Baker wrote:
No one knew how to take that IP masking code and make it not do it if the IP was local, so RQuake did the next best thing and made it a cvar.
The code doesn't work because it assumes there to be a valid IP address. It will loop endlessly until it finds a dot (.) in the address, which it never does, and the server crashes. You can put a counter that returns when 16 is reached, or use a for loop which loops 16 times.
Baker wrote:
Other than Yugo's squake-ihoc, the only engine truly suitable for a public Quake server is ProQuake and it doesn't have inherent IP masking that I know of and most ppl that want to run a public server will want to have ip masking (if they have any common sense).
I do the masking in the engine, I guess that's part of the reason why I haven't included it in the mod. Also, QSmack does not work when done in the mod. The QC masking code is pretty simple to implement though, although as you noticed, it doesn't work out of the box when the server is local.
Baker wrote:
2. Optional return map.
I can see why this might be convenient for the practice server, but why rocket arena? Do you really want to join the arena server and always start with arenax (or whatever default map)? I don't like that idea.
I'll add the practice map return to DM6 on my next update.
Baker wrote:
it is very weird to have a game prematurely end when the timelimit hits 30, especially in the middle of a fight.
I agree, but I also want the timelimit on so the levels cycle. I could stop it from changing during a battle?