mouseboyx

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  1. mouseboyx liked a post in a topic by Chalwk in Sabotage   
    In Sabotage, a bomb spawns in the middle of the map.
     
    Both teams have to try to destroy the opposing team's base simultaneously.
    The team that destroys the opposing team's base wins.
     
    The team who planted the bomb has to defend it.
    The opposing team has to defuse it.
     
    * Hold the crouch key while standing on the flag podium to plant or defuse the bomb.
     
    See this game in action on Halo: PC (retail)
    IP: jericraft.net.nz:2314
    Server name: Little NZ #7 | Sabotage


    Video Demonstrations:
     
     
     
     
     
    Sabotage.lua
  2. Takka liked a post in a topic by mouseboyx in Change Starting Equipment   
    Replace starting weapons with different weapons.  The script must be made aware of what the actual starting weapons for the mode/map are in order for it to work.  The script comes with an example of replacing generic starting equipment with sniper and rocket.  It can also swap weapon slots by replacement, for example generic equipment is assault rifle as primary and pistol as secondary, you can set the replacements so that the pistol is primary and assault rifle is secondary. 
     
    You can dynamically load this script or multiple different versions in the events.txt based on custom modes:
    event_start $mode:custom_mode_123 'lua_load "replace_starting_equipment"' event_end $mode:custom_mode_123 'lua_unload "replace_starting_equipment"' I used a function in this script from one of hrshaft's scripts from his pastebin get_tag_info()
    replace_starting_equipment.lua
  3. Takka liked a post in a topic by mouseboyx in Change Starting Equipment   
    Replace starting weapons with different weapons.  The script must be made aware of what the actual starting weapons for the mode/map are in order for it to work.  The script comes with an example of replacing generic starting equipment with sniper and rocket.  It can also swap weapon slots by replacement, for example generic equipment is assault rifle as primary and pistol as secondary, you can set the replacements so that the pistol is primary and assault rifle is secondary. 
     
    You can dynamically load this script or multiple different versions in the events.txt based on custom modes:
    event_start $mode:custom_mode_123 'lua_load "replace_starting_equipment"' event_end $mode:custom_mode_123 'lua_unload "replace_starting_equipment"' I used a function in this script from one of hrshaft's scripts from his pastebin get_tag_info()
    replace_starting_equipment.lua
  4. Takka liked a post in a topic by mouseboyx in Random Weapons Script for SAPP PC/CE   
    I made what you wanted, it does everything except change the player color, and can be configured to behave within ranges.  It also has the option to spawn random weapons on the map, but this script only works with stock maps, because I don't know how to traverse tags, you can make it work with a custom map if you edit the weapon lists.
    randomize_stuff.lua
  5. Takka liked a post in a topic by mouseboyx in Random Weapons Script for SAPP PC/CE   
    I made what you wanted, it does everything except change the player color, and can be configured to behave within ranges.  It also has the option to spawn random weapons on the map, but this script only works with stock maps, because I don't know how to traverse tags, you can make it work with a custom map if you edit the weapon lists.
    randomize_stuff.lua
  6. mouseboyx liked a post in a topic by Java in Halo wallhack that won't show up on game recordings   
    Nice Demostration, yeah I was very much aware of this technique and it's been around for awhile.
     
    Quite a few recent 'professional' gamers got caught utilizing this method.
  7. Sunstriker7 liked a post in a topic by mouseboyx in Halo wallhack that won't show up on game recordings   
    I'm not going to release or make public the code that was used to create this.  It's more of a demonstration of what is possible.  It's a pretty roundabout way to accomplish it though, placing a 3D render of halo camera and player data as a transparent window on top of halo in windowed mode.  The methods are hacky at best and that introduces latency into the cheat window, I'm sure if it was created using faster 3D rendering techniques rather than using JavaScript the latency would be reduced.
     
    I'm somewhat regretting creating this because it possibly introduces more dishonesty into the game, although I'm uncertain whether something like this already exists.  I was more interested in whether it could work than whether it should be created.
     
     
  8. Sunstriker7 liked a post in a topic by mouseboyx in Halo wallhack that won't show up on game recordings   
    I'm not going to release or make public the code that was used to create this.  It's more of a demonstration of what is possible.  It's a pretty roundabout way to accomplish it though, placing a 3D render of halo camera and player data as a transparent window on top of halo in windowed mode.  The methods are hacky at best and that introduces latency into the cheat window, I'm sure if it was created using faster 3D rendering techniques rather than using JavaScript the latency would be reduced.
     
