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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190128 Posts in 11016 Topics by 18632 Members
Latest Member: KEJim
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1  Savage XR / Mapping & Modding Forum / Re: drk/bigger/whoever you claim to be: delete all maps made by tjens pls on: August 15, 2021, 09:37:16 pm
That's technically all possible with a XR server. Generally not nice if it spoils games, but not really uncommon to see ppl with those abilities do that on G&G and GK back in the time.
2  Savage XR / Mapping & Modding Forum / Re: drk/bigger/whoever you claim to be: delete all maps made by tjens pls on: July 09, 2021, 02:11:53 pm
His server runs indeed custom builds of the server code, but what is precisely the issue with that? Newerth doesn't share XR's source code publicly and in the past the "Sweet's" server were also running custom bins and also not publicly sharing it's source code.

It's your choice to drag Newerth in your disagreement with drk, which is unfortunate for us as Newerth loses a mapper/map-admin and apparently means all your contributions towards Savage on Newerth must disappear also. That's your choice.

I've got no say in drk's server and spamming on Newerth and removing all your contributions on Newerth will likely not result in him doing so if he did not do it already. I basically can only ask: What do you expect from us?

I do not pay for drk's server.
I do not have access to drk's server.
I cannot remove those maps using any way.
3  Savage XR / Mapping & Modding Forum / Re: drk/bigger/whoever you claim to be: delete all maps made by tjens pls on: July 07, 2021, 08:05:24 pm
Can't do much about drk's server having those maps and you did remove them yourself from Newerth's map section.
4  Savage XR / General Savage XR Discussion / Re: Unofficial "Savage XR - Battle for Newerth" Linux Flatpak on: March 26, 2021, 08:36:32 am
Add i hope this will now work!

Clicking on this link and watching everything unfold is the easiest way to understand how goddamn little we know about computers.
It's simple: All I did is setup software, which contacts LetsEncrypt to get a token, then change a dozen DNS records of the domain automatically, then get a certificate from LetsEncrypt, once they agree I own the configured domain. This certificate is then sent to the actual server hosting downloads.groentjuh.eu which then automatically reconfigures the Apache webserver every 3 months.

I'm working to make it even better as most my own stuff now runs in docker containers. So soon we will have dockerized downloads.groentjuh.eu as well I guess.

All that you guys care about is: I click on download link and I get file.
5  Savage XR / General Savage XR Discussion / Re: Unofficial "Savage XR - Battle for Newerth" Linux Flatpak on: February 03, 2021, 10:13:13 pm
Add i hope this will now work!
6  Savage XR / General Savage XR Discussion / Re: Unofficial "Savage XR - Battle for Newerth" Linux Flatpak on: February 01, 2021, 03:42:57 pm
http://newerth.downloads.groentjuh.eu/ doesn't do HTTPS.

But given its importance... Well It's going to work in a few days! The cert exists!
7  Savage XR / General Savage XR Discussion / Re: Last attempt for Savage XR on steam? on: September 03, 2020, 10:41:39 am

And it looks like this is the way to add savage to steam : https://partner.steamgames.com/steamdirect

who will take care of it?


I do not want to spoil the fun, but I do see some trouble. Newerth is no company and it has no own bank accounts, so:
Quote
We'll need accurate bank information, such as routing number, bank account number, and bank address so we know where to send payments from sales of your application.

Note that the account holder name on your bank account must match the name of your legal identification described above. If you are signing up as a company and don't yet have a bank account established for your business, you will need to open one before you can proceed.

And also we would still possibly be stuck with:
Quote
What you shouldn’t publish on Steam:
Content you don’t own or have adequate rights to
which is also a pretty difficult thing.
8  Savage XR / General Savage XR Discussion / Re: Savage replay server on: August 15, 2020, 04:19:46 pm
I tried to donate to get the password to it, i just got scammed instead Sad
Yea, but you did it some special way. So more (human) processing power is needed!
Oh and the supplied password is actually right, however XR_ maps will not work for Replay as the objlist in the replay seems different to whatever we use now. I've changed to replay server to just play all nsl demos, so older seasons can be replayed on non-XR maps.

@Daemon, why is the april fools objects stuff still in the objlist? I believe that might contribute to this issue...
9  Savage XR / General Savage XR Discussion / Re: Savage replay server on: August 15, 2020, 03:47:30 pm
I tried to donate to get the password to it, i just got scammed instead Sad
Yea, but you did it some special way. So more (human) processing power is needed!
10  Savage XR / General Savage XR Discussion / Re: Nerf humans on: March 19, 2020, 06:28:18 pm
K/D stats are not the main objective of the game. The objective is to destroy the enemies stronghold/lair. That should be pretty balanced giving both humans and beast a chance to win a game.
11  Savage XR / General Savage XR Discussion / Re: Nerf humans on: March 19, 2020, 03:30:19 pm
If humans would be that overpowered that they need dozens of nerfs, then why do stats not show that they win most of the time?
12  Savage XR / Support Forum / Re: Server Monitor on: March 07, 2020, 09:52:45 pm
Another way would be to reverse engineer how the the master server communicates with your server. The master server has been written by valli and is open source on GitHub: https://github.com/valliman/savage-xr-master-server
Wrong protocol. That's implementing the master server, which receives heartbeats from savage servers and generates a .dat file for savage clients (and webbased serverlists) to download and use to contact serverlists.
It don't do Savage server firewall tests or request queries like the original master server list, so it will not contain the implementations of the needed protocol.

