Tremulous Forum

General => General Discussion => Topic started by: G1N0R0G on December 06, 2006, 06:47:17 pm

Title: deconner problem
Post by: G1N0R0G on December 06, 2006, 06:47:17 pm
i think its a big probem, because the can make a new ip and no ban work.... plz any1 who make the game.. make a patch for the deconner. the tremulous game number or any what... he can get back ever and ever
Title: deconner problem
Post by: vcxzet on December 06, 2006, 06:48:54 pm
you cant patch deconners
Title: deconner problem
Post by: G1N0R0G on December 06, 2006, 07:06:54 pm
why not ??? but you know the problem or?? 123 pl make it .. .. he mean all PL know it.. so plz all PL tell me it how to make it..


lol who have make tremulous??? i think i know it to eliminate that problem! D: ... or is there a serien id? or anywhat must nevertheless be in Tremulous which of other Tremulous usern differentiates
Title: deconner problem
Post by: rasz_pl on December 06, 2006, 07:35:43 pm
Dolby, is that you? :)
Title: deconner problem
Post by: David on December 06, 2006, 07:36:31 pm
Could give users some sort of ID based on there hardware, so you have to get a new PC to avoid a permaban.
Title: deconner problem
Post by: Taiyo.uk on December 06, 2006, 07:37:27 pm
Have you not been reading the deconning-related threads?

There is a new building system being developed that does address the deconning issue whereby structures are marked for deconstruction instead of being removed immediately. Then, when a new structure is placed the marked structures are deconstructed to free enough build points. This makes rapid deconstruction of all essential structures difficult, but will not prevent malicious building attacks (where malicious players deliberately build useless bases, or place spawns over holes, etc.). An advantage of this system is that it will give players and administrators enough time to kick or ban the malicious player before they have caused major damage.

Overall, for now your best bet is to play on servers that have active administrators.
"You can't patch deconners" is unfortunately true. It means that it is simply not practical to implement a way to deny access to all malicious players on public servers. There will always be griefers and deconners out there.
Title: deconner problem
Post by: kevlarman on December 06, 2006, 07:46:52 pm
Quote from: "David"
Could give users some sort of ID based on there hardware, so you have to get a new PC to avoid a permaban.
that would be rediculously easy to circumvent in an open source game.
Title: deconner problem
Post by: vcxzet on December 06, 2006, 07:51:51 pm
Quote from: "kevlarman"
Quote from: "David"
Could give users some sort of ID based on there hardware, so you have to get a new PC to avoid a permaban.
that would be rediculously easy to circumvent in an open source game.

you dont even need open source for it
Title: deconner problem
Post by: G1N0R0G on December 06, 2006, 08:11:28 pm
what about the master server?? after a ban get he a id 123.456.789 and its get in a rar folder and what a password only the master who the passord have can open it and there is the id in.. and the can we ban the id
Title: deconner problem
Post by: vcxzet on December 06, 2006, 08:23:35 pm
Quote from: "G1N0R0G"
what about the master server?? after a ban get he a id 123.456.789 and its get in a rar folder and what a password only the master who the passord have can open it and there is the id in.. and the can we ban the id

you are my hero
Title: deconner problem
Post by: techhead on December 06, 2006, 08:31:18 pm
Please tell me some sort of timeline on when Tremulous 1.2.0 comes out?
At least give us a To-do/done list, so we know how its going.
Title: deconner problem
Post by: vcxzet on December 06, 2006, 08:37:18 pm
Quote from: "techhead"
Please tell me some sort of timeline on when Tremulous 1.2.0 comes out?
At least give us a To-do/done list, so we know how its going.

are you sleeping it is out
maybe because you were busy with forums and didnt look at the main page?
Title: deconner problem
Post by: Stof on December 06, 2006, 08:56:19 pm
Quote from: "G1N0R0G"
what about the master server?? after a ban get he a id 123.456.789 and its get in a rar folder and what a password only the master who the passord have can open it and there is the id in.. and the can we ban the id

I think there is maybe a good idea hidden in your post but could you do it again in english this time?
Title: deconner problem
Post by: PIE on December 06, 2006, 09:07:57 pm
Quote from: "rasz_pl"
Dolby, is that you? :)

!!!! NOW THAT YOU MENTION IT!!!....... no.. its not :(

Quote from: "Stof"
Quote from: "G1N0R0G"
what about the master server?? after a ban get he a id 123.456.789 and its get in a rar folder and what a password only the master who the passord have can open it and there is the id in.. and the can we ban the id

I think there is maybe a good idea hidden in your post but could you do it again in english this time?

