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  #41  
Unread 8th April, 2010, 09:42 AM
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Restart your pc , then try again if the problem is still their speak to anth.
PS: did you upload Shots and Logs folder into System dir? if not thats probably why.
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  #42  
Unread 8th April, 2010, 09:45 AM
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Allready been answered.
*Post edited*
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Last edited by Genecom : 8th April, 2010 at 09:53 AM. Reason: I'm a slow typer appearantly :)
  #43  
Unread 8th April, 2010, 10:04 AM
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Quote:
Originally Posted by [ZSZ]Evil_Dragon View Post
[ACEv06q]: KickReason...: Internal Error
[ACEv06q]: TimeStamp....: 08-04-2010 / 04:24:09
[ACEv06q]: +---------------------------------------------------------------+
[ACEv06q]: | Extra Info |
[ACEv06q]: +---------------------------------------------------------------+
[ACEv06q]: ErrorType....: 51-2-5-
[ACEv06q]: +---------------------------------------------------------------+
Did you try an uscript based cheat? Those get reported as internal errors 51-2 as identification of those are borked in v0.6q.
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Last edited by Genecom : 8th April, 2010 at 10:10 AM.
  #44  
Unread 8th April, 2010, 10:06 AM
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Quote:
Originally Posted by Genecom View Post
Did you try a uscript based cheat? Those get reported as internal errors 51-2 as detection/identification of those are borked in v0.6q
LOL - if you explain to me what that is I might be able to answer your question...
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  #45  
Unread 8th April, 2010, 10:20 AM
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Just wondered if you recived that kick message when testing the protection, or if you tried to enter with a normal UT setup.

Might possibly be ACE doesn't recognize your renderer (not on whitelist) and kicks you with an internal error instead of correct kick message.
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  #46  
Unread 8th April, 2010, 10:21 AM
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He joins my server fine and its running ACE. only error in the log file,
Login: [ZSZ]Evil_Dragon
Attempted to use illegal skin from package FCommando_SkinZSZSable for FCommando
Failed to load 'FCommando_SkinZSZSable': Can't find file for package 'FCommando_SkinZSZSable'
Failed to load 'Texture FCommando_SkinZSZSable.ruti1': Can't find file for package 'FCommando_SkinZSZSable'
Failed to load FCommando_SkinZSZSable.ruti1 so load FCommandoSkins.cmdo1
Failed to load 'Texture FCommandoSkins.ruti4': Failed to find object 'Texture FCommandoSkins.ruti4'
Failed to load FCommandoSkins.ruti4 so load FCommandoSkins.cmdo4
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  #47  
Unread 8th April, 2010, 10:26 AM
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Yes, I tried McNamara's server and was not kicked.

Shots and Logs folder are there and my kick logs and screenshots are in them.

I deleted all UTDC files from the server's system folder, also restarted my PC but still have the same problem.

I also tried my husband's PC (I am a she btw. ) but was kicked with the same error...



(that skin is only my clan's female skin)
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  #48  
Unread 8th April, 2010, 10:39 AM
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If you and your hubby have the same UT setup/share same UT.ini, it would explain why you get kicked from 2 different computers.

It's either your custom skin or your renderer. Have you tried entering the server with standard skin and perhaps opengl gfx driver instead of d3d9?
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  #49  
Unread 8th April, 2010, 10:45 AM
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Our setups are rather different since he plays rarely and I admin the server.
Also he runs XP with D3D8 and I'm on Vista with D3D9.

What I just tried is to switch through the different gametypes we are running on ZSZ and it looks like the problem is due to any custom mod we are using.
Picking a gametype that loads only standard mods it seems all fine - but as soon as I switch to one that loads e.g. our rifle or any of our camping mods I get kicked.

Now I guess I'll have to find out one by one which one it is, but is there an option at all to sort of "allow" these mods to ACE?
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  #50  
Unread 8th April, 2010, 11:06 AM
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Quote:
Originally Posted by [ZSZ]Evil_Dragon View Post
Our setups are rather different since he plays rarely and I admin the server.
Also he runs XP with D3D8 and I'm on Vista with D3D9.