Or you look into how the Savage Remote Controller Pro has been implemented which can also be found on GitHub: https://github.com/valliman/Savage-Server-Remote
The uses a TCP remote admin protocol. Technically you can do some of the webbased serverlist with that, but it will be way more difficult to do.

So now how is it actually done:

Let's start with master server to Savage client:
Step one: Download and read serverlist from the master server (optional in case you hard-code your server IP and port into your script)
Download http://masterserver.newerth.com/gamelist_full.dat
This file contains a list of IP addresses and ports of all savage servers. The first 5 characters should be in hexadecimal values: 0x7E, 0x41, 0x03, 0x00, 0x00. This is just a header!
Each group of 6 characters after that is an IP and port of a Savage server. The first four characters are binary representation of an IPv4 address. The port is formed by taking the decimal value of character #5 plus the decimal value of character #6 multiplied by 256. In code: ( decimal value of character #5 + (decimal value of character #6 * 256) )

That should give you the list of all savage servers in the master serverlist!

Savage client to Savage server:
Step two: Query Savage server
Now that you have the IPs and ports, you must contact each savage server.
Using UDP: sent the hexadecimal characters: 0x9E, 0x4C, 0x23, 0x00, 0x00, 0xFF, 0xFF, 0xCE, 0xF2, 0x3B, 0x18, 0x80 to the server and if you did the well, the savage server will return you its current status. Given the nature of UDP, you might want to retry sending once or twice the packet if no response is received within a reasonable timeout. (999ms should be plenty, extra credits if you maintain statistics of response times to lower this time-out and speed up processing)

Step three: Process Savage server response
The response you receive can be split with the hexadecimal character 0xFF. This splits the response into different keyvalue pair. The key and values can be split using the hexadecimal character 0xFE.

Step four: Process the "player"-field.
Each playername is indeed on a different line. But not all lines are player names. For example:
Code:
^900Team 1 (human)
and
Code:
^900Team 2 (beast)
and
Code:
^900Spectators
are lines in the player field, but not actual players.

In the webbased serverlist I used 2 regex (Please note, these are PCRE, not javascript regex. You might have to adjust them):
Code:
/^(\^900Team|Team) (\d) \((.+)\)(:|)/
Code:
/^(\^900|)Spectators(:|)/

These 2 will detect those lines. If the line is followed by the lines:
"--empty--", "---empty---" or " --empty--" that team is empty.
If it is neither all of those special situations, then it is a player name.

Step five: Further process player names.
Of course those players belong to the previously found team and race.

In the player name you can still do some further processing:
Detect referee tag "^y[R]^w".
Detect officer tag "^b[O]^w".
Detect AO officer tag "^050[AO]^w"
Detect commander tag "^g[C]^w"
And if you want legacy support: Detect the old commander tag "(Commander)" at the end of the player name, but ONLY on servers which do not sent the "ver" value or the "ver" value starts with "EX2" (and ofcourse only if none of the above tags are present in any names)

Lastly you can detect using regex /\^clan (\d+)\^/ to fetch clan id of the player and get the clan icon for them using that.

There you go! All you need... You just need to do some programming.
13  Savage XR / General Savage XR Discussion / Re: INFO: How melee works. on: December 20, 2019, 12:48:29 pm
Fine, you don't have to twist our arms!
Fixed.
After twisting Daemon's arm for another day, I even fixed the image at the end of the post.
So I guess all images I could fix are finally fixed.
14  Savage XR / General Savage XR Discussion / Re: INFO: How melee works. on: December 19, 2019, 09:45:05 am
Has the request to fix the images in the first post on melee here been asked to death? They are broken to me.
I has fixed some! The other images will follow.
15  Announcements / Main Page News / Re: No troll patch for you! on: April 26, 2019, 10:24:02 am
This wasn't even funny when so many bugs in the game remain - prioritise your time better maybe?
I believe there's very little code needed for these kind of changes. I believe most of this was models, textures and some gamescripts.
There was indeed no bins patch.

Also, "This game is free and has had so much work and time put into it for absolutely nothing in return, but I'm a spoiled brat that feels entitled to have everyone else slave away for my personal entertainment in their spare time because I somehow am of the delusional opinion that I deserve absolutely everything in the world at my beck and call just because of my amazing achievement of having been born because my mother spread her legs for whoever my dad might be." - we will get right on the next patch, sir MegaBD, sorry for the delay!

Get mad all you want and offend my family all you want, nobody wanted it and they were glad when it was gone. Like a broken record the scream of "free game this" "volunteer that" when something is unpopular, it's unpopular - learn to take criticism.
No changed binary-files means that no actual coders did anything to allow this april-fools to happen. There's no dev time wasted on this. Only some models were created by a 2D Artist/3D Artist, but that same person wouldn't have been able to fix bugs.

Let's be honest: this game is way past its shelf life. The last many years it is kept alive by volunteers, which are just keeping it alive. I doubt you will ever get the bug fixes you are looking for, because there is barely any coding done nowadays. Possibly partly because of the community's toxic altitudes towards any and all changes and most work done by the developers.

Your altitude is not likely to motivate Hakugei to fix things, especially when those bugs are often poorly documented or documented without proper way to reproduce them.
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