I invested some time into creating this map rotation list for a server I’m running. (for use with evoadmin MOD)


// Use of this file
// To add a new map follow this rules:
// 1. Find the file name, ending in .mis (ie BeggarsRun.mis)
// 2. Add a line with this syntact: addRotationMap(filename, gametype, %ffa, %cycle);
//
// %ffa = changing this to 0, will remove the map from the FFA mode
// %cycle = changing this to 0 will remove the map from the FFA cycle, but not from the rotation (optional)
// if %ffa is 0, %cycle is useless
//
// Note: filename must be written without .mis
//
// Example: addRotationMap(BeggarsRun, CTF, 1, 1);
// Beggar's Run will be in the FFA mapRotation. It's in the cycle and can be voted
//
// Example: addRotationMap(BeggarsRun, CTF, 1, 0);
// Beggar's Run will be in the FFA mapRotation. It's not in the cycle, but can be voted
//
// Example: addRotationMap(BeggarsRun, CTF, 0);
// Beggar's Run won't be in the FFA mapRotation. It's not in the cycle and can't be voted
//
// Info:
// If you don't want a map to be played neither in Tournement Mode, write // at the beginning of the line (or delete the line)
// If you don't want a gametype to be played, just don't add any map of that gametype
// Some Mods (ie LakRabbit) use own maps. To use this mods, you must add the maps in this file
// %cycle variable is optional and if not included the map will always be in the cycle (if %ffa is 1).

// ******************************
// * Capture The Flag Base Maps *
// ******************************

addRotationMap("Archipelago", CTF, 1, 1);
//addRotationMap("BeggarsRun", CTF, 1, 1);
//addRotationMap("Damnation", CTF, 1, 1);
//addRotationMap("DeathBirdsFly", CTF, 1, 1);
//addRotationMap("Desiccator", CTF, 1, 1);
//addRotationMap("DustToDust", CTF, 1, 1);
//addRotationMap("Firestorm", CTF, 1, 1);
//addRotationMap("Katabatic", CTF, 1, 1);
//addRotationMap("Minotaur", CTF, 1, 1);
//addRotationMap("Quagmire", CTF, 1, 1);
//addRotationMap("Recalescence", CTF, 1, 1);
//addRotationMap("Reversion", CTF, 1, 1);
//addRotationMap("RiverDance", CTF, 1, 1);
//addRotationMap("Sanctuary", CTF, 1, 1);
//addRotationMap("Slapdash", CTF, 1, 1);
//addRotationMap("ThinIce", CTF, 1, 1);
//addRotationMap("Tombstone", CTF, 1, 1);

// *********************************
// * Capture The Flag Classic Maps *
// *********************************

//addRotationMap("AcidRain", CTF, 1, 1);
//addRotationMap("Blastside_nef", CTF, 1, 1);
//addRotationMap("Broadside_nef", CTF, 1, 1);
//addRotationMap("Confusco", CTF, 1, 1);
//addRotationMap("DangerousCrossing_nef", CTF, 1, 1);
//addRotationMap("DesertofDeath_nef", CTF, 1, 1);
//addRotationMap("Gorgon", CTF, 1, 1);
//addRotationMap("Hillside", CTF, 1, 1);
//addRotationMap("IceRidge_nef", CTF, 1, 1);
//addRotationMap("Lakefront", CTF, 1, 1);
//addRotationMap("Magmatic", CTF, 1, 1);
//addRotationMap("Raindance_nef", CTF, 1, 1);
//addRotationMap("Ramparts", CTF, 1, 1);
//addRotationMap("Rollercoaster_nef", CTF, 1, 1);
//addRotationMap("Sandstorm", CTF, 1, 1);
//addRotationMap("Scarabrae_nef", CTF, 1, 1);
//addRotationMap("ShockRidge", CTF, 1, 1);
//addRotationMap("Snowblind_nef", CTF, 1, 1);
//addRotationMap("Starfallen", CTF, 1, 1);
//addRotationMap("Stonehenge_nef", CTF, 1, 1);
//addRotationMap("Sub-zero", CTF, 1, 1);
//addRotationMap("Surreal", CTF, 1, 1);
//addRotationMap("Titan", CTF, 1, 1);
//addRotationMap("WhiteDwarf", CTF, 1, 1);

