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rossenburg

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Posts posted by rossenburg

  1. I fail to see the rationale behind account sharing, especially considering that each individual can readily possess or create their own account. There aren't any in-game perks, such as gun skins, legendary titles, car skins, or other materials found in games with in-app purchases, that could serve as a valid justification for wanting to test these features through someone else's account. Aside that, lending a 2000+ rated account to a player with a 1200 rating does not suddenly enhance the latter's skills to match the former's. Hence, account sharing seems unlikely unless under rare circumstances, such as accounts being compromised or accidentally disclosed on the forums.

    • Like 1
  2. 8 minutes ago, vinme said:

    what is defcon going to do? O_O 

    A wise man once said: "Those who live in the shadows, perpetuating their deceit, tremble at the mere thought of the truth's revealing light. In their fragile insecurity, they fear the awakening of a formidable force that will expose their true nature, leaving them vulnerable and stripped of their illusionary power."

    • Like 3
    • Confused 2
  3. 1 hour ago, Yekaterina said:

    It means, it's pretty easy to work out who is who based on when they connect to services, their IP and their chat style / play style. The forum moderators can also see all personal messages, so anything you say to anyone on 0AD forum is no secret; stan can see it if he wants. Lobby moderators have access to all chat logs. This is how stan found a forum account that I have only used three times and managed to merge it into me with Sevda. 

    Lesson of the day: if you want to say something private to your friend, use another means of communication, e.g. Element. 

     

    do you have any proof to support this claim?

    1 hour ago, rm -rf said:

    Weird, isn't it? People who were collecting private data without agreement, creating wall of shame with them, are now scared that their private messages are read by Wildfire.

    ugh..

    once again, do you have any proof to support this claim ?

  4. 5 hours ago, alre said:

    auto-sniping would be fairly easy btw. I had in mind to create such a mod.

    well i somehow don't buy this idea as some level of automation should be considered unfair. Whiles proGui's autotraining or researching IMO is fairly not cheating, just like the default auto training purposely to save you couple of secs clicking and rather focusing on building, fighting and managing. Automating fighting is a bit too much. What's the point of an RTS game when you don't get to do the fighting, luring or snipping yourself. The moment these are automated it should be considered cheating. ( Ignore heros, Autosnipping, units avoiding shot projectiles, auto shooting units with the lowest hp etc)

    • Like 2
  5. 1 hour ago, Yekaterina said:

    @Helicitya  Your points 1 through  5 are correct based on my 3 or 4 years of experience with 0ad. But you have only revealed the tip of an iceberg and there are many more errors in his list. Alas, he doesn't care.

    İdk who is Hilal but it's a Turkish girl name, meaning "Cresent "

     The dude claims that Ricsand is Acero :LOL:   İf you ask anyone who has been playing since A24 or A25... Don't even need to explain... İt just shows that Goat is a total clown.

     

    Hey, been a while! Just curious...are you by any means related to @Helicity or happends to be in the same household with him?

    • Like 1
  6.  

    2 hours ago, rm -rf said:

    @Helicityplease explain the logics used when you broadcasted Inlard's ip and geoloc - he was playing and you spectating. Did you basically leverage obsolete data you got previously by hosting a TG he was playing in? Or do you got this data ingame as spec? If so, how as it shouldn't be via log file as @Stan` just highlighted.

    when you connect to a host you should get the host ip and nobody else, if you are the host you should get everyone that joins your host. More like the host being the captain of a boat, anyone who wants to onboard will send their onboarding tickets (ip) to the captain before the captain (host) allows them into the boat (server/pc). You cant enter the captains boat without providing a valid ticket- and once you are approve to join the boat you receive a welcoming card ( host ip and nobody else's ip is given out)from the captain, the only problem here is logging into mainlog ( which i believe was for devs ). So he must have gotten that whiles he was the host.. This is the most common method used in multiplayer games. the easiest way i can put this whole ip communication thing, hope it helps!

    • Thanks 1
  7. 23 hours ago, Helicity said:

    ipextractor.py 891 B · 7 downloads

    This is a short script to quickly extract all information related to IP from the endlessly long mainlog.html.

    In order to use it, copy this .py file to the directory where your mainlog.html is found. Then run it with Python 3. Windows users can just choose "run with python" or "open in IDLE" then run it there; Linux users can cd here in a terminal and type:

    python3 ipextractor.py

    It will produce a list of connection activities for the current game session. From this list, you should be able to deduce which IP matches which player.

     

    i dont support making this public ngl @Helicity, making a tool to extract ip addresses ( the same problem we are trying to avoid ) is somehow wrong. It's like saying "hey, i don't support it but here is the key to it guys, go ahead and extract peoples ip). I get the point and all the awareness you are making and fortunately it seems a ticket has been open for it and hopefully we see a fix in future updates. Keep up the good work , the only thing i disagree here is sharing that script which somehow seem like giving bad actors the very tool they could use to cause problems ( which can be fairly avoided by not sharing it at all ). And to be honest, not everyone knew or knows about the ip addresses and other info in the mainlog. We clearly needs to expect some increase in ddos attacks soon, it has been drastically reduced for the past 2 months and started emerging again as far as i've observed - yesterday

    • Like 1
  8. this event keeps getting interesting, is there a possibility to organise it more than once every sunday because most op players doesnt get the chance to play since it only requires 8 in a single game. Maybe as time goes on we can extend it to game 1, game 2 , players who played game 1 won't be allowed to play game 2 but overall same ranking and awards? 

