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AeroXbird

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Posts posted by AeroXbird

  1. correct me if I'm wrong, but this is nothing more than a CDN ( content delivery network ) for scripts.

    Something like this can be easily achieved using the external web server in MTA and nginx, nginx shines when it comes to static content, which is the only thing it will be serving.

    Although the idea is nice, I personally don't see much use in a service that you can easily replicate on your own gameserver within an hour.

  2. Shameless self bump.

    It's been quite a while since I've posted an update for this, but I'm doing a little scripting here and there so I'm going to push an update to the svn soon with a little extras.

    Most of it is code cleanup though, if you do have some extras feel free to send a patch.

  3. MTA in itself is really not all that intensive, it only becomes very CPU intensive once you get a lot of players in a server.

    And then again the performance of your server relies very much on your scripts.

    If you scripts are made to do things in a very efficient way, the CPU load is going to be significantly less, I can say this with experience, as my own server performed a lot better after some SQL Query tweaking and some preload functions with an average of 300 players.

  4. Hello dear User , as u can see (ingame) we got some problems with

    the Server cuz some "kids" try to hack us down.

    The good news are that i reported them to the MTA Global Team

    i think they will get problems because they attack a mta recommend hoster.

    Also the host got the IP´s of the hackers.

    We will fix that problem.

    -VIP Team-

    http://www7.pic-upload.de/09.02.14/wrw62p6zooo.png

    First of all, MTA does not have any 'recommended' hosters, the MTA team does not endorse any hosting company.

    If you're being attacked by scriptkiddies, ask your host to block their IPs on router level, or block the attacks yourself using a software firewall.

    If they are a little more sophisticated I'm afraid you're going to have to open your wallet and change to a hoster that has DDoS Mitigation, OVH for example.

    Or ask your hoster if they offer a DDoS Mitigation package for your server.

    All of this requires that you have some knowledge of security.

  5. we want to keep our competitors from trying to steal or copy our hard work

    I will never upload my scripts to any server other than my own

    Ok so you've got 2 options:

    Option 1: Default compiling which has virtually no security benefit. Just join this guys server:

    I agree with NeonBlack, luac.multitheftauto.com should be optional

    And you'll notice how EVERY SINGLE script on the CF server is stolen from CIT. They're so lazy they don't even rename the resources! You can go on there and see CITchecking CITsettings etc but you can tell the instant you join the server that it's a copy because every GUI is a clone from the moment you see the login panel, you don't even need to look inside their client files to know for definite it's all copied.

    Clearly default compilation is virtually ineffective at stopping people from blatantly stealing all your work, as proven above.

    Option 2:

    You send your client side files to luac.multitheftauto.com ran by the MTA team, probably ccw's server, he just happens to be the person who makes running a server on MTA even possible. When angry kids could ASE flood a server and cause the CPU usage to go to 100%, who fixed that? ccw did. Who sacrificed their free time to even make luac.multitheftauto.com? ccw did. When anything went wrong in MTA, who fixed it? ccw did.

    In a way I feel sorry for you, because you actually think that default compilation is more secure than something that actually prevents kids with luadec stealing your resources, just because it has to be sent to luac.multitheftauto.com, even though it's probably hosted by ccw who is one of the most trust-able people you'll come across on the Internet. Which means all your "hard work" is getting decompiled by people like [CF]Sensacion who are too lazy to make their own scripts.

    I am yet to be notified about my hard work being stolen that was compiled through luac.multitheftauto.com though. I guess they'll have to steal from you instead since you've got your ideas of security all wrong.

    Worst case scenario is every file uploaded to luac.multitheftauto.com is leaked... SO WHAT? That is VERY unlikely to happen and if it did, it's not much easier for the script kiddies than for them to just luadec your default luacs.

    Even though I like to stay with my original opinion, I have to agree upon some of the points you made.

    However simply stating that CCW is trustworthy does not make a breach of security unlikely.

    I've never said I don't trust CCW, it's merely the fact that I have to upload my scripts to a server which is owned by MTA, this indeed on its own is not a big issue.

    However this very server does form one big weak security link, all it really takes is one proper hacking attempt into this single server, and the client scripts of basically all major MTA servers are wide open.

    I agree with you that my opinion is a tad radical, however I am a sucker for control, and when things such as security are out of my reach it simply does not sit right.

  6. It would indeed be a great thing if all of these small roleplay communities merge together to form one.

    But the fact is, this is simply not going to happen, for various reasons:

    First off, they all love to have control over everything that happens in a server, better still they love having the 'power' to give themselves money and items ingame.

    Secondly, over time all of these roleplay communities have started a big rivalry against eachother, resulting in massive DDoS attacks towards rival roleplay communities, but also other servers ( such as CIT, SAES, SAUR ) to try to get some extra players to join their small server. ( please don't ask me why they think that will have any effect whatsoever, but this seems to be their reasoning)

    And finally, these people really do not care about what happens, I've cried wolf about this very issue long before, it does not have any effect.

    They are still going to make small roleplay servers with the same scripts, with the same useless factions that have no leaders, etcetera...

