Author Topic: RTB Development  (Read 378254 times)

I'll add it into the website when I move the downloads system over to the new website, and next time I re-factor the in-game mod manager I'll add column sorting too. I've got a new idea for a way to speed up the rendering of the mod manager so I'll be looking to re-factor that soon anyway. Obviously these kinds of minor interface changes are pretty low priority at the moment but they'll get done at some point.

Since the development of v4 is wrapping up, I've started planning out v5 which is going to be the save repository and gallery. I'm also thinking through a super secret new RTB project which won't exactly be a feature of RTB but more of a service so there won't be a version release for that, it'll just run asynchronously to the main development of things. I'll discuss that once I know it's definitely something that we can do.


I'm also thinking through a super secret new RTB project which won't exactly be a feature of RTB but more of a service so there won't be a version release for that, it'll just run asynchronously to the main development of things. I'll discuss that once I know it's definitely something that we can do.

Just to be certain, this isn't the server hosting service I've asked about in the past?

It could be!

Yes, that's exactly what it is. There seems to be lots of new interest in it and I've had some new ideas to take it a couple of steps further both in terms of accessibility for those who have no idea how to manage dedicated servers, and also in terms of how easy it is to go from wanting to have a server to actually playing in one.

Edit: Nvm, didn't read it all the way.
« Last Edit: November 19, 2010, 08:40:19 AM by Scout31 »

I feel kind of bad for asking this, but is there a reason why mods (at least mine) aren't getting approved or even having issues raised with them after a week or more. (I'm referring to my battle classes mod) I realize there's updating going on which would make sense, and/or you guys are just busy and stuff. I'm fine with being patient, I just wanna make sure I'm not getting purposely ignored or anything.

It could be!

Yes, that's exactly what it is. There seems to be lots of new interest in it and I've had some new ideas to take it a couple of steps further both in terms of accessibility for those who have no idea how to manage dedicated servers, and also in terms of how easy it is to go from wanting to have a server to actually playing in one.
So does this mean that people would just get eval access or would actually be able to access the part of the computer that the server is on? Or have you not figured it out to that part yet?

It could be!

Yes, that's exactly what it is. There seems to be lots of new interest in it and I've had some new ideas to take it a couple of steps further both in terms of accessibility for those who have no idea how to manage dedicated servers, and also in terms of how easy it is to go from wanting to have a server to actually playing in one.

Good to hear. It's that kind of service that could change the Blockland "landscape" as significantly as implementing UPnP did.

Good to hear. It's that kind of service that could change the Blockland "landscape" as significantly as implementing UPnP did.
I should probably throw in that many people say that wasn't a good thing because it just created double the family rps and people begging others to join their servers. But then again, someone who didn't need it could be a person like that, and plenty of decent servers were probably allowed to run because of it.

I should probably throw in that many people say that wasn't a good thing because it just created double the family rps and people begging others to join their servers. But then again, someone who didn't need it could be a person like that, and plenty of decent servers were probably allowed to run because of it.
It doesn't matter, just offer it for a price.

I feel kind of bad for asking this, but is there a reason why mods (at least mine) aren't getting approved or even having issues raised with them after a week or more. (I'm referring to my battle classes mod) I realize there's updating going on which would make sense, and/or you guys are just busy and stuff. I'm fine with being patient, I just wanna make sure I'm not getting purposely ignored or anything.

I've just been very busy recently.

So does this mean that people would just get eval access or would actually be able to access the part of the computer that the server is on? Or have you not figured it out to that part yet?

It would be very locked down, you would go through a setup process much like uploading an add-on:

  • Enter blockland key
  • Pick name/map/players/passwords/length of hosting time (in weeks, i guess)
  • Select the add-ons you want installed on it (only add-ons from RTB)
  • Edit auto admin lists
  • Configure extras like auto saving
  • Pay/use RTB credit (haven't spoken about this yet)
  • Within 5 minutes, the server would be booted and ready for people to join on a fresh BL install.

You'd have no access to the server itself and no console access either. There would be a web interface so you can close/open/restart your server and change all the settings you configured or swap out some add-ons on the server so it'll be highly customizable. Entering your key is just an acceptable limitation of this kind of thing - if you're not comfortable with entering your key into the RTB website then you'll have to find your hosting elsewhere. This just caters to mainstream Blockland users who don't want their server to do anything outrageously funky - just to host a build or a deathmatch reliably.

I think they'll be called RTB BuildBoxes or RTB BlockBoxes - I can't decide. But yeah, I have lots of neat plans for them and I'll discuss them all in a separate thread or something when I'm done with v4.
« Last Edit: November 19, 2010, 06:33:34 PM by Ephialtes »

I should probably throw in that many people say that wasn't a good thing because it just created double the family rps and people begging others to join their servers. But then again, someone who didn't need it could be a person like that, and plenty of decent servers were probably allowed to run because of it.

There may be an element of natural selection at play. Too many RP servers with not enough players to support them all means they have to compete for attention. In an ideal world the failures would fade away.

Sadly, they don't. They just bumble along, swimming in an ocean of mediocrity. I suppose it has something to do with the fact that many of them are run by 10-year-olds with a thirst for power, but I could be wrong.

A server hosting service that users have to pay for is unlikely to spawn wasteful servers as there is a cost involved. Assuming there was a limitation in place for the number of add_ons allowed to enabled at any given time, there would be further incentive for servers to be interesting outside of simply hosting "unique" weapons and vehicles. This would also mean less time spent downloading, and more time playing.


-stuff-
Wouldn't a user need a secondary key for this, seeing how it may cause authentication failures if they are hosting from a different network?
Or does this not happen with dedicated servers?

Also, what harm could be done if a user uploaded their own add-on?

Wouldn't a user need a secondary key for this, seeing how it may cause authentication failures if they are hosting from a different network?
Or does this not happen with dedicated servers?

Also, what harm could be done if a user uploaded their own add-on?
Deleting base files I presume?
Or just taking up tons of bandwidth somehow.

Though not being able to do this means I don't really want a server seeing how I test add-ons a lot, but I'd still donate.

Wouldn't a user need a secondary key for this, seeing how it may cause authentication failures if they are hosting from a different network?
Or does this not happen with dedicated servers?

You can host dedicated servers from different IPs than the IP you play on.

Also, what harm could be done if a user uploaded their own add-on?

It'd just be more trouble than it's worth. A lot of custom scripts would be loaded onto the server for allowing the web interface control and handling statistics tracking etc. and I just wouldn't want to expose that. Once you allow people to upload their own add-ons, it's safe to assume they have full console access. It just doesn't seem worth the extra contingency planning I'd have to go through. Like I said:

This just caters to mainstream Blockland users who don't want their server to do anything outrageously funky - just to host a build or a deathmatch reliably.

For people who make their own add-ons and want to show them off without releasing them - or before releasing them, this service probably won't be for them.