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Everything posted by JoWie
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I do not know about subgame, but in asss you can whitelist VIE players using the module "auth_vie". Simply place in global.conf: [VIEnames] SnrrrubSpace = any pub0bot = 127.0.0.1 Probe1 = 65.72. Anyway, I just voted for Continuum 0.40 as my indiegogo reward in a preliminary vote (closes tomorrow). Also, apparently more votes for the same thing will make them supporting it more likely (this was not really clear at the start of their campaign :/ ). The final vote will be at the end of the campaign.
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Launching Subgame on Remote Windows Server (Amazon EC2)
JoWie replied to aquarius's topic in Technical Support
Did you try wireshark or are you not that familiar with the ss protocol? -
Launching Subgame on Remote Windows Server (Amazon EC2)
JoWie replied to aquarius's topic in Technical Support
I used strings on subgame2.exe and I found "EncryptMode": Although I do not know what the section is, nor what value it takes. My quick guess is that it is in the same section as the other keys that are around it, and maybe setting it to 0 disabled encryption. Edit: I found this in a post by ekted on sscouncil: -
Launching Subgame on Remote Windows Server (Amazon EC2)
JoWie replied to aquarius's topic in Technical Support
Is it possible on subgame to disable protocol encryption? (this is possible when using asss). If so, you could try using wireshark -
I installed continuum to my document folder so I doubt that is the issue. Registry permissions is possible though. Windows registry has the same ACL stuff as the file system.
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What I did is: select the proper resolution in my profile. make sure you have at least 2 profiles before entering a zone, quickly toggle back and forth between profiles using the home and end key. Anyway selecting show default resolutions fixed it for me too.
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It is not compatible with existing zones. The protocol is very different. This prevents a lot of the current limitations. We also did this for legal reasons. It needs to be a different game to prevent copyright issues. For example, I did not copy any aspect of the subspace architecture. Being a different game also side steps the sovietesque politics that plague this game. Currently for testing we use some of the graphics of subspace, but we will not do a release until we have our own graphics for everything. We already did this for the shipset (although the shipset is still being improved). Also, I am not going to beg zones to convert or anything, take it or leave it. This does not mean you will be unable to convert zones though. For example, I am making sure existing settings can be converted (perhaps by a tool). It would be possible to write something to allow continuum or maybe bots like twcore to connect, but I am not doing it haha. Anyway about your previous post: Stress testing is indeed something I am doing right now. I am trying to spawn a few dozen bots to see where the bottlenecks are. More stress testing using actual players is needed in the future. 2000 in one arena is going to be too much though haha. This project is a lot of work, I am spending a few hours a week on it and we are getting closer and closer. It will come to a point where it is really playable eventually.
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Sure: https://github.com/periapsis/aphelion We are still working on it, but it is of course a large amount of work which is why we have not really released anything yet. We have had a play test with about 10 people at once a couple of months ago (using TW map and settings). Currently I am busy making things stable before moving forward. Things like performance. A lot of stuff already works, such as: Guns, bombs, thors, shrapnel, burst, multifireAbstract weapon definitions (aphelion does not really know about guns, thors, etc you make those yourself). Based on selectors (for example: ship warbird + weapon classic_red_1 + freq 1,3 => damage = 5000)Near Infinite ships, with their own graphics etcDownloading maps, config, graphics, GUI definitions (with a local cache using sha-2 hashes)Basic chatMultiplayerUgly zone list with pinging & player count (no directory server yet)Define interfaces in XML (google nifty-gui) with RPC for mouse clicks instead of lvz. For example esc-1 sends ?ship warbird to the serverDead reckon convergence and/or local perception filter (tweakable)Synchronized physics with very minimal state transfer (at a minimum, you only need to send keyboard input to the server). If your latency never goes over a certain treshold, including 0 packetloss, no synchronization is needed.Spawning a bot that can die is about 2 lines of code.Multiple camera's (the radar is a camera, just like your main screen)There's probably some stuff I forgot about haha.
