Author Topic: deconner problem  (Read 10987 times)

G1N0R0G

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deconner problem
« 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

vcxzet

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deconner problem
« Reply #1 on: December 06, 2006, 06:48:54 pm »
you cant patch deconners

G1N0R0G

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deconner problem
« Reply #2 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

rasz_pl

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deconner problem
« Reply #3 on: December 06, 2006, 07:35:43 pm »
Dolby, is that you? :)

David

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deconner problem
« Reply #4 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.
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Taiyo.uk

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deconner problem
« Reply #5 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.

kevlarman

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deconner problem
« Reply #6 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.
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Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
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vcxzet

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deconner problem
« Reply #7 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

G1N0R0G

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deconner problem
« Reply #8 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

vcxzet

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deconner problem
« Reply #9 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

techhead

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deconner problem
« Reply #10 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.
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vcxzet

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deconner problem
« Reply #11 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?

Stof

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deconner problem
« Reply #12 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?
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PIE

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deconner problem
« Reply #13 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.

G1N0R0G

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deconner problem
« Reply #14 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:

Paradox

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deconner problem
« Reply #15 on: December 06, 2006, 10:15:58 pm »

∧OMG ENTROPY∧

Diggs

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deconner problem
« Reply #16 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.

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techhead

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deconner problem
« Reply #17 on: December 07, 2006, 12:13:56 am »
You lie...
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Foobicam

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deconner problem
« Reply #18 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.
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Caveman

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deconner problem
« Reply #19 on: December 31, 2006, 05:45:57 pm »
Thread Necroing rUl0rZ

bam-bam

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deconner problem
« Reply #20 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
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Foobicam

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deconner problem
« Reply #21 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.
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Thorn

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deconner problem
« Reply #22 on: December 31, 2006, 06:54:37 pm »
On these forums. You just necro'd.. Get over it

n00b pl0x

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deconner problem
« Reply #23 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
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

jal

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deconner problem
« Reply #24 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).

Rawr

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deconner problem
« Reply #25 on: December 31, 2006, 10:20:48 pm »
Wheres the global ban when you need it  :)
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DjSonik

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Ok....?
« Reply #26 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...

xoltra

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A simple patch that allows deconstruction to be turned off
« Reply #27 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.

Survivor

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Re: A simple patch that allows deconstruction to be turned o
« Reply #28 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.


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David

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deconner problem
« Reply #29 on: January 28, 2007, 02:42:06 pm »
most server admins don't have rcon...
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.