// ******************************

// * TWL Map pack *

// ******************************

addRotationMap("TWL_Abaddon", CTF, 1, 0);
addRotationMap("TWL_BaNsHee", CTF, 1, 0);
addRotationMap("TWL_BeachBlitz", CTF, 1, 0);
addRotationMap("TWL_BeggarsRun", CTF, 1, 0);
//addRotationMap("TWL_BlueMoon", CTF, 1, 0);
addRotationMap("TWL_Boss", CTF, 1, 0);
//addRotationMap("TWL_Celerity", CTF, 1, 0);
addRotationMap("TWL_Chokepoint", CTF, 1, 0);
addRotationMap("TWL_Cinereous", CTF, 1, 0);
addRotationMap("TWL_Clusterfuct", CTF, 1, 0);
addRotationMap("TWL_Crossfire", CTF, 1, 0);
addRotationMap("TWL_Curtilage", CTF, 1, 0);
addRotationMap("TWL_Damnation", CTF, 1, 0);
addRotationMap("TWL_DangerousCrossing", CTF, 1, 0);
addRotationMap("TWL_DeadlyBirdsSong", CTF, 1, 0);
addRotationMap("TWL_Deserted", CTF, 1, 0);
addRotationMap("TWL_Desiccator", CTF, 1, 0);
//addRotationMap("TWL_Drifts", CTF, 1, 0);
addRotationMap("TWL_Feign", CTF, 1, 0);
addRotationMap("TWL_Frostclaw", CTF, 1, 0);
addRotationMap("TWL_Frozen", CTF, 1, 0);
addRotationMap("TWL_Harvester", CTF, 1, 0);
addRotationMap("TWL_Horde", CTF, 1, 0);
addRotationMap("TWL_Katabatic", CTF, 1, 0);
addRotationMap("TWL_Magmatic", CTF, 1, 0);
addRotationMap("TWL_Minotaur", CTF, 1, 0);
addRotationMap("TWL_Neve", CTF, 1, 0);
addRotationMap("TWL_NoShelter", CTF, 1, 0);
addRotationMap("TWL_OsIris", CTF, 1, 0);
addRotationMap("TWL_Pandemonium", CTF, 1, 0);
addRotationMap("TWL_Quagmire", CTF, 1, 0);
addRotationMap("TWL_Raindance", CTF, 1, 0);
addRotationMap("TWL_Ramparts", CTF, 1, 0);
addRotationMap("TWL_Reversion", CTF, 1, 0);
addRotationMap("TWL_Rollercoaster", CTF, 1, 0);
addRotationMap("TWL_Runenmacht", CTF, 1, 0);
addRotationMap("TWL_Sandstorm", CTF, 1, 0);
addRotationMap("TWL_Slapdash", CTF, 1, 0);
addRotationMap("TWL_Snowblind", CTF, 1, 0);
addRotationMap("TWL_Starfallen", CTF, 1, 0);
addRotationMap("TWL_Stonehenge", CTF, 1, 0);
addRotationMap("TWL_SubZero", CTF, 1, 0);
addRotationMap("TWL_Surreal", CTF, 1, 0);
addRotationMap("TWL_Titan", CTF, 1, 0);
addRotationMap("TWL_WhiteDwarf", CTF, 1, 0);
addRotationMap("TWL_WilderZone", CTF, 1, 0);
//addRotationMap("TWL_WoodyMyrk", CTF, 1, 0);

