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Everything posted by rossenburg
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interesting
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what makes you think "no other solution exist" ? Well, since you seem to comment like you know everything and suppressing the point im trying to make, i will keep my solution to myself
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this isn't what i mean. Aside that when your id is maintained you can host a game. Your changed name only displays in lobby. I used this to demonstrate how things will work i did not say is the best way to implement it. Also, There is a way to change name permanently - which isnt the point here, he made a suggestion and wanted to let him know how things will look
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that wasn't my point. I'm trying to let @Sevda know how things will look like incase there is an agreement on a rename feature.
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this can be introduced in the game, changing name and maintain ID. I think i did this in a dummy mod i was working on. Allowing users to change names is easier to integrate but this can also increase impersonation. I have a mod that works fine for this feature; but eg.- i can my name to your name "Sevda" whiles you were offline - It will be successful and my name will show Sevda in the lobby. When the real Sevda tries to login with the same name he will get a message saying "user already logged in". I dont know how this can help reduce smurfing but if somehow it does, then i guess there should be limit. Social media is completely different from the game , other RTS games allows u to rename ofc but they have a way to prevent players from abusing the rename feature - they are encouraged to buy an asset like a rename card or something or there's a time limit. I guess limitation should do if its ever considered to be added @Sevda Case where you try to change name to an already logged in player: When the player is offline, you can rename to their name ( but cant take their ratings data since playerId renames unchanged). Maybe there can be a workaround to prevent people to changing to an already existing names regardless of either they online or not
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your stun port seems to be pointing wrongly or doesnt exists . I will recommend you maintain server = "lobby.wildfiregames.com" port = 3478 // In this case it should work using the default 0ad stun. Tested both locally and on my own VPS and it worked. Should work for you
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Bothered with delayed searches on this forum
rossenburg replied to Manimal's topic in General Discussion
we all gotta "google dork" then - until the search cooldown is reduced -
user sessions gets destroyed after a period of time when you are inactive to keep your account safe. Like @hyperion said, you can decide to prevent sessions from being destroyed when you are inactive by ticking "stay logged in" on the log in screen, i suggest you only think it when you are logged in from your personal pc
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Bothered with delayed searches on this forum
rossenburg replied to Manimal's topic in General Discussion
thought i was the only one who get a little bit uncomfortable with it , 30secs cooldown is a little too much -
hi @potoelite, are you running it locally?
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when two mods that focuses on GUI modifications are enabled at a time, the one that was enabled last overwrites the one that was enabled first, so literally all mods overwrites the actual 0ad files provided its the same files you are modifying in your mod folder. What is causing this is, i think BoobGUI added those squares in a different file whiles God's Eye uses different approach so it doesn't override. Best thing to do in this case is to either remove the star or square from the code manually if you want to run starGui with BoonGui. Some feature "may" be overridden in relation to the mod you enabled last if both mods modifies the same file
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0 A.D. 2022-08-09 17-17-37.mp4 Maybe time to pay a visit to our artic friends? I dunno if there's a report about the artic animals that are already being worked on but since i started playing the game I've made few reports about our friends in the snow, can't wait to see them run and die like buffalos in a26 @Stan` . The seals too
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i bet that should work, if this process is not about forgotten password but to allow an active user session to be able to reset their password ( whiles logged in ), then i guess it isn't a big deal. Thanks for clarifying but i guess it will be much better to focus on users who are logged out of their account since those who can already access their accounts are less likely to reset their passwords @smiley. And aside that, allowing users to change account passwords without any further verification (either there's active session or not) will just promote more stress on the server since i can change my password 10times in 2mins, unless maybe we think of adding something like throttle middleware or password reset cooldown to the whole process
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@Dunedan i tried to do what I can about this feature but i have a question, to avoid someone else resetting other person's account password. Is there a need to make some sort of extra verification to confirm the account really belongs to that specific user before allowing a user to go ahead and reset the password?. For example, "i forgot my password, i made a dummy ui which shows "Forgot password?" at the login screen, when a user clicks that, passwordReset.xml (a sprite to handle the reset inputs )should open which should then have 3 input fields, username , new password , confirm new password. But what if i enter a username of another person, it will just ahead and allow me to reset so if there a need to confirm the identity of the person before even allowing to reset password? If we had info like email linked to all individual account we could just send something like OTP to verify users and would be easier but in this case that we don't. Even if i decide to use data from user.cfg and disable the username field with a default value from the config file, it can still be modified , what do you suggest?
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the swimming idea is DOPE
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SVN Error running context: No route to host
rossenburg replied to Yekaterina's topic in Help & Feedback
which os? ach linux? sudo pacman -S net-tools -
SVN Error running context: No route to host
rossenburg replied to Yekaterina's topic in Help & Feedback
can you do and show the output? -
if I'm right, when observers use their flare, actual players shouldn't see it yeah? If the flare is solely needed for observers excluding players then why not. I understand sometimes when observer are watching a Tg they want to point to exactly where there is action or where they are talking about in the chat ( this should be helpful ). But i guess observers seeing players flare won't be cool because first of all you are able to see all players POS ( since you are observer ) so there's no need to see players using their flares unless you wish to see what they are up to, example planning an attack or something. If this feature will be added, i guess the host should be able decide whether to enable or disable it, what do you think?
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Hibera - Hiberus Delta (Custom Scenario)
rossenburg replied to marcelusmaximus's topic in Scenario Design/Map making
nice map but there fluctuations in fps when moving the camera around the map. Some cpu might burn .I guess maybe cause of the default size and the amount of resources. That's huge. More like an OW map -
Building panel order
rossenburg replied to maroder's topic in Game Development & Technical Discussion
function (eco, trade, unit production, defense etc...) is pretty well and seems organized. -
@Darkcity if im right, the other time you were talking about the "TotalGames" not related to just the ones that is recorded for 1v1 matches but overall games including TG, 2v2 etc. yeah? I don't think there is such data ( summation of all total games played including TG and other games ), and its less likely to record those data since its not completely necessary because some players prefer to play with bots and all that. But i want to say this can be implemented into a mod where whenever a match is started by a player ( all aspect or maybe if players != bot ), It gets counted simply by adding a +1. but one problem is that, even if we are able to get this working, all players including the currently smurf will be the same level since all will start from 0 matches played or maybe + the alerady total number of games played (1v1). Just like how local rating works, these info will be saved locally Engine.ConfigDB_WriteValueToFile and displayed to people who has the same mod. So i guess we can join forces and figure out a way to make a mod for this and update it progressively whenever there's new idea or logics. I'm pretty sure it will work out well. Aside that, since everything is saved locally, someone can just decide to open the file, edit it and that wont be fair too :/
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Rethinking bribing & counterintelligence feature
rossenburg replied to Darkcity's topic in General Discussion
sounds fun to me -
i was referring to the total number of games @Sevda this.profileTotalGamesText
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what do you intend doing?