    I'm somewhat regretting creating this because it possibly introduces more dishonesty into the game, although I'm uncertain whether something like this already exists.  I was more interested in whether it could work than whether it should be created.
     
     
  9. Sunstriker7 liked a post in a topic by mouseboyx in Halo wallhack that won't show up on game recordings   
    I'm not going to release or make public the code that was used to create this.  It's more of a demonstration of what is possible.  It's a pretty roundabout way to accomplish it though, placing a 3D render of halo camera and player data as a transparent window on top of halo in windowed mode.  The methods are hacky at best and that introduces latency into the cheat window, I'm sure if it was created using faster 3D rendering techniques rather than using JavaScript the latency would be reduced.
     
    I'm somewhat regretting creating this because it possibly introduces more dishonesty into the game, although I'm uncertain whether something like this already exists.  I was more interested in whether it could work than whether it should be created.
     
     
  10. mouseboyx liked a post in a topic by PiRate in lua os.clock() for timing recurring events?   
    Internally lua uses C's clock() function:
    static int os_clock (lua_State *L) { lua_pushnumber(L, ((lua_Number)clock())/(lua_Number)CLOCKS_PER_SEC); return 1; } (lua_Number is typically double)
    Script failure aside, cppreference indicates the function should not be used as a wall clock as you desire, because clock() approximates CPU time. Additionally,
    As clock_t and CLOCKS_PER_SEC are implementation-defined, it would be difficult to immediately decide if this the issue you're running into without knowing the specific compiler version and flags used.
  11. Takka liked a post in a topic by mouseboyx in Public Selective Mute   
    This is a janky script so I'm not going to release it, but you can use it if you want.  SAPP's EVENT_CHAT api is somewhat limited so this is the only way I could find to accomplish this.  All chat messages are stopped unless they are / commands and then they are rebroadcasted as server messages without the server prefix.  The messages are formatted to appear like player chat messages for team and all chat.  Doing that makes it so specific messages to/from players can be muted on an individual basis.  If somebody is trolling and you've had enough of their offensive text this could come in handy to anyone on the server. 
     
    There are no administrative privileges required to run these commands:
    If you want to mute messages to yourself from a specific player use /deafen <player index>  you can use /players to view player indexes, you can also use /undeafen to resume chat messages.
     
    There might be some holes in the logic for this but this is the only way I could think to accomplish this.  Also vehicle chat isn't accounted for, it's lumped into team chat messages.
     
     
    selective_mute.lua
  12. Takka liked a post in a topic by mouseboyx in Public Selective Mute   
    This is a janky script so I'm not going to release it, but you can use it if you want.  SAPP's EVENT_CHAT api is somewhat limited so this is the only way I could find to accomplish this.  All chat messages are stopped unless they are / commands and then they are rebroadcasted as server messages without the server prefix.  The messages are formatted to appear like player chat messages for team and all chat.  Doing that makes it so specific messages to/from players can be muted on an individual basis.  If somebody is trolling and you've had enough of their offensive text this could come in handy to anyone on the server. 
     
    There are no administrative privileges required to run these commands:
    If you want to mute messages to yourself from a specific player use /deafen <player index>  you can use /players to view player indexes, you can also use /undeafen to resume chat messages.
     
    There might be some holes in the logic for this but this is the only way I could think to accomplish this.  Also vehicle chat isn't accounted for, it's lumped into team chat messages.
     
     
    selective_mute.lua
  13. Takka liked a post in a topic by mouseboyx in Detect vpn or proxy   
    What the script does:
        The script will log instances of players connecting using a vpn or proxy in the haloded directory under the filename vpn_log.txt
        It will also announce to all admins on the server when someone joins with a vpn or proxy
        The script enables the command
        /vpn <player index>
        for admins to check if a player is currently playing on a vpn or proxy
     
