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BungeeLastChaos - Episode II Private Server
Discussion on BungeeLastChaos - Episode II Private Server within the Last Chaos Private Server forum part of the Last Chaos category.
10/19/2015, 19:58
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#16
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elite*gold: 25
Join Date: Nov 2013
Posts: 1,851
Received Thanks: 1,299
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Quote:
Originally Posted by damona
Sieht nach nem c# programm aus das einfach ne website aufruft, somit frage ich mich wieso du nicht einfach die website online stellst bzw den link dazu.
Und was das genau bringen soll das es nur "client" side funktioniert kann ich mir nicht erklären :O
Korregiere mich wenn ich falsch liege, reine interessens Fragen.
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Ja da liegst du auch richtig.
Wir machen es momentan mit dem Aufruf der Seite im Tool, da wir noch an einer sicheren Methode arbeiten, die Registrierung & Co direkt mit der Datenbank & dem Server zu verbinden.
Warum? Kein Ahnung. Finde es im Client einfach attraktiver und wir arbeiten ja bereits am Nachfolger der Tools.
Wir gesagt ist die Website auch noch in Bearbeitung aber es wird eine geben mit den Wichtigsten Informationen, Download Links & einem Forum, welches später aber auch über den "Multi Launcher" benutzbar sein soll.
Der MultiLauncher wird die Funktionen der verschiedenen Programme in einem großen Tool beinhalten.
Folgende Funktionen sind momentan vorgesehen und in der Endphase:
-Updater
-News & Events System mit Kalender
-Register
-Download des Clients
-Donate
-Forum
-Chat
-UserCP Login & Profile
Sprich später muss nur noch der MultiLauncher herunter geladen werden wo dann der ganze Rest erledigt werden kann. Alles in einem Programm.
Liebe Grüße
Winston
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10/19/2015, 20:21
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#17
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elite*gold: 0
Join Date: Dec 2011
Posts: 440
Received Thanks: 240
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Server ist top und keine lags, aber wie kann man hie rmit Multi spielen ???
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10/19/2015, 22:04
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#18
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elite*gold: 0
Join Date: Jan 2015
Posts: 18
Received Thanks: 11
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@Last-Last geh in den Bin ordner, rechts klick auf Nksp, verknüpfung erstellen, beim pfad ( das was da so blau leuchtet  ) hinten rein klicken und Leertaste und dann 4022 eingeben und fertig
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10/19/2015, 22:58
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#19
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Join Date: Aug 2015
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Quote:
Originally Posted by xRagnar
whazzert again?
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Ja, und nun? Lasst ihn doch.
Viel glück übrigends.
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10/19/2015, 22:59
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#20
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elite*gold: 0
Join Date: Nov 2013
Posts: 1,095
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Quote:
Originally Posted by xRagnar
whazzert again?
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Oh Marco...
Whazzerts letzter Server ist 1-2 Jahre her und warum reißt du jetzt hier so deinen Mund auf, du hast alle 2 tage nen neuen also halt dich mal geschlossen.
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10/19/2015, 23:35
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#21
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Quote:
Originally Posted by xRagnar
Ihr glaubt immer noch das ist marcos acc das war er mal aber wenn man überall das gleiche pw used 
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Ja Marco dann tu halt so als wenn du so ein böser und guter Hacker bist.
Du bist lächerlich und jetzt hau ab wenn dir der Server nicht gefällt.
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10/20/2015, 09:16
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#22
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elite*gold: 2
Join Date: May 2010
Posts: 2,254
Received Thanks: 1,919
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Quote:
Originally Posted by xRagnar
Ihr glaubt immer noch das ist marcos acc das war er mal aber wenn man überall das gleiche pw used 
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Na der Account kann schnell dicht sein, da er ja "gehackt" ist und dann gibst du auch noch zu, dass du überall das gleiche Passwort nutzt. (Marco hackt Marco - gemeldet ist er aufjedenfall)
Ich find den Server recht gut, allerdings würde ich Anmeldungen und co. nicht auf Anwendungsebene machen - naja die Website kommt ja bald.
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10/20/2015, 10:17
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#23
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elite*gold: 0
Join Date: Jul 2013
Posts: 435
Received Thanks: 480
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Quote:
Originally Posted by damona
Sieht nach nem c# programm aus das einfach ne website aufruft, somit frage ich mich wieso du nicht einfach die website online stellst bzw den link dazu.
Und was das genau bringen soll das es nur "client" side funktioniert kann ich mir nicht erklären :O
Korregiere mich wenn ich falsch liege, reine interessens Fragen.
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Indeed, what's the point of calling it "client side" if all the program does is frame a web page. There's two ways to properly code a client side registration. - Add input fields into a custom launcher and write your own custom server file that communicates with the launcher. The launcher can send the information to be processed by the server and create the account accordingly using said information.
- Hook the loginserver and on player login 0x03 check if the account exists, if it doesn't then use the information sent via the login packet to register the account and then you can send the server list response.
