Network Gurus: Share your scripts!

FreshPrince

Diamond Member
Dec 6, 2001
8,361
1
0
Everyone, let's start sharing some of our secrets!

Here's one that I think is very useful: how to change your network card info on the fly (IP address, subnet, gateway, DNS)...this is a Windows vbs script:



strComputer = "."
Set objWMIService = GetObject("winmgmts:" _
& "{impersonationLevel=impersonate}!\\" & strComputer & "\root\cimv2")

Set colNetAdapters = objWMIService.ExecQuery _
("Select * from Win32_NetworkAdapterConfiguration where IPEnabled=TRUE")

strIPAddress = Array("10.10.10.2")
strSubnetMask = Array("255.255.255.0")
strGateway = Array("10.10.10.1")
strGatewayMetric = Array(1)

For Each objNetAdapter in colNetAdapters
errEnable = objNetAdapter.EnableStatic(strIPAddress, strSubnetMask)
errGateways = objNetAdapter.SetGateways(strGateway, strGatewaymetric)
Next

On Error Resume Next

strComputer = "."
Set objWMIService = GetObject("winmgmts:" _
& "{impersonationLevel=impersonate}!\\" & strComputer & "\root\cimv2")

Set colNetCards = objWMIService.ExecQuery _
("Select * From Win32_NetworkAdapterConfiguration Where IPEnabled = True")

For Each objNetCard in colNetCards
arrDNSServers = Array("10.10.10.3", "10.10.10.4")
objNetCard.SetDNSServerSearchOrder(arrDNSServers)

:)
 

Munky

Diamond Member
Feb 5, 2005
9,372
0
76
What is that, VB or something? I don't know networking scripts, but since nobody's replying I'll post you something more interesting:

//draw scene
void Render(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//************** reflections rendered through stencil buffer
if(g_stencil){
glLoadIdentity();
g_camera->look();
g_light->Render();
if(g_camera->pos.y>g_terrain->waterheight && reflect && blend ){
//setup stencil buffer
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
g_terrain->DrawWater(&g_camera->pos);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glPushAttrib(GL_LIGHTING_BIT);
glPushMatrix();
//draw reflections
GLdouble clip[4]={0,-1,0,g_terrain->waterheight};
glClipPlane(GL_CLIP_PLANE0,clip);
glTranslatef(0.0, 310, 0.0); //310=max waterheight*2
glScalef(1.0, -1.0, 1.0);
glEnable(GL_CLIP_PLANE0);
g_light->Render();
g_terrain->Render(&g_camera->pos,false,false);
g_sky->Render(&g_camera->pos,false);
glPopMatrix();
glPopAttrib();

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
g_terrain->Render(&g_camera->pos,false);
glDisable(GL_CLIP_PLANE0);
glDisable(GL_STENCIL_TEST);

//draw water
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_terrain->DrawWater(&g_camera->pos);
glDisable(GL_BLEND);
}
g_frustum->CalculateFrustum();
g_terrain->Render(&g_camera->pos,false);
g_sky->Render(&g_camera->pos,false,true);
if(g_camera->pos.y<g_terrain->waterheight || !reflect || !blend){
if(blend){
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
g_terrain->DrawWater(&g_camera->pos);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
}

//************* reflections rendered to texture
else{
glLoadIdentity();
g_camera->look();
g_light->Render();
g_frustum->CalculateFrustum();

if(g_camera->pos.y>g_terrain->waterheight && reflect && blend){
glPushAttrib(GL_LIGHTING_BIT);

glPushMatrix();
//draw upside-down world
GLdouble clip[4]={0,-1,0,g_terrain->waterheight};
glClipPlane(GL_CLIP_PLANE0,clip);
glTranslatef(0.0, 310, 0.0); //310=max waterheight*2
glScalef(1.0, -1.0, 1.0);
glEnable(GL_CLIP_PLANE0);
glViewport(0, 0, texsize, texsize);
g_light->Render();
g_terrain->Render(&g_camera->pos,false,false);
g_sky->Render(&g_camera->pos,false);
glDisable(GL_CLIP_PLANE0);
//render to texture
glBindTexture(GL_TEXTURE_2D,g_textures[9]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_win->width, g_win->height);

glPopMatrix();
glPopAttrib();

g_terrain->Render(&g_camera->pos,false);
//draw water with reflection
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
g_terrain->DrawWater(&g_camera->pos);



ViewOrtho();
glBindTexture(GL_TEXTURE_2D, g_textures[9]);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
glColor3f(1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex3f(0, 768, 0);

glTexCoord2f(0.0f,1.0f);
glVertex3f(0, 0, 0);

glTexCoord2f(1.0f,1.0f);
glVertex3f(1024, 0, 0);

glTexCoord2f(1.0f,0.0f);
glVertex3f(1024, 768, 0);
glEnd();
ViewPerspective();

glDepthMask(GL_TRUE);
glDisable(GL_BLEND);

g_sky->Render(&g_camera->pos,false,true);

}
if(g_camera->pos.y<g_terrain->waterheight || !reflect || !blend){
g_terrain->Render(&g_camera->pos,false);
g_sky->Render(&g_camera->pos,false,true);
if(blend){
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
g_terrain->DrawWater(&g_camera->pos);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
}

//common functions
g_fog->Render();
DrawInfo();
glFlush();
SwapBuffers(g_win->hdc);
}
 

Nothinman

Elite Member
Sep 14, 2001
30,672
0
0
Christ, you could atleast use code tags.

I don't really have any networking scripts because it's all taken care of automatically for me by laptop-net.
 

Genx87

Lifer
Apr 8, 2002
41,091
513
126
Heh I would post my old companies logon script but it was probably close to 2000 line long lol

 

Skunk

Member
Mar 26, 2001
119
0
76
Here's one I use at logon to check for existing network drives and map / remap them


Option Explicit
'
Dim strDriveLetter, strRemotePath
Dim objNetwork, objShell
Dim CheckDrive, AlreadyConnected, intDrive

strDriveLetter = "G:"
strRemotePath = "\\servername\share"

Set objShell = CreateObject("WScript.Shell")
Set objNetwork = CreateObject("WScript.Network")
Set CheckDrive = objNetwork.EnumNetworkDrives()

On Error Resume Next
AlreadyConnected = False
For intDrive = 0 To CheckDrive.Count - 1 Step 2
If CheckDrive.Item(intDrive) =strDriveLetter Then AlreadyConnected =True
Next


If AlreadyConnected = True then
objNetwork.RemoveNetworkDrive strDriveLetter
objNetwork.MapNetworkDrive strDriveLetter, strRemotePath

Else
objNetwork.MapNetworkDrive strDriveLetter, strRemotePath

End if