    The setup of this script requires web hosting, the sapp http client, and requires creating a free account on https://iphub.info/.  (iphub.info allows 1,000 free ip lookups per day)
    The web hosting needs support for PHP and needs to have the Curl module for PHP installed, it would be ideal to have web hosting with an ssl certificate to enable https:// communication
    The readme.txt goes into detail on the setup instructions, but doesn't include detailed web server setup instructions.  Look for guides on how to install a LAMP web server on a vps, or use web hosting that allows ssh access.  With ssh access, this script is valuable in enabling a free ssl certificate https://github.com/srvrco/getssl#installation
     
    vpn_detector.zip
  14. Takka liked a post in a topic by mouseboyx in SAPP Scripting Competition   
    Submission 1
    Detect whether a player joins with a vpn or proxy:
    https://opencarnage.net/index.php?/topic/8548-detect-vpn-or-proxy/
  15. Takka liked a post in a topic by mouseboyx in Show Player Botscore   
    This is a utility for admins to get real time feedback of a specific player's botscore.  aimbot_ban must be enabled for this to work.  If you want to measure botscores, but don't want sapp to kick or ban any players put
    aimbot_ban 20000 4 1 in the sapp init.txt
     
    The admin_botscores.lua script enables 2 commands:
    /botscore [player index] use to show the botscore of a specific player /stopbotscore use to disable botscore messages for yourself You can configure the script to either output the messages to the halo console (default), or the halo chat, whichever you prefer.  Each admin player can monitor any player including themselves.
     
    Here's a video showing how it works.  I'm not using any cheating software in the video.  I'm trying my best as a human to track a stationary player's head through a wall.
     
    EDIT: I've uploaded admin_botscores3.lua with new features:
     
    IMPORTANT:
    Using this script is will not guarantee catching someone who is cheating and there are lots of false positives involved with sapp's botscore detection.  Within testing we've discovered that it's quite possible for a players botscore to go above 1000 during normal play while not using any cheats.  It's important to figure out how sapp's detection works before issuing punishments based on botscores or snaps.  Spectating or sightjacking is still highly recommended before making decisions.
     
    Using /botscore [player index] shows up in the console as a single line instead of the previous behavior of the botscore covering up lots of the visible screen area.
    I added snap notifications, but this often has false positives, so don't ban or kick players just because of one or two snaps being detected.  It's best to observe the system for a while to discern false positive from real positive.
    If you are logged in as an admin there will be an alert system for every time a players score passes an increment of 500.  For example if someone snaps and their score goes to 555 instantly a message will appear to admins that their score exceeded 500.  Or if someone is tracking through walls and their score goes above 500 then 1000 the script will notify twice in that case.  There is also a cool down effect so if someone's score was 1010 then it slowly drops to 400 then it goes to 555 it would notify again that their bot score went past 500.
    admin_botscores.lua
    admin_botscores3.lua
  16. Takka liked a post in a topic by mouseboyx in Show Player Botscore   
    This is a utility for admins to get real time feedback of a specific player's botscore.  aimbot_ban must be enabled for this to work.  If you want to measure botscores, but don't want sapp to kick or ban any players put
    aimbot_ban 20000 4 1 in the sapp init.txt
     
    The admin_botscores.lua script enables 2 commands:
    /botscore [player index] use to show the botscore of a specific player /stopbotscore use to disable botscore messages for yourself You can configure the script to either output the messages to the halo console (default), or the halo chat, whichever you prefer.  Each admin player can monitor any player including themselves.
     
    Here's a video showing how it works.  I'm not using any cheating software in the video.  I'm trying my best as a human to track a stationary player's head through a wall.
     
    EDIT: I've uploaded admin_botscores3.lua with new features:
     
    IMPORTANT:
    Using this script is will not guarantee catching someone who is cheating and there are lots of false positives involved with sapp's botscore detection.  Within testing we've discovered that it's quite possible for a players botscore to go above 1000 during normal play while not using any cheats.  It's important to figure out how sapp's detection works before issuing punishments based on botscores or snaps.  Spectating or sightjacking is still highly recommended before making decisions.
     
    Using /botscore [player index] shows up in the console as a single line instead of the previous behavior of the botscore covering up lots of the visible screen area.
    I added snap notifications, but this often has false positives, so don't ban or kick players just because of one or two snaps being detected.  It's best to observe the system for a while to discern false positive from real positive.
    If you are logged in as an admin there will be an alert system for every time a players score passes an increment of 500.  For example if someone snaps and their score goes to 555 instantly a message will appear to admins that their score exceeded 500.  Or if someone is tracking through walls and their score goes above 500 then 1000 the script will notify twice in that case.  There is also a cool down effect so if someone's score was 1010 then it slowly drops to 400 then it goes to 555 it would notify again that their bot score went past 500.
    admin_botscores.lua
    admin_botscores3.lua
  17. Takka liked a post in a topic by mouseboyx in Show Player Botscore   
    This is a utility for admins to get real time feedback of a specific player's botscore.  aimbot_ban must be enabled for this to work.  If you want to measure botscores, but don't want sapp to kick or ban any players put
    aimbot_ban 20000 4 1 in the sapp init.txt
     
    The admin_botscores.lua script enables 2 commands:
    /botscore [player index] use to show the botscore of a specific player /stopbotscore use to disable botscore messages for yourself You can configure the script to either output the messages to the halo console (default), or the halo chat, whichever you prefer.  Each admin player can monitor any player including themselves.
     