// ******************************

// * TWL2 Map pack *

// ******************************

addRotationMap("TWL2_Bleed", CTF, 1, 0);
addRotationMap("TWL2_BlueMoon", CTF, 1, 0);
addRotationMap("TWL2_CanyonCrusadeDeluxe", CTF, 1, 0);
addRotationMap("TWL2_Celerity", CTF, 1, 0);
addRotationMap("TWL2_CloakOfNight", CTF, 1, 0);
addRotationMap("TWL2_Crevice", CTF, 1, 0);
addRotationMap("TWL2_Dissention", CTF, 1, 0);
addRotationMap("TWL2_Drifts", CTF, 1, 0);
addRotationMap("TWL2_Drorck", CTF, 1, 0);
addRotationMap("TWL2_FrozenGlory", CTF, 1, 0);
addRotationMap("TWL2_FrozenHope", CTF, 1, 0);
addRotationMap("TWL2_Hildebrand", CTF, 1, 0);
addRotationMap("TWL2_IceDagger", CTF, 1, 0);
addRotationMap("TWL2_JaggedClaw", CTF, 1, 0);
addRotationMap("TWL2_Magnum", CTF, 1, 0);
addRotationMap("TWL2_MidnightMayhemDeluxe", CTF, 1, 0);
addRotationMap("TWL2_MuddySwamp", CTF, 1, 0);
addRotationMap("TWL2_Norty", CTF, 1, 0);
addRotationMap("TWL2_Ocular", CTF, 1, 0);
addRotationMap("TWL2_RoughLand", CTF, 1, 0);
addRotationMap("TWL2_Ruined", CTF, 1, 0);
addRotationMap("TWL2_Skylight", CTF, 1, 0);
addRotationMap("TWL2_WoodyMyrk", CTF, 1, 0);

// *****************************************
// * Capture The Flag (Practice) Base Maps *
// *****************************************

addRotationMap("Archipelago", PracticeCTF, 1, 1);
//addRotationMap("BeggarsRun", PracticeCTF, 1, 1);
//addRotationMap("Damnation", PracticeCTF, 1, 1);
//addRotationMap("DeathBirdsFly", PracticeCTF, 1, 1);
//addRotationMap("Desiccator", PracticeCTF, 1, 1);
//addRotationMap("DustToDust", PracticeCTF, 1, 1);
//addRotationMap("Firestorm", PracticeCTF, 1, 1);
//addRotationMap("Katabatic", PracticeCTF, 1, 1);
//addRotationMap("Minotaur", PracticeCTF, 1, 1);
//addRotationMap("Quagmire", PracticeCTF, 1, 1);
//addRotationMap("Recalescence", PracticeCTF, 1, 1);
//addRotationMap("Reversion", PracticeCTF, 1, 1);
//addRotationMap("RiverDance", PracticeCTF, 1, 1);
//addRotationMap("Sanctuary", PracticeCTF, 1, 1);
//addRotationMap("Slapdash", PracticeCTF, 1, 1);
//addRotationMap("ThinIce", PracticeCTF, 1, 1);
//addRotationMap("Tombstone", PracticeCTF, 1, 1);

// *********************************
// * Capture The Flag Classic Maps *
// *********************************

