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Dr Brain
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PostPosted: Fri Apr 09, 2010 7:41 am    Post subject: Reply to topic Reply with quote

Cheese wrote:
why is this considered better than copying the .set file over from the module folder you just downloaded into your /set directory, then typing ?quickfix :S


Replacing an automatic system with a manual one is never a good idea. Period.
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Cheese
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PostPosted: Fri Apr 09, 2010 10:54 am    Post subject: Reply to topic Reply with quote

but what are you going to do when they give you a closed source module? :\
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Dr Brain
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PostPosted: Fri Apr 09, 2010 12:13 pm    Post subject: Reply to topic Reply with quote

Have them give you a file with the cfghelps in it that can be parsed as part of the building process (or make one yourself). They already have to give you a list of the settings, after all.

Or, my personal favorite: don't worry about the help text at all. Maybe you don't realize it, but you can still set the config settings without the help text.
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Arnk Kilo Dylie
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PostPosted: Fri Apr 09, 2010 1:19 pm    Post subject: Reply to topic Reply with quote

Cheese wrote:
but what are you going to do when they give you a closed source module? :\

Tell them that's unacceptable and to give over the source. If someone wanted their crap running on my machine, then I must have an absolute guarantee it does not have something I do not want, furthermore I must be able to modify it should they choose to abandon it. Not to mention that if I modify any interfaces at all I'll need to recompile the module against them. Not to mention if their module crashes I would like to know why specifically. It's a security issue and a common sense issue. If you disagree, maybe you'd be interested in some "closed source" modules of mine...if you plan to run any zones on SSC it practically should be mandatory to have full control of whatever you run on your server, far too easy to set up a module that records stuff (hint: passwords) and sends it back to the controller without any notice or bother...and that's just the tip of the iceberg


Hak: I don't believe you. If you find make, something that takes care of everything with 1-2 commands, inconvenient, I think I understand the disconnect here.

Code: Show/Hide

akd@decastar-2:~/code/zone-hzasss/src> rm ../build/cfghelp.* && make
python ../scripts/extract-cfg-docs.py -c ../build/cfghelp.inc */*.c */*.py core/clientset.def
gcc -std=gnu99 -pipe -I. -Iinclude -I../build  -Iakd -Ihockey -Ihz -Imisc -D_REENTRANT -D_GNU_SOURCE -fPIC -g -Wall   -c -o ../build/cfghelp.o core/cfghelp.c
.
.

If you're interested in not tying cfghelp to the asss binary itself (which is understandable, this gives you the power to hotswap it) take the cfghelp stuff out of core.mk and make a file as such for cfg.so/cfg.dll:
Code: Show/Hide

cfg_mods = cfghelp

$(call tobuild, cfghelp.inc): $(builddir) $(SCRIPTS)/extract-cfg-docs.py
        $(PYTHON) $(SCRIPTS)/extract-cfg-docs.py -c $@ */*.c */*.py core/clientset.def

$(eval $(call dl_template,cfg))


(some typos may apply but you get the idea..)
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Dr Brain
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PostPosted: Fri Apr 09, 2010 2:24 pm    Post subject: Reply to topic Reply with quote

No need for the extract-cfg-docs.py part in that .mk. The one in core will take care of that.
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Arnk Kilo Dylie
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PostPosted: Sat Apr 10, 2010 4:06 am    Post subject: Reply to topic Reply with quote

Yes, that's one way, but when I said "take the cfghelp stuff out of core.mk) I meant that stuff too, just for completeness sake.
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Cheese
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PostPosted: Sat Apr 17, 2010 3:15 am    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
[..]
Replacing an automatic system with a manual one is never a good idea. Period.


good thing we are replacing the current manual system with a better and easier manual system then, right?

because recompilation is hardly automatic, in fact its the worst kind of manual.
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Dr Brain
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PostPosted: Sat Apr 17, 2010 10:23 am    Post subject: Reply to topic Reply with quote

I'm sorry, the rest of us have to compile our modules as part of making them. I'm not sure how you're doing it, exactly.
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JoWie
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PostPosted: Sat Apr 17, 2010 6:08 pm    Post subject: Reply to topic Reply with quote

Probably one off modules in windows
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Cheese
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PostPosted: Sat Apr 17, 2010 11:41 pm    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
I'm sorry, the rest of us have to compile our modules as part of making them. I'm not sure how you're doing it, exactly.


yes, but why also compile modules to USE them?
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Cheese
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PostPosted: Mon Apr 19, 2010 6:49 pm    Post subject: Reply to topic Reply with quote

recently, i connected my zone to a biller.

this was more difficult than it should have been, because both billing:groupid and billing:scoreid are both 0 by default for some reason, which causes the 'invalid login attempt' in subbill.

now that everything is working, i have not yet figured out why my zone isnt sending commands to the biller...
is there something simple im overlooking? :S