    • Like 1
  9. the bot do not have access to any private data or ip addresses to determine these kind of things, it just tries to respond to questions with relevant answers as possible. Any answers it gives related to players or permissions in the lobby shouldn't be entirely dependable as it may be bias or completely untrue sometimes

    • Like 1
  10. 7 hours ago, Helicity said:

    In my opinion, using an alt to troll people and tip the balance is despicable. However, sometimes it's necessary to use two or even three accounts when multi-instance is needed, perhaps for testing something or just spectating while waiting for players in another game.

    So far i'm not sure the ToU promotes creation of multiple accounts unless permitted. Not really sure if it got updated to be allowed. @Norse_Harold

    • Like 2
  11. 6 hours ago, 5XT said:

    I'm wondering, am I the only one who has noticed, that there are soooooo many " second accounts " right now in game?

    I've played several games this week with people who tells that they are playing literaly first or second day, but they play like 1600. Like, what's wrong with you guys? Are you that addicted to trolling points or what? 

    Do you mind piling list of multiple account users, main account names and other account names and passing them in this thread? will be helpful

  12. 3 hours ago, Helicity said:

    The purpose of my script was to extract the player chat history in order to report certain rude players. It cannot be used in real time to read enemy chats.

    well then it simply means you didn't understood the code you wrote yourself @Helicity. The code extracts chats from mainlog.html file and display it on a console. In mainlog anything observer, allies or normal chat it logged and anything "/allies" (regardless of being enemy chat or not) is also logged. Everything is in real time unless you close the game, mainlog keeps logging as far as the game is opened. In python you can simple clear a file by opening it using "write" mode and immediately closing it or simply truncate, so if you want to clear mainlog without closing the entire game that's the approach to take. Overall , i do know the intention of the whole script wasn't for promoting players to be able to read enemy chats but that's the current situation now. I'm sure @Stan` and other devs are well aware of

    • Like 1
    • Sad 1
  13. 19 minutes ago, BreakfastBurrito_007 said:

    This script from @Helicity is different. I think it is only accessible from replay storage, not live. If defcon can do this in game, it is absolutely cheating.

    hey @BreakfastBurrito_007, it's no different and its not accessible from replay storage unless you don't know anything about coding. Your chats are logged on your local storage, the code extracts the chat and display it on a console. @Helicity didn't make it intentionally to display enemies chats but my point is once we are logging observers, allies and public chats, anyone that uses /allies ( allychat ) regardless of enemy or your ally will be logged too. The whole point to prove that the script that has been released to everyone has the potential of promoting cheating. I'm not against it , it just needs a little bit of a patch.

  14. 15 minutes ago, guerringuerrin said:

    14739015_image1.jpg.c283ce261e0a128225c1423d2dbdb906.jpg

     

    image.jpeg.f1010c59a745981b9a7154c83ed3b2cc.jpeg

    I publish these images with the express permission of mr. michael because he does not use the forum and does not speak English well. So he asked me to do it for him.

    Somehow or another the known player defc0n was reading the private chat of the enemy team during a game while he himself was playing. In principle, we can all draw the conclusion that this is cheating. It remains to be understood why at the same time he published the messages he was reading in the public chat of the same game. He just was jokin? Disturb his rival? To point out how easy it is to read these messages? Maybe prove it to a third party?
    It is clear that the real solution to these problems is to improve the game's information transmission mechanisms.
    Until then, how should we proceed?

    I think at least defc0n owes us an explanation.

    Idk if he's active on the forum.

     You may want to check https://wildfiregames.com/forum/topic/106621-chat-extractor/#comment-547846 before considering this cheating. If it's not fair then i guess that mod needs a patch or somehow be removed? I already made a comment about exposing enemy chats and a patch was needed before being distributed to everyone

     

  15. 13 minutes ago, Helicity said:

    I am not sure how to do that, but it would be cheating!

    i think it does on both sides. When enemy or your teammate uses /ally both the Net messages are logged so it's kind of literally reading enemy messages too. I'm not against the whole idea but telling you so incase you can make a patch around it before giving it out to everyone. Won't be fun to see enemies messages :) 

  16. 12 hours ago, Helicity said:

    Dear all,

    I've made a little Python program which extracts the chat history of players from the mainlog.html. This gives you a record of who said what during the game and in the lobby. Even if you were a player, you can see the spectator chat using this.

    All of the chat history, commands received and program outputs are contained within mainlog.html, but this file is very large and messy to read. This is why I made a program that is dedicated to extracting the chat part.

    The future improvements will be automatically matching the player ID to the names so that it's more intuitive to read; it would also be possible to see at exactly when each message was sent / received.

    To use the program, copy it to the same folder as your mainlog.html and run in console. An example output:

    image.thumb.png.7d30bf9ebf1c1915908e67465c65141c.png

    The /allies marker means the chat was sent to the sender's allies. Similarly for /observers. Lobby chats and game setup chats will be recorded as well:

    image.thumb.png.40882e6097904b9ee7cea73771897321.png

     

    Hope you like it!

    Heli

    Another invention to read enemy chat?
    as far as its /allies either enemy or your ally it will be logged 

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