//addRotationMap("AcidRain", PracticeCTF, 1, 1);
//addRotationMap("Blastside_nef", PracticeCTF, 1, 1);
//addRotationMap("Broadside_nef", PracticeCTF, 1, 1);
//addRotationMap("Confusco", PracticeCTF, 1, 1);
//addRotationMap("DangerousCrossing_nef", PracticeCTF, 1, 1);
//addRotationMap("DesertofDeath_nef", PracticeCTF, 1, 1);
//addRotationMap("Gorgon", PracticeCTF, 1, 1);
//addRotationMap("Hillside", PracticeCTF, 1, 1);
//addRotationMap("IceRidge_nef", PracticeCTF, 1, 1);
//addRotationMap("Lakefront", PracticeCTF, 1, 1);
//addRotationMap("Magmatic", PracticeCTF, 1, 1);
//addRotationMap("Raindance_nef", PracticeCTF, 1, 1);
//addRotationMap("Ramparts", PracticeCTF, 1, 1);
//addRotationMap("Rollercoaster_nef", PracticeCTF, 1, 1);
//addRotationMap("Sandstorm", PracticeCTF, 1, 1);
//addRotationMap("Scarabrae_nef", PracticeCTF, 1, 1);
//addRotationMap("ShockRidge", PracticeCTF, 1, 1);
//addRotationMap("Snowblind_nef", PracticeCTF, 1, 1);
//addRotationMap("Starfallen", PracticeCTF, 1, 1);
//addRotationMap("Stonehenge_nef", PracticeCTF, 1, 1);
//addRotationMap("Sub-zero", PracticeCTF, 1, 1);
//addRotationMap("Surreal", PracticeCTF, 1, 1);
//addRotationMap("Titan", PracticeCTF, 1, 1);
//addRotationMap("WhiteDwarf", PracticeCTF, 1, 1);

// ******************************

// * TWL Map pack *

// ******************************

addRotationMap("TWL_Abaddon", PracticeCTF, 1, 0);
addRotationMap("TWL_BaNsHee", PracticeCTF, 1, 0);
addRotationMap("TWL_BeachBlitz", PracticeCTF, 1, 0);
addRotationMap("TWL_BeggarsRun", PracticeCTF, 1, 0);
//addRotationMap("TWL_BlueMoon", PracticeCTF, 1, 0);
addRotationMap("TWL_Boss", PracticeCTF, 1, 0);
//addRotationMap("TWL_Celerity", PracticeCTF, 1, 0);
addRotationMap("TWL_Chokepoint", PracticeCTF, 1, 0);
addRotationMap("TWL_Cinereous", PracticeCTF, 1, 0);
addRotationMap("TWL_Clusterfuct", PracticeCTF, 1, 0);
addRotationMap("TWL_Crossfire", PracticeCTF, 1, 0);
addRotationMap("TWL_Curtilage", PracticeCTF, 1, 0);
addRotationMap("TWL_Damnation", PracticeCTF, 1, 0);
addRotationMap("TWL_DangerousCrossing", PracticeCTF, 1, 0);
addRotationMap("TWL_DeadlyBirdsSong", PracticeCTF, 1, 0);
addRotationMap("TWL_Deserted", PracticeCTF, 1, 0);
addRotationMap("TWL_Desiccator", PracticeCTF, 1, 0);
//addRotationMap("TWL_Drifts", PracticeCTF, 1, 0);
addRotationMap("TWL_Feign", PracticeCTF, 1, 0);
addRotationMap("TWL_Frostclaw", PracticeCTF, 1, 0);
addRotationMap("TWL_Frozen", PracticeCTF, 1, 0);
addRotationMap("TWL_Harvester", PracticeCTF, 1, 0);
addRotationMap("TWL_Horde", PracticeCTF, 1, 0);
addRotationMap("TWL_Katabatic", PracticeCTF, 1, 0);
addRotationMap("TWL_Magmatic", PracticeCTF, 1, 0);
addRotationMap("TWL_Minotaur", PracticeCTF, 1, 0);
addRotationMap("TWL_Neve", PracticeCTF, 1, 0);
addRotationMap("TWL_NoShelter", PracticeCTF, 1, 0);
addRotationMap("TWL_OsIris", PracticeCTF, 1, 0);
addRotationMap("TWL_Pandemonium", PracticeCTF, 1, 0);
addRotationMap("TWL_Quagmire", PracticeCTF, 1, 0);
addRotationMap("TWL_Raindance", PracticeCTF, 1, 0);
addRotationMap("TWL_Ramparts", PracticeCTF, 1, 0);
addRotationMap("TWL_Reversion", PracticeCTF, 1, 0);
addRotationMap("TWL_Rollercoaster", PracticeCTF, 1, 0);
addRotationMap("TWL_Runenmacht", PracticeCTF, 1, 0);
addRotationMap("TWL_Sandstorm", PracticeCTF, 1, 0);
addRotationMap("TWL_Slapdash", PracticeCTF, 1, 0);
addRotationMap("TWL_Snowblind", PracticeCTF, 1, 0);
addRotationMap("TWL_Starfallen", PracticeCTF, 1, 0);
addRotationMap("TWL_Stonehenge", PracticeCTF, 1, 0);
addRotationMap("TWL_SubZero", PracticeCTF, 1, 0);
addRotationMap("TWL_Surreal", PracticeCTF, 1, 0);
addRotationMap("TWL_Titan", PracticeCTF, 1, 0);
addRotationMap("TWL_WhiteDwarf", PracticeCTF, 1, 0);
addRotationMap("TWL_WilderZone", PracticeCTF, 1, 0);
//addRotationMap("TWL_WoodyMyrk", PracticeCTF, 1, 0);

