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Messages - lolicon-guy

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46
Promotion Project / Re: GusanoNET
« on: January 01, 2016, 05:05 PM »
I might give a try to EU.org. I don't want to disappear from one to other moment. If I can do a successful setup, the .tk domain will redirect to the new until it expires or I decide to turn this down :V

P.S.: I'm unable to find where to register through the game itself. "WelcomeLoginForm.asp" disallows access, while it should greet me and lead me to the <SHOWNEWUSERENTRY> page.

Two possibilities:
 - I forgot to add a version number
 - Your game's version is yet unreleased

what's yours?

47
Promotion Project / GusanoNET
« on: January 01, 2016, 03:00 AM »
Spoiler! View
I have been working on this mini-project throught the whole year. I have threw it off and retook it around 3 times for many reasons, including wondering whether my effort is worth the little "success" it may get, if any. But, at same time,�I'm tired of leaving every single project I do thrown away to never see the light; and although this may get little to absolutely no success, but heck, I just work�for the fun of it; working and putting creativity and�effort on a big mechanism�is what I most like to do, and when something is finished, the satisfaction it gives has no name. And this is what I like from videogames.�It's one of the very few spaces where the engine takes part of the art as a whole.
I'm keeping this running�for 1 or 2 months depending of concurrency, and I'll eventually release the source code for anyone who wants, perhaps in a similar category as�the well-known MyWormNET software.


Ladies and Gentlemen, allow me to present my first own project ever to be�available to the general public, GusanoNET!

The first third-party WormNET server to offer a complete functionality!

GusanoNET offers just what the first version of WormNET did, and more
- "Native" ranking & medals system
- The flaming energy bars would work again if the latest updates did actually keep them (but server returns the�proper settings after�reaching the Elite rank)
- Customized gaming channels with custom schemes and special settings
- Added new channel, #ShopperLeague. It plays with the latest Shopper scheme from Worms2d.info (as for 12/30/2015)
- Added mirror to WormNET1's #AnythingGoes (And whatever you host here will appear at WormNET as well)

I'm open for suggestions and improvements, as well.


To access, just follow the instructions here.

Happy new year to you all!

48
Promotion Project / Re: Classic WormNET (Aka Project GusanoNET)
« on: December 04, 2014, 07:05 PM »
Like I've already said before, the old ranking system is flawed in almost every way. You can't use it reliably unless you plan to only play with some close friends. There's no way for the server to know that you actually played a game. All attempts of implementing the ranking mode as it was in the early days will remain easily hackable. So implementing this is nothing more than spending free time for fun (or not) coding.
Ahhh... security. Like if most professional multiplayer servers weren't already hacked in worse ways :P. There are more ways to prevent hacking than the common-practice "normal" connection block, score backup, IP & Proxy block, and so on to name a few. Can't speak much about it, but in simpler words, let's say that one of few checks I'm trying to write is about X thing can't happen if this other Y thing didn't earlier, and so on.

You can't use it reliably unless you plan to only play with some close friends.
Uhhh... f@#! no.
Yes, while I can ask my friends to try out certain functions with the time, keeping such a system for ourselves... would be nothing but a terrible waste. As person, I'm just unable to keep stuff in a selfish manner.
Myself for example, in another community, at first I got a huge drama once releasing this with its source code included, because of one of Tech Members guys trying to acusse me of stealing part of his program from his other closed-source project, even though other Tech guy once tried to disassemble an old project I had time ago, with the sole intention of checking if I stole any programming or not.
Selfish and elitist programmers are nothing but f@#!ers. Not that I have a bias against a community or group of people as whole, but these facts have marked me for life.
I'm merely a hobbyist, but I don't want to follow such an example.

Also, lots of bugs have accumulated in ranked mode over the years. For example, you can't play multi-round matches (host doesn't proceed to the next round), and that the generated map which you can't change is tied to the complexity slider, can be hacked, etc...
Hmmm.. some friends and me had no problems with multi-rounds. Generated fixed map also only occurs when a forced scheme setting is setup, and considering the wide scheme variety... I won't do it. It'd be just pointless :P

You just can't do major changes in this game without the help of DeadCode and CyberShadow. But they don't really look for help, or maybe they just can't let other people help them, coz of some contract with team17. Or dunno what's going on here :D
Hmmm... I'm not actually thinking on edit any portion of the game :P. What would be useful is a more extense documentation than present here, or, MAYBE, how HTML pages used to look like back then, so I can get a greater idea about the possibilities :O

49
Promotion Project / Re: Classic WormNET (Aka Project GusanoNET)
« on: December 03, 2014, 05:52 PM »
Yes, it is possible. But just with stock schemes (Intermediate, Team17, these).

Don't know if possible, but if I find any random crazy workaround to use all/rest schemes... then I'll offer it. Forced scheme must be set with numbers; if I can properly reference new schemes with new numbers, that would be an alternative.

50
Promotion Project / Re: Classic WormNET (Aka Project GusanoNET)
« on: December 03, 2014, 01:52 PM »
Well, first off, server in the future could be easily accessable by enabling the community server list from WA config :P. And of course doing most advertisement I could, here and around other webpages, taking care to avoid the "spammer" fashion.