    Here's a video showing how it works.  I'm not using any cheating software in the video.  I'm trying my best as a human to track a stationary player's head through a wall.
     
    EDIT: I've uploaded admin_botscores3.lua with new features:
     
    IMPORTANT:
    Using this script is will not guarantee catching someone who is cheating and there are lots of false positives involved with sapp's botscore detection.  Within testing we've discovered that it's quite possible for a players botscore to go above 1000 during normal play while not using any cheats.  It's important to figure out how sapp's detection works before issuing punishments based on botscores or snaps.  Spectating or sightjacking is still highly recommended before making decisions.
     
    Using /botscore [player index] shows up in the console as a single line instead of the previous behavior of the botscore covering up lots of the visible screen area.
    I added snap notifications, but this often has false positives, so don't ban or kick players just because of one or two snaps being detected.  It's best to observe the system for a while to discern false positive from real positive.
    If you are logged in as an admin there will be an alert system for every time a players score passes an increment of 500.  For example if someone snaps and their score goes to 555 instantly a message will appear to admins that their score exceeded 500.  Or if someone is tracking through walls and their score goes above 500 then 1000 the script will notify twice in that case.  There is also a cool down effect so if someone's score was 1010 then it slowly drops to 400 then it goes to 555 it would notify again that their bot score went past 500.
    admin_botscores.lua
    admin_botscores3.lua
  18. Takka liked a post in a topic by mouseboyx in Halo Alt Codes   
    I used AutoHotkey to type characters ANSI 0128-0255 and ASCII 1-255 alt codes over halo chat and then save the results in a couple of files.  It might be useful for someone somewhere along the line.  The files have only been written to by lua file i/o operation.  If you want to use these characters in a script I recommend opening them with notepad++ then saving your current script as ANSI encoding then copy and paste the characters.  I don't know if this is all of the possible characters, there may be some missing.
     
    I'm curious if anyone knows, will halo will accept other encodings in addition to ascii and ansi within chat or within player names?
    ansi.txt
    ascii.txt
  19. mouseboyx liked a post in a topic by Chalwk in Vehicle Spawner   
    A custom vehicle spawner that works on any game mode.
    This script will spawn vehicles at pre-defined coordinates.
    If a vehicle has moved from its original position and isn't occupied, it will be moved back to its original position after a delay.
     
    This script was designed to fix a problem with vehicles that are created using
    spawn_object() or execute_command("spawn ... ") on race game types - they do not respawn at the origin x,y,z.
     
    NOTE:
    If you're using this on any RACE game type,
    you must set the game type flag "VEHICLE RESPAWN TIME" to NEVER.
     
     
    Custom Vehicle Spawner.lua
  20. mouseboyx liked a post in a topic by Chalwk in spawn command vehicles don't respawn in race gametype   
    Yes, this behaviour is very strange and I too have experienced this.
    I wrote you a custom vehicle spawner script that allows you to spawn vehicles at any x,y,z location and they will respawn at the defined x,y,z within a defined time frame.
     
    See this post.
  21. mouseboyx liked a post in a topic by Enclusion in Halo Server Query [Python]   
    Hello! I was on the reclaimers discord the other day and saw someone post information about querying halo servers. I figured this would be something that might be useful so I wrote this quick little python script that will allow you to retrieve a server's information as a dictionary. Let me know what you think, I threw this together pretty quickly.
     
