JaJe

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  1. Well, to my server.cfg Is set default "localhost" as net_ip, also for configs_mp.cfg from player settings.
  2. Finally I found the solution!! It wasn't NAT problem, but the q3config_server.cfg file. I was inspired to take a look on that file and to find something to edit: seta n​et_ip "localhost" I changed "localhost" with "127.0.0.1" (not worked) I changed "localhost" with "external IP" (works only Internet, but strange, not works anymore LAN) So the final solution was changing "localhost" with "0.0.0.0" and works both LAN & Internet! Also I had to set that file Read-only because it changes back to "localhost" after restart.
  3. Still have this problem, Reinstalled windows and yet same problem. Firewall OFF. Only works LAN even it's set as Dedicated 2. Hell, I don't know what else to do.
  4. Why would you use IPv6 for local IP?
  5. Your IP Changes because you have a Dynamic IP (DHCP), just set up manually an IP address and would be fine. In my case I still have no clue.. Even with firewall off still nothing, weird. If someone have a clue, please tell me.
  6. The point is, when I used to host to my computer the server I was under a router and it worked, On my friend, he have a direct connection, no router. I tried also to connect with his firewall off..still nothing..
  7. Hello again guys, After many days of working on some .gsc script, I finally end my job, and thank you for you help also. Today I decided to give my .iwd file with the iceops executable and my settings of the game to a friend to host. After starting the server, only he can connect to the server (local) but nobody else can, I don't understand why. It's already set dedicated +2, port 28960 is already open, If I use the same settings/files I've worked to my computer, players can connect to my server. But to console I see often this message, maybe someone can explain me the cause? Thank you in advance. Error: Sys_StringToSockaddr ​----------------------------------- g_antilag is read only. ----------------------------------- Resolving cod4master.activision.com (IPv4) cod4master.activision.com resolved to 63.146.124.21:20810 Resolving cod4master.activision.com (IPv6) Error: Sys_StringToSockaddr: Error resolving cod4master.activision.com: No such host is known. cod4master.activision.com has no IPv6 address. Sending heartbeat to cod4master.activision.com Resolving cod4authorize.activision.com (IPv4) Error: Sys_StringToSockaddr: Error resolving cod4authorize.activision.com: No such host is known. cod4authorize.activision.com has no IPv4 address. Resolving cod4authorize.activision.com (IPv6) Error: Sys_StringToSockaddr: Error resolving cod4authorize.activision.com: No such host is known. cod4authorize.activision.com has no IPv6 address. Couldn't resolve address: cod4authorize.activision.com Resolving cod4update.activision.com (IPv4) Error: Sys_StringToSockaddr: Error resolving cod4update.activision.com: No such host is known. cod4update.activision.com has no IPv4 address. Resolving cod4update.activision.com (IPv6) Error: Sys_StringToSockaddr: Error resolving cod4update.activision.com: No such host is known. cod4update.activision.com has no IPv6 address. Couldn't resolve address: cod4update.activision.com Resolving master.gamespy.com:28960 (IPv4) Error: Sys_StringToSockaddr: Error resolving master.gamespy.com: No such host is known. master.gamespy.com:28960 has no IPv4 address. Resolving master.gamespy.com:28960 (IPv6) Error: Sys_StringToSockaddr: Error resolving master.gamespy.com: No such host is known. master.gamespy.com:28960 has no IPv6 address. Couldn't resolve address: master.gamespy.com:28960 Resolving master0.gamespy.com (IPv4) Error: Sys_StringToSockaddr: Error resolving master0.gamespy.com: No such host is known. master0.gamespy.com has no IPv4 address. Resolving master0.gamespy.com (IPv6) Error: Sys_StringToSockaddr: Error resolving master0.gamespy.com: No such host is known. master0.gamespy.com has no IPv6 address. Couldn't resolve address: master0.gamespy.com Resolving cod.iw4play.de (IPv4) cod.iw4play.de resolved to 85.214.206.167:20810 Resolving cod.iw4play.de (IPv6) Error: Sys_StringToSockaddr: Error resolving cod.iw4play.de: No such host is known. cod.iw4play.de has no IPv6 address. Sending heartbeat to cod.iw4play.de Resolving cod4master.activision.com (IPv4) cod4master.activision.com resolved to 63.146.124.21:20810 Resolving cod4master.activision.com (IPv6) Error: Sys_StringToSockaddr: Error resolving cod4master.activision.com: No such host is known. cod4master.activision.com has no IPv6 address. Sending heartbeat to cod4master.activision.com Resolving cod4master.iceops.in (IPv4) cod4master.iceops.in resolved to 178.32.139.220:20810 Resolving cod4master.iceops.in (IPv6) cod4master.iceops.in resolved to []:20810 Sending heartbeat to cod4master.iceops.in Hitch warning: 3031 msec frame time
  8. JaJe

