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31  Liberty Unleashed / Liberty Unleashed Chat / Re: whole lu hacked on: March 29, 2014, 12:19:41 am
*sigh* The logic of some people. Sure LU has a bug but we're far too busy to fix anything with it. So instead of waiting until one of us developers have any time to fix it properly people would rather just drive the very small amount of players LU has away. Well done, you win the slow clap award of the week.

Anyway, too busy to update and seeing how immature people are i don't see why i should release it for somebody being a dick. If this kills LU then so be it, i really don't care. If one of the other developers wants to fix it and update then they can but I won't be.
32  Off Topic / General Chat / Re: How many languages do you know? on: December 04, 2013, 05:28:59 pm
English and bad english ;)
33  Scripting / Script Help / Re: [Request] GetFileList() on: November 26, 2013, 11:16:54 am
Yes, if modules were compiled with the same version as LU it would solve the redist issue. The thing is, the LU Server doesn't come with any redists and i am pretty sure the readme says it requires the 2008 redists but we recently changed it to 2010 so that needs updating...

We may compile LU in 2012 in the future but it currently doesn't use that due to a bug in the visual C++ compiler which produces really wacky code when compiling LU, this bug was only fixed in visual studio 2 weeks ago but we haven't had chance to make sure that LU now works correctly.

There is nothing wrong with having a range of redists installed on your machine anyway as you will most likely need 2010 and 2012 these days as more and more software start using the latest compilers.
34  Liberty Unleashed / Bug Reports / Re: Critical security flaw on: November 25, 2013, 05:32:33 pm
Sure, its always best to contact us about these things. Send me, Juppi, AdTec, Force or maxorator a PM with the details :)
35  News and Content / Updates/Changes / Re: Update (09/11/2013) on: November 14, 2013, 05:58:51 pm
We are currently working on several methods to prevent using your own client scripts and taking control of the server. The current solution was thrown together in around 20 minutes as i don't have enough spare time to work on LU that much these days and the other developers are either as busy as me or are being lazy.
The new solution that i am working on should stop this as well as many other forms of cheating but it will take time to implement properly, if we half-ass it then it will be bypassed and render it useless.

As for not letting client scripts call internal lu functions... i have thought about adding this and may add it soon but its easier said than done as squirrel doesn't have any native way to tell the difference between the two. Disabling calling internal LU functions isn't a full solution anyway as client scripts can still be used to cheat in the server. The original idea behind client scripts being able to call internal LU functions was to enable server owners to create a fully functional admin panel which could control the server easily but i did not think that anybody would be able to use their own scripts (oh how wrong i was).

To be honest, this bug isn't as bad as it was before the two patches. Yes there are ways to get around it but it isn't as simple as sasha makes it out to be, its probably only him that has taken the time and effort needed to pull this off at the moment and he hasn't been a dick about it :)
The next patch should fix it once and for all anyway but as for when it'll be released... it really depends when i have time to implement all the ideas and test them.
36  News and Content / Updates/Changes / Re: Update (08/11/2013) on: November 08, 2013, 05:18:26 pm
AdTec_224 has finally woken up and the installer has been fixed. You can either redownload the update with the client or you can download the installer from the frontpage :)
37  News and Content / Updates/Changes / Re: Update (08/11/2013) on: November 08, 2013, 03:45:58 pm
We know about the VS2010 redist problem and it will be fixed by tonight. AdTec_224 packaged the installer and is still in bed so it cant be fixed until the lazy bastid wakes up :P

And with the server downloads, it is still the old version because i haven't got around to updating the binary yet... If you just run it and type 'checkupdates' it will update itself. Same for the windows server.
38  News and Content / Updates/Changes / Update (08/11/2013) on: November 08, 2013, 10:30:09 am
Liberty Unleashed 0.1 Update

Updates to Liberty Unleashed 0.1 have been released, they will be automatically applied the next time you restart your server browser, the following changes include:

  • Fixed clients being able to load their own client scripts
  • Added PARTREASON_CRASHED to scripts
  • Fixed not being able to hurt yourself if friendly fire was active
  • UAC now checks the checksum of lu.dll even if it is turned off on the server

The update requires the new client (which the browser should download) and a new server for any server hosters.

This is an emergency patch to fix a bug that people were abusing. I added a few tiny things in there while i had the files open but this is not intended to be a big patch with lots of fixes.
39  Liberty Unleashed / Suggestions / Re: Server for ARM processors on: October 09, 2013, 05:59:42 pm
Does anybody even provide ARM servers? Also the problem with ARM is there are many different kinds of ARM cpu all with slightly different instruction sets so you'd need to compile it for each type from what i remember.
If you have an ARM server what model does it run?
40  Liberty Unleashed / Suggestions / Re: Server for ARM processors on: October 09, 2013, 05:53:21 pm
While this could be possible (and i have actually made it happen... more on this down below) there really is no point in it.

The only devices that your average home user has that is ARM powered is a tablet and a smartphone, both of which would run Android, iOS or WinRT/Windows Phone. For these you would need to have a separate build for each OS and also rewrite a lot of code to make it work. Plus who would run a server on a tablet or phone?

I have managed to recompile the LU server, as well as the VCMP server, with no code changes and run them on a Raspberry Pi and it runs surprisingly well but you wouldn't really find these in data centres or buy one of these just to run a game server on. If there was enough demand we could look into releasing a Raspberry Pi build if enough people requested it but I doubt the demand would be high enough.
41  Liberty Unleashed / Liberty Unleashed Chat / Re: Showing some 0.1.1 features... on: October 08, 2013, 01:06:29 pm
He has my permission :) I allowed him to show off these features to show that LU isn't dead and is still being worked on, just very slowly.
42  Off Topic / Spam / Re: Screenshot Desktop on: September 07, 2013, 12:24:48 am
Here's mine on my PC atm. Bit boring i know but i rarely see the desktop :P

43  Servers / General Server Chat / Re: Hosting server on: August 15, 2013, 11:26:25 pm
Sorry about the delay, i'm rarely around lately due to personal reasons. Just set your server up so go check your email :)
44  Scripting / Script Tutorials / Re: How to fix compiled client scripts issues. on: August 07, 2013, 01:27:14 pm
Nice find :) Thanks to you finding this the issue has been fixed in the next update (as you already know as you tested... ;))

In theory your solution should work for everybody so it'd be nice if people posted their feedback on it :)
45  News and Content / Liberty Unleashed News / LU and VC:MP join forces! on: August 01, 2013, 10:01:18 pm
Some of you keen-eyed folks out there may have noticed another person in the developers list the last few days, that person being maxorator, which many of you know is the main developer of VC:MP so let me explain.

Some of you may know that the LU team have had a close relationship with VC:MP for quite some time. We have always been in contact with the developers exchanging ideas and we have created some unofficial addons for the mod (such as the hugely popular VCMP Squirrel server) and after some discussion we decided that it would be in everybodies best interests if we join forces :)

What does this mean? Simply put it means that the VC:MP team have full access to the LU source and likewise with the LU team. We will all be working on the two projects simultaneously, implementing similar ideas and fixing the odd bugs here and there to ensure that the GTA community get two great multiplayer mods for two different games.

We all hope to be able to show the results of our collaboration soon, either in the form of an LU beta or a VC:MP one. But for now, give Maxorator, Falcon and Bakasan a big hearty welcome!
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