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Re: Regarding Renegade Resurrection [message #389187 is a reply to message #389159] |
Thu, 04 June 2009 16:15 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
Karma: 0
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Commander |
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Ok, well here's the two config files RR comes packaged with:
access.cfg
Toggle Spoiler// only allow nickname 'test' with the given serial
{
allow name:test hash:fd383e2ebaa4262d873dc4f68d7ae028
deny name:test reason:'Nickname is reserved!'
}
// ban IP addresses using CIDR
deny address:123.123.123.0/24 reason:'Your ISP sucks :P'
// ban clients by serial hash
deny hash:fd383e2ebaa4262d873dc4f68d7ae028
// ban nicknames
deny name:*bantestnick*
deny name:'*another test player*'
// allow player to use a reserved slot (by serial hash)
allow-reserved hash:fd383e2ebaa4262d873dc4f68d7ae028
// allow player to use a reserved slot (by address)
allow-reserved address:123.123.123.0/24
server.cfg
Toggle Spoilergame
{
emptyTeamBehaviour = 'interrupt'; // sets what will happen if one team runs out of players:
// 'default' - default Renegade behavior: the game is paused
// 'ignore' - the game can be played as if there are players on both teams (choose this for co-op)
// 'interrupt' - the game will be interrupted (no damage allowed, but anything else can be done)
nonResurrectionJoinMessage = yes; // sends a host message to all players when a client without Resurrection joins
nonResurrectionPopupMessage = yes; // when a player without Resurrection joins the server, a popup will be send to him
reservedSlots = 0; // number of additional slots for special players defined in access.cfg
popupPauseMessage = yes; // a (popup) message will be to all players when the game pauses/continues
revivableBuildings = no; // allows buildings to be revived when destroyed
totalConversion = no; // set this if you are using Resurrection for a total conversion modification like 'A Path Beyond'
// If set to 'yes', remove Resurrection's data/armor.ini file!
unevenTeamLimit = 1; // Does not allow one team to have the given number of players MORE than the other team.
// This does only affect team changing (it forbids players to change the team if it would break the rule above).
// Set to 0 to disable.
killMessages
{
enabled = yes; // enable extended kill messages
showComputerVsPlayer = yes; // show message if a player was killed by AI
showPlayerVsComputer = yes; // show message if AI was killed by a player
showSuicides = yes; // show message if a player killed himself
showVehicles = yes; // show the vehicle used for the kill
showWeapons = yes; // show the weapon used for the kill
}
powerups
{
allowPickupInVehicle = no; // allow players to pickup powerups from within a vehicle
}
scores
{
applyPointsFix = yes; // fixes a bug in Renegade's score calculation
modifiers
{ // renegade default:
damageFriendly = -1.00; // -1.0
damageFriendlyBuildings = -1.50; // -1.0
damageFriendlySoldiers = -2.25; // -1.0
damageFriendlyVehicles = -1.50; // -1.0
damageHostile = 1.00; // 1.0
damageHostileBuildings = 1.00; // 1.0
damageHostileSoldiers = 1.55; // 1.0
damageHostileVehicles = 1.25; // 1.0
repairFriendly = 1.00; // 0.5
repairFriendlyBuildings = 0.75; // 0.5
repairFriendlySoldiers = 1.25; // 0.5
repairFriendlyVehicles = 1.00; // 0.5
repairHostile = -1.00; // -0.5
repairHostileBuildings = -1.50; // -0.5
repairHostileSoldiers = -2.25; // -0.5
repairHostileVehicles = -1.50; // -0.5
}
}
spectator
{
allow = yes; // allow spectator mode
penaltyTime = 30; // time in seconds a player has to stay in spectator mode until he can rejoin the game
}
suicide
{
allow = yes; // can players commit suicide?
penaltyAllMoney = no; // the player loses all money on suicide
penaltyTime = 15; // time in seconds a player has to wait for respawn after committing suicide
}
vehicles
{
artillery
{
reduceCameraShake = yes; // reduces the artillery's camera shake duration and range while slightly increasing its intensity
// does only apply to Resurrection clients using RR 1.0.3 or above
}
}
weapons
{
improveExplosions = yes; // makes explosions distance and damgage calculation much more precise
beacons
{
allowAtGameEnd = no; // allow beacons at game end, when there is not more time for them to detonate ('no' avoids beacon spam at end of game)
allowMoreThanOne = no; // allow more than one placed beacon per player ('no' avoids beacon spam at end of game)
}
c4
{
allowAttachToTeam = no; // can players attach C4 to friendly units (soldiers, vehicles, terminals)?
allowDefuseOwn = yes; // can players defuse own C4?
damagesOwnVehicle = yes; // can C4 damage the vehicle of the player who placed the C4?
improveProximity = yes; // makes enemy detection of proximity C4 much more precise
remoteDetonationChain = yes; // detonates remote C4 one by one, instead of all at once
}
}
}
maps
{
mesa
{
useAlternateHarvesterPaths = yes; // use alternate Harvester paths to avoid AGT fire at the Nod harvester
}
}
cheats
{
kickMessage = 'You were caught cheating.';
aimbot
{
detect = yes; // enable client-side Aimbot detection
kick = yes; // auto-kick player when detected
}
bigHead
{
detect = yes; // enable BigHead detection
}
damageHack
{
detect = yes; // enable Damage Hack detection
}
fireRangeHack
{
detect = yes; // enable FireRange Hack detection
}
fireRateHack
{
detect = yes; // enable FireRate Hack detection
}
rgh
{
detect = yes; // enable client-side *cheat name removed*detection
kick = yes; // auto-kick player when detected
}
sniperHack
{
detect = yes; // enable Sniper Hack detection
}
terminalHack
{
detect = yes; // enable Terminal Hack detection
distanceBlock = 5; // block purchase request if the next friendly terminal is more than X meters away
distanceCheat = 75; // treat as cheating if the next friendly terminal is more than X meters away
}
}
// TCP Remote Console
remote
{
enabled = no;
password = 'aPassword';
port = 4848;
}
// add your own GameSpy information here
gamespy
{
enabled = yes; // show server in GameSpy listing (recommended ;)
// shows additional data in the GameSpy/ASE server information window
data
{
/* EXAMPLES:
Administrator = 'Yrr (yrr@icefinch.net)';
IRC = '#Resurrection, irc.n00bstories.com';
*/
}
}
So basically you have a deny rule to block access to anyone using a given nickname/hash/address, and then an allow rule to make an exception to individuals.
You can mix and match these in some cases to be more restrictive, for example:
deny address:123.123.123.0/24 hash:fd383e2ebaa4262d873dc4f68d7ae028
That would only deny access if both the address and hash match up.
If you want to make it a bit simpler you can have individual bans and then exceptions that override everything, opposed to individual exceptions per deny rule.
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Re: Regarding Renegade Resurrection [message #389385 is a reply to message #389159] |
Sat, 06 June 2009 09:10 |
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Goztow
Messages: 9737 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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A friend of mine ordered it successfully a few months ago. Maybe they had a temporary rupture of stock?
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Regarding Renegade Resurrection [message #389387 is a reply to message #389370] |
Sat, 06 June 2009 09:16 |
a000clown
Messages: 363 Registered: May 2005 Location: Canada
Karma: 0
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Commander |
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Jeroenganges wrote on Sat, 06 June 2009 10:02 | I don't think serial ban is a good idea as lots of people don't have their own serial but got a serial from the internet as they can't buy the game anymore. (Yeah I know todays ban works on serial 2)
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I'll take my chances. I don't mind having a few additional casualties if it means keeping cheaters and other idiots out.
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