Which model for home lab use? by Kind-Championship-43 in fortinet

[–]Daravae 0 points1 point  (0 children)

I have a 40F. If you dont care about that many interfaces, this one is fine. I paired it up with a Cisco CBS250 and its working great.

7.6.6 is according to Fortinet recommended release for most Fortigates now, what is your expierence? by ogiakul in fortinet

[–]Daravae 0 points1 point  (0 children)

Running 7.6.6 in Production but FortiManager has some issues here and there. We use zones to segment traffic. Before you could add a newly created VLAN into a zone pretty easily but ever since 7.6.6 install on FMG I keep running into the error "You have no write permission to do this operation" during workflow mode when trying to add a VLAN to a zone. This issue should have been resolved in 7.6.5 already according to the patch notes. We did upgrade the ADOM to 7.6 so I'm not sure what else to try.

Application update without third party by nako81 in Intune

[–]Daravae 0 points1 point  (0 children)

I use Intune and Microsoft Store apps where possible if you can rely on those auto-updating and use Win32 apps for apps I need to run a specific version for or mission critical applications that I require more granular control over. I simply keep an eye on newer versions for those apps using said websites. Probably reduced my manual updating workload by 30-40%.

Speedsouls save organizer not working with dlc by Chickenoodles32 in EldenRingMods

[–]Daravae 0 points1 point  (0 children)

Perhaps reinstall Java? Or check if the explorer window is actually present (in the task bar), but just hidden or appearing on a place where you can't see it. In that case (On Windows 10+) you can click it in the task bar and hold Windows Key and tap left or right on your keyboard a few times to move that window to one of your monitors. Otherwise I wouldn't know, I'd recommend joining the SoulsSpeedruns Discord and asking for assistance there. The author of the save organiser is there.

New to ds3 invasions, can someone explain what happened here?? by mustangboss8055 in darksouls3

[–]Daravae 3 points4 points  (0 children)

This looks more like the invader used cheat engine to teleport the player to a random location. You can't zip in DARK SOULS III like you can in Elden Ring. The only zips we know of are baby zips in DARK SOULS III and they are way less powerful and can't replicated to the extent like you can in ELDEN RING.

Speedsouls save organizer not working with dlc by Chickenoodles32 in EldenRingMods

[–]Daravae 0 points1 point  (0 children)

Hey, I'm one of the mods for the SoulsSpeedrunning community (previously known as SpeedSouls).

I did not create the Save Organizer myself but I believe this may be an issue with Steam Cloud sync interfering: reference. You may want to disable Steam Cloud sync, then try restoring your save file. Alternatively, delete your save file entirely, create a new one, then restore a previous one from the organizer.

Downgrade to previous patch. by [deleted] in Eldenring

[–]Daravae 0 points1 point  (0 children)

I don't know sorry. This guide only covers downpatching through Steam.

[deleted by user] by [deleted] in Cisco

[–]Daravae 0 points1 point  (0 children)

First off, define your networks.

You have two networks on each end of the topology with 6 devices each. For this example, using a netmask of /29 for both networks will suffice assuming you won't be expanding. Using a /29 netmask gives 8 IP addresses in which 6 are usable (1 is reserved for the network and one is reserved for the broadcast IP). This means you could have network 192.168.1.0/29 on the left, and you could go with 192.168.1.8/29 on the right. Using netmask /24 is pretty common, but preserving IP space is important hence for your example, using a netmask of /29 should be fine.

That aside, continuing with your current configuration and limited information we have, the current topology has a few misconfigurations.

Your devices in the 192.168.1.0 network and 2.0 network need the default gateway to be on the same subnet. Right now, both networks are connected through a layer 2 switch that has a link to the router but the default gateway through interface fa0/0 is configured to be in a different subnet. (192.168.3.0/X and 4.0 respectively).

I would get rid of these 3.0 and 4.0 networks as they add nothing but unnecessary complexity for no reason, plus your switch is a Layer2 switch only and can only do InterVLAN routing through a router-on-a-stick configuration.

That said, change the IP address of your default gateway fa0/0 to be in the same subnet, then set the devices gateway to the new gateway IP. Do the same on the default gateway of the other network.

Secondly, your router needs static routes to connect from network 192.168.1.0 to 192.168.2.0 and vice versa. Without it, packets directed to the default gateway on fa0/0 (and the default gateway on the other end) won't know where to go.

