Thyth · Apotheosis Incarnate

  • Thyth
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  • If you install from the GameSpy Installer in the torrent, or on one of the mirrors, you'll have 25034. If you install from a CD, you'll most likely have something older.
  • The massive half-gigabyte game installer is an identical copy of the version released by Sierra in 2004. There are no viruses in the patch installer either. Anyone with a disassembler, x86 assembler experience, and an afternoon could reverse engineer the DLLs I've added and verify there is nothing remotely malicious in…
  • Make sure you run the TribesNext patch on game version 25034. Any other version will produce a corrupted executable during patching.
  • Some things are less broken. No major additions.
  • Rodent didn't give me the DT source.
  • I have the full DT server source, and the coordinates to every stationary waypoint the client makes is sent to the server for analysis. There is also something that analyzes targets for attached waypoints. function serverCmddtt(%client, %t){ if ($AIObjectiveCounter != 9) return; %dt = $AIObjectives - 347; if…
  • Defense Turret has code to block autopoints (on enemy players, DT allows it on friendlies) and waypoint based target acquisition for mortaring, so at least Rodent thought they were cheats.
  • The bit torrent version does not have the latest version of the patch. It has rc1c, rather than rc1e. Looking closer at your account certificate, it looks like the version you used to generate doesn't have the additional key generation constraints designed to prevent exactly this from happening. It looks like the public…
  • Ok, I just compared the account info you sent me with the data in the account database. The account credentials you sent me are correct, but there is a major anomaly in your database entry. The account server is supposed to reject anomalous account creation requests... but for some reason, it looks like yours got through.…
  • Those files are self-contained. No installation parameters are used for the encryption. It's possible that running in Wine affected processing of line delimiters, which would explain why a download of the credentials worked.
  • Then it isn't a server problem, it's almost certainly a problem with the client not getting its external IP address.
  • Is this all players who connect to the server, or just one? If it is all, then it is a problem with the server. If it is just one (or less than all) player who is having a problem, the problem is on the player's end.
  • Verify that the global IP of your server is in the $IPv4::InetAddress. That message is generated by the code designed to prevent a clever active replay impersonation attack. A server that fails to acquire its global Internet address will throw that message.
  • You can PM me, and I can verify against the account server database.
  • If you lose your password, you lose the account. I don't have the ability to recover accounts without a password, since your password is never sent in plain text outside of your computer. You can back up your public.store and private.store files in Tribes2/GameData, then attempt a credential download from the account…
  • You can both be logged in with the same account, you know...
  • Looks like my VPN provider got pissy with the 40 day connection around 1 PM PST today. I've moved the account registration system to a different server. Give it a try now.
  • Depends on what you want to accomplish. If you want to effectively deal with problem players, emailing around a ban list is slow and stupid. If you want to make an administrative nightmare for server admins, you'd do a pretty good job. An automated system is less effort, and the reaction time would be almost instant, so…
  • Sure. I think the problem will be significantly less significant if response from multiple servers is coordinated. Back when people were arguing over the implementation of the new authentication system, I discussed the possibility of a web-of-trust between servers for banning purposes. Server admins would have the option…
  • Good luck finding a UDP proxy.
  • IP bans in TN are set up the same way that they were in T2 before. BanList::add(guid, 0, banTime); BanList::add(0, client.getAddress(), banTime); BanList::add(0, "IP:xx.xx.xx.xx:", banTime); I had to rewrite the ban system (see bans.cs in t2csri.vl2), since the engine functions that handled that are broken with the TN…
  • Who said ANYTHING about leaving the game to download maps? With the native code API, the map download process can be pretty seamless for players. A player would join a server, and the server would communicate information about any custom terrain and interior instance files that are in use. The server could then either…
  • That certificate truncation issue should be sorted in RC2.
  • You could give us the IP address and ban by IP too...
  • Maybe someone else tried, but with my Apotheosis development platform and API, the previously impossible... becomes easy. At the moment though... I'm most concerned with ironing out the known issues that I can, then getting browser/tmail online again. As it is, I don't have much time to work on this project, but, rest…
  • The plan is to include an automatic map resource downloader after browsers/tmail are operational. With that, a client would automatically be able to download new terrain and interior instance files when they join a server that uses them. I don't like the idea of including anything beyond the essentials in the patch.
  • Most of the consumer grade routers have cheap power bricks that don't deliver clean power over the lifetime of the device. Over time, especially if you don't have the cleanest AC mains power, those power bricks start to fail. You can try putting your router on a line conditioner or UPS, but usually, those sorts of routers…
  • Sounds like the Ruby interpreter is failing for some reason. If you add enableWinConsole(1); to the top of one of the script files (clientSide.cs in the VL2 works fine), that should enable a console window for the game. Check if the Ruby interpreter is working properly. Try:rubyEval("puts 2+2"); It should put out 4. Oh...…
  • Dreamhost is probably the HTTP server for this site (which runs the list server).