    add mpui.str to IceOps server

    Again I'm stuck! I'm trying to make working correct the flag images (that are included to stock Cod4 These are included to CoD4 .iwd files objpoint_flag_opfor.iwi -> not work objpoint_flag_x_opfor.iwi -> works objpoint_flag_american.iwi -> not work objpoint_flag_x_american.iwi -> works objpoint_flag_british.iwi -> not work objpoint_flag_x_british.iwi -> works objpoint_flag_russian.iwi -> works objpoint_flag_x_russian.iwi ->not works So I see both flags models working correctly, but not the icon above (I see purple square), when I capture a flag, I see the icon of the flag with a red X (proof that works opbpoint_flag_x_.iwi). Here's the code of ctf.gsc I tried and tried everything, but nothing wants to works, what do I miss? (original .gsc). ​onPrecacheGameType() { // Initialize an array to keep all the assets we'll be using game[level.gameType] = []; // Precache team dependent assets for allies if ( game["allies"] == "marines" ) { game[level.gameType]["prop_flag_allies"] = "prop_flag_american"; game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_american_carry"; game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_american"; game[level.gameType]["hud_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_silver" ); } else { game[level.gameType]["prop_flag_allies"] = "prop_flag_brit"; game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_brit_carry"; game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_british"; game[level.gameType]["hud_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_black" ); } // Precache everything (no matter that we precache the same thing more than once, we have it anyway // in case someone decides to use different images) precacheModel( game[level.gameType]["prop_flag_allies"] ); precacheModel( game[level.gameType]["prop_flag_allies_carry"] ); precacheShader( game[level.gameType]["compass_waypoint_flag_allies"] ); precacheShader( game[level.gameType]["waypoint_flag_allies"] ); precacheShader( game[level.gameType]["waypoint_flag_allies_x"] ); precacheShader( game[level.gameType]["hud_flag_allies"] ); // Precache team dependent assets for axis if ( game["axis"] == "russian" ) { game[level.gameType]["prop_flag_axis"] = "prop_flag_russian"; game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_russian_carry"; game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_russian"; game[level.gameType]["hud_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_red" ); } else { game[level.gameType]["prop_flag_axis"] = "prop_flag_opfor"; game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_opfor_carry"; game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_opfor"; game[level.gameType]["hud_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_gold" ); } // Precache everything (no matter that we precache the same thing more than once, we have it anyway // in case someone decides to use different images) precacheModel( game[level.gameType]["prop_flag_axis"] ); precacheModel( game[level.gameType]["prop_flag_axis_carry"] ); precacheShader( game[level.gameType]["compass_waypoint_flag_axis"] ); precacheShader( game[level.gameType]["waypoint_flag_axis"] ); precacheShader( game[level.gameType]["waypoint_flag_axis_x"] ); precacheShader( game[level.gameType]["hud_flag_axis"] ); // Precache other assets that are not team dependent precacheStatusIcon( "hud_status_flag" ); precacheShader( "compass_waypoint_target" ); precacheShader( "waypoint_kill" ); precacheShader( "compass_waypoint_defend" ); precacheShader( "waypoint_defend" );
  9. JaJe

    add mpui.str to IceOps server

    Thank you for your answers! I'm pretty disappointed, but that's is. While modding, I see strings files, material files menu files going to fast file, and to the .iwd file I could edit weapon file, images file and I thought that If I replaced to .gsc file eg. precacheshader "shield" -> with something that's already exist for stock cod4 would work, and for weapon files too. Because is nothing than script inside. I did my best with some help to add as many gametypes to cod4 (thanks for IceOps executable) so nobody will have to download anything but just play. Some gametypes (which works without any problem) like Capture the Flag, Instead to see the 3D icon of the flag position, I see the purple square, then, I have to decide...to keep as it, or to remove. Thank you again!
  10. JaJe

    add mpui.str to IceOps server

    Damn...I thought it could be possible with some .gsc file... But at least weapon file and images could works? (replacing mod images with another STOCK images)?
  11. JaJe

    add mpui.str to IceOps server

    Thanks for your tip, now I've edited lots of strings with normal message, but I still need a tip for gametypes name. I have added gametype to my server without mod, example Knife only (knf.gsc/knf.txt) when loading a map with that map I see knf Killhouse insead of Knife Only Killhouse Any clue?
  12. JaJe

    add mpui.str to IceOps server

    Many thanks NNJ! This worked for most strings! for some .gsc files which it have the same string twice (precache and another code) won't work...but crash the game if I start... //nevermand (edited) I found out the solution, Thank you anyway!
  13. JaJe

    add mpui.str to IceOps server

    I did this! I've replaced &"OW_GUID" to -> &"Your Guid is:" but is not working, after a lots of testing I found out that the game not recognize the space in my text or any other symbols like : inside quotes..
  14. JaJe

    add mpui.str to IceOps server

    Ok, so I did saved the script T-Max gave me to string.gsc and saved it to localized_english_iw07.iwd/string.gsc I have added some .gsc from another mod (Openwarfare) which it works fine, the only thing is appears these OW_BLA_BLA messages, that's normally when compiled the mod, won't appears, because it compiles the openwarfare ow.str file. That's why I'd like to add manually these strings to -> original messages using a .gsc file. I tried, but still appears these codes instead of the message "OW_BLA_BLA". Any help please? It's almost 3 days I'm trying to find a solution for it.
  15. JaJe

    add mpui.str to IceOps server

    Thank you very very much!!! I'm not a coder, but I know how to edit or add suplimentary stuff. What name should I give to this .gsc file (if it matters) and where to save it? maps folder? or on root? (inside .iwd file), Now I give you an example...tell me if I'm wrong or not... init() { level.localizedString = []; level.localizedString["CH_HINT"][0] = "Capture the flag." level.localizedString["CH_HAVE_FLAG"][1] = "Defend the flag: &&1" ... } //on player connect: self.lang = 0; // 1 //in some func: text setText(level.localizedString["CH_HINT"][self.lang]); // Message based on selected language text setText(level.localizedString["CH_HAVE_FLAG"][self.lang]); // Message based on selected language