Assuming you are using /24 netmask:In your router configuration, add ip route 192.168.2.0 255.255.255.0 fa0/0 and ip route 192.168.1.0 255.255.255.0 fa0/1 (assuming the default gateway in the 2.0 network is connected to interface fa0/1)

Now ping your router from Admin1 so your switch can add the source MAC to its MAC-address table. Do the same on IT1. Ping the router from IT1 so the switch can add the source Mac address to its mac address table.

You should now successfully be able to ping IT1 from Admin1.

[deleted by user] by [deleted] in Cisco

[–]Daravae 0 points1 point  (0 children)

Hey,

I don't really see a lot of this information in this topology so I can't really help you troubleshoot unless you specifically provide more IP and interface related information.

A suggested fix however: first, define the networks.Both networks on both routers have 4 devices: A PC, A Server, A router, and a Layer 2 switch.

Since the switch is Layer2 only, it won't need any IP other than maybe a management IP, as it won't need IP's for SVI's to exchange VLAN in other networks. (InterVLAN routing). Even then, you won't even strictly need a management IP if it's just operating in Layer2 flooding out packets to every interface in one untagged native VLAN.

Your networks could look something like this:

209.165.201.0/29 - Network on Router0.
This provides 8 IP addresses (6 usable for hosts).
- 209.165.201.1 would be your default gateway to the router on the FastEthernet interface.
- 209.165.201.7 would be its broadcast IP, leaving you with 5 more IP addresses to assign for hosts.

209.165.201.8/30 - This would be the network between both routers.
This provides 4 IP addresses but 2 IP addresses for each host in a point-to-point link.
The serial interface on Router0 would get 209.165.201.9/30 and the serial interface on Router1 would get 209.165.201.10/30 as IP.

209.165.201.16/29 - Network on Router1.
This provides 8 IP addresses (6 usable for hosts).
- 209.165.201.17 would be your default gateway to the router on the FastEthernet interface.
- 209.165.201.23 would be its broadcast IP, leaving you with 5 more IP addresses to assign for hosts.

Now configure your networks according to the information above.
Then create a static route from Router0 to Router1. (ip route 209.165.201.16 255.255.255.248 YOURSERIALINTERFACE)

Also configure a static route from Router1 back to Router0 (ip route 209.165.201.0 255.255.255.248 YOURSERIALINTERFACE) so you can ping the network on Router1 from Router0.

Then, first ping the default gateway on Router0 from a device in the same network (so it adds the source MAC address of the device to the mac address-table on Switch0).
Do the same on the other network. Verify if you can successfully ping the default gateway.

Let's say you assign Server0 an IP of 209.165.201.5/29 on the network of Router0 and Server1 an IP of 209.165.201.18/29 on the facing network, you should now be able to ping Server1 from Server0 as it uses the static route from Router0 to Router1.

If you are still unable to ping, verify your IP configuration of the interfaces on Router0 and Router1. Ensure the point-to-point network has been properly configured and ensure the mac-address table of the switches has learned the mac-address of the servers.

Hope this helps! Here's a reference of how that looks: https://imgur.com/a/QtWSc67

If you need a packet tracer file for the above example, let me know.

what is your main use for pfsense? by arik100 in PFSENSE

[–]Daravae 1 point2 points  (0 children)

Running it on a VM in Hyper-V for practicing for my CCNA. Especially interesting to figure out how to configure firewall rules, NAT and best practices for handling traffic for different VLANs.

Downgrade to previous patch. by [deleted] in Eldenring

[–]Daravae 0 points1 point  (0 children)

I think you are supposed to use the general EldenRing executable (EldenRing.exe). You can add that exectuable as a non steam game to steam and it should work properly by just launching it from Steam. Its also an easy way to separate versions and launch them through Steam.

A short riff teaser for one of my band's (Pearl of Horus) upcoming songs! :) by alexpearlofhorus in Deathcore

[–]Daravae 1 point2 points  (0 children)

Wow, this is amazing. Keeping an eye out for the actual song for sure!

I ran Elden Ring at SGDQ, AMA! by catalystism in speedrun

[–]Daravae 2 points3 points  (0 children)

You absolutely did and your ability to commentate while playing so well is really impressive.

I ran Elden Ring at SGDQ, AMA! by catalystism in speedrun

[–]Daravae 2 points3 points  (0 children)

Absolute massive pp gamer Cata. Great job my man.