    https://github.com/TagiaNetwork/Halo-Server-Query
     
    Example Usage:
    from pprint import PrettyPrinter from haloserverquery import queryServer printer = PrettyPrinter(indent=4) serverInfo = queryServer("127.0.0.1", 2302) printer.pprint(serverInfo) Example Output:
    { 'dedicated': '1', 'final': 'Sapp', 'fraglimit': '50', 'game_classic': '0', 'game_flags': '26', 'gamemode': 'openplaying', 'gametype': 'Slayer', 'gamevariant': 'TeamPistols', 'gamever': '01.00.10.0621', 'hostname': 'server name', 'hostport': '23900', 'mapname': 'carousel', 'maxplayers': '16', 'nextmap': 'carousel', 'nextmode': 'TeamPistols', 'numplayers': '7', 'password': '0', 'player_flags': '1101561860,136', 'players': { 0: { 'name': 'Extreme', 'ping': '108', 'score': '0', 'slot': 0, 'team': '0'}, 1: { 'name': 'ext', 'ping': '90', 'score': '30', 'slot': 1, 'team': '1'}, 2: { 'name': 'sL Bryan', 'ping': '90', 'score': '13', 'slot': 2, 'team': '0'}, 3: { 'name': 'Lizmari', 'ping': '96', 'score': '8', 'slot': 3, 'team': '0'}, 4: { 'name': 'timefreeze', 'ping': '110', 'score': '2', 'slot': 4, 'team': '0'}, 5: { 'name': 'gjldfaghgk', 'ping': '85', 'score': '1', 'slot': 5, 'team': '1'}, 6: { 'name': 'PAUL S2', 'ping': '98', 'score': '4', 'slot': 6, 'team': '1'}}, 'queryid': '1.1', 'sapp': '10.2.1 CE', 'sapp_flags': '1', 'score_t0': '23', 'score_t1': '37', 'team_t0': 'Red', 'team_t1': 'Blue', 'teamplay': '1'} Credit to https://github.com/Chaosvex/Halo-Status for doing 99% of the work, most of what I've been doing is porting it from PHP to python.
  22. mouseboyx liked a post in a topic by Chalwk in Zombies 2022   
    Introducing a brand new, fully configurable Zombies game type.
     
    Current Version: 1.20
    As this script is new, it's possible that there may be bugs.
    Please report any bugs and feedback here - script changelogs are posted on the same page.
     
    Introduction
    Players in zombies matches are split into two teams: Humans (red team) and Zombies (blue team).
    When a human dies, they switch to the zombie team. A human's goal is to remain alive (uninfected) until
    the end of the round, while a zombie's goal is to kill (infect) as many humans as possible.
     
    When only one human remains, that human becomes the "Last Man Standing".
    The Last Man Standing is given unique player traits; including a waypoint revealing
    their location to zombies, making survival an extreme challenge, among other traits.
     
    See more on traits in the features section below.
     
    The players who start a round as zombies are Alpha Zombies.
    Alpha Zombies have unique player traits to distinguish them from standard zombies.
     
    Standard Zombies are:
    Humans who have been infected. Players who joined after a game has already begun will get standard-zombie status. Humans who commit suicide will get standard-zombie status.  
    Zombies have melee weapons at their disposal and are capable of killing humans in a single blow.
    Humans are given short - and medium-range firearms.
     
    Game Type Features:
     
    Team Balance:
    The players who start a round as zombies are Alpha Zombies.
    The script will dynamically determine how many Alpha Zombies there should be based on how many players are online.
     
    Zombies can be cured (on by default):
    A zombie needs 3 (default) consecutive kills to become human again.
    * You can configure the kill threshold.
     
    Nav Marker (off by default):
    When enabled, the last man standing will have a nav marker above his head.
    Note: The kill-in-order game type flag must be set to YES and the objectives indicator flag must also be set to NAV POINTS.
     
    Game Messages:
    Fully configurable game messages.
     
    Game Objects:
    Interaction with weapons, vehicles & equipment can be individually blocked/allowed for Red Team, Blue Team or both teams.
    Default: All objects are disabled for zombies except for health packs.
    Humans can use vehicles. Alpha Zombies will have to throw stickies on the vehicles to kill them.
     
    Teams:
    You can set the teams. 
    Humans are on the red team by default. Zombies are on the blue team by default.
    But you can change that if you so desire.
     
    No Zombies Left? No Worries!
    When there are no zombies (suppose they all left), a timer will count down from 5 seconds (default).
    After the countdown lapses, a random Human will be selected to become a (standard) zombie.
     
    Game Start Delay
    The game requires a minimum of 2 (default) players online before a pre-game countdown from 5 (default) seconds is initiated.
    After which the map is reset and the game commences.
     