What I just tried is to switch through the different gametypes we are running on ZSZ and it looks like the problem is due to any custom mod we are using.
Picking a gametype that loads only standard mods it seems all fine - but as soon as I switch to one that loads e.g. our rifle or any of our camping mods I get kicked.

Now I guess I'll have to find out one by one which one it is, but is there an option at all to sort of "allow" these mods to ACE?
You have set your rifle to the UPackages[x] list? after install ACE i was kicked too, because i have not set the rifle in this list. now it running fine.
  #51  
Unread 8th April, 2010, 11:12 AM
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It most likely is our rifle... I replaced it with ZarkAssault in all gametypes except one and just in that one I got kicked.

Now I found this in the log when that gametype started:

MapVoteLA: StartMutator: ZSZRifleV6.ZSZRifle4mutator
MapVoteLA: StartMutator:
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
MapVoteLA: Starting Actor/Mutator FAILED. Could not DynamicLoadObject:

How do I add it to UPackages[x] please? You are not talking about the serverpackages, aren't you, as there it is in...
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  #52  
Unread 8th April, 2010, 11:18 AM
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Install.txt :

3) Settings
-----------

If you run any UnrealScript mod that performs any rendering or weapon/input
related actions (besides UTPure/ZPPure) then add the following section at the
end of your server's UnrealTournament.ini:

[ACEv06q_AutoConfig.ACEAutoConfigActor]
UPackages[0]=
UPackages[1]=

Then add your mod to this list. If you run a mod called MyMod.u for example,
simply add UPackages[0]=MyMod.u. You can add up to 32 packages to this list.

UTPure/ZPPure and your gametype will be added automatically.
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  #53  
Unread 8th April, 2010, 11:29 AM
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How embarrassing

That was it and I did not read the Install.txt carefully enough.

Sorry all - and big thanks for all your help and patience!

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  #54  
Unread 8th April, 2010, 12:38 PM
SoNY_scarface SoNY_scarface is offline
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Edit since I basically repeated the readme
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  #55  
Unread 8th April, 2010, 03:02 PM
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Ok - now I read EVERYTHING - including the documentation on http://utgl.unrealadmin.org/ace/

Wonderful work!
Thanks to Anthrax and all that contributed.

Two questions came up while reading:

1. Will I still even need AnthChecker when ACE is running?

2. I used to have UTDC verify certain custom files to prevent them from being hacked. There were in Actionman.ini's package list.

Now since the ACE-documentation says:
•If your server runs any custom mods that you wish to protect against bytehacks or in-memory modification then you should add the names of those mods to the UPackages list.

I assume these now also go into the UPackage list - just like the ones that perform any rendering or weapon/input related actions because otherwise people would get kicked for them?
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  #56  
Unread 8th April, 2010, 03:36 PM
Genecom Genecom is offline
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Quote:
Originally Posted by [ZSZ]Evil_Dragon View Post
Two questions came up while reading:

1. Will I still even need AnthChecker when ACE is running?
No, AnthChecker isn't nescessary unless you have a certain need to run it.(GUID generation for example ) There's nohing wrong in keeping it either tho.

Quote:
Originally Posted by [ZSZ]Evil_Dragon View Post
2. I used to have UTDC verify certain custom files to prevent them from being hacked. There were in Actionman.ini's package list.

Now since the ACE-documentation says:
•If your server runs any custom mods that you wish to protect against bytehacks or in-memory modification then you should add the names of those mods to the UPackages list.

I assume these now also go into the UPackage list - just like the ones that perform any rendering or weapon/input related actions because otherwise people would get kicked for them?
You are correct in that assumption. Files placed under the UPackages list gets MD5 hashed and placed on the whitelist during each map. There is no need for manual adding in any .ini .