Great question, man. But I think I'm gonna focus on that once I get it partially done.

If doesn't go as expected... well, I can be satisfect with this server being fun to write =D

51
Promotion Project / Re: Classic WormNET (Aka Project GusanoNET)
« on: December 03, 2014, 01:28 PM »
Hello lolicon-guy,

That's a nice effort but from my experience people want the ranks back on the official WN server. Any other server than that won't have the meaning they're looking for.
Hmm... to be frank that's exactly what I first thought about it, and the reason behind mirroring the #AnythingGoes channel inside :P. But I see what you mean

p,s. Those unfinished list tags means you have opened some list tags and forgot to close them all properly.
Strange :P. When I first wrote this post it worked fine (on another forum system). When I copypasted the text/code it had a huge lot of problems, especially with the "spoiler" tags, that I tried to fix fastely. Even odd is that to avoid confusion with opening and closing the tags, while writing I put the opening and closing ones inmediately, then wrote the text inside. Not sure what happened.

52
Promotion Project / Classic WormNET (Aka Project GusanoNET)
« on: December 03, 2014, 06:05 AM »
Hello. I'm lolicon-guy,

I'm reintroducting to WA's community, after for many reasons stopped playing years ago (couldn't really remember when, maybe around 2010/2012). Since always, and until today, I have been wondering how the ranking system used to work like, and even more, the reasons that made it "die".

I have been learning PHP programming around the years. I have found diferent and maybe "better" (not sure) ways to protect server from "unwanted" database/data injection access, using more and different reference points than input user-agent ID.
From mine part, I have the idea to bring this system back on mine custom coming server, GusanoNET. But question is: Would YOU like to see such system back?

I'm not really sure if do or not it, mainly because of following "big" cons:
Spoiler! View
  • Due to current "security" system, no snooper is able to connect to HTTP section, due to how their networking libraries ("Qt"-specific?) work (Perhaps it may change with the time, I'd need to talk with current Wheat Snooper and Weed Snooper's maintaners).
  • Users couldn't put more than a single team per game.
  • In order to keep rankings in order, each user needs to go through a login/register process, like follows:



If you say yes, then you wanna read this next:
Spoiler! View

  • How is it planned to work?
    • First off, once done, I want to try register my server at worms2d.info's server list. This way GusanoNET would be so easy to select as enabling the community server list from Advanced WA config:

 
  • Upon entering, there should be a simple "Welcome" page, offering links for registering, logging in, and possibly checking user lists, statistic or etc internal data.
  • As usual, upon logging we see the usual channel list and connected users list as well...

(To-do: Finish rewriting all server files in PHP code, rewrite UnrealIRCd modules to give acceptable output syntax to WA, thus fully getting rid of MyWormNET (So in case of any bugs, these may be fixed without needing to rebuild the server and shuting it down in the meanwhile))
 
  • Entering to #RankedChannel, as expected, enables ranking-specific functions in the game, such as the "Show Rankings" button:

Known issue: "Show rankings" button is there, but it has a lower priority than text area; in order to enter and let rankings to display, button must be clicked around the edges.
 
  • #AnythingGoes channel is currently thought as a "mirror" to #AnythingGoes channel from Team17's WormNET server. Crazy as it sounds, but my idea is to give some sense of easy connection :P :

To-do: I have absolutely no idea how to link the IRC part for it (users, chat messages), but HTTP part is fully linked with no problems. If IRC linking definitively couldn't be done, don't worry about hosting games, I may try find a way to write a forwader for HostingBuddy ;). Hosted games on this channel will be same on both servers, or depending the situation it may be hold just here, if Team17's WormNET goes down.

Dev notes:
  • Current state: Trying to guess what WA expects as server output on certain ocassions, regarding the Ranking system.
  • "Display Rankings" bug: Fixable by editing executable's resource data. Definitively NOT the best solution, but that's all possible for now. Not a "big" bug though.
  • Steam: Need somebody to try connect mine local server from a Steam WA version, and try to address any differences against "normal" latest update.
  • Snoopers: Due to how security system works, snoopers can't access the HTTP area. If possible, I wanna speak with current maintaners to explain how to pass this barrier.
  • Game logging: I don't believe it's true, but StepS once said me original WormNET also had a bot, that used to go inside hosted games, made for logging them (it still have logic, especially since in a full game there will be at least a single player who couldn't put his team to play). In order to get such a bot working, I'd need to get a powerful-dedicated PC on my network in order to log all these games simultanously, something I simply haven't the money for, so it couldn't be done if not after some great time.
  • Tech info: Upon release, server will run a modified UnrealIRCd 3.2 and Apache/2.4.7 + PHP/5.5.9-1ubuntu4.5 on Ubuntu 14.04 LTS.


(PS: As staff may have noticed, I'm a re-registerd user. I couldn't use mine old account anymore, because I couldn't remember mine old account's password nor email address. Sorry!)

Excuse my bad grammar, thanks for reading, please comment and tell me your thoughts, and have a nice day!!!

(yeah, a pair of list tags always reappear here, no idea why) ->[/list][/list][/list]

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