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Yea I saw that, we are running on priit's biller though.
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SSCJ is back up again: Newark Connectivity Issues Sunday, April 13, 2014 3:05AM EDT (UTC -4): Many Linodes are booted at this time and we are working with the remaining hosts to fully restore services. We apologize for any inconvenience caused by this event. 1:56AM EDT (UTC -4): Some Linodes have been booted at this time however, we are still working on bringing all Linodes to a running state. We will continue to keep you updated as we have further information. 1:09AM EDT (UTC -4): The Newark datacenter has suffered from a power outage. We are working on bringing Linodes back up as soon as possible. 12:40AM EDT (UTC -4): We are still working with the Newark datacenter to resolve this issue. We apologize for any inconvenience caused. Saturday, April 12, 2014 11:51PM EDT (UTC -4): We are investigating an issue with connectivity within the Newark datacenter at this time. We will post updates as we have them. We apologize for any inconvenience.
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I think they will ask for the specific app at the end of the campaign. Maybe we should coordinate who picks what Might also be wise to test if things already work. There is a good chance things like subgame and mervbot already work. I noticed that the original subspace client no longer works on newer windows btw. So, possible applications: Continuum 0.40 (I am thinking about picking this one)Subspace 1.34 / 2.00 (I have no idea what the difference is between versions)SubgameMervbotSubbillASSSDCMEAny more? Oh btw their requirement is that the application works on Windows XP.
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I tried it a couple of years ago and it looked a lot like window 98 back then haha. They want to be compatible with windows XP for now (even drivers!) They are also building a windows xp style shell that can even replace the default shell of windows 8. (shell is your desktop, taskbar, etc and the way windows are layed out) If you pledge $20 (this is what i did) you can pick an app, and their developers will make sure it works. Anyway I have not tried a recent version, I am posting this because I think it is a very interesting project
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This might be interesting for continuum: https://www.indiegogo.com/projects/reactos-community-edition/x/4038363 It would be able to run continuum, subgame and windows bots (mervbot) without any emulation.
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Should this thread not be split or something? last 1-2 pages is just nonsense
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Compared to calling a function from C, the overhead is indeed large. However this module is not intended for doing low level stuff like rewriting packets. For example, your thrift client must keep its own state about players. Think of it as an alternative, more powerful API for bots. e.g. your "bot" is not bound to a single arena, does not require a player to be present, etc. The idea is that if you need to do something low level (like, rewrite lvl 3 bomb to lvl 4 bomb), you write the rewriting portion in a C module, and you explose an API using thrift to configure that module (like, enable bomb rewrite on player X) Look at the .thrift files to see what kind of calls you can make, and what kind of events you receive.
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I came across this module I made in 2011 right before I quit working on ASSS. Maybe someone will find it interesting. It is an RPC (function calls over a socket) module that lets you write bots/modules. The intention is that you run your thrift application on the same machine as the server. It supports java, c++, c#, python, php, perl and node.js. If your application crashes, the module will try to clean up after you and ASSS should remain stable. It also demonstrates how you can make C++ modules for ASSS. http://welcome-to-the-machine.com/ss/asss-thrift-517.zip
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Such an attack is not localized to one server. It starts impacting other servers in the same data center too, those servers are unrelated to subspace. I too doubt it will come to actual legal action though. Maybe if he keeps it up for a long while.
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I am not sure which module you are referring too, but security:security, security:enc_cont and deva:antihack v1.3 are all loaded. Some of continuum's anti cheating methods also take a short while to notice the cheating. And even then the player only gets a kick or a lagout.
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There we go again haha
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The attack itself appears to have stopped for now. It might start up again though haha. I managed to get my zones running again
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My hosting provider confirmed it is a (low layer) denial of service attack targeted directly against the server. It even affected other machines they are hosting.
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I am indeed seeing a big increase in traffic on my SSC server