontks is set to 3 and a player enters the server and kills three teammates in a row, he will be banned, regardless if he hasn't reached yet the maxmaptks limit. Obviously, this cvar should be set to less than g_maxmaptks to be effective.

5.- The "Hacked setu" issue. Delator checks the alias/setu combo by using a custom and random cvar and alias. This cvar is checked on every scan, and is resetted when the server is empty or RconDelator restarted. So, a player must pass the test only once per gaming session (the cvar rests marked for next scans). If a player fails the preset number of scans, he's assumed to have hacked either the setu command, the alias command, or both. I started with values as low as 3, but that occasionaly accused leggit players (only once in a (big) while). So I raised it up to 6 and never had a false warning again. It's not adviced to lower that limit. There are some reasons why a leggit player could fail such test, as the player loading a new map or his connection lagged for some reason. Anyways, because of the new system Delator uses when scanning, it's really hard that he misses it for 6 times. I'd say it's impossible, but any feedback about this is welcome so that I can improve it on the final version. And no, a nocd exe will never raise a "modified binaries" warning unless the exe is actually modified. If you suspect a leggit player is being accused, check the contents of the activity-ddmmyy.log for that player and post them here (only on xceptional cases, I can't check every activity dump for every user please). But you can't have a 100% accuracy when you're checking for something that may or may not be there, so it's up to the server admin either to enable the detection or not. You have the last word.

6.- The "name changed" issue. I tested specifically the rename feature before publishing the new version and it worked ok in my server... Considering there are not other reports regarding this, I'd suggest you to check the generated mod is the actually version 3.0. If it's version 2.1, that could very well be the cause of the problem, and really I can't think of any other cause for this (marcar to mark is the new command used by Delator to force leggit values on a given player) ...Anyway, I'll check again the source code at that point.

7.- The Thin Red Line :p issue. I've had more reports that the red bar can be distracting (though it looks really nice, uh?), so I may change that for the final version. About it appearing when no message is scheduled, I'll check that too, maybe I forgot to delete some line from my tests versions.

8.- Is there a way to change the "ban" for a "kick" when using the maxmaptks? Not right now. That's because the Mohaa scripting languange doesn't allow you to kick someone from the server (not unless you are running a linux server). However, I'll try to take that into consideration so that you can customize the penalty level for TeamKillers as you can with cheaters (it can be really tricky, so don't put your money on that).

I'll try to post some fixes before leaving again tomorrow, thanks for the feedback ;) ,

YoChoy

P.D.: I will be most grateful if you can tell me how the no-landshark patch -either if it's working or not- and the teamkill detection are going (once you managed to set it up bug free, mea culpa :rolleyes: )
 
Joined
Feb 11, 2003
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#53
Well, I havent run the teamkill detection steady, but when it was on ,it worked perfectly. I havent really noticed the no-landshark because i have that taken care of with another program.
One bug (a minor one) i have run into is that I have the i-bot detection set to ban if caught. When i restart delator the next day, the i-boy detection is set to kick. Its resetting itself to kick instead of staying on ban.
Also, I do have a linux server running allied assault. I would love it if i were able to decide if i could set it to kick teamkillers instead of banning them, or just have the option to set it either way.
I figure for the consecutive teamkiller you would want to ban that dog, but, for map one, you might just want to kick, the guy might just be careless and then you always have the option to ban him later in the program or through rcon.

Other than that above, so far so good, has been working extremely well for me, thanks, great job

thanks again
 

YoChoyLaMuete

Senior Member
Joined
Oct 26, 2002
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#54
Two Fixes

I've developed two quick fixes for 3.0 alpha. The link on the first post contains the new version (even if it's still called delator30.zip). Download it from there.

To update your setup:
Open the new delator30.zip and extract the following files:

delator.data
delatorsh.data
moddelator.exe

You'll be prompted (twice) if you want to overwrite your files. Click Yes.

Now, when you run moddelator, you'll see the main screen has changed (actually, it's what used to be the 'Miscellaneous' tab) and now contains two radio buttons where you can select either to build your mod for MOHAA or MOHAA Spearhead. Click the software your server runs. This way, you can have the landshark patch on spearhead without losing the ability to bash with main weapons.

Also, the red messaging ribbon has been replaced. Now messages appear on the vertical center of the screen and aligned left. You can't miss them either, but I think this way they're not so distracting.

I think I'll be back by August 12th. Then I will try to fix the remaining bugs (vstr, kick for TKers).

Regards,

YoChoy
 

DarkWolf

Junior Member
Joined
Aug 5, 2003
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#55
YoChoyLaMuete said:
8.- Is there a way to change the "ban" for a "kick" when using the maxmaptks? Not right now. That's because the Mohaa scripting languange doesn't allow you to kick someone from the server (not unless you are running a linux server). However, I'll try to take that into consideration so that you can customize the penalty level for TeamKillers as you can with cheaters (it can be really tricky, so don't put your money on that).
Thanks a lot. By the way, I do have a Linux server so what you're saying is that there would maybe be more chances that it works someday? Cause I do not want to ban a friend or myself because of a bad grenade ;)

Hope you can find something.
Thanks again,

Take care

P.S. Do not worry about my money, I do not have any :(
 

Tiger

Junior Member
Joined
Aug 7, 2003
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#57
HEY I NEED SOME HELP WITH DELATOR 3.0 Alpha

Ok , I saw in some servers like a red bar/line and on it said like "Welcome to our server..." how do i do that , on my server it just appears like a red bar/line and nothing on it.....so what should i do to...put some words on that bar!

Please Help , Thx :D
 

ClickBouyow

Senior Member
Joined
Jan 8, 2003
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#58
Re: Two Fixes

I don't see any radio buttons to click. It looks just like the old one.

YoChoyLaMuete said:
I've developed two quick fixes for 3.0 alpha. The link on the first post contains the new version (even if it's still called delator30.zip). Download it from there.

To update your setup:
Open the new delator30.zip and extract the following files:

delator.data
delatorsh.data
moddelator.exe

You'll be prompted (twice) if you want to overwrite your files. Click Yes.

Now, when you run moddelator, you'll see the main screen has changed (actually, it's what used to be the 'Miscellaneous' tab) and now contains two radio buttons where you can select either to build your mod for MOHAA or MOHAA Spearhead. Click the software your server runs. This way, you can have the landshark patch on spearhead without losing the ability to bash with main weapons.

Also, the red messaging ribbon has been replaced. Now messages appear on the vertical center of the screen and aligned left. You can't miss them either, but I think this way they're not so distracting.

I think I'll be back by August 12th. Then I will try to fix the remaining bugs (vstr, kick for TKers).

Regards,

YoChoy
 

Navy

Junior Member
Joined
Aug 5, 2003
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#59
Delator and Mohaa ci

Hi since i use delator on our server all went fine (one distracting red line on the screen we can live with that). But to incorporate more security and anti cheat detection i installed Mohaa ci also, guess what happen.

I got booted from my own server wtf ..........
suddenly i got hacked setu wtf ...........
i got modified binaries wtf ................ ( i even don't know what this is)
all this in a crowded server with 20 gamers or so :)
But rest assured i don't cheat.

After these embarresement i start looking into this problem, i think its in the zzzzz delator pk3 file in combination with mohaa ci, but then i am not an coder.

Is there an way to incorportate some of CI features into delator?
Like force screenshot of the pk3 files?

Navy
http://www.cqb-clan.com
email: cqb@cqb-clan.com
 

Cleaner

Junior Member
Joined
Oct 25, 2002
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#60
I think it is suggested not to be running both in the CI instructions or you will have problems with both installed
 
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