Search found 46 matches
- Tue Jan 17, 2023 17:23
- Forum: Servers
- Topic: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
- Replies: 29
- Views: 7164
Re: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
Server is up again, same world since 2012!
- Sun Oct 26, 2014 08:37
- Forum: Feature Discussion
- Topic: Unique Client ID
- Replies: 9
- Views: 1583
Re: Unique Client ID
if you have to decide between no security at all or s-b-o you will have to choose s-b-o instead of nothing.
this is always better than doing nothing.
this is always better than doing nothing.
- Sat Oct 25, 2014 22:07
- Forum: Feature Discussion
- Topic: Unique Client ID
- Replies: 9
- Views: 1583
Re: Unique Client ID
its possible to retrieve the physical mac address over the windows api. i think there is sth. in *nix too. anyway there are many UUIDs or drive serial numbers around just in case... another way would be the usage of the hostname and the username. this cant be changed very fast. and if its not much d...
- Sat Oct 25, 2014 21:39
- Forum: Feature Discussion
- Topic: First-Join-Needs-Time Protection
- Replies: 4
- Views: 846
Re: First-Join-Needs-Time Protection
that could be a nice idea.
in combination with a movement check that the player needs to move around or chat.
regulars could get quickinteract griefers have to wait.
good idea calinou!
in combination with a movement check that the player needs to move around or chat.
regulars could get quickinteract griefers have to wait.
good idea calinou!
- Sat Oct 25, 2014 18:18
- Forum: Feature Discussion
- Topic: Unique Client ID
- Replies: 9
- Views: 1583
Re: Unique Client ID
if its designed to be not easily deactivated, than its not that easy for most griefers!
- Sat Oct 25, 2014 17:33
- Forum: Feature Discussion
- Topic: Unique Client ID
- Replies: 9
- Views: 1583
Re: Unique Client ID
dont consider this solution as secure, but better than just ip bans.
- Sat Oct 25, 2014 16:29
- Forum: Feature Discussion
- Topic: E-Mail activation of Clients - much coding effort :-(
- Replies: 4
- Views: 790
Re: E-Mail activation of Clients - much coding effort :-(
is this mod available for public?
- Sat Oct 25, 2014 16:28
- Forum: Feature Discussion
- Topic: First-Join-Needs-Time Protection
- Replies: 4
- Views: 846
First-Join-Needs-Time Protection
The main problem of griefers is, that they join often and with different nicknames. A hard trick with some cryptographic implementation effort could be used to interchange time for a first time connect. this trick is described below. but there is one much simpler trick: the server knows if its a new...
- Sat Oct 25, 2014 16:14
- Forum: Feature Discussion
- Topic: E-Mail activation of Clients - much coding effort :-(
- Replies: 4
- Views: 790
E-Mail activation of Clients - much coding effort :-(
Also the Unique ID is some kind of method to prevent griefers, there should be another method: E-Mail verification. To be able to connect to a server or to get a special priv you should have to provide you e-mail address (as in ircservices). The easiest way to realize this is as follow: if you have ...
- Sat Oct 25, 2014 15:59
- Forum: Feature Discussion
- Topic: Unique Client ID
- Replies: 9
- Views: 1583
Unique Client ID
As Griefers are getting better and better it should be considered about adding a unique ID to a client. The ID should be unique per computer and not per client, so that deleting a file is not enough. Lamers have to change the source or manipulate during runtime to circumvent this. The Unique ID coul...
- Sun Oct 12, 2014 18:13
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14275
Re: Un-explore the world ?
which is the "original" script?
many solutions are posted here, but all are hard to use.
i havent taken time to try out this because i have to take much time because i dont want to notice db damage after some weeks.
many solutions are posted here, but all are hard to use.
i havent taken time to try out this because i have to take much time because i dont want to notice db damage after some weeks.
- Sun Oct 12, 2014 17:04
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14275
Re: Un-explore the world ?
i wrote the coords to you via pm.
for some world it could be nice to reset underground someday to uncripple the mines.
for some world it could be nice to reset underground someday to uncripple the mines.
