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Nitrox*

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Nitrox*

Member Since 23 Nov 2009
OFFLINE Last Active Nov 28 2011 06:06 AM
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N!tmod - GUID verification & other security features

01 March 2010 - 06:28 PM

Haiiii there! :)

I just finished working on N!tmod GUID checker.

I've spent more than an hour testing it with randomly hacked or invalid guid and none of my attemps to connect were successfull.

Here is a screenshot showing what clients with invalid guid will see when they will attempt to connect to a N!tmod (future versions) server.

Attached File  guidcheck.JPG   80.81K   59 downloads

By default, N!tmod accepts connections from players that have no guid (i.e.: cl_guid = "unknown")

If you're running a server and you don't want to allow empty guids, you can simply set g_allowNoGUID to 0 (Other checks willl still be performed)

We will also probably add a Valid IP checker.

Official - Nightly buids

25 January 2010 - 08:39 PM

Hi there!

Here's a new topic where i'll post links and changelogs everytime a new nightly build is released.

Remember that nightly builds aren't fully tested before being released.
We - N!tmod Dev Team - test the mod on local servers, but some situations cannot be reproduced with bots or when playing as a local client.
Please forgive us if you find any bugs in a nightly, after all that's what they are made for : finding bugs that are accidently introduced.

The euro server (188.165.50.108:27960) is always the 1st server running the latest nightly builds (updated as soon as a nightly is released).

Ok so latest nightly (1.2-20100126) can be found here

Do not forget to download the lua libs and place them in the same directory as your server executable (ETDED.exe or etded.x86) in order to use lua on your server (and even to be able to start windows servers) here !!


Changes since 1.1 Final :
  • Removed Venom weapon
  • Reactivated canister kicking (by pressing the activate key, usually bound to F)
  • Bots can use all their classes available primary weapons (including MP5 if the weapon script is added on the bots weapons folder)
  • Fixed a bug with heavy weapons limitations and bots
  • Added Map spree records and Map frags records (see documentation in the package)
  • Code optimization (again and again :) )
  • Fixed 1.1 bugs
  • Resized and moved some HUD texts.
  • Reactivated body gibs
  • Added !records shrubbot commands to display map spree records when not in intermission (shrubbot flag : i )
  • Removed popup messages filter (doesn't look like a lot of people use it...)
  • Added cg_obituary cvar to customize where kills notifications will be displayed (see the mod HUD Menu)
  • v6 (saying player class) modified : if player is dead (limbo), pressing v6 will tell latched class
  • Greetings messages will be displayed in chat only
  • Removed popup area and centerprint area banners (g_msgs, set on server side)

We released a bad nightly yesterday (1.2-20100125). It contains a few bugs, if you downloaded it, please don't run it on any server!!!

N!tmod 1.1 Final Released

18 January 2010 - 09:29 AM

N!tmod 1.1 Final has just been released.

Get it at http://nitrox975.ath.cx/stable



Changes :
  • Removed poison overlay
  • Removed kick weapon
  • Added "on screen" stats
  • Modified hitsounds code (no hitsounds on dead players, adjusted for disguised enemies)
  • Removed cg_drawKillingSpree (kills and spree counter near timer, fps, speedometer, etc...)
  • Modified/Fixed limbo menu (5 stars roller for skills levels, green class button when lvl5 for this class)
  • Added Tank browning icon (was missing)
  • Fixed custom vsays (wasn't working on 1.0)
  • Added new awards : Most revives, Most Heals (only heals given to non-medic players will count), Panzernoob, Highest damage
  • Removed Darwin award
  • Added uniform icon on scoreboard for disguised players
  • Fixed uniform sprites above players (they were visible through walls)
  • Removed g_weapons cvar (some flags had no effect)
  • Added g_fieldOps cvar (no lvl1 binocs, Too many airstrikes restore half/full. See documentation)
  • Modified an icon in the HUD (helmet)
  • Reworked inactivity and spectator inactivity (ETPub like)
  • Modified g_medics (Added MP5 restriction, removed some options, see documentation)
  • Added gaoesa's sidearm smg fix.
  • Added cg_drawStats to enable / disable "on screen" stats.
  • Removed cg_drawSmallPopupIcons. People shouldn't use big popup icons, takes a lot of space on the screen.
  • Intermission stats
  • Added Last Frag
  • Shrubbot bugfix
  • g_headshot is now using bitflags values.
  • added ETPub like !stats command
  • Forcecvar reworked, now works perfectly.
  • sv_cvar reworked, but still gets reseted on mapchange.
  • Code cleanup (lot of useless code removed)
  • Added cg_numPopups to customize the number of popups that can be displayed (maximum : 8)
  • Added Valid GUID check on clientConnect. If the client's GUID is invalid (bad lenght/invalid chars), connection will be rejected.
  • Max skills levels bugfix.
  • Added cg_drawCam 0|1 to disable/enable missile camera on client side.
  • Fixed /rcon !showbans server crash bug

As always, if you find any bugs, report them on the tracker (you can press escape ingame and click on "Report a bug").

Thanks for your interest in N!tmod, we hope you will enjoy this new version.

[CLOSED]VOTE : Modify Skills Levels ?

15 December 2009 - 03:43 PM

Ok so I was wondering what you think about the "NQ Like" 9 skills levels ?

Personally, I think it's too much, if someone plays on a N!tmod server for the 1st time and has no XP, he will maybe playing against people that maxed out all their levels, and think "Bahh, too hard i'm not good enough".

Maybe we should use a 5 levels system like Jaymod does.

Higher levels give you more ammo, faster weapon switching, bomb, silent footsteps for cvops, impersonation for cvops, the possibility to see a bar that shows how much ammo the player has when u're fdops, dynamite timer when you aim at a dynamite, and other stuff...

These things could easily be added on lower levels, or simply enabled by a server cvar so if server admins don't want them they can disable them.

I have some ideas :

- FieldOps can ALWAYS see the ammo bar when poiting a player
- Engineers can ALWAYS see the dynamite timer
- No more battlefield rescusitation (pressing F above a dead, not gibbed, player to revive him in a few seconds), that's not really realistic...

That would also make the PK3 and the mod binaries smaller.

I seriously think we should either reduce the number of skills levels, maybe to 5 or 6. 9 is too much!

P.S.: I made mistakes in the votes... Please revote

Work in progress

07 December 2009 - 02:37 PM

Hi there!

In this topic I'll post the work in progress for the mod.

New features, bug fixes, improvements, things that have been removed/reworked.

I'll start with good news :

  • ADDED : (On daredevil request) ETPub Map Voting gametype (and quickly tested).
    Everything seems to work correctly, credits go to ETPub because all I did was adding their code into N!tmod.
  • MODIFIED : g_weaponItems 2 flag : Players now drop binocs instead of pistols.
  • FIXED : Sniperwar didn't gib if player had spawnprotection
  • FIXED : Bug where Engineers could get 2 SMG's.
  • ADDED : the "Hold your fire" vsay is played when hitting a teammate with friendlyfire enabled.
I also modified something for the damageable explosives (bugged with linux build), but I can't build linux binaries at the moment so i can't test...