Otherwise you'd be better off just throwing up some extremely basic website and letting players download the client and register from there. I mean, since it's how things are being done anyways. No point in over complicating things trying to make them more unique when really all they do is hinder players ability to make an account and play the game. It's added extra work for exactly no benefit.
I've thought about working on a completely website-less setup where the launcher itself has everything right there. It will connect to a main server on startup that will feed it information about player ranks, server status, etc. Along with the ability to register an account and donate to the server directly from the launcher as well. No PHP or website scripting involved at all. I'm sure that would appeal to a lot of users as websites and forums for LC private servers are almost never used. It's extra resources, extra work and extra software to have potentially exploited.
Patch information can also be fed from the server that directs the launcher to a FTP server for obtaining said patches. Or you can feed the file data directly from your custom server as well. The possibilities are endless if you know what you're doing.
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10/20/2015, 10:48
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#24
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elite*gold: 25
Join Date: Nov 2013
Posts: 1,851
Received Thanks: 1,299
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Quote:
Originally Posted by Ih¢sãs123
Na der Account kann schnell dicht sein, da er ja "gehackt" ist und dann gibst du auch noch zu, dass du überall das gleiche Passwort nutzt. (Marco hackt Marco - gemeldet ist er aufjedenfall)
Ich find den Server recht gut, allerdings würde ich Anmeldungen und co. nicht auf Anwendungsebene machen - naja die Website kommt ja bald. 
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Wer ist eigentlich Marco ?
Ja scheinbar kommt es ja auch nicht so gut an.
Ich habe mir bereits Gedanken dafürber gemacht, wie man das nun lösen könnte.
Weiteres im laufe des Tages.
Quote:
Originally Posted by PizzaGuy
Indeed, what's the point of calling it "client side" if all the program does is frame a web page. There's two ways to properly code a client side registration. - Add input fields into a custom launcher and write your own custom server file that communicates with the launcher. The launcher can send the information to be processed by the server and create the account accordingly using said information.
- Hook the loginserver and on player login 0x03 check if the account exists, if it doesn't then use the information sent via the login packet to register the account and then you can send the server list response.
Otherwise you'd be better off just throwing up some extremely basic website and letting players download the client and register from there. I mean, since it's how things are being done anyways. No point in over complicating things trying to make them more unique when really all they do is hinder players ability to make an account and play the game. It's added extra work for exactly no benefit.
I've thought about working on a completely website-less setup where the launcher itself has everything right there. It will connect to a main server on startup that will feed it information about player ranks, server status, etc. Along with the ability to register an account and donate to the server directly from the launcher as well. No PHP or website scripting involved at all. I'm sure that would appeal to a lot of users as websites and forums for LC private servers are almost never used. It's extra resources, extra work and extra software to have potentially exploited.
Patch information can also be fed from the server that directs the launcher to a FTP server for obtaining said patches. Or you can feed the file data directly from your custom server as well. The possibilities are endless if you know what you're doing.
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Ich schreibe jetzt mal auf deutsch, du verstehst es ja eh.
Ich weiß genau wovon du redest und wie bereits geschrieben arbeiten wir ja auch an anderen Lösungen um die Registrierung und co einfacher zu machen.
Ich möchte mich aber auch nicht sändig wiederholen und daher alles weitere darüber in Skype oder per PN.
Ich hatte gestern geschrieben was ich in dem Launcher vor habe und alternativen werden wenn es soweit ist bekanntgegeben.
Sollte es etwas neues geben, werde ich das hier schon bekannt geben.
Liebe Grüße
Winston
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10/20/2015, 17:04
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#25
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elite*gold: 13849
Join Date: Oct 2014
Posts: 673
Received Thanks: 219
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Quote:
Originally Posted by PizzaGuy
Indeed, what's the point of calling it "client side" if all the program does is frame a web page. There's two ways to properly code a client side registration. - Add input fields into a custom launcher and write your own custom server file that communicates with the launcher. The launcher can send the information to be processed by the server and create the account accordingly using said information.
- Hook the loginserver and on player login 0x03 check if the account exists, if it doesn't then use the information sent via the login packet to register the account and then you can send the server list response.
Otherwise you'd be better off just throwing up some extremely basic website and letting players download the client and register from there. I mean, since it's how things are being done anyways. No point in over complicating things trying to make them more unique when really all they do is hinder players ability to make an account and play the game. It's added extra work for exactly no benefit.
I've thought about working on a completely website-less setup where the launcher itself has everything right there. It will connect to a main server on startup that will feed it information about player ranks, server status, etc. Along with the ability to register an account and donate to the server directly from the launcher as well. No PHP or website scripting involved at all. I'm sure that would appeal to a lot of users as websites and forums for LC private servers are almost never used. It's extra resources, extra work and extra software to have potentially exploited.
Patch information can also be fed from the server that directs the launcher to a FTP server for obtaining said patches. Or you can feed the file data directly from your custom server as well. The possibilities are endless if you know what you're doing.
