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Messages - pit-23

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376
General Chat / Re: honor server + why AA2.5?
« on: Monday, February 13, 2012, 15:37:21 PM »
Ask Jonny. I somewhat doubt he'll give out the UScript sources though.

Johny, I ask you then... :-D

BTW, there is some code in plain text form visible in .u files. Do .uc files contain anything significant beyond this? I mean, can i recreate the .uc file by just copying the relevant text part from .u file?

377
General Chat / Re: honor server + why AA2.5?
« on: Monday, February 13, 2012, 15:20:31 PM »
So where I can find .uc files used by assist? Zip-s on sourceforge contain only realbasic sources.

378
General Chat / Re: honor server + why AA2.5?
« on: Monday, February 13, 2012, 14:17:33 PM »
OK, i get it, so one important piece of assist, is a server mod (u script), which takes part in authorization?

EDIT: I see now those AssistQR.u and Auth.u files. So another question: what do you use to edit those files?

379
General Chat / Re: server not visible in browser
« on: Monday, February 13, 2012, 11:43:18 AM »
Yep its publicly available on sourceforge...
http://sourceforge.net/projects/aa25assist/files/

Thanks again, I'll take a look at this.

Now I have just one more request: can you give some links to any existing descriptions of e.g. protocols, that can be helpful in understanding those sources?

380
General Chat / Re: honor server + why AA2.5?
« on: Monday, February 13, 2012, 11:32:26 AM »
Would it be possible by modifying the assist sources to get the AA 2.8 server running within the authorization system? Or is 2.5 required (because e.g. some server mods are crutial, and they exist only for 2.5)?

381
General Chat / Re: server not visible in browser
« on: Monday, February 13, 2012, 11:22:34 AM »
Yes, the part of the problem may also lie there. Unfortunately i'm noob as far as those issues are concerned, so I'd like to eliminate more obvious problems first.

If the server is supposed to be visible at a particular IP (i.e. e.g. that browser rejects query response sent with different source address than expected), then the 1716-1718 sockets must be bind at that address, not at INADDR_ANY (0.0.0.0). After some googling I see that this is typical solution to this problem with other UDP servers (e.g. TFTP).

Also, AA 2.8 and 3.0 worked in this server for years without problems, and the first difference is that they _do_ bind at particular address, not 0.0.0.0. Therefore I assume, that changing binding will most probably solve the problem.

382
General Chat / Re: server not visible in browser
« on: Saturday, February 11, 2012, 09:54:39 AM »
Ooops, sorry, I didn't notice it.

383
General Chat / Re: server not visible in browser
« on: Saturday, February 11, 2012, 09:30:38 AM »
So maybe you shall consider opening up the sources? I definitely would be great for community.

Using your time is the last thing I want to do. Give me access to sources and I make a nice patch for you, which you can then review and accept/reject.

384
General Chat / Re: server not visible in browser
« on: Saturday, February 11, 2012, 08:53:22 AM »
When I start original 2.5 server.exe with option 'multihome=85.14.85.18', and put IP=85.14.85.18 in server.ini section, i get following situation:

UDP    85.14.85.18:1716       *:*
UDP    85.14.85.18:1717       *:*

Now, I'd like to achieve this in 'assist' setup. How can I do it, and if not, can you help with this?

385
General Chat / Re: server not visible in browser
« on: Friday, February 10, 2012, 17:20:51 PM »
Is there any way aa 2.5 server can be reliably used in multihomed host?

In particular, can I influence, what address is given to the auth/master server?

Also, I see UdpTerminate and UdpRestart messages in the server console - what do they mean?

Netstat shows that:
  UDP    0.0.0.0:1716           *:*    [aasrv001.exe]
  UDP    0.0.0.0:1717           *:*    [aaudp001.exe]
  UDP    0.0.0.0:1718           *:*    [aasrv001.exe]
Is it possible to force aaudp001.exe to bind to specific address instead of 'any'?

386
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 09:19:59 AM »
Here is additional proof:

When you type "3.1415926535897932t battletracker 94" in google, you shall see a small excerpt from cached battletracker page, which shows I had 94 honor already 19 Oct 2011:

"19 Oct 2011 – 3.1415926535897932t. 94, 3, 10, 550, 0, 550, 0. Player. CAMARA68. 74, 10, 2, 240, 10, 150, 0. Player. (.Y.)-dajmond-. 97, 6, 11, 150, -10, 150 ..."

387
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 07:52:09 AM »
Even if we add the straight up points of 339535 + 540275 which = 879810

This is less than 89 Honor.

Not sure how gametracker takes roe into account but it reduces your honor aswell.

Again the question is where is your old tracker?

Where did you get those points values from?

I don't have tracker, I never had. I have battlefield account, but it was never configured to track stats.

388
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 07:49:24 AM »
basicly if you make 3 accounts with aa, u cant ask aa to add the 3 accounts honors up and put it on 1 account, same as u cant ask us to sum up the honor of separate accounts to 1 account, its silly. playing with different accounts/tracker was your decision after all.

I repeat that this was _single_ account. I only changed the nickname on this account several times.

Do I really have to explain the concepts of account, guid, nickname, and relations between those?

389
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 04:43:01 AM »
This is single account, only names were different at the times... And the hours are even bigger if you add the rest of the nicknames assigned to this account. You didn't know gametracker uses nicknames instead of guids, did you?

Sorry I redefined your understanding of what "serious hours" is.

And if I had battletracker account with my old honor I wouldn't be in this thread.

Anyway, this thread is getting silly, and I don't care much about this honor, so you can consider my appeal as withdrawn.

390
General Chat / Re: server not visible in browser
« on: Wednesday, February 08, 2012, 18:58:41 PM »
Reply source IP could be ignored if each query was done on separate socket. It's possible, but surely using single socket and checking source address is simpler.

Sockets are used for both UDP and TCP.

OK, so now the question is: in multihomed server case, is it possible to force that the IP seen by the master server when building list is the same as the IP on which game server listens for answering queries? In AA 2.8.5 there was command line option 'multihome=<ip>' and everything worked fine, I don't see such thing in 2.5.

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