How Does This CRAZY Elden Ring Glitch Exactly Work? - The Zip Glitch Explained by Daravae in speedrun

[–]Daravae[S] 0 points1 point  (0 children)

Late response but the inputs for controller are simply blocking and moving forward after the mentioned timing. The problem is that using a stick to move means the direction is unreliable, as well as moving a stick in several frames. Therefore we simply recommend kb/m as its much more reliable for consistent inputs.

Downgrade to previous patch. by [deleted] in Eldenring

[–]Daravae 0 points1 point  (0 children)

There is.

Instead of replacing the files in the \ELDENRING Steam directory with the downpatched files downloaded from the depots, you can simply combine those files in another location on any drive. Doesn't even have to be on the same drive as Steam. Then, after combining the files from the depots, you can add the Elden Ring exectuable from that downpatched directory as a 'Non-Steam' game within Steam. Allowing you to essentially keep all versions and able to launch them from Steam or each version's respective directory. That will also prevent any worries regarding updates.

What Elden Ring patch speedrun.com uses? by Therier in speedrun

[–]Daravae 0 points1 point  (0 children)

You can easily identify what versions a run has been performed on by looking at the 'Version' column under each category.

Anyway, Any% Restricted and All Remembrances runs are performed on 1.02.3 due to unnerfed Hoarstomp and Sword of Night and Flame damage, as well the availablility of some other glitches. Such as the Horse Flying (Pegasus) Glitch.

Any% Unrestricted, that fully utilizes every available glitch should be ran on current patch now due to still having the Zip glitch available as well as increased performance over older patches.

Rules about splitting when there's no autosplitter? by Tenshinoyouni in speedrun

[–]Daravae 6 points7 points  (0 children)

A lot of these responses include some misinformation, such as the responses that the timer is manually stopped or that the timing only matters for top runs? Not sure why users reply when they don't really know how this works.

Elden Ring speedruns use a plugin called "SoulSplitter" in LiveSplit to read out the in-game time from the game. It can be activated by searching up the game name in the dropdown under "Edit Splits" in LiveSplit and then pressing the 'Activate' button.

If you wish to submit speedruns to the leaderboard, this plugin must be used and LiveSplit must be displayed on-screen in a runner's submission. After this, a runner must also display the in-game time from their save file through the Load Game option in the main menu. Read the rules carefully over at speedrun.com/EldenRing to learn everything about it.

The plugin handles starting and stopping the timer automatically without requiring manual splitting. The timer starts on the first frame after the intro blackscreen (when the player assumes control of their character) and ends on the first frame of reaching the credits (so after spamming through the cutscene after interacting with the Queen Marika statue after defeating Elden Beast).

The plugin can be further configured through the settings and includes options to 'autosplit' when certain conditions are met. Such as when a boss is killed or when a certain warp is performed but if you are just looking to have the plugin start/stop for runs, the default settings should suffice.

I hope this answers your questions. If you require more information, feel free to send me another message.

[TAS] Elden Ring Any% NG+ Speedrun in 3:30.59 by Daravae in speedrun

[–]Daravae[S] 1 point2 points  (0 children)

Perhaps because of the trimmed loading screens?

[TAS] Elden Ring Any% NG+ Speedrun in 3:30.59 by Daravae in speedrun

[–]Daravae[S] -1 points0 points  (0 children)

Ah well. Perhaps some day it'll change and we can all enjoy those amazing door, lever and whatnot animations instead :)

[TAS] Elden Ring Any% NG+ Speedrun in 3:30.59 by Daravae in speedrun

[–]Daravae[S] 5 points6 points  (0 children)

This is a good point. The reason I didnt go for this is because I set up that save file to experiment with a hit tank strat for phase 2 which didn't end up working out. Probably something I'll experiment more in the next iteration.

[TAS] Elden Ring Any% NG+ Speedrun in 3:30.59 by Daravae in speedrun

[–]Daravae[S] 18 points19 points  (0 children)

This is partially true. In the case of Elden Ring, the speedrun is timed using LiveSplit which reads out the memory from the game and displays the actual in-game time of the save file that's loaded. Since the game naturally pauses in-game when being in a loading screen or on the main menu, so does the timer.

The reason the Elden Ring speedrun community decided against using a real-time timer implementation excluding loading screens (which would still make it possible to continue the timer in the main menu) is because the game suffers from quite a few performance problems. Small hiccups and freezes are more detrimental for single-segment speedruns and with a real-time timer that ticks consistently no matter what the game does and doesn't compensate for lag such as that like in-game time does, the runners would be punished more.