- Sun Oct 12, 2014 16:37
- Forum: Modding Discussion
- Topic: Mod Idea: Prod MOD
- Replies: 1
- Views: 677
Mod Idea: Prod MOD
Hi,
there should be a prod mod, so that you can push players down into lava, holes and canyons!
there should be a prod mod, so that you can push players down into lava, holes and canyons!
- Sun Oct 12, 2014 16:18
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14275
Re: Un-explore the world ?
iam not sure if i can test ist. currently i have many worlds in my world. every world has special coordinates like (e.g.): one 0,0,0 2nd -10000,0,0 3th -20000,0,0 4th -10000,0,-10000 5th 10000,0,0 i have to preserve all of these worlds and for all of these worlds i need to set an area. so i have to ...
- Sat Oct 11, 2014 23:12
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14275
Re: Un-explore the world ?
it would be nice if there would be a special preserve node. if you place such a node in an area and set the max distance of protection it would work so you can go to your important "world" inside your world and set this node (admin only). then the script knows what to protection and its vi...
- Sat Oct 11, 2014 21:18
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14275
Re: Un-explore the world ?
how does it work?
can you set some areas which should be preserved?
can you set some areas which should be preserved?
- Sun Oct 05, 2014 17:13
- Forum: Servers
- Topic: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
- Replies: 29
- Views: 7164
Re: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
Actually the Server is near to "Griefer Safe" and offers High-Quality Buildings. New Players have to qualify in the the Freebuild World. Also new players need to introduce themself and have to obey the "arrowed" rules before they are allowed to start qualifying in the Freebuild W...
- Sat Sep 13, 2014 17:58
- Forum: Servers
- Topic: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
- Replies: 29
- Views: 7164
Re: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
we need good experienced players who like to build for eternity!
- Fri Sep 05, 2014 20:18
- Forum: Servers
- Topic: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
- Replies: 29
- Views: 7164
Re: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
some very old are at the server page.
i have to update them.
i have to update them.
- Thu Sep 04, 2014 19:41
- Forum: Servers
- Topic: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
- Replies: 29
- Views: 7164
Re: [0.4.10] D-L-K Networks GameServer HQ World for 2 years!
-- new start - old world --
- Thu Sep 04, 2014 15:37
- Forum: General Discussion
- Topic: deleting pos lines in sqlite map db
- Replies: 10
- Views: 2320
Re: deleting pos lines in sqlite map db
That looks good.
So if i calculate like this for one node, then maximum 16 nodes in all directions will be deleted?
Next i have to think how to write a script which deletes all except "active" played map.
I cant delete e.g. block 123456 until inf. I hate unnormalized databases ;-)
So if i calculate like this for one node, then maximum 16 nodes in all directions will be deleted?
Next i have to think how to write a script which deletes all except "active" played map.
I cant delete e.g. block 123456 until inf. I hate unnormalized databases ;-)
- Wed Sep 03, 2014 20:11
- Forum: General Discussion
- Topic: deleting pos lines in sqlite map db
- Replies: 10
- Views: 2320
Re: deleting pos lines in sqlite map db
is there any code for generating the coords except the one from db spec page?
- Wed Sep 03, 2014 18:59
- Forum: General Discussion
- Topic: deleting pos lines in sqlite map db
- Replies: 10
- Views: 2320
Re: deleting pos lines in sqlite map db
so i dont have to care if i have to delete a set or just random picks?
- Sun Aug 31, 2014 19:19
- Forum: Old Mods
- Topic: [Mod] Node ownership [node_ownership]
- Replies: 84
- Views: 48799
Re: [Mod] Node ownership [node_ownership]
i dont think so. since api/defaultmods changed this mod is unsupported since 0.4.4+.
- Sun Aug 31, 2014 17:12
- Forum: General Discussion
- Topic: deleting pos lines in sqlite map db
- Replies: 10
- Views: 2320
Re: deleting pos lines in sqlite map db
If this is that easy wouldnt it be a function for worldedit or an script?