PS:
i even tried the ?/hi and ?\hi stuff too

PPS:
?userid is coming back empty too :S
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Dr Brain
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PostPosted: Mon Apr 19, 2010 9:15 pm    Post subject: Reply to topic Reply with quote

Subbill is known not to work with billing_ssc. Get a better biller and try again.
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Cheese
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PostPosted: Mon Apr 19, 2010 9:49 pm    Post subject: Reply to topic Reply with quote

so being a non-linux user, i have to choose between a biller that eats 100% cpu and a biller which you say is unsupported?


what would you suggest i do?
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Dr Brain
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PostPosted: Tue Apr 20, 2010 7:33 am    Post subject: Reply to topic Reply with quote

ASSS saves its own scores, and can authenticate just as well as subbill. Why use a biller at all?
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L.C.
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PostPosted: Tue Apr 20, 2010 8:15 am    Post subject: Reply to topic Reply with quote

Quote:
this was more difficult than it should have been, because both billing:groupid and billing:scoreid are both 0 by default for some reason, which causes the 'invalid login attempt' in subbill.
That is because the main configuration file for ASSS is very much incomplete in that it totally leaves out basics (such as ScoreID, ServerID, NamePassword, etcetera), regardless of whether or not ASSS is running in standalone mode. It would be more acceptable if the idea of billers went extinct entirely.
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Cheese
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PostPosted: Mon May 03, 2010 11:01 pm    Post subject: Reply to topic Reply with quote

delete this post
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Cheese
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PostPosted: Wed May 05, 2010 4:22 pm    Post subject: Reply to topic Reply with quote

what are the key (next to portal) and missile (next to rocket) icons in the icon.bm2 file?
never seen them used, anyone know anything about them?
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L.C.
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PostPosted: Wed May 05, 2010 6:39 pm    Post subject: Reply to topic Reply with quote

The key was supposedly to be able to open doors, I think.
The rocket, well, is obviously a missile that goes in one direction (probably would have had homing capabilities to some extent).

VIE never finished it.
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Cheese
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PostPosted: Wed Jan 19, 2011 1:24 am    Post subject: Reply to topic Reply with quote

i see a redirect.c in my source code directory, yet when i ?insmod redirect it fails.
where is it?

this one seems to be super-secret, because its not just unlisted, but also undocumented and not loaded or accessible in any fashion, and you have to use a different undocumented command to even activate it...
icon_eek.gif


also, there was some command that listed the basename of an arena, which was it?


and what is clientset.def for?
it looks like its supposed to be compiled with something else, what?
will changing it affect anything?


if i have
const struct section_help *sh=&cfghelp->sections[i];
const struct key_help *kh = &sh->keys[j];
where sh and kh is good
what would cause kh->name to be a null pointer, and what would cause sh->name to always be a pointer to the address 1337?


and cfghelp.c does #include "cfghelp.inc", where is it?
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Dr Brain
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PostPosted: Wed Jan 19, 2011 7:13 am    Post subject: Reply to topic Reply with quote

Why do you need two threads to post in?

cfghelp.inc is made in build. See the build script for answers to your other cfghelp questions.
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Arnk Kilo Dylie
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PostPosted: Wed Jan 19, 2011 12:04 pm    Post subject: Reply to topic Reply with quote

Pretty sure redirect was added to core.mk a dozen revisions ago, get latest source. Just because it's in the src directory doesn't mean anything does anything with it. Redirect was broken when 1.4.4 was released so it was not compiled by default. Now it's fixed.
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Cheese
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PostPosted: Wed Jan 19, 2011 12:54 pm    Post subject: Reply to topic Reply with quote

what about on ASSS 1.5.0rc2 built on Nov 25 2009 15:25:36?

and im not seeing redirect in /core/core.mk
so probably not?
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PostPosted: Wed Jan 19, 2011 3:03 pm    Post subject: Reply to topic Reply with quote

If you grab the latest trunk version from bitbucket it is there. Have fun compiling if you are still using asss on windows.
https://bitbucket.org/grelminar/asss/src/bbc0c08f56a9/src/core/core.mk
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Arnk Kilo Dylie
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PostPosted: Wed Jan 19, 2011 6:38 pm    Post subject: Reply to topic Reply with quote

Jowie said what I already said just in more words.
But regardless...it's not hard to just add it to core.mk yourself.
Practically speaking, the only version of asss supported right now is the latest default branch revision.

P.S. https://bitbucket.org/grelminar/asss/changeset/94982d160ccc - done a year ago and merged into main branch almost a year ago. Has that Windows test version been out that long already? heh..
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Cheese
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PostPosted: Thu Jan 20, 2011 1:59 am    Post subject: Reply to topic Reply with quote

something i would like more than anything is a win32 binary with full symbols

or at least just the functions



PS: i cant build anything
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