Thyth · Apotheosis Incarnate
- person Thyth
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The server is online. I typically announce when it goes down, and when it comes up. If you can't reach it, it's a connectivity issue on your end. Alternatively, if you want to verify it is online manually... find out the current IP address/port from http://www.tribesnext.com/auth, open a telnet program to that system, then…
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The auth server is only used for creating accounts. You don't connect to it while logging in.
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The Ruby interpreter runs across a process boundary. A crash in that process will just disable the Ruby interpreter until the game is reinitialized. There are machine code modifications made to the game, but those are performed by the apotheosis DLL (t2dll.dll). In any case, as soon as I get a solution to the lingering…
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Could you post a screen shot of the audio options panel?
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Since the TN scripts are required to host now, a base server will always be "variant", and I think that running a Pure server isn't possible anymore.
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This is borderline rant. If you want people to play on a particular server, join it during peak hours. Others will join... and pretty soon, if the server is good, it will fill up. Locked.
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Wait 7 days from your previous account creation and create a new one. This time, don't lose your password.
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The server is online. People are creating accounts. Some antivirus programs have HTTP filtering which interferes with the connection to the authentication server. Multiple people have run into this exact issue, with this exact cause.
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It's likely a bug with mods that significantly alter the onConnection and onDrop functions for client connections, more than an intentional deception.
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Your impression is correct. The password is discarded the moment after it is used to decrypt the private RSA exponent during the login process. This does sound like a case of a wrong password though. If you can't log in and you can't retrieve the credentials, then the password isn't the same as the one entered during…
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Duplicate. Locked. See http://www.tribesnext.com/forum/index.php?topic=106.0 for the solution.
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The LAN IP would permit connection, even when running on the same system. Localhost/loopback are not supported, though it would not be particularly complicated to enable support for this. This is part of a credential anti-replay system, which specifically takes into account support for standard LAN IP ranges, but does not…
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Not patch related. We didn't touch rendering code.
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Renaming and case changing will come as part of the browsers/tmail implementation. The digital signatures are case sensitive.
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PJ's can cause issues.
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Are you running on a standard port? When querying servers, the game will get a list from the master and will broadcast a request to the LAN on the standard game port.
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Some voicepacks have caused some problems, beyond that, nobody has reported any other major script issues.
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Thank you for proving my point, yet again. I have no grievances with anyone operating or using that system. I just think it is technically inferior, and unsuitable for large scale deployment. My evaluation is on the technical merit of the implementation, not whether I agree or disagree with the people responsible. Bouncer…
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Video card driver problem most likely. At the closing of the game, there is a video mode switch which may cause problems with faulty drivers.
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You might run into slightly longer connections to servers than you would have otherwise, since your client must perform a modular exponentiation. Assuming your client can perform that operation in under 15 seconds, you should be able to play. It takes under 100 ms on my reference platform, so it shouldn't be more than a…
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It is a two minute process on my reference system, which is a two year old Intel Core 2 Duo at 2 Ghz. The lowest CPU specifications that we've seen other than your case was a 1 Ghz Athlon, which took about 10 minutes. If the key was generated successfully, I don't know why you would lose the ability to perform keyboard…
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How exactly would that stop me from downloading the script, running a large server, and harvesting username and passwords from people that authenticate via my server? I don't need to register an account and go through your approval process to run a server. Perfect forward secrecy is an essential component in a properly…
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This happens in semi-rare cases when key generation fails. This can happen for two reasons. Either you got really unlucky with key generation, or the patch wasn't installed properly. If you close the game and go through the account creation process again, it should work just fine. Otherwise, reinstall the patch.
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An hour to generate a key? That's got to be some sort of record. What are your system specifications, and what key size did you generate?
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Here is the data representing almost 2 weeks since launch. Same processing on this as was on the previous graph. We're getting to the point where macro-scale trends are visible. You can see the deceleration forming a logarithmic trend. Interesting, you can also see the periodic increases/decreases in the account rate over…
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This will be fixed in RC2.
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We have not produced a port of the crypto library or the Ruby interpreter for the Loki Linux version of the game, so going that route won't be very fruitful. Wine with the Windows version may work, but there are some problems in the game's use of TCP (but not UDP, used for serverclient communication) networking that causes…
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For some reason the server targeter reverted to the previous address that was set a few minutes after I retargeted to the new IP address. Not sure what's up with that, but I've set the IP again, and I'm watching it to see if there are any peculiarities with it again.
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That was discussed here: http://www.tribesnext.com/forum/index.php?topic=46.0 If you have any further questions, direct them to that topic. Locked for duplication.