// ******************************

// * TWL2 Map pack *

// ******************************

addRotationMap("TWL2_Bleed", PracticeCTF, 1, 0);
addRotationMap("TWL2_BlueMoon", PracticeCTF, 1, 0);
addRotationMap("TWL2_CanyonCrusadeDeluxe", PracticeCTF, 1, 0);
addRotationMap("TWL2_Celerity", PracticeCTF, 1, 0);
addRotationMap("TWL2_CloakOfNight", PracticeCTF, 1, 0);
addRotationMap("TWL2_Crevice", PracticeCTF, 1, 0);
addRotationMap("TWL2_Dissention", PracticeCTF, 1, 0);
addRotationMap("TWL2_Drifts", PracticeCTF, 1, 0);
addRotationMap("TWL2_Drorck", PracticeCTF, 1, 0);
addRotationMap("TWL2_FrozenGlory", PracticeCTF, 1, 0);
addRotationMap("TWL2_FrozenHope", PracticeCTF, 1, 0);
addRotationMap("TWL2_Hildebrand", PracticeCTF, 1, 0);
addRotationMap("TWL2_IceDagger", PracticeCTF, 1, 0);
addRotationMap("TWL2_JaggedClaw", PracticeCTF, 1, 0);
addRotationMap("TWL2_Magnum", PracticeCTF, 1, 0);
addRotationMap("TWL2_MidnightMayhemDeluxe", PracticeCTF, 1, 0);
addRotationMap("TWL2_MuddySwamp", PracticeCTF, 1, 0);
addRotationMap("TWL2_Norty", PracticeCTF, 1, 0);
addRotationMap("TWL2_Ocular", PracticeCTF, 1, 0);
addRotationMap("TWL2_RoughLand", PracticeCTF, 1, 0);
addRotationMap("TWL2_Ruined", PracticeCTF, 1, 0);
addRotationMap("TWL2_Skylight", PracticeCTF, 1, 0);
addRotationMap("TWL2_WoodyMyrk", PracticeCTF, 1, 0);

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Below are the steps I take to join an Openfiler machine to an Active Directory domain. I hope this helps anyone who is having issues with their setup.

Assumptions:
domain is named: domain.tld
domain controller is dc.domain.tld

Use Windows domain controller and authentication [checked]
Security model: Active Directory
Domain / Workgroup: domain
Domain controllers: dc.domain.tld
ADS realm: DOMAIN.TLD
Join domain: [checked]
Administrator username: domain\Administrator
Administrator password: password

I submit the form once or twice to get the Openfiler server to showup in the Computers OU on the DC, waiting 2-3 minutes between attempts. After it appears I wait another 3 minutes to see if the groups populate on OF. If not I repeat the above again, and OF pulls the groups down.

It’s a little weird, but this behaviour has been consistent for me.

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Many years ago I repacked a couple of terrain sets for use with Tribes2. Recently, I have been getting more and more requests to share these packs.