Most standard ones are checked by default, so no need to add:

Default UPackages

•Core.u
•Engine.u
•UMenu.u
•UTMenu.u
•UWindow.u
•BotPack.u
•UWeb.u
•The ACE client file (eg: ACEv06q_C.u)


Default NativePackages

•Core.dll
•Engine.dll
•Window.dll
•WinDrv.dll
•Render.dll
•UWeb.dll
•The ACE client dll (eg: ACEv06q_C.dll)
•The RenderDevice dll (eg: OpenGLDrv.dll)
•The SoundDevice dll (eg: Galaxy.dll)
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  #57  
Unread 8th April, 2010, 03:57 PM
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Keep in mind that NPLoader looks for .int files prefixed with "NPLoader_" during server startup. Even if you remove NPInfo_v13 and all traces of NPLoader from the ini, it will most likely still find the NPLoader_UTDCPlusv12s.int file.

Internal Error 51-2 is ALWAYS an illegal uscript call in v0.6q, there's a small bug in the code that prevents those calls from logging correctly though.

Serverside lag is indeed possible (although it won't be extreme). We had it on our servers with the older versions but it has been gone for a while now. I can imagine that it's more of a problem on linux servers though because the serverside .so files that come with ACE are not as strongly optimized as the .dll files. This will certainly be improved in v0.7.
  #58  
Unread 8th April, 2010, 04:48 PM
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Quote:
Originally Posted by TSQ View Post
2nd catch of the day...
+---------------------------------------------------------------+
[ACEv06q]: | Extra Info |
[ACEv06q]: +---------------------------------------------------------------+
[ACEv06q]: PackageName..: Engine
[ACEv06q]: PackagePath..: ../System/Engine.u
[ACEv06q]: PackageSize..: 1149858 bytes
[ACEv06q]: PackageHash..: 2D7EDC1B20EC674D28573CC2D13C67D5
[ACEv06q]: PackageVer...: Unknown
[ACEv06q]: +---------------------------------------------------------------+
I cought that package twice also but because of the players I'm not sure it's a cheat. Both users are Russian, however the Russian packages I've found before seem to be added. I've found an Engine.u in a torrent with exactly that size but the MD5 hash was not given, I'll try to get it.

Is there a way to add package hashes to ACE so they are seen as legal?
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  #59  
Unread 8th April, 2010, 04:49 PM
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Quote:
Originally Posted by AnthraX View Post
Internal Error 51-2 is ALWAYS an illegal uscript call in v0.6q, there's a small bug in the code that prevents those calls from logging correctly though.
In my case it was only our rifle. Added it as (G)ott suggested and all is fine now.

What I now tried is change the configuration a bit because I want it to log to other folders and what happened here was a bit funny.
[ACEv06q_AutoConfig.ACEAutoConfigActor] was already there, so I copied the
[ACEv06q_S.ACEActor] from here http://utgl.unrealadmin.org/ace/?p=settings to my servers .ini, created the folders I wanted it to log to, set an admin password, started the server - and it seemed to completely ignore my settings. Ingame then I then set bShowLogo=False, also set a password and after that I found my .ini looking like below - it had autoadded a new [ACEv06q_AutoConfig.ACEAutoConfigActor] section, including Upackages and Nativepackages list (right in the middle of it but these without section title), and that was the one it referred to on the server for logging and logo showing, but as for the packages it still seemed to refer to the one I added manually (as I wasn't kicked again for the rifle).
After I logged in as server admin taking a screenshot worked just fine, it didn't ask me though for a password when I used the playerlist command, even though a password is set.
Here is the .ini:

