41.2

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PostPosted: Wed Jan 23, 2008 12:39 am 
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Irishbandit wrote:
Thrax wrote:
Feel free to try, and thanks for telling me first.
of course, if you try to rely on it in swars.. you'll get yer ass kicked
royally by the bots.


Not really going to try to rely on it but I would like to see how it works
or doesnt on some mods.


it'll do as it's told.. but with weapon types, shields and movement
options.. it's unlikely to be as effective as in mains.

heck.. i can use all the advertizing i can get.. they see you in, and
will be shocked into trying mods too.
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PostPosted: Wed Jan 23, 2008 4:03 am 
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Thrax wrote:
Irishbandit wrote:
Thrax wrote:
Feel free to try, and thanks for telling me first.
of course, if you try to rely on it in swars.. you'll get yer ass kicked
royally by the bots.


Not really going to try to rely on it but I would like to see how it works
or doesnt on some mods.


it'll do as it's told.. but with weapon types, shields and movement
options.. it's unlikely to be as effective as in mains.

heck.. i can use all the advertizing i can get.. they see you in, and
will be shocked into trying mods too.


I did have a couple of people join me and yes they where surprised.

That being said.

The hack works on the 3 mods I tried. stoneage merge And swars.
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PostPosted: Wed Jan 23, 2008 4:48 pm 
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Irishbandit wrote:
Ok worked with my virtual windows box got the hack to work with 41.3 It does work with any device not just dialup you have to click the down arrow after winpcap is installed and you have a device working.


Well the screenshot wouldn't show this up. An insteresting approach.
I guess this one could be defeated by encrypting the communciations a bit like SSH.


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PostPosted: Wed Jan 23, 2008 4:51 pm 
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Thrax wrote:
mumble mumble.....

In the v41.2 network code, Neither i or any players on mods got
random diconnects..

Now in v1.3, many players, and even i playing locally, get cut off as
often as 2-3 times in as many rounds.

What did you work in that would be forgetting that connections exist.
The logs and clients show no error or failure, only a sudden disconnect.


I also noticed that now in v41.3, we can no longer connect to the
web-admin panel under localhost/127.0.0.1. I must connect with
my address and use name/pass.


The .3 code is the same as the .2 code except for the fact each client is run in each thread. Other than that it is the same.

You get this playing locally? Can you turn on network logging and give me the output please. netoptions.xml in your scorched3d homedir.

/* EDIT /* If you could do this with the current CVS build that would be even better.


Last edited by gcamp on Wed Jan 23, 2008 6:15 pm, edited 1 time in total.

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PostPosted: Wed Jan 23, 2008 5:18 pm 
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Thrax wrote:
I also noticed that now in v41.3, we can no longer connect to the
web-admin panel under localhost/127.0.0.1. I must connect with
my address and use name/pass.


I can still, works on all my windows test machines.


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PostPosted: Wed Jan 23, 2008 6:31 pm 
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Thrax wrote:
A few weeks ago, i sent gavin a list of the ideas i was trying in free-market processing.

It seems that some of the items in default servers are rising, and
having no comparrison 'possibleAccessories' to lower them again with.

in my servers, i had tested minor changes in a few lines near the middle
of the EconomyFreeMarket.cpp


How about this for a change :-

Code:
         int accessoryPrice =
            accessory->getOriginalPrice() / accessory->getBundle();
         int boughtAccessoryPrice =
            boughtAccessory->getOriginalPrice() / accessory->getBundle();
         if (accessoryPrice >= int(float(boughtAccessoryPrice) * 0.3f) &&
            accessoryPrice <= int(float(boughtAccessoryPrice) * 3.33f) &&
            tank->getAccessories().accessoryAllowed(accessory, accessory->getBundle()) &&
            validAccessory(accessory))
         {
            possibleAccessories.push_back(accessory);
         }


Includes your change and uses the original prices of the weapons to figure out what weapons are of the same aproximate grouping (banding). Should work so long as the original prices are roughly ballanced.


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PostPosted: Wed Jan 23, 2008 8:13 pm 
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gcamp wrote:
Includes your change and uses the original prices of the weapons
to figure out what weapons are of the same aproximate grouping
(banding). Should work so long as the original prices are roughly
ballanced.


i thought it looked familliar..

Yes, it's my belief that any item within limits should impact it's peers.
The 1/3 - 3x ranges are close to what you had on one half the equation,
and thing's effected would balance out by popularity. Definately still
allowing an abused item to sky-rocket, while equally lowering those
the player should have chosen instead.

And for those that are currently crying about parachutes.. your chutes
prices are in a fair middle-ground between the high and low weapons.
Almost anything they buy to kill with has a good chance of effecting
chutes in kind.

It's just sad that time is so static. Can't really test this in the public, then
go back and make them happy last year..
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PostPosted: Wed Jan 23, 2008 8:48 pm 
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gcamp wrote:
The .3 code is the same as the .2 code except for the fact each client is run in each thread. Other than that it is the same.

You get this playing locally? Can you turn on network logging and give me the output please. netoptions.xml in your scorched3d homedir.