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I'm always wondering why you write so many text for simple things.
Simple answer:
Backend (PHP) Interface for creating account
Frontend (LC-Client) uses that interface, well in that case the custom launcher or whatever
That's how it should be done. (Except that you dont have to use PHP  )
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10/20/2015, 17:57
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#26
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elite*gold: 199
Join Date: Dec 2010
Posts: 2,161
Received Thanks: 2,696
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Quote:
Originally Posted by PizzaGuy
Indeed, what's the point of calling it "client side" if all the program does is frame a web page. There's two ways to properly code a client side registration. - Add input fields into a custom launcher and write your own custom server file that communicates with the launcher. The launcher can send the information to be processed by the server and create the account accordingly using said information.
- Hook the loginserver and on player login 0x03 check if the account exists, if it doesn't then use the information sent via the login packet to register the account and then you can send the server list response.
Otherwise you'd be better off just throwing up some extremely basic website and letting players download the client and register from there. I mean, since it's how things are being done anyways. No point in over complicating things trying to make them more unique when really all they do is hinder players ability to make an account and play the game. It's added extra work for exactly no benefit.
I've thought about working on a completely website-less setup where the launcher itself has everything right there. It will connect to a main server on startup that will feed it information about player ranks, server status, etc. Along with the ability to register an account and donate to the server directly from the launcher as well. No PHP or website scripting involved at all. I'm sure that would appeal to a lot of users as websites and forums for LC private servers are almost never used. It's extra resources, extra work and extra software to have potentially exploited.
Patch information can also be fed from the server that directs the launcher to a FTP server for obtaining said patches. Or you can feed the file data directly from your custom server as well. The possibilities are endless if you know what you're doing.
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I prefer a real site, only client side haven't a real benefit.
Not for nothing all use a website (company's, private servers etc.)
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10/20/2015, 20:34
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#27
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elite*gold: 101
Join Date: Jan 2011
Posts: 1,389
Received Thanks: 310
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Viel glück
Teste ich mal morgen 
Klingt interessant
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10/20/2015, 22:29
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#28
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elite*gold: 180
Join Date: Oct 2015
Posts: 56
Received Thanks: 18
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Korrekter Server - Korrektes Team - #Läuftbeieuch
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10/21/2015, 06:36
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#29
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elite*gold: 0
Join Date: Jul 2013
Posts: 435
Received Thanks: 480
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Quote:
Originally Posted by The Notorious B.I.G
I'm always wondering why you write so many text for simple things.
Simple answer:
Backend (PHP) Interface for creating account
Frontend (LC-Client) uses that interface, well in that case the custom launcher or whatever
That's how it should be done. (Except that you dont have to use PHP  )
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Is being fluent and thorough a problem for you? Either of them options are not exactly simple things to implement. The general concept of them is easily understandable but implementing them properly will take more work than what most people here are skilled for. One simpler approach would be to create a PHP script to pass parameters to. You can then accept input with native controls and call the web script using the provided information to register the account. That and to return a specific error code or message which you can relay to the client via a messagebox.
Code:
http://www.lcserv.com/register.php?username=Warmonger&password=hashedpassword
Your idea of how things should be done tends to be too generic and bland for my taste. Taking the easy way out or whipping up generic ideas is unappealing to me. If you've ever heard of the concept of go B.I.G or go home. Framing a webpage like he has already done (which is what you've recommended) is the definition of unskillful taste.
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10/21/2015, 07:21
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#30
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elite*gold: 25
Join Date: Nov 2013
Posts: 1,851
Received Thanks: 1,299
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Quote:
Originally Posted by PizzaGuy
Is being fluent and thorough a problem for you? Either of them options are not exactly simple things to implement. The general concept of them is easily understandable but implementing them properly will take more work than what most people here are skilled for. One simpler approach would be to create a PHP script to pass parameters to. You can then accept input with native controls and call the web script using the provided information to register the account. That and to return a specific error code or message which you can relay to the client via a messagebox.
Code:
http://www.lcserv.com/register.php?username=Warmonger&password=hashedpassword
Your idea of how things should be done tends to be too generic and bland for my taste. Taking the easy way out or whipping up generic ideas is unappealing to me. If you've ever heard of the concept of go B.I.G or go home. Framing a webpage like he has already done (which is what you've recommended) is the definition of unskillful taste.
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So wie es momentan gelöst ist, bleibt es ja auch nicht.
Code:
http://www.lcserv.com/register.php?username=Warmonger&password=hashedpassword
Soweit bin ich auch und so ist es auch in der neuen Version eingebaut.
Aber ich glaube den Launcher müssen müssen wir hier jetzt erstmal nicht weiter besprechen.
Jeder der ein Problem mit unserem System hat, muss es nicht nutzen.
Wir werden unsere Server für einige Fixes heute kurz neustarten müssen.
wir werden dies im Laufe des Vormittags erledigen.
Liebe Grüße,
Winston
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