Enjoy:
zLiggy-Original-terrain.vl2
zLiggy-UT2k3-terrain.vl2

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This is a note from awhile ago, and I’m not sure what the original source for this solution is.

The Problem: The Service Pack 3 installation would start, but was unable to complete successfully.

The Solution involved registering a bunch of .DLL files by running the below commands. A popup appears after running each line.


net stop wuauserv
regsvr32 wuapi.dll
regsvr32 wuweb.dll
regsvr32 atl.dll
regsvr32 wups2.dll
regsvr32 wuaueng1.dll
regsvr32 wups.dll
regsvr32 MSXML3.dll
regsvr32 wucltui.dll
regsvr32 wuaueng.dll
net start wuauserv

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I put this script together to adjust interpolation settings while the chaingun is firing and revert back to defaults when firing stops.

Download: LiggyInterpol.vl2

Additional:
How do I configure this script?
Once installed, you need to go into the scripts settings screen in-game and input the desired IP settings. Depending on which version of support.vl2 you have this will either be a button at the bottom of the main screen, or a tab on the settings screen.

What values should I use?
This varies based on network conditions and personal preference. The most commonly used settings in the community appear to be 5, 25, 0, 0. You may find other values more appropriate.

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I recently migrated an XP Virtual machine from VMWare to KVM. The process required doing a system repair using the XP install cd.

After doing this image attachments in Thunderbird were being opened by IE instead of the Windows Image Viewer. The image viewer wasn’t even an option to use.

I had to run the following from a command prompt to resolve the issue:

regsvr32 /i shimgvw.dll

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If you do incremental or diff based backups, or if you compress your Windows Virtual Machine you will find that this tip will save you plenty of time, bandwidth, and disk space.

The Windows page file changes constantly and is large. It’s up to 4GB on some of my Virtualized workstations. It also doesn’t compress well and is really not needed in your backups.

By filling the pagefile with zeros when shutting the VM down to do a backup, that part of the image will be unchanged between increments/diffs. It will also compress down to almost nothing.

To achieve this we need to set one registry key to do this you can import the following from a .reg file or make the appropriate changes manually.

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management]
“ClearPageFileAtShutdown”=dword:00000001

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I recently assisted someone on IRC with a network issue they were having with pfSense related to bogon networks. The cause was a stale bogons file which didn’t take the latest assignment into account.

[removed bogons file contents]

On pfSense this file is located at:
/etc/bogons

Update:
I did some further research into this and discovered that the bogons file is actually updated on the first of every month using a cron job. The script that is run uses a random delay to prevent hammering of the pfSense server. The file that is retrieved is located at http://files.pfsense.org/bogon-bn-nonagg.txt. I have verified that this file is up to date.

The update bogons script is located at: /etc/rc.update_bogons.sh

Running the script at the end of the build process is a good idea if you don’t want to update the bogons file directly. For immediate results you will want to create a copy of the script and edit out the parts that create a delay run the script with the ‘now’ argument.

/etc/rc.update_bogons.sh now

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Sometimes you need a quick and dirty way of resetting a MySQL root password. Typical scenario is when taking over Administrative duties on a server which has no documentation.

First we need stop MySQL and start it with the –skip-grant-tables option set:

sudo /etc/init.d/mysql stop
sudo mysqld --skip-grant-tables

Then we login to mysql as root:

mysql -u root mysql

Once logged in we can set the new password:

UPDATE user SET Password=PASSWORD('NewPassword') WHERE User='root';
FLUSH PRIVILEGES;
exit;

Warning: This is not the most secure way of doing this. I disconnect the server from the network before doing this, and reconnect after.

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I was deploying and testing an Outlook plugin for a client the other day. On one machine I came across an error message when launching Outlook 2003.
 

The message:

An extension failed to initialize: Can’t open EXTEND.DAT.

 
The Solution:

  • Rename the extend.dat file to something like extend.dat.backup.
  • The next time Outlook is launched the extend.dat file will be recreated.
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