/* EDIT /* If you could do this with the current CVS build that would be even better.

Not locally as in solo-modes, but loop-back playing on my servers
with the others. Rebuilding with the destination tweak. Next time i join
the gang, i'll capture the output.. see if it breaks with more information.
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PostPosted: Thu Jan 24, 2008 12:44 am 
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gcamp wrote:
Irishbandit wrote:
Ok worked with my virtual windows box got the hack to work with 41.3 It does work with any device not just dialup you have to click the down arrow after winpcap is installed and you have a device working.


Well the screenshot wouldn't show this up. An insteresting approach.
I guess this one could be defeated by encrypting the communciations a bit like SSH.


Thats what I was thinking.

Its interesting in that it shows the coordinates even before the map is completely shown. Does the client figure out what shots would work before the shot is taken? Or is this information sent from the server?
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PostPosted: Thu Jan 24, 2008 7:03 am 
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Irishbandit wrote:
Thats what I was thinking.

Its interesting in that it shows the coordinates even before the map is
completely shown. Does the client figure out what shots would work
before the shot is taken? Or is this information sent from the server?

it's reading the data packets, and comparing the X,Y,Z coords of every
player.. and calculating the direction and power that would strike named
player at 45degrees.

it doesn't need any visual referances or map features.. it apparently
doesn't understand about anything that would block it, nor the type of
weapon you would use.. it asumes unshielded target and standard
1xpower lobbed missile.

very unimaginative.. if you ask me. at least the older one had a
pretty line to look at. Anyone that would bother, is definately missing
out on a lot of fun in the game. When Irish tested in swars(after finding
the few 1xpower weapons left), he would often be so distracted looking
back and forth windows that he couldn't chat, or see any map hazards
till too late. often he'd miss his turn while trying to get the numbers right.
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PostPosted: Thu Jan 24, 2008 3:40 pm 
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Thrax wrote:
very unimaginative.. if you ask me. at least the older one had a
pretty line to look at. Anyone that would bother, is definately missing
out on a lot of fun in the game. When Irish tested in swars(after finding
the few 1xpower weapons left), he would often be so distracted looking
back and forth windows that he couldn't chat, or see any map hazards
till too late. often he'd miss his turn while trying to get the numbers right.


Yes thats true but I was running in a window 800x600, then in another window 640x480 with every-thing turned off to get the game to run. Under regular use it would be very fast and would not cause those issues. It would take maybe 5-6 seconds to make the shot. IMHO.

Thrax wrote:
Anyone that would bother, is definately missing
out on a lot of fun in the game.


And I completely agree with that.

Even on maps though where you had to change the angle and power it still gives an unfair advantage because it helps you with the direction and power, even if its not one shot one kill.
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PostPosted: Fri Jan 25, 2008 4:51 pm 
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Quote:
it doesn't need any visual referances or map features.. it apparently
doesn't understand about anything that would block it, nor the type of
weapon you would use.. it asumes unshielded target and standard
1xpower lobbed missile.


Yeah, it will take of LOT of effort to make it cope with all of this too. Far harder than editing the client.

Quote:
very unimaginative.. if you ask me. at least the older one had a


Dunno, its almost like its been writen by someone that's hacked commercial games. Or by someone that has been told how to hack commercial games. This is how you would write a hack if you couldn't alter the client or didn't have the source code for it.
Makes it kind of undetectable.

SSH encryption would put a lot of load on the client/server dunno if I want to start doing that.


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PostPosted: Fri Jan 25, 2008 5:17 pm 
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I'm compiling a version of the code with the proposed changes in it, I'll apply when it's done.


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PostPosted: Sat Jan 26, 2008 6:09 pm 
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Ok, I've made some more changes in CVS.

It's now possible to fix the price of an Accessory by setting the FreeMarketLimit of it to 0 (perhaps for chutes).

The price of each accessory is calculated and stored exactly with no rounding, the rounding is only applied to the visible prices.

The prices should not all tend to the maximum now, so it should be possible to bring them down if you buy enough of the others.


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PostPosted: Mon Jan 28, 2008 4:54 pm 
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don't know if it helps.
but with the last known check-out build from the cvs, i still see kicks often.

i logged the disconnect a few min ago and got this.

Moments after buying, playing alone.
    Mon Jan 28 08:49:21 2008 - Finished playing Shots 0.02 seconds
    Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Adding a new message, 1 now waiting
    Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Sent a message part, last
    Mon Jan 28 08:49:21 2008 - NetServerTCP2Destination 2: Recieved a message part, last
    Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 0: Recv returned an error 1622875645
    Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 2: shutdown
    Mon Jan 28 08:49:22 2008 - TCP2 Destination 2 net stats:
    Mon Jan 28 08:49:22 2008 - 49 messages sent, 40 messages recieved
    Mon Jan 28 08:49:22 2008 - 10166 bytes in, 14511 bytes out
    Mon Jan 28 08:49:22 2008 - NetServerTCP2Destination 2: destroyed
    Mon Jan 28 08:49:22 2008 - NetServerTCP2: shutdown
    Mon Jan 28 08:49:22 2008 - Disconnected User
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