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GarryFest PlagueMod?

Discussion in Future Servers started by Vadleon, Feb 7, 2011

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  1. Jan 12, 2011
    Since there is more server space available, I'm kinda curious what people might have in mind for future servers. I know that other servers have been suggested or are in the wings already, but I'm just opening a discussion for other games. Killing Floor? GarrysMod? Something else? Post away, Internet!
  2. Nov 14, 2010
    I second the Garry's Mod. Love it, and always will. Especially the Fortwars plugin & maps he's made.
  3. Jun 4, 2006
    Nice bump. Gmod has been discussed before though and it's not gonna happen.
  4. Nov 14, 2010
    Can you link me the discussion. I wanna read why.
  5. Jan 21, 2011

    search is your friend...
  6. Mar 26, 2009
    From seeing your concerns on the other post, most of them aren't things to worry about. Garry's mod does have Linux binaries (though I don't know if they're distributed by the hldsupdatetool yet.) They're updated in sync with the Windows version so they don't get outdated. If you need help setting a Gmod server up, I've been hosting Gmod servers off and on since Gmod v5 and know all of the issues you have to deal with and how to fix them.

    As for exploits, all of them have been patched and there are no known exploits at this time to worry about. Even if a new exploit pops up, it's quickly patched and updates are released to fix the problem. The most problems I've ever had were crash exploits, but many of them were valid for all source engine games, not just Gmod.

    Though if you plan setting up a Gmod server, I highly recommend you put it on a separate machine, or dedicate an entire core just to the server instance because Gmod is VERY CPU intensive, especially if you run the default sandbox mod. Other mods are less so, but can also use lots of CPU time depending on the player count and amount of physics involved.
  7. Apr 9, 2007
    Garrysmod's filesystem is still fucked on Linux. Valve refuses to even acknowledge it exists.
  8. Mar 26, 2009
    Valve doesn't develop Gmod, Garry does. And what's this filesystem nonsense? Gmod is a game, not an operating system.

    I have a Gmod Linux server setup and it works fine.
  9. Apr 9, 2007
    Valve develops the 'Valve OrangeBox' engine primarily. It's an engine bug. Valve's FileSystem interface is very buggy and prone to crashes.

    While it may work fine, it's still a huge issue and I'd rather not venture into that territory until it's fixed.
  10. Mar 26, 2009
    Weird, I've never has FS related crashes in Gmod. Most crashes are related to the server choking on physics or buggy Lua binary modules, which aren't a default part of the game.

    CSS uses the OB engine now so it should be on the same boat.
  11. Nov 14, 2010
    Garry's Mod works with linux perfectly fine. Garry pretty much keeps his crap up to date and fixes all of valves errors. It's quite amazing, and Valve should hire him.
  12. Apr 9, 2007
    Who cares about Garry? AzuiSleet was the one who compiled it on Linux and was maintaining them until Robin fired him (I'm not sure if he still unofficially maintains them or not).
  13. Jan 5, 2007
    I'd be up for a PlagueFest hosted GMod server, but it would have to be something special to give it a reason for being there. I remember mentioning a ZRP server in the past, so that's always a possibility if it can be set up well enough.
  14. Jan 12, 2011
    Surprised to see this pop up after I thought it died.. yay Internet!

    I know basically nothing about programming game servers, so I'll leave it up to the techies to keep discussing. :grin:

    As for gametypes to have in Garry's Mod, I need to get a refresher on things since I haven't played it in a while. I'll start poking around servers to start making ideas, but anyone who already knows something post away here! Please describe how the gametype works to the people who aren't as familiar with the game (myself included). :thumbsup:
  15. Apr 9, 2007
    Nebuchadnezzar wants to 'manage' one. However, since Garrysmod is STILL FUCKED ON LINUX, we're waiting.
  16. Jun 4, 2006
    neb wants to manage one? that guy is never around... he must have said that ages ago... :confused:
  17. Jan 5, 2007
    Was pretty recently that he talked with me again about it. Last I was told, he was trying to work with the people that run the ZombieRP stuff to try and get a good Linux set-up figured out. Who knows...

    Quick Edit: I'd also try to help run it if I could. Though I'd have to learn all the stuff for it if I did that. :confused:
  18. Mar 26, 2009

    Gmod works fine on Linux. You can join and test it:
  19. Jun 4, 2006
    Just because you started a server doesn't mean it works fine... :confused:

    Are vehicles / vphysics.so fixed? Do welds still cause lag? (constraints and physics used more resources on Linux than windows, and it showed in-game). What about addons not working cause they're case sensitive? I know there's a fix for this but does it even occur still? Also the exploits still scare the shit out of me, even if they are patched quickly. Hell, this one just turned up: http://www.facepunch.com/threads/1066753-Very-serious-exploit-hack-currently. - haven't read into it though, don't know how legit it is but it's being confirmed by other server owners.

    Also gmod servers are magnets for ddos attacks, especially ones that are popular. Experienced this first hand. Darkland RP - lots of ddos, PERP - lots of ddos, Gmod Tower - lots of ddos, most TTT servers - quite a bit of ddos.

    From a server owner perspective, gmod doesn't look appealing at all. Not to mention we'd need a team of lua devs to keep up with the crazy shit that's being done with gmod nowadays. Fuck hosting some stock script server in gmod, what a waste. :yucky:
  20. Mar 26, 2009
    You're just making up frivolous excuses so people stop bothering you about a Gmod server, if you think you're not at risk of getting hacked or attacked just because you run a CSS server, you're kidding yourself. You make all of these accusations about gmod being an exploit ridden buggy pile of shit, but are completely ignorant to the fact that all source engine games (INCLUDING CSS) were open to exploits as nasty or worse than the current one in Gmod (which relies almost completely on a third party admin mod, ULX for the exploit to work.)

    The way the exploit in question works could even be adapted to work on another source engine game, it isn't limited to Gmod by any means.

    Do you remember the days of TE spam that crashed many CSS servers? How about the malformed packet exploits, or rcon exploits? What about the unprotected cvar exploits that allowed clients to use wireframe and other cheat commands. Also remember the map zm_littlecity that changed the rcon password with a button? These are just a few examples of bad stuff that has happened in CSS, and valve took ages to patch many of them, unlike Garry or the Gmod community which get patches out in a matter of days instead of months.

    If you run a source server in general, you're risking getting attacked, it doesn't matter what mod you run.

    To answer your other concerns about vehicles and physics: Vehicles were never broken, the reason people thought they were broken is because of the case sensitivity issue, which can easily be worked around with symlinks. Physics does use a bit more CPU time than in Windows, but it's so minute that it's not even worth mentioning. The only case where you'll run into a problem like this is if you leave the server unchecked and let minges accumulate and spam props everywhere.

    I'm not even going to bother commenting on the DDoS since it's clear that it isn't limited to only games.
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