Nooo.. i don't think so.. you just went back to square one... which is.. HOW DO YOU PERMENANTLY LABEL A DECONNER?.. you can't use their IP or anything else.. so giving them an id is useless because you have nothing to tie them to it with.

You can only inconvenience them.. but banning won't ever solve the problem fully. There has to be built in things like !denybuild, or the new build system.. it has to be part of the game and the way things are built... it can't be in the punishment.
Title: deconner problem
Post by: G1N0R0G on December 06, 2006, 09:26:32 pm
so now are only the player of the game.. what about the maker of the game? what did they mean??  :wink:
Title: deconner problem
Post by: Paradox on December 06, 2006, 10:15:58 pm
(http://dca.boozle.net/shut-up.jpg)
Title: deconner problem
Post by: Diggs on December 06, 2006, 10:24:14 pm
Unfortunately this requires Punkbuster to be enabled and applied, but from what I remember, it did solve some griefing issues-

http://www.aliasfinder.co.uk/products/afcl/index.htm

How applicable it might be to Tremulous someone else would have to decide.

Diggs
Title: deconner problem
Post by: techhead on December 07, 2006, 12:13:56 am
You lie...
Title: deconner problem
Post by: Foobicam on December 31, 2006, 05:43:18 pm
Quote from: "PIE"
Quote from: "Stof"
Quote from: "G1N0R0G"
what about the master server?? after a ban get he a id 123.456.789 and its get in a rar folder and what a password only the master who the passord have can open it and there is the id in.. and the can we ban the id

I think there is maybe a good idea hidden in your post but could you do it again in english this time?

Nooo.. i don't think so.. you just went back to square one... which is.. HOW DO YOU PERMENANTLY LABEL A DECONNER?.. you can't use their IP or anything else.. so giving them an id is useless because you have nothing to tie them to it with.


Perhaps there is a germ of a good idea in there after all, but it would require a reputation system.   Public servers would need to allow zero-reputation users in normally, but if deconning becomes a problem at a particular time, admin or vote could put server into good-guy-only mode for a period of time.  Reputation would be given and taken by vote (e.g. allow everyone currently playing except deconner), and would need to be tied to authenticated usernames so that the deconner couldn't get in with a random new name and couldn't steal someone else's good identity to get in.   Complex, requires client mods to authenticate (e.g. digitally sign) user names, but it's theoretically possible.  Servers like potato patch already maintain user kill stats, so adding a "plays well with others" reputation field to the user record wouldn't be a big deal.
Title: deconner problem
Post by: Caveman on December 31, 2006, 05:45:57 pm
Thread Necroing rUl0rZ
Title: deconner problem
Post by: bam-bam on December 31, 2006, 06:16:00 pm
Hi gino there is a script that the deconners CANT decon the last spawn so yeah they can decon the rec and that kind of stuff but it is a bigin
Title: deconner problem
Post by: Foobicam on December 31, 2006, 06:18:06 pm
Just like to hear yourself talk?  Just trying to boost your post count with content-free chatter?

In my book you necro a year old thread, but not one that is just 24 days old.

On-topic replies welcome.  Flames ignored.
Title: deconner problem
Post by: Thorn on December 31, 2006, 06:54:37 pm
On these forums. You just necro'd.. Get over it
Title: deconner problem
Post by: n00b pl0x on December 31, 2006, 07:14:27 pm
yessss lets flame the person who actually had a decent reply because he posted on a topic a few weeks old
Title: deconner problem
Post by: jal on December 31, 2006, 08:42:49 pm
Quote from: "Taiyo.uk"
Have you not been reading the deconning-related threads?

There is a new building system being developed that does address the deconning issue whereby structures are marked for deconstruction instead of being removed immediately. Then, when a new structure is placed the marked structures are deconstructed to free enough build points. This makes rapid deconstruction of all essential structures difficult, but will not prevent malicious building attacks (where malicious players deliberately build useless bases, or place spawns over holes, etc.). An advantage of this system is that it will give players and administrators enough time to kick or ban the malicious player before they have caused major damage.