Code:
IgnoredSettings[254]= <last entry of [NPLoader_v15e.NPLActor]
InitialCheckLinger=5.000000 
InitialCheckTimeout=45.000000 
PeriodicCheckInterval=45.000000 
PeriodicCheckTimeout=60.000000 
SShotTimeOut=20.000000 
bSShotWhenKick=True 
SShotPath=../ACE_Screenshots/ 
SShotPrefix=[ACE] 
SShotQuality=85 
bAutoConfig=True 
AutoConfigPackage=ACEv06q_AutoConfig 
bAutoUpdate=True 
bExternalLog=True 
LogPath=../ACE_Logs/ 
LogPrefix=[ACE] 
bExternalLogJoins=True 
JoinLogPath=../ACE_JoinLogs/ 
JoinLogPrefix=[ACEPLAYERS] 
AdminPass=XXXXXXXXXX
bAllowCrosshairScaling=True 
bShowLogo=True 
LogoXPos=10 
LogoYPos=100 
ExcludedPorts= 

[ACEv06q_AutoConfig.ACEAutoConfigActor]
UPackages[0]=ZSZRifleV6.u
UPackages[1]=AnthCheckerC_v138.u
UPackages[2]=asc760.u
UPackages[3]=NoDodge.u
UPackages[4]=ESG_No16bits.u
UPackages[5]=NPLoader_v15e.u
UPackages[6]=
UPackages[7]=
UPackages[8]=
UPackages[9]=

[ACEv06q_S.ACEActor]
ExcludedPorts=
InitialCheckLinger=5.000000
InitialCheckTimeout=70.000000
PeriodicCheckInterval=45.000000
PeriodicCheckTimeout=60.000000
SShotTimeOut=20.000000
bSShotWhenKick=True
SShotPath=../Shots/
SShotPrefix=[ACE]
SShotQuality=85
bAutoConfig=True
AutoConfigPackage=ACEv06q_AutoConfig
bAutoUpdate=True
UPackages[0]=
UPackages[1]=
UPackages[2]=
UPackages[3]=
UPackages[4]=
UPackages[5]=
UPackages[6]=
UPackages[7]=
UPackages[8]=
UPackages[9]=
UPackages[10]=
UPackages[11]=
UPackages[12]=
UPackages[13]=
UPackages[14]=
UPackages[15]=
UPackages[16]=
UPackages[17]=
UPackages[18]=
UPackages[19]=
UPackages[20]=
UPackages[21]=
UPackages[22]=
UPackages[23]=
UPackages[24]=
UPackages[25]=
UPackages[26]=
UPackages[27]=
UPackages[28]=
UPackages[29]=
UPackages[30]=
UPackages[31]=
NativePackages[0]=
NativePackages[1]=
NativePackages[2]=
NativePackages[3]=
NativePackages[4]=
NativePackages[5]=
NativePackages[6]=
NativePackages[7]=
NativePackages[8]=
NativePackages[9]=
NativePackages[10]=
NativePackages[11]=
NativePackages[12]=
NativePackages[13]=
NativePackages[14]=
NativePackages[15]=
NativePackages[16]=
NativePackages[17]=
NativePackages[18]=
NativePackages[19]=
NativePackages[20]=
NativePackages[21]=
NativePackages[22]=
NativePackages[23]=
NativePackages[24]=
NativePackages[25]=
NativePackages[26]=
NativePackages[27]=
NativePackages[28]=
NativePackages[29]=
NativePackages[30]=
NativePackages[31]=
bExternalLog=True
LogPath=../Logs/
LogPrefix=[ACE]
bExternalLogJoins=True
JoinLogPath=../Logs/
JoinLogPrefix=[ACEPLAYERS]
AdminPass=XXXXXX
bAllowCrosshairScaling=True
bShowLogo=False
LogoXPos=10.000000
LogoYPos=-100.000000
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  #60  
Unread 8th April, 2010, 05:20 PM
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Guys i get this error when i join the server.
Server is running fine unless someone joins on it?

Any ideas?