    Traits:
    Alpha Zombies:
    Speed                                  1.5x Health                                  2x Normal Health (200%) Respawn Time                    1.5s Grenades                            2x plasmas Weapon                               Plasma rifle Damage                              10x normal damage Abilities                               Can camouflage while crouching Standard Zombies:
    Speed                                  1.4x Health                                  Normal Health (100%) Respawn Time                    2.5s Grenades                            0 Weapon                               Skull (oddball) Damage                              10x normal damage Abilities                               None Humans:
    Speed                                  Normal speed (1) Health                                  Normal Health (100%) Weapons                             Pistol, Shotgun, Assault Rifle Respawn Time                    3s Grenades                            Two of each Damage                              1x normal damage Abilities                               Can use Vehicles Last Man Standing:
    Speed                                  1.5x Health                                  Normal Health (100%) Weapons                             Map default (no custom assignments) Respawn Time                    1s Grenades                            Four of each Damage                              2x normal damage Abilities                               Can use Vehicles and is capable of regenerating health by 0.0005 units per 30 ticks  
    Please download Zombies on my GitHub release page (link below).
    The release contains three files:
    Zombies.lua (sapp script)
    Zombies-PC (custom game type)
    Zombies-CE (custom game type)
     
    DOWNLOAD PAGE
  23. mouseboyx liked a post in a topic by Chalwk in SAPP map_skip can be abused   
    I also made a Delay Skip script if anyone is interested.
    Click to view
  24. mouseboyx liked a post in a topic by AntiMomentum in How to install wine version 1.7 on Ubuntu 20.04?   
    Strange, I use the same install script for Debian 9, Ubuntu 20.04 LTS, Ubuntu 21.04 and Ubuntu 18.04 LTS to install Wine and it runs sapp 10.2.1 with or without UPX. 
    This script installs Wine 5.0 on Ubuntu 20.04, Wine 3.0 in Ubuntu 18,  and Wine 1.8.7 on Debian 9 Stretch. But it does correctly run my halo server.
    https://github.com/antimomentum/haloce/blob/master/Debianwineinstall.sh

    You may want to remove/comment out the first line if you run this on Ubuntu. Tbh I've forgotten to do that and it still worked in Ubuntu anyways xD
     
    In Ubuntu 18.04 LTS I did have to do apt install wine32 manually after running the script.

    This installs 32bit Wine on 64bit Alpine. This is the only version of 64bit Alpine I've found that would run my halo server correctly:
    https://github.com/antimomentum/haloce/blob/master/Alpine64bit-3.12-Wine32bitinstaller.sh

    However i386 versions of Alpine do tend to work too, like the one pulled in the Dockerfile.


    No UPX sapp files, at the bottom of the page
    http://halopc.com/sv_extensions/

    smol bitmaps.map file if you want it (I use this personally, not required)


    I also just went ahead and uploaded my server files as an example.
    halopull.zip
    *Edit*
    When Halo server starts it will ask the OS to do dns lookups in both Windows and Linux by default for the master server ip. These two commands will allow the Halo server to skip the dns lookup in Linux, only needs to be run once on a fresh OS:
    echo "34.197.71.170 hosthpc.com" >> /etc/hosts
    echo "34.197.71.170 s1.master.hosthpc.com" >> /etc/hosts

    As a side note Windows has a hosts file as well.

    **Edit 2**
    UFW might also be automatically installed on your Linux VPS. UFW (uncomplicated firewall) is a frontend for iptables. This could end up blocking Halo from reaching the master server by default and preventing Halo from booting properly/showing in the list.
    Try:
    ufw stop
    to stop it until reboot or manually started
    ufw disable
    to persistently disable it.

    As a side note the firewall.sh script on my Github requires ufw to be stopped/disabled and to have the master server in hosts (the two echo commands above). More details about my fw are at the top of the firewall sript.
  25. MXWK liked a post in a topic by mouseboyx in How to install wine version 1.7 on Ubuntu 20.04?   
    10.2.1 is the latest version of sapp.dll
    1.10 is the latest version of haloceded.exe  http://hce.halomaps.org/index.cfm?fid=6797
     
    I'm unsure which version of haloceded.exe is included in the download from http://xhalo.byethost18.com/, but I don't think you want that version, it's definitely not 1.10.  That's also a very old version of sapp.dll from the looks of the web page.
     
    Edit:
    You can also get haloceded.exe from here, but the version of sapp.dll included with it doesn't work on linux https://www.elitegameservers.net/sapp/download you would replace or use the sapp.dll and strings.dll with the ones from https://opencarnage.net/applications/core/interface/file/attachment.php?id=1154 to get it to work on linux.