    The simple fact is, these roleplay servers are nothing more than a pissing contest to show eachother how 'good' their scripter might be, or how amazingly large their friendgroup / staff team is.

    The best thing really is to simply ignore them, maybe remove all the topics about these roleplay servers and try to forget about them all together.

    As stated in this topic before, these servers usually die out after a month, so simply not giving them attention will surely help decrease the amount.

  7. I wholeheartedly agree with this post.

    We run quite a few client scripts, and because we put a lot of time and effort into them we want to keep our competitors from trying to steal or copy our hard work ( even if it's just client code ) and using it for themselves.

    This latest development that forces us to use lua.mtasa.com is something I am strongly against, I will never upload my scripts to any server other than my own, It does not matter how good the MTA Team is, this is a security flaw which I don't want to have.

    If I want to compile my scripts the way I used to, please MTA, let me do it the way I always have, and do not enforce your own method over which I have no control whatsoever.

    - AeroXbird, SAUR Co-owner

  8. Dear MTA Developers,

    I believe I speak on behalf of every server owner when I say that multi-core support is something that is going to get required sooner or later.

    Scripts keep expanding, using MySQL to store and receive data, making more server sided scripts.

    These things put a gigantic load on the single-core MTA can utilise, meaning that it will start to lag at some point, and that's not really what you want with a lot of people on your server..

    I realise that implenting multi-core support is a very big job, as the entire server platform has to be designed to work with multi-cores.

    But the increase in performance on almost every server will be great, and it will mean that servers have to worry less about endless optimisations and focus on innovation and fixing more important things.

    Thanks,

    AeroXbird

  9. MTA Orange was put to a halt because the developer hit a problem which was simply too large to fix with their team ( they worked on it with like 5 people )

    They decided to not continue the project then.

    (this is as far as my knowledge goes)

  10. Hi,

    I've come here because I've run out of ideas of how to fix this.

    In my server there are about 130 - 170 people that play the server daily and at certain times the server will lag like there is no tomorrow, chat messages will be shown very late for some odd reason and actions that the server has to process will be very slow.

    The way I have set up our server may be a bit exotic for most gameservers but it works better for me personally.

    We use a proxmox VE system and have every service ( mysql, gameserver, webserver ) split into their own OpenVZ container.

    Which allows me to track all traffic for each container making it easy to manage.

    As of now the server runs fairly stable with a few CPU spikes from time to time when there is a spike in people joining simultaneously.

    15pGdtT.png

    As you can see the cpu usage goes up and down a bit here and there when more players come in the server

    The lag however does not seem to be because of the CPU, assigning more cores to the gameserver container does not seem to have any impact whatsoever.

    I'm fairly sure the network connection my server has is not the issue either, we have a 1GBit dedicated line with a 200MBit guarantee which means even when the datacenter is under full load we are guaranteed to have at least 200MBit on the line.

    Here is a graph of our network usage from the past two weeks: (note the spikes that happen every now and then when some scriptkiddie tries to DDoS us.)

    D1aF76B.png

    The network usage has been fairly stable over the past two weeks with no apparent spikes other then one occasion where somebody tried to DDoS us for a few hours.

    As for the rest, the gameserver container has about 2 - 3 GB of ram assigned to it, which should be more than enough.

    And the SQL container has 9GB assigned to it to ensure all read and write actions are performed through the memory for more performance.

    I've run out of ideas of what to tweak to stop this lag.

    Could it be the scripts that my server runs?

    Could it be the internal MySQL module supplied with MTA?

    Could it just be trouble within the datacenter in which my server resides?

    I haven't gotten a clue, I hope some of the Guru's on the forums could give me some insight as to what might be causing this issue.

    Thank you

    - AeroXbird.

  11. You're a savior! :D

    I turned afterburned off so I could run and it worked just fine.

    I then recalled that I changed up some afterburner settings in an earlier windows install because of this.

    i turned custom direct3d off, set rendering mode to Vector2d and coordinating space to framebuffer and it ran with afterburner on!

    Thanks a bunch man.

  12. I never seen such old PC running BF3 with these FPS, especially at ultra settings. Is it black magic?

    You call a 6970 old? lol get your facts right.

    The 6970 is a very quick card, it might be a year and a half old, but it still kicks ass.

    FPS rates between 60 and 80 are very reasonable even more so if denny has an SSD. ( cant quite make out if theres an ssd next to the hdd )

  13. After much debating I have decided to release my TTT:MTA project.

    I simply don't have the inspiration to work on it anymore and I feel like this might be useful for somebody one day.

    Feel free to pick this project up and finish it if you want, as long as you keep the original credits intact.

    This is partially Object Orientated scripted, so it might be a little different in some bits ( karma system )

    The gamemode itself is fully functional and can run rounds without issues, there are ( as you might expect ) some bugs though as I never came around to fixing this gamemode.

    You can find more information about what this gamemode is all about here: viewtopic.php?f=115&t=48814

    Download link: http://www.mediafire.com/?uzpt73nzf7u01qp

    There's a small disclaimer though: You may never release this code without the original credits and copyright in it, and you may never sell this without my permission.

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