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Messages - Badspot

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61
Development / Re: 2020/05/03 - Blockland r2005-r2012
« on: May 18, 2020, 02:52:12 PM »
Things are taking a bit longer than I expected due to some questionable functionality of the steam API and forgetting a few things.  I'm closing in on everything working, though.



(mis)

?

freezing on datablocks

I don't have a repro case for this.  I've only had it happen occasionally while running my CDN bot.

removal of enabling and disabling downloading stuff (personal thing but god damn i hate it when i gotta tell people to enable stuff and restart their game, they almost never do it)

So you want to be able to force people to spend 3 hours downloading hundreds of unnecessary music files from you at near dial-up speeds?  No thanks.  Everything that is on the CDN is downloaded regardless of user settings, though.  I could allow user uploads to the CDN but that would probably be abused immediately. 

62
Development / Re: 2020/05/03 - Blockland r2005-r2012
« on: May 10, 2020, 05:52:51 PM »
Progress report:

Done:

- Game client auth
- Name/blid selection gui
- Client auth back end

To do:

- Game server auth
- Test server auth back end
- Rewrite steamRedeem page



does any of this affect the ability for developers to query the auth system outside the game, as some of us already do with authQuery.php ?

The new system will no longer use IP addresses, it will just handle registration of BLIDs and names to SteamIDs.  So if you're using it to authenticate people, you will probably want to move to using Steam's openID. 



Is there an update available for the Mac version too? Whenever I launch BlocklandLauncher it doesn't download any files and doesn't update. It still says version r2001 and I was actually able to play on a server without any issue.

Blockland now requires Steam.  Steam does not run on whatever version of OSX I have on my mac mini.  The latest OSX does not run on my mac mini.  Apple has deprecated openGL, which Blockland relies on.  At some point in the future they will yank openGL support entirely.  They're constantly changing their stupid platform api.  It's just not worth it. 

63
Development / Re: 2020/05/03 - Blockland r2005-r2012
« on: May 08, 2020, 03:56:28 PM »
Quick progress report, so far I have:
- Designed a new auth database
- Written and tested scripts for converting old data into new database
- Researched steam auth on dedicated servers
- Written new auth server and master server backend

Still need to:
- Update game client/server auth
- Create new name/blid selection gui
- Test all the backend stuff
- Rewrite steamRedeem page

64
Development / Re: 2020/05/03 - Blockland r2005-r2012
« on: May 08, 2020, 01:56:58 PM »
is it just me or does the captcha for this fail every single time
https://blockland.us/keyRecovery.php

Sometime in mid March, google changed the way their captcha response was formatted which broke the parsing.  I already fixed it for the forum a while back but I forgot about that page.  Fixed now.

65
Development / Re: 2020/05/03 - Blockland r2005-r2011
« on: May 07, 2020, 06:34:58 PM »
I'm getting one about SteamUserStats instead of SteamUtils, I dont really wanna make the exe non-read only because then blockland loader will break




You are using the old Blockland.exe with the new version of steam_api.dll

There are RCE exploits in the wild and you're sitting there sabotaging the updater. 

66
Help / Re: Server Hosting Experience
« on: May 07, 2020, 02:30:09 AM »
The relevant code from game.cs is:
Code: [Select]
function GameConnection::ResetVehicles(%client)
{
   if(!isObject(MissionCleanUp))
   {
      if(getBuildString() !$= "Ship")
         Error("ERROR: GameConnection::ResetVehicles() - MissionCleanUp group not found!");
      return;
   }
   //cycle through mission cleanup and look for vehicles that belong to this client's brick group
   %ourBrickGroup = %client.brickGroup;
   %count = MissionCleanUp.getCount();
   for(%i = 0; %i < %count; %i++)
   {
      %obj = MissionCleanup.getObject(%i);

      if(!(%obj.getType() & ($TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType)))
         continue;
     
      if(!isObject(%obj.spawnBrick))
         continue;
         
      if(%obj.spawnBrick.getGroup() != %ourBrickGroup)
         continue;

      %obj.spawnBrick.schedule(10, spawnVehicle);
   }


The error is that the %obj retrieved from MissionCleanup.getObject is invalid, which should not happen.  Internally getobject retrieves from a vector and will print a different error message if you make an out of range request. 

The first error of relevance is this:
Code: [Select]
base/server/scripts/game.cs (1376): Unable to find object: '540024883' attempting to call function 'getType'
BackTrace: ->GameConnection::onDrop->[BuilderMode]GameConnection::onClientLeaveGame->[DefaultMiniGame]GameConnection::onClientLeaveGame->[Event_Minigame]MiniGameSO::removeMember->MiniGameSO::removeMember->GameConnection::resetVehicles

Does this happen every time someone quits?  If so, type trace(1); in console, have them quit, then close out and post the log.

67
Development / Re: 2020/05/03 - Blockland r2005-r2007
« on: May 06, 2020, 06:45:39 AM »
What cpu do you have?  I'm assuming it's not actually a pentium 3

68
Development / Re: 2020/05/03 - Blockland r2005-r2007
« on: May 06, 2020, 05:59:09 AM »
Updated OP.



Blockland still crashes when I try to start it up on steam

Are you running any kind of dll injector?

70
General Discussion / MOVED: Problems running the Steam Version
« on: May 05, 2020, 02:29:09 PM »

71
Off Topic / Re: naughty dog just pilled a battlefield lol
« on: May 05, 2020, 11:34:39 AM »
well nobody is gonna buy the game anyway because it looks boring as forget

Every playstation movie game looks boring as forget and normies buy the stuff out of them every time.  This thing is going to make billions. 

73
Development / Re: 2020/05/03 - Blockland r2005
« on: May 04, 2020, 07:50:45 PM »
i have multiple BL installations that I use to test different things (can't do that with steam).

It is the same program.  You can make copies of the Steam\steamapps\common\Blockland folder and run multiple copies of the game, run both at the same time, go online with both.  The only difference I can think of is that you can't be on two different accounts at the same time since they both use the same steam profile.

Dedicated servers are an issue, but that can be fixed.

74
Development / Re: 2020/05/03 - Blockland r2005
« on: May 04, 2020, 04:50:22 AM »
Im more in a situation where I would need to make another Steam account JUST to play my original ID since Ive already attached an alt key to my main account.
And I really don't like that idea

I am leaning towards a steam-only solution.  In my current design idea, any currently un-attached Blockland IDs could be attached to any steam account, including multiple blids to one steam account. 

As long as you haven't connected your main blid to an alt steam account, you would be fine.  Transferring blids from one steam account to another would not be supported because that would facilitate theft, and we'd be right back to where we started.   



now email us new keys

The first step is to patch the game to some reasonable degree.  Then get a complete experience working for existing steam users.  Then worry about conversion of blids and stolen blid recovery.  Issuing new keys won't help if they can immediately be stolen again.  Plus we don't know how many keys were stolen - chasing down every key in every script-kiddies hoard would be a huge waste of time.

75
Development / Re: 2020/05/03 - Blockland r2005
« on: May 03, 2020, 02:30:58 PM »
badspot, can you enable that in steamworks?

Done.

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