I didn't know about this, but I like it (I don't consider banning a fix, but a punishment to the exploiter). I had a similar idea in mind which simply was needing to "unheal" the reactor for deconing it the same as it's healed when it's building, and never allowing to deconstruct the last node (nodes would be allowed to deconstruct as long as there is another node).
Title: deconner problem
Post by: Rawr on December 31, 2006, 10:20:48 pm
Wheres the global ban when you need it  :)
Title: Ok....?
Post by: DjSonik on December 31, 2006, 10:57:31 pm
Quote from: "vcxzet"
Quote from: "techhead"
Please tell me some sort of timeline on when Tremulous 1.2.0 comes out?
At least give us a To-do/done list, so we know how its going.

are you sleeping it is out
maybe because you were busy with forums and didnt look at the main page?


Are you sleeping? Only 1.1.0 is out...
Title: A simple patch that allows deconstruction to be turned off
Post by: xoltra on January 28, 2007, 05:47:45 am
I came up with a simple patch that just adds a global variable (g_allowDeconstruct) that turns deconstructing on or off.  Admins can use rcon to set it.  Possibly builders would request to have it turned on temporarily so that things can be deconned.  Here it is:
http://home.austin.rr.com/selliott4/tremulous

I realize that the developers have a more sophisticated solution in the works, but this may still be useful in some cases.
Title: Re: A simple patch that allows deconstruction to be turned o
Post by: Survivor on January 28, 2007, 01:39:32 pm
Quote from: "xoltra"
I came up with a simple patch that just adds a global variable (g_allowDeconstruct) that turns deconstructing on or off.  Admins can use rcon to set it.  Possibly builders would request to have it turned on temporarily so that things can be deconned.  Here it is:
http://home.austin.rr.com/selliott4/tremulous

I realize that the developers have a more sophisticated solution in the works, but this may still be useful in some cases.


Inverse !denybuild...
Title: deconner problem
Post by: David on January 28, 2007, 02:42:06 pm
most server admins don't have rcon...
Title: deconner problem
Post by: Caveman on January 28, 2007, 03:15:35 pm
doh why use what's already there if a new patch can be made?
Just !denybuild all on connect and let the (hopefuly) present Admin decide on who gets to build.

Geez, those were the days when you could expect from all to have at least brain v0.5 ...
Title: deconner problem
Post by: Nux on January 28, 2007, 04:13:29 pm
The deconstructing problem IMO is not so much of a problem. It's easy enough to impose restrictions on what a person can and can't do when they aren't trusted.

What about the destructing problem? (i.e. nading/painsawing/lucifying/flaming/etc. the base) That's something harder to deal with.

You can just turn freindly-fire off for structures. This would mean no penalty for lucifying anything that comes near the base or whatever else that would result in losing half of your buildings and earning a dunce cap. This, like most FF can detract from the realism. (IMO dretch FF is the only good one, as I prefer to think of dretches as tough like rubber).
Title: Re: A simple patch that allows deconstruction to be turned o
Post by: Foobicam on February 03, 2007, 10:39:11 pm
Quote from: "xoltra"
I came up with a simple patch ...

Necro!!!  Necro!!!

 ... just thought I'd do my part to flame a user who is contributing something, to take the load off of the forum's regular guardians of justice and decorum.

Whew - I feel more l33t already!
Title: deconner problem
Post by: n00b pl0x on February 04, 2007, 12:00:30 am
foob youll be grandmasterl33t anyday now.
Title: deconner problem
Post by: xoltra on February 04, 2007, 02:57:08 am
Thanks for all who provided feedback on my simple patch.  I didn't know about the "denybuild" mod, but that's good to know.  The ability to designate builders is also interesting.  You can read about such a mod here:
    http://features.moddb.com/283/tremulous
Perhaps something like what I did could be integrated into it specifically control deconing.

Somebody made the good point that there is vandalism other than deconing that can be done, such as simply destroying equipment with weapons.  That is true, but it tends to take a bit longer and is more conspicuous.