How well does the anti-spoof work?
The module works better at getting number of players now, but today it was reporting 1 more player than there actually was for a while. After a restart it went away, but I thought i'd let you know.
Just released 4.2 which features linux support. Linux compile includes all anti-tranquility and anti-serenity features of the 4.1 windows build.
The makefile is now standalone (don't have to mess around with the sdk supplied makefiles), but a valid srcds install and a slightly modified sourcesdk is required (if you wish to compile it on your own, the changes you need to make are fairly obvious).
The latest version doesn't have the sourcecode. D:
I must be stupid or something, but where do I put this file?
The Windows file if that matters.
Its already one in there, it came with the srcds server I guess?
I downloaded a fresh server today, went to that directory.
Its the same size, and I didnt install anything on this server.
I did replace it though.
You missed something.
This might have been asked before, but I don't feel like sifting through the thread.
Does the PlayerPasswordAuth get called if the player doesn't send a password?
The latest update seems to of broke this on Linux.
Code:Lua initialized (Lua 5.1) Gatekeeper: CBaseServer::RunFrame signature failed!
The fix has been uploaded and can be downloaded here. Also fixes a bug with steamid rendering for pirated clients that attempt to join; it will now correctly display as STEAM_ID_UNKNOWN instead of a series of numbers.
Cracked servers that attempt to run gatekeeper will crash. Stop asking me for help fixing this; it was introduced on accident but will be kept in on purpose. Enjoy!
Getting this error:
When using gatekeeper.DropAllClients(reason)Code:Gatekeeper: pServer is NULL!
At the very least, I can't reproduce the issue, so if you could provide any additional information that would be great.
My development server is running OB server version 54 and gmod version 92 and I'm completely unable to reproduce the problem; if it's creating the functions then the signature scan had to have succeeded, and I'm having trouble thinking of anything that would break the RunFrame detour (unless there is something silently causing that code to fail, but I have no idea what that would be) but none of that code has changed recently and I'm assuming that older versions worked just fine for you.
I actually found that it was caused by something else disconnecting me just before the Gatekeeper function was called.
P.S I deserve a box. D:
Engine update broke gatekeeper again on linux, should be fixed again. Once again, no need to update if you're running windows.
question, how does one specify a username??
Since the last update gatekeeper seems to crash the client when they're dropped.
It seems to crash me when I start a listen with it required
(User was banned for this post ("why reply" - Lithifold))
Update please, I'd like for my servers to be back online.
All of my scripts use this D:
AzuiSleet is working on it right now.