Join request: Index.unr?Name=GummyBeaR^PmP?Class=BotPack.TFemale 1?Team=1?skin=FCommandoSkins.goth?Face=FCommandoSk ins.Freylis?Voice=BotPack.VoiceFemaleOne?OverrideC lass=?Checksum=NoChecksum
Team 1
Login: GummyBeaR^PmP
Possessed PlayerPawn: bbTFemale1 CTF-Coret.bbTFemale0
Join succeeded: GummyBeaR^PmP
[NPLoaderv15e] Player Join: GummyBeaR^PmP (95.96.58.165:57073)
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
[NPLoaderv15e] Loading complete for player: GummyBeaR^PmP
[ACEv06q]: A new datalink is now listening on port: 7778
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php returned bad data! Switching to alternate.
### -------------------------------------------------------------
### ANTHCHECKER - PLAYER JOIN
### -------------------------------------------------------------
### - Player name : GummyBeaR^PmP
### - Player IP : 95.96.58.165
### - Player OS : Windows
### - EngineVer : 436
### - RenderDev : OpenGL OpenGLDrv.dll
### - RenderVer : UTGLR v2.8 OpenGL Renderer
### - RenderChksm : ACE72AC2D8722B75FC7BC84056F29F23
### - RenderSize : 118784 bytes
### - TimeStamp : 08-04-2010 18:05:42
### -------------------------------------------------------------
[ACEv06q]: Player: GummyBeaR^PmP is now connected to the datalink at port: 7778
[ACEv06q]: [GummyBeaR^PmP]: [IP] 95.96.58.165
[ACEv06q]: [GummyBeaR^PmP]: [OS] Microsoft Windows 7/2008 R2 x64 (Version: 6.1.7600)
[ACEv06q]: [GummyBeaR^PmP]: [CPU] Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
[ACEv06q]: [GummyBeaR^PmP]: [CPUSPEED] Measured: 3669.243470 Mhz - Reported: 3670.775092 Mhz
[ACEv06q]: [GummyBeaR^PmP]: [NIC] Realtek PCIe GBE Family Controller
[ACEv06q]: [GummyBeaR^PmP]: [MAC] E4B97D5BB741CA3B0E3335B9511E09CF
[ACEv06q]: [GummyBeaR^PmP]: [UTVER] 436
[ACEv06q]: [GummyBeaR^PmP]: [UTCMD] <none>
[ACEv06q]: [GummyBeaR^PmP]: [RENDEV] OpenGLDrv.OpenGLRenderDevice
[ACEv06q]: [GummyBeaR^PmP]: [SNDDEV] Galaxy.GalaxyAudioSubsystem
[ACEv06q]: [GummyBeaR^PmP]: [TIME] 08-04-2010 / 18:05:47
IpToCountry: 153.19.48.14/iptocountry-ut.php timed out after 10 seconds!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php returned bad data! Switching to alternate.
IpToCountry: 153.19.48.14/iptocountry-ut.php timed out after 10 seconds!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php returned bad data! Switching to alternate.
IpToCountry: 153.19.48.14/iptocountry-ut.php timed out after 10 seconds!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php returned bad data! Switching to alternate.
IpToCountry: 153.19.48.14/iptocountry-ut.php timed out after 10 seconds!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php returned bad data! Switching to alternate.
IpToCountry: 153.19.48.14/iptocountry-ut.php timed out after 10 seconds!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Resolved utgl.unrealadmin.org (85.236.100.16)
LinkActor CTF-Coret.LinkActor0 (Function UBrowser.UBrowserHTTPClient.DoBind:000A) BindPort: already bound
UBrowserHTTPLink: Error binding local port.
IpToCountry: Error at resolving the host utgl.unrealadmin.org/iptocountry-ut.php!
IpToCountry: utgl.unrealadmin.org/iptocountry-ut.php failed! Trying the alternate.
LinkActor CTF-Coret.LinkActor0 (Function UBrowser.UBrowserHTTPClient.DoBind:000A) BindPort: already bound
UBrowserHTTPLink: Error binding local port.
IpToCountry: Error at resolving the host 153.19.48.14/iptocountry-ut.php!
IpToCountry: 153.19.48.14/iptocountry-ut.php failed! Trying the alternate.
Resolving utgl.unrealadmin.org...
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
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